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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
02-18-2012, 04:25 PM
Science team doff is the development lab scientist. It works exactly like the maintenance engineer, just replace ET with ST, hull repair with shield repair. I have to purples on my current main
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
02-19-2012, 06:45 AM
Quote:
Originally Posted by Idali
As a Vor'Cha battlecruiser pilot myself, here is my build to contemplate over:
Ship: Vor'cha Battlecruiser Retrofit the IKS VOID SCREAM
Captain: Tactical
Weapons front:
1x photon torpedo
1x tetryon dual beam bank
2x tetryon dual heavy cannon
Weapons aft:
4x tetryon turret
Engine: Borg assimilated, if i want to go all out speed, omega force engine
Deflector: Borg assimilated
Shield: Honorguard mk11, breen sheild against dominion forces, reman shield for the looks.
Devices: Subspacefield, aux bat, shield bat
Eng consoles: rcs mk11 blue, kinetic armor, 1x energy type armor (changes depending on what i go up against), 1x plasmonic leech.
Sci consoles: field generator, borg assimilated console
Tac consoles: 3x tetryon pulse generator mk 11 blue

Boff skills:
Lt tac: torp spread 1, cannon scatter volley 1
eng tac: beam overload 1
(note, those get switched depending on situation, multitarget for PvE, single target versions for PvP for example)
Comm eng: EPTS1, AUX2ID1, DEM2, AUX2SIF3
LT Com eng: ET 1, AUX2ID1, ETPS3
LT Sci: HE1, TSS2 (Or the other way if i know i need more hull then shield tanking)

DOffs: haven't actully bothered with setting those up, or even getting special ones.

Overall comment, its a very cabable and sturdy ship, but weak against sci attacks and more about sustained dps then flat out burst.
If it were me I would move DEM up to mark 3, and put ET3 in there since Aux to damp is chainable and ASIF interferes with that. You'll find much better damage and healing that way in my opinion. I am however linking this post in the coming Vorcha post. (after I go back and link a couple of excelsiors I'll do the Vorcha post)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 83
02-19-2012, 07:22 AM
okay...

this thread has been great to read through. im an escort pilot, but i have pulled a few things out that will make my engie cruiser way more effective. some of them i was already doing, some things i just had to change a little mindset on.

good stuff follks, thanks!

have fun kill bad guys

horizon
Lt. Commander
Join Date: Dec 2007
Posts: 120
The Vorcha is perhaps one of the most iconic ships in the game. Virtually everyone that has seen The next generation, DS9 or Voyager knows what this ship is. What it's ideally made for and just how frankly bad *** it looks. It's the true flagship in my opinion of the klingon battle line. (Not that fat, ugly and borderline useless bortas)

While it's in game version is in my opinion in need of a little love to live up to expectations it can still be a very potent cruiser for throwing it down. (and by throwing it down, I mean a crap ton of damage in short order) It needs however great piloting to do so as cryptic in their infinite wisdom gave this ship an Assault Cruisers Inertia.... (which sucks... and makes no sense it has less hps than an AC. Not only this, but it's made to mount Cannons, canonically, and furthermore not only this Klinks have been repeatedly described as having far more advanced impulse drives than the feds) The ship will have great turning, once you get it up to speed. However the problem is, the Inertia score of 30 means eventually you, or it is going to screw up your slide, and stall out with your business end pointed the wrong way and that little damn escort who's at like 10 percent is going to get away. No I'm not bitter at all...

So why not just strap beams on it and clone the Assault Cruiser builds? Well sure... you can do that. Hell you could also, strap Dual Beam banks up front (X4 which is actually a pretty potent build for this thing and I do recommend trying it at least once with 4x turrets out back or perhaps 3 turrets and a spam dropper.. I mean mine launcher) to mitigate it and still keep true to the ships fearsome reputation for being a murderer.

But we all know what you came here to this post for first and foremost. You came because you wanted Big Damn Cannons, and maybe a Big Damn Torpedo to shove through someone's bow, and out their aft sections.

The first question is, is this a viable setup on a Team? The answer is yes and no. If you are a Tac? To quote one of star treks iconic captains/bridge officers? http://www.youtube.com/watch?v=u2ALsvU50wQ Anything else? You might want to go Assault Cruiser clone, or try the four dbbs. You just don't have the tac captain powers to throw it down with.

The Tac Vorcha is meant to lead the attack. It comes in first, second or third on decloak to take the hate that your bop buddies will inevitably end up taking, throw down big damn cannon fire, maybe a torp strike. the bop that comes riding in behind you finishes the job, (and as you throw out Warp Plasma, hose the target, and then his friends. Firing all the way through the battle line as you go till you've completed your circle around). The reason decloaking second or third is mentioned is, a smart fed team will wait for the bops and not even waste time on you after the first couple of passes. That being said? There's alot of Stupid in the ques. so just keep that decloak order in mind incase you run across the smart ones. The unfortunate downside to this ship loadout is it can be very light on the healing in order to function correctly. (Zone control and Cannon DPS combination on this ship tends to eat up alot of engi spots)

Here is a nice vorcha sample. http://forums.startrekonline.com/sho...5&postcount=79
This is the first build set I'm covering for the Vorcha as it's not just the most iconic, it's also the ones that make feds scream "OP OP OP" about klink cruisers without realizing just how much you have to sacrifice to get this thing to run well.

Power Settings, 90 Weapons, 60 Shields, 25 engines 25 aux. Or 90 weapons, 25 shields, 60 Engines, 25 Aux.
Or if you can't get weapon performance ranked, 100 Weapons, 50 shields. with 100 weapons 50 engines as the tertiary.

Weapons? Anti Proton DHCs with CrtDX2 dmg X3 or X4. 4 Anti proton turrets. Or Tetryon, or Phasers. Tet and Phasers, go for AccX2 CrtH or Acc CrtHX2s. If you are going 3 DHCs, run a CrtDX2 CrtH Quantum or photon.

Shields, Resilient Cap3s, Omega shield, or KHG Shield.
Deflector, Borg, Omega
Engine KHG, or Borg

Consoles, Plasma Distribution Manifold, Field emitter, 2 RCS
Field Generator, Borg
3 Energy Consoles.
Devices, Subspace field modulator, Engine Battery, Aux Battery. Alternate, Subspace field mod... change for shield battery or team shield battery.

Cmdr, EPTS1, Aux To Dampeners1, DEM2/ExtendShields2/EPTS3, Eject Warp Plasma 3. The reason there are so many alternate choices listed there? It allows for flexibility in the klink attack group. Sometimes you just need the extra murder power of DEM2, sometimes you are going to need to help your bop buddies with a massive shield resist, and sometimes you just want that extra shield resistance and power cause it is going all according to plan.
Lt Cmdr, EPTA1/EPTE1, Reverse Shield Polarity/Aux To Dampeners, ET3

Lt Tac, Torpedo Spread1, Cannon Rapid Fire
Ens Tac, Tac Team/ Torpedo High Yield. If Four Cannon, Tac Team, Cannon Rapid Fire, Tac Team.

Alt, Bo1, Cannon Rapid Fire
Tac Team

Lt Sci, Transfer Shield strength1, Transfer shield strength 2
Alternate: HE1, TSS2

Another version of this build with a much stronger broadside and more healy friendly version, utilizes 3 to 4 Single Cannons up front instead of the big cannons. Unfortunately however you'll never see 10K+ crits from your Guns alone.

This changes your bridge officer layout.
Cmdr, EPTS1, Extend Shields1, EPTS3, Eject Warp Plasma3
Lt Cmdr ET1, Aux to structural 1/Aux to damp, ET3
Tac, Tac Team, CRF
Tac Team, or Torpedo Spread.
Lt Sci TSS1 and 2.

The Vorcha also can run pretty much any assault cruiser build, just with the added bonus of being able to roll with DBBs upfront, with turrets out back for more forward bite, or to just straight up copy an AC.

Doffs: 2 purple Maint Engineers, 2 Shield Distribution doffs, 1 Matter Anti matter specialist if using warp plas.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 85
02-19-2012, 01:57 PM
Mav, I'm rather curious on your opinion of Star Cruiser versus an Odyssey as a healboat.

I've got both, been using the Odyssey for PvE. I suppose the terrible turn rate and inertia would make it difficult for PvP? I haven't actually PvPed in it yet...been trying to figure out a good build first.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 86
02-19-2012, 03:44 PM
Quote:
Originally Posted by rbearcatlight
Mav, I'm rather curious on your opinion of Star Cruiser versus an Odyssey as a healboat.

I've got both, been using the Odyssey for PvE. I suppose the terrible turn rate and inertia would make it difficult for PvP? I haven't actually PvPed in it yet...been trying to figure out a good build first.
In my opinion, Odyssey >> Star Cruiser as a healBoat. The high level Engineering BO and multiple Sci BOs allow you to run the best of both worlds when it comes to Sci and Eng healing.

My build:
Lt Tac: TacTeam 1, FAW 2
Cmdr Eng*: EPtS 1, EngTeam 2, Extend 2, Aux to SIF 3
LtC Sci: Hazard 1, TSS 2, TSS 3
Lt Sci: Hazard 1, TBR 1
Ens Sci: SciTeam 1

*Conventional wisdom is to go with Aux to SIF 2 and Extend 3, but I switched those around because I feel like there's a lot of shield healing in this build, but not too much burst hull healing. At around the ~90 Aux I run with (set at 50, comes to this after skills and MACO boosts), it's giving me around 7-8k worth of healing. As much as EngTeam 2, but with the added bonus of a massive resist.

You also get to easily slot the ever useful TBR. It'll allow you to protect yourself (as you can't easily turn shield facings too quickly), keep EWP/Theta guys away, clear spam, and shove attack Escorts away from the guy you're trying to protect.

It gets a little redundant with 3 Teams, but the key is to know when you use your Eng/Sci Teams. I only use my SciTeam to clear SNB and my EngTeam when someone's REALLY in trouble. I find that my EngTeam is very rarely used. More often than not, TacTeam + Aux to SIF 3 + TSS 2/3 will be enough to keep someone going for a while. You can easily be healing 3 people at once; Extend + A2SIF to one guy, TacTeam + TSS to another, and Hazards to a third.

You can pump out roughly 120K hull healing/minute, ignoring all of the shield healing and resist you can do. Plus those figures are with 100 Weapons/50 Aux; you can still pack quite a wallop with those 8 weapon slots.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 87
02-19-2012, 11:51 PM
This isn't far offf of what I've settled on as my Vor'cha build, it's laying down some murderous firepower. By keeping it full DHC/turret, I only have one weapon type that I need to "buff up", so can run TT1 twice, although a beam overload and DBB sounds tempting having read this.

Lt Tac: TT1, CRF1
Lt Tac: TT1
Cmdr Eng: EPTS1, Aux2ID1, DEM2, DEM3 (I'd also have a variant with ES3 for team play but I don't have the bof space or the bof for that)
Lt Cmdr Eng: EPTS1, RSP1, Aux2ID2 (the order of the last two is variable, I have it this way so the bof is compatible with my bop build as well)
Lt Sci: ST1 or TSS1, HE2

This build came to fruition because I wanted plenty of raw DPS and reasonable agility without having to worry about frequent 'splosions like I do in my BoP during STFs, it's designed as a self sufficient murder-cruiser. My experiences so far are that it can make up for the lack of higher tacitcal powers with pure horsepower so to speak as a tactical captain, as 4 turrets and 4 DHCs is quite powerful, and more viable than on a Raptor becasue you're not having redundant boff slots from only one weapon type to buff, also, you're almsot as manouverable, have more healing to share than a Raptor, and more hull and shields for when things go wrong. Also, I know you're not covering P2W consoles, but the reason I haven't sacrificed Aux2ID2 for EWP is my Nausicaan engineer's going to be treated to the Nausicaan ships, and I'd rather have Theta on this build. I'm using the Borg set with an HG shield at the moment, although two piece Borg and Omega could be intresting for the tet glider.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 88 A Quick word on the Oddy.
02-20-2012, 07:02 AM
Quote:
Originally Posted by rbearcatlight
Mav, I'm rather curious on your opinion of Star Cruiser versus an Odyssey as a healboat.

I've got both, been using the Odyssey for PvE. I suppose the terrible turn rate and inertia would make it difficult for PvP? I haven't actually PvPed in it yet...been trying to figure out a good build first.
I like the Oddy's boff slots as a heal boat. Or as a healer controller. In my opinion it's out right replaced the Starcruiser for those that have the Oddy.
There's alot of massive shield healing this thing can do, or potentially fairly equal hull healing to the starcruiser (with a nice balance of shield healing) while putting out some zone control.

Praxis (MvS5191) has a good solid Oddy. I think I'd do this instead though
Lt Tac: TacTeam 1, FAW 2
Cmdr Eng*: EPtS 1, EngTeam 2, Extend 2, Aux to SIF 3
LtC Sci: Hazard1, Transfer Shields strength2, Photonic Shockwave or Charged Particle Burst2.
Lt Sci: Hazard 1, Transfer Shield Strength 2
Ens Sci: SciTeam 1

and run an aux and weapon power split setup power level wise. This gives the team an extra psw/CPB (and as the ship is well slow it can't really utilize the 90 degree skills and tbr can be tricky at times with it)

I really do recommend some kind of control power in the lt, or lt cmdr sci slot though, this thing is such a beast on healing.
The only reason I didn't cover the Oddy, was not everyone is going to have one or have access to one. Anyway, next post should be about the Neghvar... stay tuned!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 89
02-20-2012, 07:04 AM
Quote:
Originally Posted by mvs5191 View Post
In my opinion, Odyssey >> Star Cruiser as a healBoat. The high level Engineering BO and multiple Sci BOs allow you to run the best of both worlds when it comes to Sci and Eng healing.

My build:
Lt Tac: TacTeam 1, FAW 2
Cmdr Eng*: EPtS 1, EngTeam 2, Extend 2, Aux to SIF 3
LtC Sci: Hazard 1, TSS 2, TSS 3
Lt Sci: Hazard 1, TBR 1
Ens Sci: SciTeam 1

*Conventional wisdom is to go with Aux to SIF 2 and Extend 3, but I switched those around because I feel like there's a lot of shield healing in this build, but not too much burst hull healing. At around the ~90 Aux I run with (set at 50, comes to this after skills and MACO boosts), it's giving me around 7-8k worth of healing. As much as EngTeam 2, but with the added bonus of a massive resist.

You also get to easily slot the ever useful TBR. It'll allow you to protect yourself (as you can't easily turn shield facings too quickly), keep EWP/Theta guys away, clear spam, and shove attack Escorts away from the guy you're trying to protect.

It gets a little redundant with 3 Teams, but the key is to know when you use your Eng/Sci Teams. I only use my SciTeam to clear SNB and my EngTeam when someone's REALLY in trouble. I find that my EngTeam is very rarely used. More often than not, TacTeam + Aux to SIF 3 + TSS 2/3 will be enough to keep someone going for a while. You can easily be healing 3 people at once; Extend + A2SIF to one guy, TacTeam + TSS to another, and Hazards to a third.

You can pump out roughly 120K hull healing/minute, ignoring all of the shield healing and resist you can do. Plus those figures are with 100 Weapons/50 Aux; you can still pack quite a wallop with those 8 weapon slots.
Looks interesting. I may have to try it out. Thanks.

Quote:
Lt Tac: TacTeam 1, FAW 2
Cmdr Eng*: EPtS 1, EngTeam 2, Extend 2, Aux to SIF 3
LtC Sci: Hazard1, Transfer Shields strength2, Photonic Shockwave or Charged Particle Burst2.
Lt Sci: Hazard 1, Transfer Shield Strength 2
Ens Sci: SciTeam 1
Haven't seen much use for Photonic Shockwave, but maybe it'll make a bigger difference to my engineer than my tac. >.>

Realized that I don't have a Boff with Aux to SIF 3 or a way to train it right now...so I'm going to swap it with extend. :X

In the test STF I did (I know, it's a PvP build, but I haven't really had a lot of time to PVP of late), the second build worked quite well. I missed having Warp Plasma for snaring the borg, but Shockwave made a decent alternative.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 90
02-20-2012, 10:38 PM
is this troll or not? dhc on cruiser? come on guys........
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