Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
03-13-2012, 05:28 PM
Quote:
Originally Posted by lazerx24
Well he kinda has a point this build has so many major flaws it's not funny. Maybe we can 1 on 1 so u can spread all those torps at my full shields? Even in stf's you still have to pick apart targets shields to get those torps to work.

In pvp wanna know a secret to more dps? I don't even use torps anymore and can out dps almost any escort in the game.
All builds have flaws and no one is invincible...

Hey, man, this is a PVE build... read up... If you take this build into PVP... I guess you will sometimes have fun blowing out hulls.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
03-13-2012, 05:31 PM
Quote:
Originally Posted by bumsgeordie
Your thread inspired me to build my carrier (Tactical Captain)
Maybe you have some suggestions on how to improve it.

Now mind you I only have 1 green, 1 white, 1 blue Torpedo Doff so far (working on my first Borg doff) and only Mk XI Borg Torps with MK X (blue) turrets.


I'm running a Kar'Fi Battle Carrier with the following Boffs:
Tac1: TT 1, Torpedo Spread II
Tac2: TT 2, Attack Pattern Beta, Torpedo Spread III

Eng1: Emergency to Shields I, Emergency to Shields II

Science1: Tractor, Hazard II, GW I, Tyken III
Science2: Transfershield I


Front Weapons: 4 Quantum Torpedo Launcher
Rear Weapons: 3 Disruptor Turrets (to get the debuff going)


Engi consoles: No idea what could be good, currently running plasma resists
Science: Borg console, +35% max shields, 2x Flow Cap
Tactical: 3x Quantum Chamber

Not sure if I need 4 Torpedo Launcher to max out when I finally get the purple projectile doffs.


How does it work ?
Depending on the enemy I run Power drain drones (against cubes) or S'Kul Fighter (against stuff that needs to die and poses no threat). Because I barely need any weapon power, I can run max Aux and decent shields to do all the fancy science stuff while pumping out very nice dps. Having enough in shields allows me to solo normal Cubes in elite without even coming close to dropping shields or getting below 70% hull.

Here is a PUG run on kithomer elite which was far from optimal because the probes guy was massivly overwhelmed and I had to run back and forth.
www.mediafire.com/?caacdc33dl8t18j
That's great to hear.

I don't know how you have your skill points laid out, but I might recommend adding a beam or two to your fore weapons. It will help lower your target's shields.

For your Engineering Consoles I suggest stacking as many Neutronium consoles as you can.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
03-13-2012, 05:32 PM
Quote:
Originally Posted by Jake81499 View Post
He has a point, I'm going to try it, nothing to loose. I can move all those skill points from the torps to other areas and beef up the ship.

I'll try it and see how bad I die. LOL
I also do not use Torps for PVP...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
03-13-2012, 05:33 PM
Quote:
Originally Posted by Vetteguy904
How will this break down with non purple doffs? I think the Mvae might be better with this build with a grav well drop to hold him in place.
Interesting idea, it can't hurt to experiment off of a base-idea.

I would say that it's about as good but just slightly less procs with non purple DOFFS.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
03-13-2012, 07:54 PM
i can see where your coming from with the dual beams and beam overload, i put a dual beam on my all cannon defiant in place of quantums with beam overload 3 and in cure space elite i scored several 20000+ crit hits. and ripped a negh'var apart single handed. Where usually the Defiant has its *** handed to it against one of those. Doesn't work everytime as crit hits are luck but i did find you do score some nice numbers with it
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
03-13-2012, 08:19 PM
I just want to say I love the build and your ideas here.

My real question come when looking at your skills.

Why all the points in "Star ship Engine Performance" and "star ship Impulse Thrusters"?

The one build that has 9 points seems a bit over kill.

Do you often find yourself turning slow or having a problem with engine power?

Just seems that these points could be spent better in other places....

Just my thoughts! enjoy!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
03-14-2012, 09:45 AM
Quote:
Originally Posted by laggyd View Post
I just want to say I love the build and your ideas here.

My real question come when looking at your skills.

Why all the points in "Star ship Engine Performance" and "star ship Impulse Thrusters"?

The one build that has 9 points seems a bit over kill.

Do you often find yourself turning slow or having a problem with engine power?

Just seems that these points could be spent better in other places....

Just my thoughts! enjoy!
I know that it's enough to have just three points in Impulse thrusters (I don't see any point in adding more for highly diminishing returns that seem to benefit the full impulse more than the impulse in combat).
I like to put 6 points in each of the Four Starship Performance skills along with the two Warp Core skills so I can get sometime 2 50s and a 55-60 with 125 for the four power level settings.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
03-15-2012, 10:04 AM
Quote:
Originally Posted by laggyd View Post
I just want to say I love the build and your ideas here.

My real question come when looking at your skills.

Why all the points in "Star ship Engine Performance" and "star ship Impulse Thrusters"?

The one build that has 9 points seems a bit over kill.

Do you often find yourself turning slow or having a problem with engine power?

Just seems that these points could be spent better in other places....

Just my thoughts! enjoy!
Yes, I would recommend using common sense when putting out skill points no matter what build you're looking at.

I am going to be updating the skill builds soon to reflect knowledge that I now have.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
05-17-2012, 10:12 AM
Great build. I'll try experimenting with it myself. What are your thoughts on using a fleet escort with a similar build? Does the advanced escort have an advantage over the fleet escort in terms of this build?

I have been using a fleet escort with beam overlaod II and III, 1 dual beam bank and 3 DHC fore and 3 turrets aft. I've eschewed torps because of the cooldown time, but stacking those DOFFs should more than make up for that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
05-31-2012, 04:18 PM
Advanced Escort only has 3 x aft weapons slots right, or am I missing something?
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