Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Advice onPvP BoP Tac build
04-27-2012, 12:54 PM
It will be all tetryon cannon with 2 Omegas for tet gliders. Any comments/advice?

http://www.stoacademy.com/tools/skil...build=heghta_0
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-28-2012, 05:56 PM
First lets go with a typical tactical bridge officer layout. CMD, LTC, will be tactical. The two LT slots will be eng and sci. You can also purchase all efficient officers for your bridge. This will help with your power levels. It's also not terribly pricey.

TT1, CRF1, BO3, APO3

TT1, APD1, THY3

This provides a good offense with good defense. Remember that some of the best tactical attack buffs are also very strong defensive buffs. This is why you choose the Delta pattern over the Beta.

Engineer will take EPTS 1 and Aux to Structural 1. Very good shield resistance and heal and good hull resistance and heal.

Science you may feel like you need the science team to clear AMS, jam sensors, or just for a better shield regen. Generally I just bug out if AMS happens. Mostly because if the entire PUG doesn't cleanse themselves, your own team will kill you. Even minimal shield strength is fine if you fly well. I carry Hazard Emitters for heal and resistance, and Polarize for mobility and resistance. Getting tractored in PVP will be the end of you. You need two outs.


Engineering consoles will give you hull resistance. You can likely buy 3 common neutronium mk XI consoles. This will give you about 35% resistance across the board. Possibly a bit more. You could use a turn rate or a flow rate console as your third instead. But you're already in the best turning ship there is. The flow console could boost the EPTS but they will do what you need them to as it is. So for now stick with the resistances.

Science consoles are a bit wonky just now. Get the +18% to shields. That is a need. Follow that up with one inertial dampener and the Borg universal console from the set.

Tactical take 2x[energy type] and 1x[torpedo type]

If you run the Borg retro set you will get good bonuses to power levels and some nice set bonus as well. You may wish to buy a very rare MK XI covariant [cap]x3 instead of using the borg shield. You may find the higher value worth it. You will need to run STF's to get the EDC for the Borg set, but you should keep in mind that you will want the KHG shield and engine as soon as possible. 2 piece Borg and 2 piece KHG is very strong. Omega is also very good and I did consider that entire set for the speed and accuracy bonus. So you also may wish to do so. For now I am still enjoying the KHG procs to much to change.

Your weapons need to hit. Buying a complete set of [acc]x3 weapons on the exchange can be very expensive if they are even available. But [acc] x2 are almost always available for much less and also you can find very rare [acc]x2 [crtd] or [dam] or some other desirable modifier for much less. Purchase a full set of at least [acc]x2 weapons of the following types.

Two Dual Heavy Cannon, one Dual Beam Bank, one Quantum Torpedo and two turrets.

Choose your target. Choose your exit route and cover to break LOS. Buff up, decloak, mark your target and unload your torpedoes. Count down and fire your beam overload. Pop one of two batteries. Weapon to finish of your target with CRF and then just evasive out. Or pop engine battery with evasive to get out even further if your target is dead or if it shows no immediate signs of becoming dead. Either case is cause for you to leave.


You have 20 seconds out of cloak. EPTS should be running the entire time. Be ready with polarize hull or emitters combined with brace for impact if you need to cloak under fire. Emitters is great to pop before you cloak as it will continue healing if you've taken damage. When your 20 seconds is up you cloak.

Very important tip. Learn to recognize what buffs your targets have. Firing on an escort that is under evasive, omega, and epts is just as much as a waste of time as firing on a cruiser with RTS3 and RSP could be. If you're not sure at first what the little icons are look them up. In the meantime pick targets with no little icons. The best time is right AFTER all their little icons drop off. Usually this means they are out of buffs for a short time. These are good targets.


Happy flying.

Edit: When this was written the shield consoles were 35%. That has changed so at this time I now use 2 x 18% consoles with the borg console. Im also messing around with a torpedo spread one and an aft chroniton torpedo. This is simply to slow down pursuers. Seems to work and I don't really miss the second tactical team as I don't spend a lot of time under fire in any case.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-30-2012, 08:46 AM
Thanks for the detailed post.

I'm doing pretty well with the all cannon build already, so I don't want to change that much. I end up in the top 2 damage in PUGS on arena most of the time. I don't know if the quality of the PUG is just that low or I'm actually doing that well. Therefore, I wanted to respec to see if I can take advantage of Flow Capacitors using Tachyon + Tet Gliders as well as maximize power usage. What really confuses me right now is the Shield/Eng/Aux/Weap power skill.

In my posted build I have 3 Aux, 6 Weapon, 9 Shields, 6 engine.
Aux: 54 9000 pnts
Wea: 84 18000 pnts
Shi: 99 24300 pnts
Eng: 84 16200 pnts

That's 321 points for 67,500 points.

If I optimize for max points 6 Aux, 6 Weapon, 6 Shields, 6 engine.
Aux: 84 18000 pnts
Wea: 84 18000 pnts
Shi: 84 16200 pnts
Eng: 84 16200 pnts

That's 336 points for 68,400 points. An extra 900 points buying me 25 skills.

Since I need all 4 systems, would it be better to do it the latter way and use the power distribution system to get to the power profile I need? Or are the bonus power based on what your power system is set to?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-30-2012, 09:13 AM
You could also try the classic
TT1 CRF1 ApO1 CRF3
THY1 BO2 ApO1
EPTS1 EPTS2
ST1 HE2

Set-up and read the Kookie Kutter builds
You will have excelletn speed,turn and a good amount of defense and damage output.

If you are gong to be running with a group and will have a healer in it, try;

TT1 ApD1 BO3 CRF3
TT1 THY2 CRF2
EPTS1 A2D1
EPTS1 A2D1

You will have no hull heals at all but excellent speed, turn and damage output.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-30-2012, 10:06 AM
Quote:
Originally Posted by Roach View Post
You could also try the classic
TT1 CRF1 ApO1 CRF3
THY1 BO2 ApO1
EPTS1 EPTS2
ST1 HE2

Set-up and read the Kookie Kutter builds
You will have excelletn speed,turn and a good amount of defense and damage output.

If you are gong to be running with a group and will have a healer in it, try;

TT1 ApD1 BO3 CRF3
TT1 THY2 CRF2
EPTS1 A2D1
EPTS1 A2D1

You will have no hull heals at all but excellent speed, turn and damage output.
That's a pretty neat guide. The only thing is he made one generic skill tree. If I'm doing all cannon, I'd be wasting the points in particle weapons. Also, he didn't explain the thoughts behind the skill tree. I have to wonder why he went Aux 3, Weapon 0, Shield 6, Engine 6 instead of balancing out. Also why did he invest more in Warp core eff than warp core potential? I thought unless you went 25/25/25/25 you would get more energy out of warp core potential than efficiency.

Do you know of a comprehensive guide to the skill tree? I find a lot of Boff builds and equipment guides, but not a lot on the skill tree.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-30-2012, 10:25 AM
It's a little bit of both really. Pugs mostly are pugs and damage done doesn't really tell the entire story. One or two fed cruisers that I regularly run into in matches are virtually impossible to kill without a concentrated effort. Or a well timed sub nuc. So its fun to mess around with them and just pummel them for the fun of it. I can get top damage for the match and never actually even be involved in making a kill. If your attacking and your opponent explodes in a timely fashion, you're doing it right.

By way of example you may attack one target, vaporize it and do exactly the amount of damage that represents that targets hull strength. If you attack one target and find yourself doing twice or three times the amount of damage then that target had hull strength then there may be something lacking in your build or your tactics. A bird of prey should do the least damage for the highest number of kills. Escorts tend to do more damage for the same number of kills than a bird of prey would as escorts are constantly firing weapons even when it is not optimal. That damage still counts on the score board though. And it gets healed too so it will show up on the enemies scoreboard as well.

Two piece borg, defelctor and console let me set wep power at 95 and still hit 125 max. All efficient BOFF and aux power DOFF gives me power levels all over 50 ish? when they are set at 35. I'm not entirely sure. You get the most bonus from efficiency from having settings under 70, other skills give a flat bonus regardless. In a BOP with a tactical layout all you really need maxed on the attack is your weapon power. Having all the other systems over 50 gives a decent par value for heal or shield abilities.

If you really wish to duke it out over extended periods of time, the sort of time frame where tet glider starts to show some benefits, you may wish to switch up to a raptor. Raptors are much better suited to that sort of play, are very rugged, and will put up excellent damage numbers. Its likely that you wish to use the BOP for something that it isn't best suited for. Honest.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-30-2012, 10:35 AM
Quote:
Originally Posted by quatin2
That's a pretty neat guide. The only thing is he made one generic skill tree. If I'm doing all cannon, I'd be wasting the points in particle weapons. Also, he didn't explain the thoughts behind the skill tree. I have to wonder why he went Aux 3, Weapon 0, Shield 6, Engine 6 instead of balancing out. Also why did he invest more in Warp core eff than warp core potential? I thought unless you went 25/25/25/25 you would get more energy out of warp core potential than efficiency.

Do you know of a comprehensive guide to the skill tree? I find a lot of Boff builds and equipment guides, but not a lot on the skill tree.
The points put into Projectile weapons are a there so you do not have to respec if you decide to use them latter.

Aux 3 was just to boost the base Aux Power levels and can be spent elsewhere.
Weapons is not needed as you should be running 100 weapons power anyways.
Shields 6 to help buff your base Shields power. Running two copies of EPTS with a already buffed shields power setting will help you stay at that important high shields to get eh best resistances.
Engines 6 becuase a higher engine power setting gives a better bonus defense.
Warp Core Efficiency and Warp Core potential are both good at 6 and the points that push it to 7 can be spent elswhere.
The skill build is designed for a BoP using the Plasmodic Leech as well to help boost power levels a smidgeon, but over all it is a guide and not set in stone.
Most skills do fine at 6 and hardly give enough benefit if pushed to 9's. I just put most of the Tactical at 9 for maximum effect in damage out put.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-30-2012, 12:47 PM
Quote:
Originally Posted by Thissler
It's a little bit of both really. Pugs mostly are pugs and damage done doesn't really tell the entire story. One or two fed cruisers that I regularly run into in matches are virtually impossible to kill without a concentrated effort. Or a well timed sub nuc. So its fun to mess around with them and just pummel them for the fun of it. I can get top damage for the match and never actually even be involved in making a kill. If your attacking and your opponent explodes in a timely fashion, you're doing it right.

By way of example you may attack one target, vaporize it and do exactly the amount of damage that represents that targets hull strength. If you attack one target and find yourself doing twice or three times the amount of damage then that target had hull strength then there may be something lacking in your build or your tactics. A bird of prey should do the least damage for the highest number of kills. Escorts tend to do more damage for the same number of kills than a bird of prey would as escorts are constantly firing weapons even when it is not optimal. That damage still counts on the score board though. And it gets healed too so it will show up on the enemies scoreboard as well.

Two piece borg, defelctor and console let me set wep power at 95 and still hit 125 max. All efficient BOFF and aux power DOFF gives me power levels all over 50 ish? when they are set at 35. I'm not entirely sure. You get the most bonus from efficiency from having settings under 70, other skills give a flat bonus regardless. In a BOP with a tactical layout all you really need maxed on the attack is your weapon power. Having all the other systems over 50 gives a decent par value for heal or shield abilities.

If you really wish to duke it out over extended periods of time, the sort of time frame where tet glider starts to show some benefits, you may wish to switch up to a raptor. Raptors are much better suited to that sort of play, are very rugged, and will put up excellent damage numbers. Its likely that you wish to use the BOP for something that it isn't best suited for. Honest.
I actually switched over from a raptor. I find that in an extended fight, I can keep my cannons firing twice as longer in a BoP than in a Qin. I am giving up more tanking ability, but it seemed to almost double my damage output. It could be I suck piloting the Qin, but the pitch angle was totaling throwing me off. I would get whipped by defiants, who can out maneuver me.

Thanks for the thoughts on the power levels though. So if my goal is to maximize all power settings, would it be right to say that I would want a balanced skill tree in the +power settings in shiled, weapons, aux and engines?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-30-2012, 12:55 PM
Quote:
Originally Posted by Roach View Post
The points put into Projectile weapons are a there so you do not have to respec if you decide to use them latter.

Aux 3 was just to boost the base Aux Power levels and can be spent elsewhere.
Weapons is not needed as you should be running 100 weapons power anyways.
Shields 6 to help buff your base Shields power. Running two copies of EPTS with a already buffed shields power setting will help you stay at that important high shields to get eh best resistances.
Engines 6 becuase a higher engine power setting gives a better bonus defense.
Warp Core Efficiency and Warp Core potential are both good at 6 and the points that push it to 7 can be spent elswhere.
The skill build is designed for a BoP using the Plasmodic Leech as well to help boost power levels a smidgeon, but over all it is a guide and not set in stone.
Most skills do fine at 6 and hardly give enough benefit if pushed to 9's. I just put most of the Tactical at 9 for maximum effect in damage out put.
What I'm trying to do is maximize aux and shield power while keeping a minimum weapon and engine power. IE Weapons at 100 and engines at 65. Anything else will be put into shields and aux. However, if I put points in the weapons skill tree, I could get 100 weapon power while putting in 90 (making that number up). The other 10 points could be put into shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-30-2012, 01:06 PM
Quote:
Originally Posted by quatin2
What I'm trying to do is maximize aux and shield power while keeping a minimum weapon and engine power. IE Weapons at 100 and engines at 65. Anything else will be put into shields and aux. However, if I put points in the weapons skill tree, I could get 100 weapon power while putting in 90 (making that number up). The other 10 points could be put into shields.
What sort of BOff set-up are you going to use?
NVM, I went back and looked.
Cycling the two EPTS abilities should keep your shield at near max all the time, so you should NOT have to set the Shield power too high.
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