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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-21-2012, 07:08 PM
Quote:
Originally Posted by Roach View Post
As well DKnight1000 is right the turn rate of a Bortie is so low that any cannon past Single is almost point less. Turrets are fun but do not due the damage output needed.
I dunno. For PvP then certainly. For PvE cannons/turrets are still viable.

See my Borty build in my signature. And see notes button on that page for more info.

I only fly engineer captains but versus regular cruiser setups it seems to have quite a bit of DPS. And seeing as everything in STFs are sitting still or flying in a straight line mostly the firing arc isn't too much of a problem.
I just pop evasive or APO1 whenever I need to dramatically alter course.

In KASE with my build if 2 others are handling probes, I can work right side, tank cubes and DPS at almost the same pace often as whatever the other two ships on the left side are doing (if they're cruisers).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-21-2012, 07:43 PM
Quote:
Originally Posted by Roach View Post
As well DKnight1000 is right the turn rate of a Bortie is so low that any cannon past Single is almost point less. Turrets are fun but do not due the damage output needed.
Quote:
Originally Posted by erad84 View Post
I dunno. For PvP then certainly. For PvE cannons/turrets are still viable
I have a cannon build on my command cruiser, using dual heavy's and turrets. I use it for PVE and it works great for the stupid slow moving Borg npcs. That said, I would never dream of using the setup for a PVP match.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13 It's worst
05-21-2012, 10:51 PM
It's worst... I really don't understand what's wrong with this warship. Yesterday night. I dropped all my disruptor gears and consoles. I bought 4 consoles for phaser energy MkXI rare. And I crafted 4 phasers beam array, 2 turrets, cannon. I played KASE. We lost the optionnals because of me. Not enough dps. It was between 30 and 50
I had not this kind of problem with my Vo'quv carrier. I don't understand what's wrong with this ship. I followed most of your advices. I'm lost...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-21-2012, 11:13 PM
Quote:
Originally Posted by feistyfawn View Post
It's worst... I really don't understand what's wrong with this warship. Yesterday night. I dropped all my disruptor gears and consoles. I bought 4 consoles for phaser energy MkXI rare. And I crafted 4 phasers beam array, 2 turrets, cannon. I played KASE. We lost the optionnals because of me. Not enough dps. It was between 30 and 50
I had not this kind of problem with my Vo'quv carrier. I don't understand what's wrong with this ship. I followed most of your advices. I'm lost...
Are your energy settings correct (I mean 125 weapon power)? If you switch to a new ship, the settings from your previous ship will not be copied.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-22-2012, 01:49 AM
Quote:
Originally Posted by feistyfawn View Post
And I crafted 4 phasers beam array, 2 turrets, cannon.
Stick to one type of weapon. Either drop the 2 turrets/cannon and put in beams or drop the beams and go cannons/turrets. That way your Boff tac powers boost all your energy weapons, not just some of them.


Is your universal lieutenant commander Boff slot being used for tac?
Then, if you went all beams run 2x TT1 and 2x BFAW (best for STF) or 2x BO. And stick in APO1 for the top tac slot.

The single engy slot go something like ET1, RSP, EptS3, A2SIF3.

I use the ensign universal as a sci boff slot for heals/resists.

I also run with Photon torps, because in STFs everything has lots if HP so after the first 3 or so shots Photons out DPS Quantums.

Is your build for STF only or PvP too?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
05-22-2012, 03:33 AM
Quote:
Originally Posted by feistyfawn View Post
It's worst... I really don't understand what's wrong with this warship. Yesterday night. I dropped all my disruptor gears and consoles. I bought 4 consoles for phaser energy MkXI rare. And I crafted 4 phasers beam array, 2 turrets, cannon. I played KASE. We lost the optionnals because of me. Not enough dps. It was between 30 and 50
I had not this kind of problem with my Vo'quv carrier. I don't understand what's wrong with this ship. I followed most of your advices. I'm lost...
I don't understand why your using turrets. 6 Beams is the way to go IMO. You could even run DHC's and Turrets if your doing STF's and just sit and shoot, it's certainly a super valid tactic for KAS/E. Heck I did more DPS in my Vor'Cha in KASE today than I usually do in the Raptor or Garumba. I have no points in threat control and when I pulled and maintained agro I didn't have to run from Donatra or the Cubes. And yeah I was one of three Cruisers, no tanks.

Phasers are perhaps the worst weapons for fighting the Borg with. I know sad but true. The Proc is cured so fast it's like it doesn't exist. And since every other weapons proc counts you'll always get better DPS out of them.

#1 Anti-Proton, No proc just crits hit harder. Best if you have points in Energy Weapon Specialization and Accuracy (more crits).

#2 Disruptors, The Proc is a 10% reduction to Damage resistance that benefits the whole team.

Now the arguement

#3 Polarons, The proc reduces energy in all systems so weapons, shields and engines go down, the ship gets slower, loses defence, loses DPS, and loses resistence from lower shield power.

#4 Plasma, Yeah nobody uses it because in PVP we all have Plasma resist shields, still fantasticly good against NPC's and cheap. Hull fires ignore shields and the Borg don't use Hazzard Emitters

#5 Tetryon, Not to be confused with the Tetryon Glider which is a guaruntee, this proc takes a big chunk out of shields, and works best with Flow Capacitors.

#6 Phasers, against anybody other than the Borg these would be #3, The borg just seem immune to disable effects, or heal so quickly it's not funny. Your better off relying on the Tricobalt Torpedoes disable than these against the Borg.

Hybrids.
Plasma Disruptor, They get the procs of both and are powered by Disruptors. One of my Favourite weapons I use them on my Garumba. Comes only in Beam Arrays and DHCs. They look more like Plasma than Disruptor but if you know the difference you wouldn't mistake it for either, my Turrets (Pure Disruptor) look much darker than my DHCs.
(Second Star to the Right and straight on till Morning)

Phased Polarons, They get Tetryon & Polaron procs and are powered by and look like Polarons. They come in DC & Beam Arrays. I use these on an MVAE with Omega, awesome IMO as I think it helps keep things in my Grav Well.
(Boldly they Rode)

Polarised Tetryon, Not a true Hybrid, but comes with a 10% Tetryon Proc.
(New Link)

Let me know if I made any mistakes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-22-2012, 06:37 AM
My apoligies. I tend to design with PvP in mind where movement is as important as firepower so Beams tend to be important or single cannons for the 180 degree firing arc.

In a STF where damage is neded you could go (3) forward cannons +(1) torpedo with (4) turrets rear and try to always keep your nose pointed at target for maximum fire effect.

Try to get this DOff, Sensor Officer
to use with Sensor Scan to help lower your targets return fire.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
05-22-2012, 11:13 AM
If you have trained into threat, you won't have to spend much on healing others. Continuous Fire@Will and Threat will give you a higher over all dps than your group and you don't have to maneuver around to much to do it(something a Bortasqu has issues doing).

I'd be curious as to what you are looking at for your dps measurement as well. If you are looking at the tool tip of the weapons as you hover over them, that is a very poor reflection.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
05-22-2012, 11:32 AM
To be honest. On my taget. When I'm firing there is numbers wich appear.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
05-22-2012, 10:25 PM
For starters, that is a large slow ship. You really need to know where to point the ship at all times. Fortunately STF's are the same each time so with practice you will always be lined up on target. For those times that you are not remember that backing and turning in combination with an engine battery, evasive, or just power transfer, is the fastest way to get back on target.

In an STF it is possible to always be engaged with at least two targets. The exception will be solitary stations and gates. Because of this scatter fire and torpedo spread will yield the best damage over the course of the entire STF. The aoe abilities do 75% of the same rank single target abilities so on two targets you will be doing 150% of single target damage and on three you will be doing 225%. Single target abilities will never close that damage gap as there just isn't the time or the targets to do so.

The lt cmdr station will have tactical team one, cannon scatter volley one and two. The lt tactical station will have torpedo spread one and two. If your intent is to keep the disruptor autocannon along with the other Bortas specials you may wish to revert back to all disruptor dual heavy cannons. Using disruptors, especially in aoe mode, has the added benefit of debuffing your targets. Make your torpedoes Quantum for the best damage, or Chroniton if you feel you need the added slow on packs of probes.

Universal Ensign could be used for a Team ability. Normally you would want to avoid stacking different teams as they trigger each others cool downs, but in an STF you may find having one Engineering team to be handy. The tactical team can be seen as more of a panic when you're failing on balancing shields or to provide a damage boost. It's unlikely that you'd feel pressured to choose between one or the other.

Lt Sci station gets a hazard emitters and a transfer shield strength. Pick your flavor.

Commander Eng. So many choices. So few that add damage. Well you'll prolly be wanting two copies of emergency power to shields. You could likely just do that and two copies of extend shields and not harm your damage output and greatly assist your team.

You could mess around with things like DEM and warp plasma just remember that many targets don't have shields or you may find that using warp plasma puts you in a poor position to use your cannons.

Weapons. Three Disruptor dual heavies and one torpedo fore and 4 disruptor turrets aft.

Cheers and happy flying!

EDIT: For those that care that may have missed this. Keeping targets in your frontal arc in an STF is pretty easy seeing as how they always are in the same spot or follow the same flight path each time. All it takes is some repetition. You can spew out tons of torpedoes and cannon fire all match long. And in pvp there are guys making a serious go of this. It's essentially just a huge slow escort playing the "space turret" game. All you do is back and turn. If your engine power is high you don't even take that huge a hit to defense by messing with your throttle. If you're using evasive, batteries, or emergency to engines it gets even better. So don't think that in any fashion this ship is limited by turn rate. It has the slots to utilize very good cannon and torpedo skills and it can be flow in an aggressive manner to do so.
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