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Lt. Commander
Join Date: Dec 2007
Posts: 120
I've got a Tactical Klingon Captian leveled up to 50, and now I'm trying to decide on a ship.

I leveled up completely with a BoP before the DOff system came out, but for RP reasons I want a ship that's got as many crew as I have DOffs + BOffs. Bye bye B'rel refit.

----Vor'Cha Beams----

I initially tried a Vor'Cha refit loaded with beams. While it was fun to play, and I liked not having the small fire arc of dual cannons, it just felt like the damage was sub-par. I was using white MkX and MkXI beam arrays* with front/rear MkXI purple quantum torps. Consoles were borg and a field generator, 4x RCS, and 3x Disruptor Induction coil (all MkXI blues). BOff powers were 2x HYT1, 1x BO, 2x EPtW2, and 2x DEM2 for offense and Hazards + SciTeam for self healing. My problem with this build was I can rarely (about 10% of the time) complete the bonus objective in the Eriksson system due to a lack of damage output.

----Vor'Cha Cannons----

Then I tried switching out the beam arrays for forward dual cannons and rear turrets. I replaced Beam Overload with CRF. With this configuration, I was able to (about 75% of the time) complete the Eriksson bonus objective.

----Qin----

Since it feels like I need to treat my Vor'cha cruiser as an escort to be successful, I'm thinking about just getting a Qin for the extra tactical console slot, extra tactical officer abilities, and better native maneuverability. I'm not a fan of my ship turning like it's skating on ice.

----

So my questions are:
1. If I stick with the Vor'cha and invest in MkXI purple beams, will I be able to complete the Erikson bonus objective consistently? So far this is the beam-based Vor'Cha is the configuration I found most fun to play, but it just didn't have the firepower for a daily "Path of the Warrior".

2. How do the damage output and survivability compare between the Qin and a cannon-based Vor'cha? I'm assuming with a Qin I could ditch some of the RCS consoles and replace them with damage resists.

3. Are there any other options I should be considering?


*I didn't want to spend Dilithium until I decided on what weapons I really wanted
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-29-2012, 06:57 PM
Well, similar problem here. I usually fail at pillaging freighters 4&5 in my Vor'cha. Simple solution to that: Bird of Prey or just my fully AP fitted Qin.
Issue with the Qin is sometimes too much damage. Freighters just blow up way too quick. A critchain and the target goes boom.

My advice would be to leave the Vor'cha for the Empire defense missions if you like the ship and go with a BoP or Raptor for the Pi Canis missions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-29-2012, 07:07 PM
Quote:
Originally Posted by Aurigas View Post
Well, similar problem here. I usually fail at pillaging freighters 4&5 in my Vor'cha. Simple solution to that: Bird of Prey or just my fully AP fitted Qin.
Issue with the Qin is sometimes too much damage. Freighters just blow up way too quick. A critchain and the target goes boom.

My advice would be to leave the Vor'cha for the Empire defense missions if you like the ship and go with a BoP or Raptor for the Pi Canis missions.
I'm missing some terminology. What's "AP" stand for?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-29-2012, 07:10 PM
selfdelet, doublepost for some reason.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-29-2012, 07:11 PM
Ah, sorry, AP= Anti Proton. In this case dual heavy cannons and turrets + quantum torp. I'm heading out to Ericson with my Vor'cha at the moment, just to see if I fail or not. :p
But as I said, the bigger problem for me is the freighter raid optional.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-30-2012, 12:58 AM
Quote:
Originally Posted by Kadix
I've got a Tactical Klingon Captian leveled up to 50, and now I'm trying to decide on a ship.

I leveled up completely with a BoP before the DOff system came out, but for RP reasons I want a ship that's got as many crew as I have DOffs + BOffs. Bye bye B'rel refit.
IMHO, there is no RP problem in sticking to the BoP while having alot of DOs. I started with an eng. captain eventually flying a Bortas'Q (BoP attached on the back). Currently I playing a tac. captain which is essentially one of my eng. captain's BOs flying the BoP of the flagship. Ok, the BoP on the back of the Bortas'Q is quite different from the BoP I'm flying currently, but that's for me only a minor thing (maybe the BoP on back of the Bortas'Q will become available as skin sometimes). So, the DOs I send away with ta. captain in the BoP are explainable by originating from the Bortas'Q.

I didn't fly the Qin so far, but for the Vor'Cha I did test out beam and cannon build with my eng. captain. Cannon gives high single target damage, however, because of the missing tac BO slots, you can only run CRF1. So you have mostly some sort of burst damage, which is ok for PvP but for PvE I found constant damage for suitable.

For PvE I would go beam like:
Front: 3 DBB + 1 breen transphasic cluster torpedo
Back: 4 turrets or 3 Turrets + 1 mine

Only use 1 RCS console, rest hull plating.

BO powers:
Tac ens. --> tac team (reduced to 15 sec cooldown by 3 DOFs)
Tac lt. --> FAW 1, FAW 2
Eng lt. Com. --> EPTW1, EPTS2
Eng. Com. --> EPTW1, EPTS2, RSP 2, AUX2SIF3
Lt. Sci. --> HE1, TTS2

Rotate EPTW and EPTS constantly together with tac team. You can also try to use DEMIII, but the cooldown is high so it's only good to do some kind of burst damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-30-2012, 04:43 AM
I run a very weird Vor'Cha with a Tac Captain

2 DHC's*, 2 Photons Fore, 3 turrets and a Trico Aft.

KHG XI set

Consoles
2 Neutronium, 1 Isomertic Charge (P2W T4 Cruiser) 1 RCS
1 Particle Generator 1 Field Generator
1 Photon Console, 2 Anti Proton

Now as for BOFFs
Sci:
Polarise Hull 1** > Hazard Emitters 2

Tac: (yes all AOE powers)
Tac Team 1
Torp Spread 1 > Cannon Scatter Volley

Eng:
Emergency Power to Shields 1 > Reverse Shield Polarity 1 > Aux to SIF2 > Eject Warp Plasma 3
Emergency Power to Shields 1 > Aceton Beam 1 > Direct Enegy Modulation 2

Most people don't use Aceton Beam, replace it with something else if you want, I don't have it for DPS. I have done the Path of the Warrior with this setup, although I kept forgetting to Jam Communications.

Drop cloak, hit Evasive and Warp Plasma, drop the Trico, spin around and open up the with all Tac abilities and either Alpha or DEM, both if you want. Should take out pretty much everything. Works great in Elite STFs too.

* I run a DHC & DC in truth beause I like the way it looks. 2 DHC's would work just as well.
** I actually need to train a new BOFF with those skills as I currently have Jam Sensors 1 and multiple Tractor Breams are always fatal to this ship.

As for general advice, if you have to put 4 RCS on a ship, take something else.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-30-2012, 09:51 AM
With the Eriksson objective, I find it's more down to killing/disabling in the right order. Also, scatter volley/spread makes a big mess on the defence ships. Hammer two freighters with scatter volley/spread, and once they're disabled you muller their defending ships.

If you use cannons on the Vor'cha, Aux to Dampers makes it turn better as well. Another thing that works well is using vent warp plasma/vent theta radiation to snare escaping ships. You only need to grab two of the ones that make a break for it at the start as there are two inside the energy shield you have to bring down.

These tips also work well on the transport raid. In the B'rel, I have CRF3 and HYT2, and CSV1 and TS1. In the Vor'cha, you'd perhaps be best just going with scatter volley and spread rather than rapid fire. But in between red alerts you can hot-swap boffs if you decide you need more single target firepower for the next part.

Regarding your crew size on the BoP vs how many doffs you have, I just figure they're under my command, not necessarily aboard my ship, as by the time I've got that many doffs, I'm a General/Admiral after all. And even then, I'm not sure a bartender would necessarily count as part of the crew, she can fix a mean martini, but I wouldn't trust her to fix a blown EPS relay.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-31-2012, 03:44 AM
i have found 2 rcs consoles and 9 to maneuvers gives the vorcha a turn rate over 20, and makes DHC and DC builds extreamly viable. even in pvp i have had success doing it, i swap between a vorcha and a qin now and then.

i use 3 DHC, 1 DBB and 3/4 turrets on both vorcha and qin. its not to terrible a drain on energy if you know what to do. for tac stations on the vorcha i use TT1, BO1 and CRF1. not using torps and not specing into them at all saves a plenty of skill points. it also gives more reliable and useful damage, so often torpedo attacks explode harmlessly against shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-08-2012, 07:55 AM
I run a tac cannon Vor'Cha and have to problem completing all the sortie optionals with it. It is also very viable in elite STFS and other endgame PvE. PvP works also fine, but has some limits when fighting escorts or sci heavy ships.
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