Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Norgh Build ideas
05-31-2012, 02:34 PM
Greetings all,

Am fishing for ideas to harden that wonderful starter ship (NO, I'm not being sarcastic) to make it survivable in the earlier missions until I'm leveled high enough to buy/make gucci equipment , am currently lvl 23 (lower CDR) engineer.
Here's what I'm thinking (because I own some of this gear already):
FWD weaps- dual heavy disr cannons, rare Mk IV photon torp (CRTD DMGx2), Disr dual cannon MkVI
Rear weaps- rare Mk IV photon torp (CRTD DMGx2), Disr turret MKVI
equip: Subspace Field Mod, battery:shields and engines, battery: weaps and aux
Consoles:
Science- Emitter array
Engineering- Field Emitter, Ablative armour (I think I have a spare EPS flow Regulator in inventory)
Tactical- Disruptor Ind Coil, Photon det
Positron deflector
Combat Impulse(full) engine
Resilient shield (tho I can prolly build a regenerative [REG]x2 shield)

*Above MK VI blue or purple


...So am I on the right track here ?
Are the heavy cannons going to eat my movement and shield power? Will I still be able to cloak immediately after firing ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-31-2012, 07:59 PM
Those Tactical consoles are rainbow-y, IMO. Pick one, and don't do both Disruptors AND Photons at that level. Of course, the spike damage of Torpedos is nice, but DHCs are good... so are DBBs with a Beam Overload. Loading up on Disruptors is a good way to run.

-OR-

You can try your hand at the Torpedo Boat. It's a challenge in a non-B'rel, but it can be done with the Norgh. I've done it. If I can run all Torpedos, so can you. I wouldn't necessarily go all Photon, but if you do, then take advantage of the other Torpedos & Photon Mines... the Plasma DoT on Plasma Torps, ferinstance, not to mention the HYT Plasma (great for Aft as you run away). Especially if you are Sci, and you want Aux down the line, you need to be used to running with no weapon power... which Torpedo Boats are great at.

Armor on a Norgh is like putting a layer of bubble wrap around a crystal vase... it isn't going to do much if things get nasty. I would go EPS if you run Cannons, or if there is an RCS console at that level (to get DHCs on target faster).

Anyway, it's food for thought. I'm not the expert on BoPs, but I did stay at a Holiday Inn Express.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-01-2012, 04:18 AM
You got Battle cloak and fantastic turning circle, forget the rear torpedo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-01-2012, 08:16 AM
Ya baby- I LOVE plasma torps but I won't carry them at this level. I did manage to install the EPS (green), and by mistake made a Hargh'Peng (lvl3) but forgot it binds on pickup. Tweeking the power settings is a must I found out, but with the turn rate of the Norgh I don't think an RCS console is really needed. The DHC's and Disr DBB (greens) came in handy when I stumbled on a D'Deridex, I uncloaked 8km behind him and stayed at his 6 and by the time my front shield came down I had shredded his rear and as I turned to run I dropped the Hargh'Peng on him from my rear mount.

I just wish those Mogai escorts were as easy to kill.

Strangely with the beam overload skill, I don't get the option in the powers menu, nor does torpedo high yield or Tykens rift show. Are they hardware related ? (I'm such a noob) I noticed that NONE of my DOFF's were assigned space or ground slots unlike the fed's who'se slots automatically fill when the first round of officers are assigned to you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-02-2012, 02:24 AM
I can't reliably answer your question because I'm not sure what your layout is.

First if you think the Norgh needs an RCS it's a downhill ride from here on out.

I have no idea what your trying to do with this build it's all over the place so here's mine.

BOFF layout
Tac Lt.Com
TT1, THY2, CRF2
Eng Lt.
EPtS1, RSP1
Ens Sci
PH1 or JS1
Ens Sci or Eng or Tac
HE1 or EPtS1 or BO1

I recomend the Sci option. Your complaint about Trykens Rift sounds like you have the skill but BOFF is on a station to low to use it.

Weapons
2 DHC's 1 Torp. Fore, 1 Turret Aft. If you want to use BO1 1 DHC, 1 DBB, 1 Torp. I recommend Quantum.

Consoles.
Eng:
2 Armour, not sure what one but put at least one here. Ditch the EPS unless you change power setting alot, Ditch the RCS you really don't have room for it in a BoP. If you desperately need the RCS you may as well keep it.

Sci: if you have a Universal it could go here. Not really sure at this level what to recommend.

Tac:
2 Disruptor consoles, or what ever energy type you use.

DOFFs are a harder call, Shield Distro is good, if you run a single EPtS you should have the Damage Control who reduces the cooldown on it, if you run two the Warp DOFF who boosts power levels on EPtS. Projectiles could help here too and a Conn Officer who reduces Tac Teams cooldown.

That's a pure DPS BoP. and it should have some decent survival skills. Deflector, Engines and Shields don't really matter at this level and your better off with a Covariant shield IMO for PVE and Resiliant for PVP. Let me know if you don't understand the terms I use. The code is pretty simple JS is a Sci power only one Ensign power could have the Initials JS and it's Jam Sensors.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-04-2012, 09:12 AM
Quote:
Originally Posted by DKnight1000
I can't reliably answer your question because I'm not sure what your layout is.

First if you think the Norgh needs an RCS it's a downhill ride from here on out.

I have no idea what your trying to do with this build it's all over the place so here's mine.

BOFF layout
Tac Lt.Com
TT1, THY2, CRF2
Eng Lt.
EPtS1, RSP1
Ens Sci
PH1 or JS1
Ens Sci or Eng or Tac
HE1 or EPtS1 or BO1

I recomend the Sci option. Your complaint about Trykens Rift sounds like you have the skill but BOFF is on a station to low to use it.

Weapons
2 DHC's 1 Torp. Fore, 1 Turret Aft. If you want to use BO1 1 DHC, 1 DBB, 1 Torp. I recommend Quantum.

Consoles.
Eng:
2 Armour, not sure what one but put at least one here. Ditch the EPS unless you change power setting alot, Ditch the RCS you really don't have room for it in a BoP. If you desperately need the RCS you may as well keep it.

Sci: if you have a Universal it could go here. Not really sure at this level what to recommend.

Tac:
2 Disruptor consoles, or what ever energy type you use.

DOFFs are a harder call, Shield Distro is good, if you run a single EPtS you should have the Damage Control who reduces the cooldown on it, if you run two the Warp DOFF who boosts power levels on EPtS. Projectiles could help here too and a Conn Officer who reduces Tac Teams cooldown.

That's a pure DPS BoP. and it should have some decent survival skills. Deflector, Engines and Shields don't really matter at this level and your better off with a Covariant shield IMO for PVE and Resiliant for PVP. Let me know if you don't understand the terms I use. The code is pretty simple JS is a Sci power only one Ensign power could have the Initials JS and it's Jam Sensors.
I'll revisit my BOFF skillsets when I get home, but I did notice before reading this that my BOFFS weren't using they skills they have because I had assigned them the wrong stations (DUH- live-and-learn), but I tried running 2 DHC's and I can barely get more than one volley out of them even when pushing the weapons power slider to 100. I've since fallen back to 1 DHC, 1,DDC, 1photon (crit, 2Xdmg) fore and 1 turret and Har'Pheng rear.

Cant quite get enough power outta this bird even with the efficient impulse engine, warp efficiency skill and warp potential are both at 7 tho the EPS buff does give me enough to rapid fire the above config for 30 seconds or so @ 100 weaps, 40 shield, 25 engine and 35 aux , then I have to cloak and let the EPS timer countdown. My life expectancy in the borg PVE is about 10 seconds- wasn't expecting them to put a tractor beam on my cloaked ship.

I've since moved on to the KI'Tang with the same config (+1 turret forward) and have the same power starvation problem. I even went and installed a purple mk7 field emitter, blue mk7 emitter array, purple mk6 field generator, and blue mk5 shield emitter amplifier to pull the shield power down and give it to weps but it didn't help much, so running 2 DHC's worries me. Seems I'm more of a tanker than a raider but I hate running away from a fight, even more than I hate cloaking and taking a few hits as my shields drop.

my BOFF layout:
Tac: TS1,HY2,CRF2,APO2
Sci: ST1,TB2, TR2
Eng: ET1,RSP1, AP-SIF2
Tac: TT1, SV1,TES3

Hope that helps
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-05-2012, 12:38 AM
Quote:
Originally Posted by lordmalak1
I'll revisit my BOFF skillsets when I get home, but I did notice before reading this that my BOFFS weren't using they skills they have because I had assigned them the wrong stations (DUH- live-and-learn), but I tried running 2 DHC's and I can barely get more than one volley out of them even when pushing the weapons power slider to 100. I've since fallen back to 1 DHC, 1,DDC, 1photon (crit, 2Xdmg) fore and 1 turret and Har'Pheng rear.

Cant quite get enough power outta this bird even with the efficient impulse engine, warp efficiency skill and warp potential are both at 7 tho the EPS buff does give me enough to rapid fire the above config for 30 seconds or so @ 100 weaps, 40 shield, 25 engine and 35 aux , then I have to cloak and let the EPS timer countdown. My life expectancy in the borg PVE is about 10 seconds- wasn't expecting them to put a tractor beam on my cloaked ship.

I've since moved on to the KI'Tang with the same config (+1 turret forward) and have the same power starvation problem. I even went and installed a purple mk7 field emitter, blue mk7 emitter array, purple mk6 field generator, and blue mk5 shield emitter amplifier to pull the shield power down and give it to weps but it didn't help much, so running 2 DHC's worries me. Seems I'm more of a tanker than a raider but I hate running away from a fight, even more than I hate cloaking and taking a few hits as my shields drop.

my BOFF layout:
Tac: TS1,HY2,CRF2,APO2
Sci: ST1,TB2, TR2
Eng: ET1,RSP1, AP-SIF2
Tac: TT1, SV1,TES3

Hope that helps
First looking at your BOFF layout, that is simply not possible on any ship in the game let alone a Tier 3 BoP or Cruiser. You listing 1 Commander 3 Lt.Comanders. Best your going to get is a Carrier 1 Commander, 2 Lt.Com & 1 Lt.

BOP gets 11 BOFF skills at Tier 5, evey other ship gets 12. Commander is 4, Lt.Com is 3, Lt is 2 and Ens is 1.

Your running all three teams, probably not a good idea as they all lock out each other. Also I don't know what SV1 or TES3 are. Also what is a DDC? Dual Cannon (DC) or Dual Beam Bank (DBB)?

Onto power, Most power comes from the Tier 4 and Tier 5 System Efficency skills. I'm guessing your an Engineer which is what you mean by EPS skill otherwise I'm lost.

First every energy weapon consumes a specific amount of power (12 for a DHC, 8 for other things) this power is used at the start of the firing sequence and returned at the end. The only way around this Drain is the Engineer captain ability Nadion Inversion (On my Eng 6 Beams drops me from 123 to 70, with this only 100). So trying to counteract it isn't going to work, you need to learn to live with it.

Field Emitter is shield power bonus, a Plasma Distribution Manifold is weapons power bonus. Field Emitters increase your shield heals not your power, the Shield Emitter Amplifier increase the speed at which your shields regenerate, I'm not even convinced it works, and finally I'm 99% sure you can only get a Field Generator in Blue Mk XI or higher.

If your running a Cruiser best try switching to Beam Arrays, while a KDF Cruiser can quite happily run DHC's and still work (I do this on a Vor'Cha) they aren't as reliable as beams. Turrets don't work too well on a Cruiser especially on the front, as they are Cannons and drop there DPS massively and ranges greater than 5k. Also Ki'Tang as in K'Tanco or as in K'Tinga? T2 or T3?

Let's say T3 K'Tinga

Tac:
BFAW1 > TS2
Eng:
EPtS1 > RSP > A2SIF
EPtS1
Sci:
PH1 > HE1

Forward Torpedo, 5 Beams. That's a Broadsiding Beam boat.

Or run

Tac:
TS1 > CSV1

And run 2 Torpedoes 2 DHCs Fore, 2 Turrets Aft. You'll want an RCS or two to use this design.

Consoles,
Eng
2 Victorium or 1 and an RCS depending on the layout.
Sci
Field Emitter
Tac
Disruptor or whatever energy type you use. I highly Recommend Disruptors.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-05-2012, 08:50 AM
Well... The post editor was kind enough to omit the spaces I put in to show what skills the BOFF's actually have and what their assigned ship stations allow them to use. With the Ki'Tang I get 3,2,2,1 so , in order:

Tac: TS1,HY2,CRF2
Sci: ST1,TB2
Eng: ET1,RSP1
Tac: TT1

I stripped out the unused skills but I sometimes swap the BOFFS around depending on the situation, to use different skills (now omitted from the list)

The Ki"tang is a T4 Raider (BOP)
SV1- Scatter Volley level 1
TES3- Target Engines Subsystem level 3
DDC- Dual Disruptor Cannons
I might have been mistaken about the field generator, I'll confirm it when I get home.

Figured out my power problem, seems it wasnt a power problem at all- the weapon fire icons on the tray are bugged. When I was told this by a fleetmate I immediately pulled the forward turret and replaced it with DHC and tried the tray 'fire all weapons' button and nothing fired, I then pressed the spacebar and everything fired like it should- with power to spare. None of my fleetmates can venture a guess as to why the tray icons work correctly ONLY when I use the EPS buff.

Flying this ship has become a challenge since I can no longer use the mouse to fire the weapons.

Sorry if replying to me is challenging, I'm new and am a little unsure of some of the lingo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-05-2012, 12:56 PM
NP dude, Ki'Tang, the one BOP that sounds like it should be in the Cruiser section. My mistake there but in my defence I don't speak Klingon.

I don't know how many buttons your mouse has, and I prefer space bar myself. But I got Shield re-balance (Wheel or Button 3), Torpedoes (4) and Mines (5) bound to the mouse.

This means I rarely need to move my hands away from the controls to do anything.

It's a learning experience and your making an effort that's why people continue to help you.

I use > between skils because the forums shrink spaces down to singles If you did something like >>> or colour the words so it shows up as obvious that it was the full skill set of the BOFF and not what the layout was would help.

SV1 = CSV1 Cannon Scatter Volley
TES3 = BTSE3 Beam Target Subsystems Engine, change the Letter to the Subsystem as required.
DDC = DC. You don't need to say the energy type. Just a note like All Disruptors at the start or just by Listing the Tac consoles as Disruptor Coils will tell us what energy type you run.

Now it seems silly to have two Torp skills and only one cannon skill

Swapping to TT1 > HY2 > CRF3 will give you a better DPS pass. Run a Second Tac as TS1 & CSV1 means your covered in all situations and your AOE fire will be a good DPS increase even on a single target. If the HY & CRF are on CD.

Now here's the big decision. Eng or Sci Lt.

Eng would be EPtS1 > RSP1 with a Sci HE1. But I think a Sci TSS1 > HE2 with an Eng EPtS1 would work better. In Both situations your using the Sci for heals, but you can add a Transporter DOFF and have TSS get rid of boarding parties. Not to mention an Aux Battery will probably push your Aux to 100+ and than your Shield and Hull heal will be much more effective without ever swapping the power from weapons.

Tac
TT1 > HY2 > CRF3
TS1 > CSV1
Sci:
TSS1 > HE2
Eng:
EPtS1

Use a Damage Control BOFF on this setup. As for your rear Torpedo, not that good on Escort/Raptors or Raiders in my Experiance, you do a fly by, and your firing the Torpedo into their shields not the exposed hull that is on the other side. Mines or a Turret would work better in a rear slot and I recommend a Turret. Oh and try and upgrade the forward Torpedo to a Quantum, you'll get a far better kick out of it especially with HY. At T5 everything kind of changes again, sorry.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-05-2012, 01:22 PM
Thanks man, got the Quantum torp last night and with the photon torp gone I can swap out the photo-det console with the Quantun zero point chamber. Can now use lvl VIII gear so the ship goes into drydock tonight to get all the cannons and shields upgraded whilst I run the new rommie mission with the shuttle I had to buy. The EPS will get replaced by a VIII blue ablative.

I'll go ahead and retrain and re-organize the BOFFs as per your suggestion, but am curious about all the skill points I put into the skills I'll be replacing- will my BOFF lose all those points in a particular skill when I replace the skill ?

Oh, I NEVER make a straight pass and a fly-by. If I come up from behind and do a fly-by the front of someone ship is looking squarely at my rear, and I prefer to live.

The rear torp is strictly for turning around and running after I've dropped the targets rear shield- I leave them a little 'gift' thu their open flank as I'm buggin out to recharge. Bad tactic ?

BTW- I checked on that field generator, my bad, its a field emitter mk7 common.
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