Empire Veteran
Join Date: Jun 2012
Posts: 52
# 1 Deadpool's Build
06-19-2012, 10:49 PM
After looking over many of the "BoP" builds on the forums, I figured that I would at least throw mine into the mix, just incase it fits anyone's play style, or anyone looking for something a bit different. First things first: this is a Tactical B'rel Retrofit build. I have not tested it with any other class Klingon ship, nor with Science or Engineer. This is not a "hit and run" build, but a scrapper build, designed to stay in the fight and live to be the last man standing, or die trying.

SKILL & ABILITIES SETUP: http://www.stoacademy.com/tools/skil...dpoolUpdate3_0

For some reason, Stoacademy won't save my commander ability. So before any of the "What is your Commander ability? It's blank!" comments, the commmander ability is Cannon Rapid Fire 3. And yes, I did spec six into Threat Control. It has a bonus damage resistance, and, even though it may be small, it is a case of "every little bit helps". On a side note, though there is nothing you can do about it if you are at endgame, these are my traits: Accurate, Efficient Captain, Elusive & Warp Theorist.

I designed the ship to be like Deadpool: fast & agile with the ability to regen quickly. After many trial and errors, I settled in to a layout that give a good amount of defense, while sacrificing little on damage output. I ran torps for a LONG time, but decided to drop them in favor of another dual heavy cannon and a primary Cannon Rapid Fire / Beam Overload build. Why Beam Overload? Because I like it. I like the punch it has, and when properly buffed up, the devistation it can cause with a single strikeis beautiful. It should be noted that I only have four main heals: Tac Team 1, EPtS 1 & 2 and Haz Emitters 2. Out of these abilities, I only actively control one of them: Haz Emitters 2. The reason is that I have Tac Team and both copies of EPtS tied into my Spacebar / Fire all Phasers button. To do this, the following keybind is necessary:

/bind Space "GenSendMessage HUD_Root FirePhasers$$+Power_Exec Distribute_Shields$$+trayexecbytray 3 0$$+trayexecbytray 3 1$$+trayexecbytray 3 2$$+trayexecbytray 3 3"

I cannot take credit for creating this keybind, and I cannot answer any questions other than it does what it is supposed to do. It ties Distribute Shield and TT EPtS 1/2 to my Fire all Phasers Space Bar. For it to work, the abilities you want to cycle need to be moved to row 4 on your power tray in the 1st, 2nd, and 3rd columns. I have mine set up as: COLUMN 1 - EPtS 2, COLUMN 2 - TT, COLUMN 3 - EPtS 1. This way, when I hit Spacebar, it fires my weapons, distributes my shields, and activates whichever of those abilities are off of CD, one at a time. I tend to spam this before even decloaking, so that part of my firing cycle is not taken up by activating an ability from the "shielding" cycle.

EQUIPMENT: On to equipment and weapon loadout. I learned a long time ago that ACC has a cap, and any ACC over this cap is dumped into Crit Severity. Not much, but again, every little bit helps. My loadout is:

(3) Polaron Dual Heavy Cannon MK XI [ACC]x3
(1) Polaron Dual Beam Bank MK XI [ACC]x3
(2) Polaron Turrets [ACC]x3

Borg Deflector, Engines & Console w/ Klingon Honor Guard Shields

Subspace Field Modulator (I can not help but think of Marvin the Martian everytime I read that device's name!)
Engine Batteries (or if I can find a good deal on them, the dual engine and shield batteries)

CONSOLES: Here is where some of you are going to be up in arms with the "P2W NOOB!!!" replies. I have almost every Klingon console that is available. I work for a living, I come home, I greet my wife and sit down to play the game, help make supper, watch some TV with the wife, and go to bed and do it all over again. If I want to spend $10-$15 bucks here or their to buy a ship with a console on it, then I earned the right. If that doesn't give everyone a whole mouthfull of "Well, he's got a point", then think about it this way....Deadpool would buy a $150,000 24k gold plated stapler if he thought he could kill you better with it. Don't kill the messenger, he just is the way that he is.

Now then, with that out the way, my console layout is:

ENG: Pasmonic Leech, Borg Console and a "Wild Card" console. This is the console I can switch out as the situation demands w/o sacraficing too much from the overall build's survivability. It may be a Neutronium Armor, RCS Thruster, Isometric Charge, Magnometric Generator, ect.

SCI: (3) Field Generators MK XI - With my skills and KHG Shields, these consoles give me 12.029 Shields. (NOTE: Hull is at 28,756. This has nothing to do with the Generators, but I am to lazy ATM to find a spot above to fit it in.)

TAC: (3) Polaron Phase Modulator MK XII

DOFFS: (3) Shield Distribution Officers and (2) Hazard Emitter Officers. The reason for this is that it makes Brace for Impact do three different things with one press of a button: + 166 Kenetic Damage resist for 15 secs, (3) 50% chances of IMMEDIATE 959 Shield Regen & 369 Shield Regen every 1 secs for 15 secs, and + 25 Damage resist for 10 seconds. With a one minute CD timer on it, 15 seconds of which the bonuses are running, you have a 45 second window before you can use it again. That is pleanty of time for EPtS, TT, and Borg regen to keep you alive, while not having to sacrafice damage output.

ALPHA STRIKE: Hit Spacebar a few times to get the regen going even before decloaking. Start the buff rotation of BO3, APAlpha, Tac Fleet, Going Down Fighting, Beta, and CRF3. I have FOMM BEFORE APBeta and CRF3, but since it puts a mark on the target that the target can see, then I use it last. The reason is that when not cloaked, as I am going down my buff line, the shortest duration buffs are the last to be hit. A split second before decloaking, I hit Tractor Beam, decloak, and I am still hitting the spacebar from my regen rotation. Alpha goes off, and if necessary for the last little bit of damage, PSW. Then it is a wild spree of shooting and manuevering until the target is dead, buffing when needed, or saving buffs up for a stronger strike when the opponent is weaker.


Well, that is it. With this build, I can hang in a fight a lot longer than some, and the mentality of "Never Run" has demanded that I adopt a more suvival oriented build. So, take it, try it out, if you like it, the then it will be 10 Million EC delivered in one large payment to Deadpool Inc. No checks or money orders accepted. Void where prohibited, and resistance is futile.
Career Officer
Join Date: Jun 2012
Posts: 1,392
# 2
06-20-2012, 08:45 PM
I thought we agreed your next ship was to be called the I.K.S. Hooverspleen?

And I don't see fireworks, you need fireworks in there somewhere or its not a proper BoP.

Otherwise cheers and DO NOT SHOOT AT ME ANY MORE!!
Rihannsu
Join Date: Jun 2012
Posts: 3,212
# 3
06-21-2012, 12:28 AM
Looks like a pretty rounded build. I noticed that you have no PH and no APO. How do you counter tractor beams?
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Promote what you love, instead of bashing what you hate.
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Captain
Join Date: Jun 2012
Posts: 668
# 4
06-21-2012, 02:11 AM
Quote:
Originally Posted by sophlogimo View Post
Looks like a pretty rounded build. I noticed that you have no PH and no APO. How do you counter tractor beams?
Its a bop... evasive. Or just full power to engines.
Lieutenant
Join Date: Jun 2012
Posts: 91
# 5
06-21-2012, 02:17 AM
isn't using 3 field generators rather wasteful? I thought the diminishing returns on these made using more than 3 a waste of slots


Cheers,

Dork
Lt. Commander
Join Date: Jun 2012
Posts: 114
# 6
06-21-2012, 02:43 AM
Quote:
isn't using 3 field generators rather wasteful? I thought the diminishing returns on these made using more than 3 a waste of slots
Flow capacitors affect Polarons right? Do they also affect Plasmonic Leech? They could be a sciency alternative perhaps, but with the Shield Dis Doffs any shield buff is magnified exponentially it seems.

Also the science consoles in general are a bit useless, like the crew survival one, the stealth one, the inertial dampener one for example.

imho

Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
Lieutenant
Join Date: Jun 2012
Posts: 91
# 7
06-21-2012, 03:59 AM
Quote:
Originally Posted by captkirrahe View Post
Flow capacitors affect Polarons right? Do they also affect Plasmonic Leech? They could be a sciency alternative perhaps, but with the Shield Dis Doffs any shield buff is magnified exponentially it seems.

Also the science consoles in general are a bit useless, like the crew survival one, the stealth one, the inertial dampener one for example.

imho
As far as I am aware flow capacitors dont do jack to leech. Seems to be a flat -1 to all systems on target. I could be wrong, but I'm specced into capacitors & have a MK XII purple which does not alter the stats at all.

Very nice with polarons though :wink:

Cheers,

Dork
Rihannsu
Join Date: Jun 2012
Posts: 3,212
# 8
06-21-2012, 04:19 AM
Quote:
Originally Posted by bawj4ws View Post
isn't using 3 field generators rather wasteful? I thought the diminishing returns on these made using more than 3 a waste of slots


Cheers,

Dork
There is no diminishing return on field generators. Each of them gives the exact same amount of bonus to maximum shield strength. In the case of the Mk XI blue ones, that's +18%.
---------------------------------------------------------------------------------
Promote what you love, instead of bashing what you hate.
https://www.youtube.com/watch?featur...lM_skuv4#t=584
Empire Veteran
Join Date: Jun 2012
Posts: 52
# 9
06-21-2012, 05:47 AM
The reason I went with the field gens is to have the maximum capacity of shields that I can...afford. If I could put the MK XIIs in their place, I would. I tend to think of the 3rd field gen as a "last ditch wild card" console slot. If I needed to in a tense fight, I could throw the borg console into the SCI slot, and then put on the neut console and a situational console. (Isometric charge for using spam against an opponent, the PSW console (who's name escapes me at the moment) for pushing ppl out of the way of extends) So there is thought that went behind it, not just "Look ma! I haz shields!"

As for tractor beams, evasive will usually send me off in a straight line about 10k out from point of origin of the TB, but only if it is a single one. If it multiples TBs, then I forget about damage all together and mentally get myself into a "defensive mode": looking at my timers and hitting my defensive buffs when necessary to try and ride out the storm. Also, keeping in mind the distance to the tractor beam and trying to get within 3km of them for PSW. That is another good break for TB for me, because a single target tractors, and I can break it, stun them, evasive spin, and then hit them with everything I have. If I'm lucky, I can turn an opponent's TB hold into "Crap! I had him, now I have 30% hull left!"
Captain
Join Date: Jun 2012
Posts: 1,086
# 10
06-21-2012, 07:06 AM
note:

inertial dampners is expensive, but it does help with all that tractor spam lately.

i put 6 in, and its great. i recommend any escort pilot with a free retrain token try it.

and good post deadpool, i use overload 3 on my brel and love it. my brel layout is:

tractor1 ST2 VM1 PSW3
TT1 THY2 BO3
epts1 epts2
PH1 TSS2

i throw all that commander boff sci goodies on what i call my "minimax-strike" (sans tcd)

all disruptors, 2DHC's (crtDx3), DBB (accx2 crtD) quantum (accx2 crtD), 2 turrets.

now, some have looked at that layout and said: "not enough damage tools" but i tell you what, you nail that bo3 hy2 on any ship you are getting deep into hull....so when tac initiative is on cooldown just take it easy and pick your spot. there is a lot of defensive tools up there to make sure you can get out and cloak.

remember, being a BOP pilot means stealth kill shots.

have fun kill bad guys!

horizon
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