Empire Veteran
Join Date: Jun 2012
Posts: 7,176
# 111
08-01-2012, 04:04 PM
Quote:
Originally Posted by mavairo View Post
LOL Hive mind HIVE MIND

I added yours to the table of contents.

Also if you would, whip up a fleet ktinga specific build or two so I can add those as well.

I'm working on one for posting tomorrow.
i'll edit or repost my standard vorcha R build, it drops right into the ktinga perfectly. its also been perfected since then, maybe i'll remove the old and re post a perfected version for the vorcha R/fleet ktinga, wile singing the praises of how great the fleet ktinga is. because it REALLY is great.

new vorcha R/F ktinga build is up, disregard the old post and link this instead
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus

Last edited by dontdrunkimshoot; 08-01-2012 at 05:54 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 7,176
# 112
08-01-2012, 05:53 PM
fleet vorcha covered, now time for the perfected build for the standard vorcha R and the new fleet ktinga, the best cruiser in the game at being a true cruiser. lol right? this is for a tac captain, because tac captains can do all the supporting an eng captain can, wile dealing hilariously more damage.

to start with you want at least acc2 beam arrays, available in the dilithium store in tetryon and lol plasma flavor fairly cheaply, and the most accurate turrets and duel HEAVY cannons you can find on the exchange, because they are vastly superior to duel cannons. anything mk IX-XII with at least acc 2 is a good viable weapon, even if they are just blue quality. i also run a single acc3 duel beam bank for delivering BOs, if you can get a acc3 DBB, consider trying this as well.

the vorcha with its great 10 turn rate, and the fleet ktinga with its even more delicious 11 turn rate, are capable of running narrow arc duel cannons easier then an excelcior can run single cannons. provided you have 2+ turn rate consoles, my vorcha's turn rate is over 20 with them. there is no reason to turn that well when you have beam arrays equipped though, swap them for other consoles.

with this build, im relying on the Damage Control Engineer doffs so i can run just a single copy of EPtS and EPtW with up time that rarely lets me down. i run 3 of them in blue quality, between 2 different types of EPtX, you have a total of 6 30% chances for the proc to go off, its damn reliable. 2 blue+ shields distribution doffs to fill the last 2 active roster slots

so, my station setup is as follows

COM eng- EPtW1, RSP1, ET3, EWP3 / (A2S3)
LTC eng- EPtS1, ES1, A2S2 / (EWP1)

LT sci- (HE1, TSS2) / (TB1, TSS2) / (TSS1, TBR1)

DHC+DBB
LT- tac- BO1, CRF1
ENS tac- TT1

8 Beam arrays
LT- tac- BO1, BO2
ENS tac- TT1


equipment and consoles. 3 energy weapons consoles in tactical slots always

omega 2 piece

omega deflector and engine with KHG shield

vorcha R sci consoles- (2x flow cap) / (borg, 1 flow cap)
F ktinga sci consoles- (3x flow cap) / (borg, 2 flow cap)

borg 3 piece

borg deflector and engine with KHG shield

vorcha R sci consoles- (2x field generator) / ( borg, 1 field generator)
F ktinga sci consoles- (3x field generator) / ( borg, 2 field generator)

suddenly that 3rd science dump console looks pretty nifty huh

eng consoles with 8 beam arrays

borg, 1 EPS, 2x nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents

eng consoles with cannons and DBB

1 EPS, 2 RCS, 1 nutronium, after a death or break in combat switch to a more specific armor type depending on your opponents

i continue to be surprised by just how hard DHC hit things you shoot at, even when they arent running a buff and are only backed by 3 tactical consoles. you only have to keep your target in your fireing arc for about a second to unload all their damage for that cycle. bringing that much fire power, and that many heals to a fight is a very effective combination. your doing far more damage then other cruisers, and turning well enough to effectively issue that damage. this is ESPECIALLY true with the F ktinga, after all the turnrate buffs are stacked, its amazing how well it turns.

thanks to the Damage Control Engineer doffs you have enough room to support your shield and weapons power level and have every other important engineering power at your disposal. you are incredibly handy to have around, you can do a ton of hull and shield healing wile dealing superior damage to any other cruiser. being able to dump A2S3, ET3, TSS2, and ES1 on some one, fly around with a turn rate over 20 without any turn consoles, having near 100 shield energy and around 140 weapons energy, wile also snaring 2 or more people in a 500-1000 damage dot plasma clouds, and tractoring someone is cruiser in its perfect form. you are MVP every match.

2 snares from EWP and TB give you an incredible tactical advantage over anyone your attacking. fully buffed up EWP3 should theoretically deal over 1000 DOT a second. i have dealt 800 damage a second with the EWP2 im currently limited too, and that was without particle consoles. consider using 2 or 3 particle generator consoles in place of flow cap and pop every buff you can, even TT and EPtW helps, before you activate it and coat people.

TBR are very useful, a must have in the new pve content at least. if your tractor'ed it will all but break any tractors hold by pushing your opponent past the tractors effective range of 5. it will also hit any near by critters with 100% accuracy and kill any destructible weapons. pushing someone back into a plasma cloud they are trying to escape from is extreamly satisfying too. its great for when your pointing right at someone but they are trying to get out of your arc, it keeps them in front of you and screws up thier defence score. it can be more handy then regular tb in situations like this. i wouldn't bother focusing on dealing damage with it, you need higher levels of it and a sci ship to do that.

you have crummy tactical station powers, but they will murder the crap out of the poor sap you have snared with maga dot plasma cloud and or a tractor beam. if someone is trying to HE+evasive out of your cloud, TB them too! there is no escape! if not stager them for maximum movement shutdown. on top of them being served up on a plater for you, they are served up for the whole rest of your team too. it is sooo easy to position yourself for an effective warp plasma dump in these maneuverable cruisers, were you just have to wait for someone to fly by or get behind you in a crummy fed cruiser.

if your puging you are quite likely to face teams full of escorts that fly around really fast and blast the crap out of you. there is little hope of fighting these ships on equal terms with duel heavy cannons, with out multiple snares, thats why i think its wise to have those beam arrays to fall back on. a large volume of pets with chronos and tractor beams are your next greatest enemy.

on the excelsior i used BO2 and BO3, thats not an option here. the damage you can deal every 15 seconds with BO1 and BO2 is enough to make quite a difference thought, i had BO2 crit for 18k the other day. this is the best way to deal damage with 8 beams equipped.

FAW is only useful for cleaning up garbage, and its lack of accuracy makes it not even that great for that role now. only equip that if your facing a stupid amount of carriers or doing pve. your going to do your most damage to someone by just keeping 8 beams on them as much as possible, and delivering glider and proc damage. as always an energy level between 140 and 150 is the key to maximum damage over time

thats pretty much all there is too it. the only problem in the build is how much attention you have to give to your position when your using the duel cannons, and keeping your target directly in front of you. you have to effectively do that, AND keep track of your team mates and keep them healthy. thats all up to the skill of the user.


the fleet ktinga is the best cruiser, the only thing that out MVPs it is a thrice damned bug.

*edit- based on the actual hitpoints per shield facing on the F ktinga vs vorcha R, the F ktinga has a shield mod of 1.07.

vorcha R- http://cloud-2.steampowered.com/ugc/...000FEFEEA7E10/

F ktinga- http://cloud.steampowered.com/ugc/57...61918D5560B56/
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus

Last edited by dontdrunkimshoot; 08-18-2012 at 06:38 PM.
Captain
Join Date: Jun 2012
Posts: 1,427
# 113
08-01-2012, 06:37 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
i also run a single acc3 duel beam bank for delivering BOs, if you can get a acc3 DBB, consider trying this as well.
Something of a tangent here, and I know this would be difficult to perhaps impossible to test, but has anyone confirmed that [Acc] actually affects BO? I'd love to use BO more often but it's just so unreliable, even with very pricey DBBs, that I couldn't take it seriously as a tool.
Banned
Join Date: Jun 2012
Posts: 558
# 114
08-01-2012, 06:42 PM
Quote:
Originally Posted by shimmerless View Post
Something of a tangent here, and I know this would be difficult to perhaps impossible to test, but has anyone confirmed that [Acc] actually affects BO? I'd love to use BO more often but it's just so unreliable, even with very pricey DBBs, that I couldn't take it seriously as a tool.
Unless it changed at the launch of Season 6, Acc does effect beam overload. I tested it less than a month and a half ago
Empire Veteran
Join Date: Jun 2012
Posts: 7,176
# 115
08-01-2012, 07:19 PM
Quote:
Originally Posted by shimmerless View Post
Something of a tangent here, and I know this would be difficult to perhaps impossible to test, but has anyone confirmed that [Acc] actually affects BO? I'd love to use BO more often but it's just so unreliable, even with very pricey DBBs, that I couldn't take it seriously as a tool.
we all think it helps some but not enough, MAYBE not at all. acc3 always seems like the best bet if you want something to hit for sure though. it seems to help crits quite a lot, when i snare someone, giving them ~0 defense, and BO them its a crit more then half the time, and, you know, it actually hits too!
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jul 2012
Posts: 2,192
# 116
08-03-2012, 02:38 AM
Btw. What is more reliable if you run just single EptS / EptW copy? 3x damage control doff, or going A2B route with 3 technicians ?
Captain
Join Date: Jun 2012
Posts: 1,427
# 117
08-03-2012, 02:43 AM
My two cents: the old build I used to use on the Excel is the one I would give to people who asked, nine times out of ten. That said, the one I use now is Aux2Bat (I'm a convert) and it's so insanely good that I could never be convinced into going back.

You really need three purp Technicians, otherwise don't bother (three purps brings it to within a sliver of the exact EPt(X) cooldown). Without those three purps, only your EPt(X) would benefit from the Damage Controls. The other two can be whatever you like, shield distros are always good.
Captain
Join Date: Jul 2012
Posts: 2,192
# 118
08-03-2012, 02:53 AM
Well I'm asking, because I'm somewhat split about it. I know both situations would work, but here is my perspective.

A2B will also reduce counter to DEM /sci powers/tactical powers, increasing offensive and utility potential

A2B takes one ability slot, which for me means one less hull heal

If I ****up with the cooldowns, and use A2B too late, my EPtX power will go on 15s cooldown, which in case of shields is NOT pleasant when under fire.


That means, it is pretty balanced choice, because I have hard time to decide. Either safe route with dmg control engineers but will miss reduced cooldown on other stuff, or risk with A2B.
Captain
Join Date: Jun 2012
Posts: 1,427
# 119
08-03-2012, 03:13 AM
That's certainly true, and it kind of depends on the ship I suppose. The Excel has so many Eng slots that you're really not losing anything. If you stock up on aux bats and take a TB, you can toss out TSS2 and snares like candy. I wouldn't say it's more "offensive" (because your heals come off cooldown just as quick as your DEMs) but it's definitely a riskier, more intensive build.

You might be able to get away with two purp Damage Control DOffs, and that'd leave you more room for other things. If proc chances are non-conditional, you'd have about an 8/10 chance of getting a good roll. However I can't remember how STO's probability works so take those numbers with a grain of salt.
Captain
Join Date: Jul 2012
Posts: 2,192
# 120
08-03-2012, 03:25 AM
Well I'm deciding to bring my old good Assault Cruiser out of the spacedock, but I also have my trusted Galaxy I didn't play cruisers seriously since like season 4.

I know I want it to be selfish build and mostly for CaH/STF, as I do not feel good in Arena in big ships.

My original idea was this for max offense loadout.

EPtE I, AtD I, EPtW III, DEM III
ET I, AtB I, EPtS III

EPtS I (backup if on Galaxy-R)

With Technicians and AtB I will miss AtSIF, unless I would drop AtD which I like. With Damage control ones, I could have both AtSIF and AtD, but my DEM would have increased cooldown.

I could of course swap ET1 and EPtS3 for E3 and EptS1. But since Galaxies are the main targets usually (lol) I figured extra shields never hurt. Truth is, Big ET burst heals would nicely complement PH I would take anyway. But haven't decided on this minor issue yet. The technician/damage control issue is more more crucial for me atm.

If you asking why EpTW 3, I wanna see how the drain is with power over 160 power, It also allows nice big Overloads. Might later drop it in favour of ET3 or WP1, just never tried it.
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