Quote:
Originally Posted by redsnake721
Your OP about Poloron. I have a JEM Bug. With Full Jem set and 4 Poloron DHC's and 3 Turretts and 6 ranks in Flow Cap and it Rocks in STF's. Nothing can stop it or even slow it down. With Specs in Flow cap and the Jem set Poloron does work in SFT's very very well. I have tried Omega XII and Maco XII and Borg XII and Reman XII on the Jem Bug with Disruptor and Antiproton and Phaser and Tet and Plasma loadouts, (yes I have all the weps in XII purple and all 5 tac consoles in XII purple) and on that ship Poloron preforms the best hands down. So for you new players that read the OP and think that Poloron is worthless. Its not. Not at all
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Quote:
Originally Posted by unheard1978
After reading maelwy5 post i used his build on my defiant, but i added APD2, what do you all think ?
TT1/CRF1/APO1/APB3
THY1/CSV1/APD2
TS1
@maelwy5, please can you post your skill plan so i can see where you have spend you points please as i see you are good at sto
thank you
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Some people prefer to go heavy on the attack patterns. I tend to go a bit lighter on them. I like having strong AOE damage as in STF's, you will commonly come up against a group of ships (especially if you have a sci teammate who knows what theyre doing and gravity wells ships together). This is why I use CSV3 and TS3. Torp Spread III is a very powerful skill, which is why it's hard to find on Boff's and the ones on the exchange tend to go for 500K-1M EC. (The Jem'Hadar Boff comes with Torp Spread III though so you can get it for free)
I attached the build that I use for my Defiant below . (I personally prefer the Patrol Escort to the defiant though for some added survivability)
Please note that there are some skills that are must-haves for STF's as well as some equipment. The first two are most important.
Tactical Team 1 - This give s tactical buff, balances you shields to where you are taking damage and also clears borg bording parties (when your screen flashes red and everything goes on cooldown). This is why people will often use this twice, especially if they have a 3rd ensign tactical slot like on the defiant.
Hazard Emitters - This Gives a large hull heal over time, removes plasma fires on your hull, and stops the borg shield neutralizer (when you notice your shields constantly diminishing to nothing)
Polarize Hull - This gives you a small defensive buff and frees you from borg tractor beams.
You will also want to use Electroceramic Hull Plating for a +35 resistance to plasma weapons (Borg use plasma weapons). This should be coupled with a Monotanium (+35 kinetic resistance) or Neutronium (+17.5 kinetic/+17.5 all energy type resistance) console to add kinetic resistance.
If you don't want to use two slots for Tactical Team 1, you can get a "Conn officer" doff that reduces the cooldown on tactical team as well as gives an offensive buff.
In regards to weapons, there is a lot of back and forth over whether dual-cannons or dual-heavy cannons are best to use, both sides appear to have valid points. I may have to say it comes down to preference until some solid proof is shown otherwise
I use the following setup (All MK XII Purple Borg) AntiProton
2x Dual Cannons, 1 DHC, 1 Quantum Torp
3x turrets
MK XII MACO Set
Sci - Borg Assimilated Universal Console / Field Generator +17.5% shield cap
Eng - Electroceramic / monotanium
Tac - 3x Antiproton / 1 Quantum
Device- Red Matter Capacitor / Subspace Modulator.
The Kinetic Cutting Beam and Omega torp can be substituted in as well to take advantage of the additional set bonus
I hope this can help someone.