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Lieutenant
Join Date: Aug 2012
Posts: 97
# 21
09-29-2012, 04:12 PM
Quote:
Originally Posted by meimeitoo View Post
This should affect *all* chroniton projectiles, like regular chroniton torps, and not just the Chronition disruption device, right?

Thanks.
Chroniton torpedoes benefit from the set bonus, but the Temporal Disruption Device doesn't.
Career Officer
Join Date: Jul 2012
Posts: 2,999
# 22
09-29-2012, 11:03 PM
Quote:
Originally Posted by thepopeofbeers View Post
Chroniton torpedoes benefit from the set bonus, but the Temporal Disruption Device doesn't.
Thanks. ;)

While I'm at it, what tact console *does* affect the Temporal Disruption Device? Nobody is zone seemed to know either. ;)
Ensign
Join Date: Jun 2012
Posts: 4
# 23
09-30-2012, 12:05 AM
Quote:
Originally Posted by synister247 View Post
Okay, for PvE Mainly. Captain is Tactical Career Path.

I DO have the (3-piece) temporal item set.

So far, weapons look like:

Fore: 2x Mk XI/XII Polarized Disruptor DHC, Chroniton Dual beam array, Chroniton disruption device
Aft: 2x Mk XII Polarized Disruptor turrets, MK XII Tricobalt Mine Launcher

Reman Prototype Space Set MK XI (?)

Devices: Red Matter Capacitor, Sub-space field Modulator

Bridge Officers

Lt. Commander Universal: HEM1, TSS2, GW1
Lt. Universal: EPtS1, ET2
Commander Tac: TT1, SV1, CRF2, DPBeta3
Lt. Tac: TSpread1, TT2
Ens. Eng: ET1

Consoles:
Engineering: Isometric Charge, Point Defense
Science: Field Generator x2, Manheim, Universal-Temporal Console (I forget the name)
Tactical: Disruptor x3, ???

Ideas & Suggestions are welcome, as is CONSTRUCTIVE Criticism.
Now that I've had a day and some change to play around with my Mobius, I wanted to chime in.

Your build is about fifty kinds of wrong.

First up, since you're doing Temporal Warfare, you want to run Antiproton and Chroniton. I use 2 x Advanced Fleet AP DHCs with [DMG]x3 and [ACC], the Chroniton DBB, Advanced Fleet Chroniton Torpedo, 2 x Advanced Fleet AP Turrets, and the TDD.

I use Mk XII Omega Force for the DEF/ENG/SHD slots.

Devices don't matter, unless it's an RMC.

Console wise:
ENG: Manheim and Tachyokinetic Converter
SCI: Assimilated, Emitter Array, 2 x Field Generator
TAC: 3 x APMR, 1 x Chroniton Flux Regulator

BOFF wise:
LT COM UNI - SCI, PH1, HE2, GW1
LT UNI - ENG, EPTS1, RSP1
COM TAC - TT1, CSV1, TS3, APB3
LT TAC - TT1, CSV1
ENS ENG - EPTS1

You're gonna want to chain Tactical Team and Emergency Power to Shields.

If you want to go a more Tanky route, trade out the LT COM SCI for LT COM ENG and have Auxiliary To Structural 2 in the third slot.
Rihannsu
Join Date: Jun 2012
Posts: 322
# 24
09-30-2012, 12:19 AM
Quote:
Originally Posted by blackout8888 View Post
For anyone that has the Wells in addition to the Mobius, is the Tippler Cylinder worth trying to get one?

I found that the Manheim device on its own was pretty underwhelming with its 30 second duration and 5 minute cooldown.
I was wondering that, too. Is the Tippler cylinder worth it? What's the cooldown?
Republic Veteran
Join Date: Jun 2012
Posts: 2,731
# 25
09-30-2012, 09:23 AM
Quote:
Originally Posted by blackout8888 View Post
For anyone that has the Wells in addition to the Mobius, is the Tippler Cylinder worth trying to get one?

I found that the Manheim device on its own was pretty underwhelming with its 30 second duration and 5 minute cooldown.
well, it sounds like a pretty coold combo power. as for manheim, i think it would be awesome if your a sci officer.... its basically another photonic fleet. 4-5 ships out not including fleet support or fighters. also, if you figure out which one is yoru past ship.... healing it will heal your ship as well.


rewinding time 13 seconds in game along with freezing enemies in place if you have both of them doesnt hurt. if your about to blow up 13 second rewind could give you full Hull and shields against some vessels.
Joined Sept 09.

Curse you Archived Post.... you stole all my Ideas.

Last edited by tenkari; 09-30-2012 at 09:28 AM.
Republic Veteran
Join Date: Aug 2012
Posts: 91
# 26
09-30-2012, 11:15 AM
Quote:
Originally Posted by m0nk3yb1z1u View Post
Now that I've had a day and some change to play around with my Mobius, I wanted to chime in.

Your build is about fifty kinds of wrong.

First up, since you're doing Temporal Warfare, you want to run Antiproton and Chroniton. I use 2 x Advanced Fleet AP DHCs with [DMG]x3 and [ACC], the Chroniton DBB, Advanced Fleet Chroniton Torpedo, 2 x Advanced Fleet AP Turrets, and the TDD.

I use Mk XII Omega Force for the DEF/ENG/SHD slots.

Devices don't matter, unless it's an RMC.

Console wise:
ENG: Manheim and Tachyokinetic Converter
SCI: Assimilated, Emitter Array, 2 x Field Generator
TAC: 3 x APMR, 1 x Chroniton Flux Regulator

BOFF wise:
LT COM UNI - SCI, PH1, HE2, GW1
LT UNI - ENG, EPTS1, RSP1
COM TAC - TT1, CSV1, TS3, APB3
LT TAC - TT1, CSV1
ENS ENG - EPTS1

You're gonna want to chain Tactical Team and Emergency Power to Shields.

If you want to go a more Tanky route, trade out the LT COM SCI for LT COM ENG and have Auxiliary To Structural 2 in the third slot.
My load out is very similar to yours with a few differences here and there. Overall I find it to work well.
Commanding Officer of Task Force Midnight
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Lieutenant
Join Date: Aug 2012
Posts: 97
# 27
09-30-2012, 02:57 PM
Quote:
Originally Posted by meimeitoo View Post
Thanks.

While I'm at it, what tact console *does* affect the Temporal Disruption Device? Nobody is zone seemed to know either.
I'm not sure either, but I'm thinking the TDD might only get a boost from the Warhead Yield Chamber, just like the Hargh'peng and Thermionic torpedoes.
Career Officer
Join Date: Jul 2012
Posts: 2,999
# 28
10-01-2012, 04:54 AM
Quote:
Originally Posted by thepopeofbeers View Post
I'm not sure either, but I'm thinking the TDD might only get a boost from the Warhead Yield Chamber, just like the Hargh'peng and Thermionic torpedoes.
I finally figured it out. :)

What Tact Console (primarily) affects TDD
Career Officer
Join Date: Jul 2012
Posts: 2,999
# 29
10-02-2012, 04:10 AM
Quote:
Originally Posted by synister247 View Post
Okay, for PvE Mainly. Captain is Tactical Career Path.

I DO have the (3-piece) temporal item set.

So far, weapons look like:

Fore: 2x Mk XI/XII Polarized Disruptor DHC, Chroniton Dual beam array, Chroniton disruption device
Aft: 2x Mk XII Polarized Disruptor turrets, MK XII Tricobalt Mine Launcher

Reman Prototype Space Set MK XI (?)

Devices: Red Matter Capacitor, Sub-space field Modulator

Bridge Officers

Lt. Commander Universal: HEM1, TSS2, GW1
Lt. Universal: EPtS1, ET2
Commander Tac: TT1, SV1, CRF2, DPBeta3
Lt. Tac: TSpread1, TT2
Ens. Eng: ET1

Consoles:
Engineering: Isometric Charge, Point Defense
Science: Field Generator x2, Manheim, Universal-Temporal Console (I forget the name)
Tactical: Disruptor x3, ???

Ideas & Suggestions are welcome, as is CONSTRUCTIVE Criticism. :D

Well, I see quite a few things going wrong here. :)

* For starters, it's a bit of a 'rainbow' build. You have Polarized Disruptor DHC (disruptor dmg) + Chroniton Dual Beam Array (anti-proton dmg) + Tricobalt Mine Launcher (tricobalt dmg) + Point Defense (photon dmg).

* Reman set should never be used for anything other than looking pretty. Period.

* Your engineering slots should really only contain 2x Neutronium Alloy Mk XII (blue quality, at least).

As for your tact consoles, can't really make it work as is, as there's no fitting for rainbow. :) So, working from Chroniton Dual Beam Array (which does anti-proton dmg), for fore, I'd fit 1x Chroniton Dual Beam Array, 2x Dual Heavy Anti-proton cannons, and 1x Chroniton torp (you want to take advantage of set bonus for chroniton torps too). For aft just 3x AP turrets (or the Polarized Disruptor turrets, for their proc).

Now, depending on what other universal consoles you had planned to stick in tact console slots, you'll have at least 1x Mag Regulator Mk XII (for AP dmg). Preferably 2 or 3. Yould could also use a generic Warhead chamber to add dmg for all torp types too, if you wanted.

As for your boffs -- assuming I like your current choice of traits, which I don't, really -- I would switch a few things around:

Lt. Tac: TSpread1, TT2 = TT1, TSpread2
Lt. Commander Universal: HEM1, TSS2, GW1 = TTS1, HEM2, GW1
Ens. Eng: ET1 = EPtS

Now you don't have any heals any more (except for Miracle Worker III, if you're an engineer, like me); so, I'd substitute the Lieutenant Universal for an engineer with EPtS1, ET2. And now you're running two nicely chained TT1, EPtS pairs.

Now for tactical. To give you an idea, let me just show you my own setup:

Lt. Commander Universal (TACT) = TT1, THY2, BO3
Lt. Universal (ENG) = EPtS1, ET2
Commander Tactical = TT1, ATB1, THY3, ATO3
Lt. Tactical = BTS1, BO2
Ensign Engineer = EPtS1

With this setup, I have the following pairs neatly cycled continuously:

TT1, TT1 = chained
EPtS1, EPtS1 = chained
BO3, BO2 = chained
THY3, THY2 = chained

Order in the chaos! :) Now, to understand my loudout, in fore I have:

Chroniton Dual Beam Array, Tholian Thermionic Torpedo, Temporal Disruption Device, Fleet Advanced Chroniton Torpedo

The Chroniton Dual Beam Array is going to be spiking a lot on this setup, because of the Beam Overload chain. And so will all torps (running off a dual Warhead chamber set, and 3x doffs to shorten their recharge time). The 3x anti-proton turrets in aft will, together will the Chroniton Dual Beam Array in fore, benefit from the Mag Regulators. Not your typical 'mandatory' 2x DHC setups for escorts, I know. You can well go with 2x DHC, of course (or do something entirely different even); the point I'm trying to make is just that you need to bring some structure in your boff stations; and, if possible, chain things that increase your survivability and tact buffs (like the EPtS1 + TT1 pairs).

N.B. I don't really like the BTS1 skill, for my Lt. Tactical, as it shares the same cooldown (and thus interferes) with my Beam Overload chain. Not really much else I can put there, though. Now, the only thing missing from my own setup are the hazard emitters I've come to rely on over time. So, maybe one day I'll swap the Lt. Universal out for a SCI with TSS1, HEM2, who knows; but I hate breaking chains. And if I really get into trouble, there's the Omega 13 device coming to the rescue, whisking me to safety, with heals and clears for all! :)

Hope this gave you some ideas.

Last edited by meimeitoo; 10-02-2012 at 01:34 PM. Reason: Typos
Commander
Join Date: Jun 2012
Posts: 346
# 30
10-02-2012, 06:14 AM
If you want to look pretty, sure, use that nonsensical build.

If you want to be effective, though:

Weapons:
- Fore: 4 DCs/DHCs
- Back: 3 Turrets

Set:
- Deflector: MACO/Borg, depending on your faction
- Engines: Borg
- Shields: MACO/KHG, depending on your faction

Consoles:
- Eng: Neutronium, Borg
- Sci: 4 Field Gens
- Tac: 4 Mag Regulators (or equivalent for whichever energy type you want)

BOFFs (preferably all Saurians/Letheans depending on faction):
- C Tac: TT1, CRF1, APO1, CRF3
- C Tac: TT1, CSV1, CSV2, APO3 (alternate according to the event)
- L Tac: TT1, APB1
- E Eng: EPtS1
- L Uni: EPtS1, ASIF1
- LC Uni: TSS1, HE2, GW1 (or HE1, TSS2)
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