Join Date: Jan 2013
Posts: 47
# 1081
04-15-2014, 06:47 PM
Great, now I will forever be known as the guy who asked drunk one questions to many lol.

Seriously dude, thanks for all your work in this thread. Your advice has kept pvp fun for me.
Empire Veteran
Join Date: Jun 2012
Posts: 7,722
# 1082
04-15-2014, 07:58 PM
Originally Posted by stormcrow704 View Post
Great, now I will forever be known as the guy who asked drunk one questions to many lol.

Seriously dude, thanks for all your work in this thread. Your advice has kept pvp fun for me.
lol, no don't worry i gave up a few seasons ago and didn't bother to say anything.

if you got a beam boat and an AtB build, you probably already know what your doing. fleet advanced AP are probably the closest thing to an upgrade you will find, that core and omni AP beam should help damage too. though beam boats should be running spire cores in every other case, to further resist energy drain
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Survivor of Remus
Join Date: Jun 2012
Posts: 132
# 1083
05-09-2014, 04:06 PM

nice chatting to you tonight.
here is my torpedo build.
please can you help I need to make the hull stronger.
any rep traits that would help ?

Career Officer
Join Date: Jun 2012
Posts: 273
# 1084
05-10-2014, 05:09 AM
For that torpedo boat I would defintely be adding living hull, and biotech patch if you can get them. Techie would also be a good boost to your base heal numbers in addition to the afore mentioned.

While those three traits are not direct strengthening factors, you get the result you are wanting through indirect hull heal strengthening.
Join Date: Oct 2012
Posts: 28
# 1085 Fleet VoQuv
05-16-2014, 06:26 AM
In other thread i began to talk about a build for my Fleet Vo'Quv.

Someone asked me if the build i pretend go to pvp... and yes... that is my intention (for farmer i go to play alone in other games... no offense)

Then, i appreciated if the people who play and know pvp can recommend me some changes in my build, here is the link:

and here is the link in the forum where i asked:

In advanced thank you for your help
Join Date: Jul 2013
Posts: 1
# 1086
06-03-2014, 09:26 PM
So I'm brand new to PVP after being basically exclusively PVE and looking to jumping into a Sciencey role.

I'm a Rommie Fed and looking for some advice on what ship to look at. I was thinking maybe the Rommie DSD? Would that work as a science specced pvp ship? What sort of build would I be looking at for it?

I'm just looking for a push in the right direction

Join Date: Sep 2012
Posts: 764
# 1087
06-04-2014, 10:36 AM
Originally Posted by belhad View Post
So I'm brand new to PVP after being basically exclusively PVE and looking to jumping into a Sciencey role.

I'm a Rommie Fed and looking for some advice on what ship to look at. I was thinking maybe the Rommie DSD? Would that work as a science specced pvp ship? What sort of build would I be looking at for it?

I'm just looking for a push in the right direction

Unfortunatelly there are not many options for SCI-SCI as a romulan.

-Dyson - heavy sci attacker
-R'mor - standard temporal role
-Tulwar - sci dreadnought
-Tal-shiar destroyer - great SCI attacker

Dyson is a good choice, full c-store set setup right is a killer:

Here is my dyson setup fed side, tac and sci:

also on channel somewhere you can see a bit of my sci Tulwar

*New*Iconian Effect
EAP FixDelta Finally Rising?
My Channel
Join Date: Aug 2012
Posts: 3,177
# 1088
06-09-2014, 01:34 AM
Originally Posted by dontdrunkimshoot View Post
i owe this thread a post after all this time

this thread seemed like a great idea, before there was rep. when you just had the stf sets and you earned them from salvage drops. since then, there has been an itemization, grind, and lockbox ship explosion, not to mention another faction.

theres to much stuff to run a thread like this anymore, unless you have every bit of it, and have far more time and autism then i have. the itemization explosion hasn't even reached its peek yet, each new rep or box or holding means an across the board update would be needed. its completely untenable.

so, that's why ive all but ignoring the thread. the information in it is still good, but the builds are a little outdated. it should do new players plenty of good still, but i have no intention to add builds, unless the itemization were to end. but then this would be a dead game so there would be no point lol

anyone else is welcome to add to it if they like, no harm in that.
It's a shame, this thread was (is) always a great source of inspiration. TBH i don't care about the newest items and "itemization".

I don't do PvP (anymore) so maybe my opinion isn't relevant here, but new ideas and unusual builds are what i care about. Like your G-R cannon build for example.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- Picard, quoting Judge Aaron Satie
Join Date: Jun 2014
Posts: 4
# 1089 Good info
06-20-2014, 09:58 PM
One of my fleetmates recommended I read your posts for ideas on how to strengthen my eng/fleet excel beam boat. Here's what I have, and what I am working towards. Any advice is appreciated:

6x Advance Fleet Antiproton Beam [Acc]x2 [Dmg]x2
Omni-Directional Anitproton Beam [Acc] [Dmg] [Arc]
Kinetic Cutting Beam [Dmg]x3

Borg set, upgraded to MK XII through Task Force Omega Rep

Obelisk Subspace Rift Warp Core

Red Matter Capacitor
Supspace Field Modulator
Deuterium Surplus

Transwarp Computer
Energy Signature Dampener [+ResAll]
EPS Flow Regulator MK XII
Plasmonic Leech

Assimilated Console
Field Generator MK XI blue (farming for a MK XII purple)

4x Vulnerabiliy Locator [+Ap]

TT1, BFAW2, BFAW3 (debating replacing BFAW2 with an attack pattern or BO)

ET1, EPW2, EPS3, DEM3 (will replace EPW2 with Aux to Bat when I get a purple tech doff)



ST1, HE2

Current Doffs> Purple damage control, purple dev lab, 2x blue conn, Exocomp. Working towards purple technician(s) and sixth space doff

Cap'n has 9 ranks in> Starship weapons, energy weapons, starship targeting, starship maneuvers; Batteries, hull repair, structural integrity, electro-plasma systems, warp core efficiancy, warp core potential, impulse thrusters, subsystem performances; Flow capacitors, shield emitters, shield system. 6 ranks in subsystem repair. 1 rank in power insulators

Last edited by swfoster; 06-20-2014 at 10:34 PM.
Join Date: Aug 2014
Posts: 1
# 1090
08-10-2014, 03:32 PM
Originally Posted by dontdrunkimshoot View Post
basic build tutorial

to start things off with, heres a nice simple, cheap to put together build for a cruiser. chances are your in a cruiser, and would like to pvp in it and primarily deal damage. wile thats not its primary role, it can be done, and its a good platform for learning the ropes of pvp. this will be more of a tutorial then a serious build, but it will create a very sturdy ship that you can practice taking damage and healing in.

tac/eng/sci captain assault cruiser

use 8 beam arrays of your choice, as long as they are all the same energy type.

tactical team 1, fire at will 2

tactical team 1

emergency power to weapons 1, emergency power to shields 2, reverse shield polarity 2, axillary to structural 3

emergency power to weapons 1, emergency power to shields 2, engineering team 3 (or extend shields 2, or directed energy modulation 2, or eject warp plasma 1, or axillary to structural 2)

hazzard emitters 1, transfer shield strength 2

power level presets
attack/speed- 100/25/50/25
attack/tank- 100/50/25/25
GTFO- 25/50/100/25
aux healing- 25/50/25/100

you have 4 available presets, i would set them up like this if i were you.

deflector- borg

engine- borg

shield- maco

its likely you have stf set pieces, maco is the best shield. the borg deflector and engine gives you an extra hull heal for more defense, but for offense you could use the omega deflector and engine and deal passive extra shield damage.

eng consoles
2 sfi, 2 neutronium

sci consoles
2 field generators

tac consoles
3 energy weapons specific to the type your using


duty officers, or doffs, are the newest addition to your ships equipment, and now your most important piece of equipment. the safest bet for any ship is to get 3 shields distribution doffs, 3 green should be cheap enough, and be quite effective. you use their effect the same you you use RSP, when your shields are down to nothing. wile your taking fire, activate it and receive a good to great shield heal. for the other 2 slots, you could equip 2 conn doffs to reduce the cooldown on evasive maneuvers. do your own research on your doffs, having the right doff in combination with your station powers will make a big difference in your performance.

the assault cruiser is easy to get when you make admiral, chances are free if you have a token. its a simple, sturdy ship that can put down good damage over time.

2 tactical teams, or TT, will give you good protection from incoming damage. they balance your shield hit points to reinforce the shield facing thats getting hit, keeping you safe from hull damage. at all times you want to be manually distributing your shields as well, this is the #1, most important thing you can do in pvp if you want to survive.

with 8 beam arrays, fire at will, or FAW, will be good at hitting all near by targets, including spam and help clear it. its not a good skill for single target damage though.

emergency power to weapons and shields are very important skills. with the way their cool downs work, every 15 seconds you can activate 1 of the 4 of them and enjoy 100% up time with the bonus power they provide. emergency power to shields, or EPtS, offers extra shield resistance as well as extra shield power. no mater what ship you fly, you want to have this skill on at all times.

reverse shield polarity, or RSP, is an oh crap skill, but is often misused. this skill should not be your first line of defense, but your last line. for between 5 and 15 seconds depending on grade, it converts incoming energy to shield hitpoints, as a secondary effect this makes you basically invincible. but thats its secondary effect. you ONLY want to use this skill when all your shields are down to slivers and you dont have any other shield heal ready. if you have been cycling EPtS, TT, and manually distributing, your shields should all drain at once, creating the ideal opportunity to use this skill.

hazard emitters, or HE, is a hull heal over time. auxiliary to structural, or AtS, is an instant hull heal and resist. it has a global cooldown of 10 seconds when you use 2 copies of it, and the resist lasts 10 seconds. with 2 copies you can have full up time with this skill too. AtS3 is only available on very rare bridge officers, but shouldn't be too hard to find on the exchange.

transfer shield strength, or TSS, is a shield heal and resist over time, a great skill to use when you start getting attacked. how good these 3 skills are depends on how much auxiliary power you have. if your in need of strong heals, use an aux batt or transfer energy to aux.

eject warp plasma, or EWP, leaves a trail of plasma behind you and acts like a snare to enemies that touch it

extend shields, or ES, is a shield heal over time to allies, you cant use it on your self. you would be most useful to your team if you used this skill

directed energy modulation, or DEM, is a small extra shield penetrating damage applied to your weapons.

with all these skills, you should have good damage dealing, good tanking, and good support capability. this is a cruisers role, adding their pressure damage and giving heals out to those in trouble, and keeping yourself healthy too.

many more builds will be salvaged from old threads soon, when i get to it
was trying out this build but really dont get it... all the emergency power to XXX share 15sec CD so you mostly block your power to weapons or shield with the other one... do i miss something i am doing wrong??

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