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I am fairly new to pvp. I have only done it 2-3 times but from what I have done it seems like fun. I have come up with this build so far and would like additional input if you all don't mind.
It will be in a Patrol Escort for now. Not sure if I will upgrade to a ship I actually have to buy or not. Will be using 3 Disruptor DHC's and 1 Quantum Torpedo.
Your choice of BO skills and your spec is actually not that bad for a beginner.
Here are my suggestions for improvement:
- Replace the Beta III with an Omega III
- You are not specced into Torps. Drop the THY for a Delta I. Replace the Quantum with another DHC
- Remove the points from driver coils and put them somewhere else
Also, if you like the patrol escort go ahead and buy the Fleet version of that ship. When flown right the fleet patrol can be a beast
I am fairly new to pvp. I have only done it 2-3 times but from what I have done it seems like fun. I have come up with this build so far and would like additional input if you all don't mind.
It will be in a Patrol Escort for now. Not sure if I will upgrade to a ship I actually have to buy or not. Will be using 3 Disruptor DHC's and 1 Quantum Torpedo.
thats a pretty good skill build, i would make a few changes though. ether use all energy weapons, or spec fully into projectile skills. i prefer the former myself. drive coil really doesn't do anything to help you in combat, a pvp build tends to leave that empty. battery can be pretty nice to have speced though, even 3 into adds a nice bump to their duration.
i always max impulse thrusters, thats a buff to your turn rate after all. electro-plasma systems is a buff to how quickly your subsystem energy recharges and how much energy you get from EPtX skills. max that. i tend not to put more then 3 in ether efficency or potential, the gain from each of those is very small. you should put some skills into engine performance though, 6 i suggest. speed to an escort is everything, its position in battle and its evasion score.
with regards to armor, you get greater return on defense added by putting 3 into threat control and 3 into hull plating. you get more total energy resistance then that way then you do with 6 just in plating, plus you get a bit of kinetic resist. i don't think you need much in the way of hull armor, its the energy damage in pvp you need to worry about most. aux in an escort is important fro the small number of heals they have available, AtS, HE and TSS are all aux based, id put at least 3 into that.
if you want to get a fleet escort, consider carefully between the fleet patrol, and fleet escort (saber). the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
Okay, so I've made some adjustments that render some of what I said originally in this post moot - some I changed back to what it was - some I changed because it simply was not working like expected - some changed based on good advice that I have a tendency to ignore...
Tac: 2x Tetryon Pulse Generator
Eng: Emergency Force Fields, Tetra, Ablative, Neut
Sci: Biofunction Monitor, Emitter Array, Borg
Devices: SFM, Engine-Weapon-Aux batteries
Know the shields should be MACO, but I'm not sure I can bring myself to run that many STFs...lol. Pesky Rare MACO engines dropped while farming the EDC for the retro stuff...
Not sure what to do with the SDO Doffs after the patch later today...
edit: Going to try out the Paratrinic instead of the Borg based on Hilbert's stuff... at least until S7.
edit2: I'm thinking about dropping the Tetra/Ablat for a second Neut and RCS. It just doesn't turn with the Borg engine like it did with the Jem...meh.
that build is in better shape. use it and learn from it, when you get comfortable with it try turning it into more of a healer. some combination of ET3, ES2 and EWP3 i would recommend, healing is a star cruisers main role, and with your SNB, scan, and plasma snare you can help set up a kill as well.
So in having asked about that cruiser build, I suppose I should ask about my RSV build. I used to run a tranScort (but like most of my toons, I get bored and delete them). I'm thinking about trying to go for more longevity in builds/toons - so thoughts on this one would be appreciated:
I goobered the skill build and locked myself out of GW3 (something that I'll fix on a reroll). One of the things I was thinking about for a build like this was working toward the AKHG with S7...
im not a sci expert, but i can tell you you want to have lots of gravaton spacing so TBR and GW pull and push as hard as possible. also they consoles that heal and protect crew, worthless, load up on 4 grav consoles instead and send people flying or pin them completely.
So **** busy. But when I get a chance, I'll post builds that I use in my Galor, Fleet Saber (I know the PE is better, but I like the ship), and Fleet Neb. Oh and a Chimera build too.
im not a sci expert, but i can tell you you want to have lots of gravaton spacing so TBR and GW pull and push as hard as possible. also they consoles that heal and protect crew, worthless, load up on 4 grav consoles instead and send people flying or pin them completely.
I know that folks say that about the crew - but my experience has always been different. I mean, the difference between having crew and not having crew - ie getting hit with theta - makes a world of difference. I get far more out of having crew than I do from having another Neut...
I'll post builds that I use in my Galor, Fleet Saber (I know the PE is better, but I like the ship)
well actually....
the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
I know that folks say that about the crew - but my experience has always been different. I mean, the difference between having crew and not having crew - ie getting hit with theta - makes a world of difference. I get far more out of having crew than I do from having another Neut...
then you should be putting 3 to 6 points in subsystem repair if you want to keep them, crew's only function is to get subsystems repaired quick, and if you put focus on something, you should min/max as hard as you can. i would slot as many grav gens as you can too, the skills you use offensively you want working as good as possible.