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Ensign
Join Date: Sep 2012
Posts: 19
I've been trying to come up with a good pvp build for my temporal destroyer. The problem I have is trying to figure out how to balance my chroniton/temporal divice vs my Dual Cannons, and a good bridge officer abilitie set to match it.

My thought here is to make my ship highly maneverable and be able to stop or slow enemy ships so that my team mates can take 'em down, but maybe this is wrong.

Heres what Im working with right now.

Front: Anti-Proton Dual Heavy Advanced Fleet Mk XII, Chroniton Torp., Temporal Device, Chroniton Dual BB

Rear: Kinetic Cutting Beam. 2 X AP Adv. Turret

Consoles:
Monotonium Mk XI very rare, RCS Acc. Mk XI very Rare
3X Feild Gen Mk XI rare, Tachyokinetic Convert.
Chroniton Flux Mk XI very rare, 2X AntiProton console rare, Borg Console

Bridge:
Transf. SS 1, Hazards 2, Gravity Well 2
EmPwrToS 1, RevSPol 1,
TT1, H.yeild 2, omega 1, RapidF. 3
TT1, TorpSpread 2
EmPwrToS 1

Have yet to buy my desired sheilds/engines/deflector but I'm thinking of going Omega mk xii (atleast for the engines).

Any help would be greatly appreciated, as I have been struggling with this build for sometime. BTW despite the fact that this is tactical build im running it on engineer. Which doesnt seem to make much difference besides the the attack pattern alpha.
Commander
Join Date: Nov 2012
Posts: 444
# 2
03-02-2013, 11:51 AM
sto-forum.perfectworld.com/showthread.php?t=427091

That thread is the one I was talking about, a few lines above this thread. In the first posts there are links to dontdrunkimshoot's build for the temporal destroyer. Check it out, yo.

Cheers.
Captain
Join Date: Aug 2012
Posts: 844
# 3
03-02-2013, 11:55 AM
Quote:
Originally Posted by uglydisease View Post
I've been trying to come up with a good pvp build for my temporal destroyer. The problem I have is trying to figure out how to balance my chroniton/temporal divice vs my Dual Cannons, and a good bridge officer abilitie set to match it.

My thought here is to make my ship highly maneverable and be able to stop or slow enemy ships so that my team mates can take 'em down, but maybe this is wrong.

Heres what Im working with right now.

Front: Anti-Proton Dual Heavy Advanced Fleet Mk XII, Chroniton Torp., Temporal Device, Chroniton Dual BB

Rear: Kinetic Cutting Beam. 2 X AP Adv. Turret

Consoles:
Monotonium Mk XI very rare, RCS Acc. Mk XI very Rare
3X Feild Gen Mk XI rare, Tachyokinetic Convert.
Chroniton Flux Mk XI very rare, 2X AntiProton console rare, Borg Console

Bridge:
Transf. SS 1, Hazards 2, Gravity Well 2
EmPwrToS 1, RevSPol 1,
TT1, H.yeild 2, omega 1, RapidF. 3
TT1, TorpSpread 2
EmPwrToS 1

Have yet to buy my desired sheilds/engines/deflector but I'm thinking of going Omega mk xii (atleast for the engines).

Any help would be greatly appreciated, as I have been struggling with this build for sometime. BTW despite the fact that this is tactical build im running it on engineer. Which doesnt seem to make much difference besides the the attack pattern alpha.

There is a monumental difference between a tacs damage and an eng it's not just apa just the same as there's a monumental difference between how much punishment you can take

I don't really understand the build your going for here are you debuffing targets for other people?

The Borg console doesn't want the be in your tac slot don't know if you were just listing the consoles you plan on putting in or not or wether that was the order

Grav wells for pvp don't really work unless your going to spec into them then run consoles to match APO completely negates there effect and their damage won't touch even a bop again unless you spec into them

The takyokinetic converter should be enough to give your turn a boost I'd drop the RCs and get a neutronium
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Ensign
Join Date: Sep 2012
Posts: 19
# 4
03-02-2013, 12:31 PM
Purhaps im just ignorant here but, as far as I know the only difference between the different career paths is the abilities that each one gives you, (eng: EPS power Transfer, mircile worker etc, Tac: alpha pattern, go down fighting, tactical initiative etc.). Yes these do make a difference but I don't think they are overwelming distinctions. Perhaps Im wrong about this and would actually appreciate it if someone would correct me if that is so.

As to the other conserns I actually dont plan on leaving the borg console in tha tac console but I need to make some decisions about how to rearrange things to make room for (or remove it). Purhaps replacing the RCS accelerater with it would be a good move. I also take your point about the gravity well.

Yes my initial strategy is to debuff targets for those for higher fire power. I seemed to me that the main benefit of the temporal destoryer was its ability to immobilize opponents. I could however revert to a more standard escort layout allthough having been pinned down by simular attacks before I thought that this strategy could be quite effective.

Last edited by uglydisease; 03-02-2013 at 12:44 PM.
Commander
Join Date: Nov 2012
Posts: 444
# 5
03-02-2013, 01:11 PM
Quote:
Originally Posted by uglydisease View Post
Yes my initial strategy is to debuff targets for those for higher fire power. I seemed to me that the main benefit of the temporal destoryer was its ability to immobilize opponents. I could however revert to a more standard escort layout allthough having been pinned down by simular attacks before I thought that this strategy could be quite effective.
You've got it right - if you are using the temporal warfare set, you're pretty much stuck using AP weapons, which are usually quite inaccurate, but really hurt on the crit front. Holds are the best/only way to mitigate the inaccuracy and really utilize the crit severity.

Once again, check out the thread I linked for what is most likely the best build that you will find on these forums for a PvP mobius.

edit: If you can't find the link in the first post, here is a DIRECT LINK to the Mobius build

http://sto-forum.perfectworld.com/sh...&postcount=172

Last edited by jornado; 03-02-2013 at 01:13 PM.
Ensign
Join Date: Sep 2012
Posts: 19
# 6
03-02-2013, 01:44 PM
I did actually read that post and had some questions about it which i posted in that forum. This is about what I said there.

Quote:
Mobius/Krenn

if you get one of these, you might as well get the temperal set too, it works well to make one of these as min/maxed as possible. also the sci ship, so you can get the Tipler Cylinder. hope you like opening boxes for lobi.

1 chrono DBB, 3 AP DHC, 2 turrets, 1 Temporal Disruption Device

TT1, CRF1, CRF2, APO3
TT1, BO2

EPtA1, RSP1,
EPtS1

TB1, HE2, TSS3


equipment

borg deflector
borg engine
maco/khg shield

consoles

1 nutronium, 1 EPS

zero point, borg, Tachyokinetic Converter, Tipler Cylinder

4 AP damage consoles

doffs

2 damage control doffs, 2 attack pattern doffs, 1 BFI doff
Okay that makes sence because of the Autonomous Regeneration Sequencer (with the two of the borg set, but im still wondering how to leverage the chroniton torp proc and the temp. disruption device effectively if the temp device is placed on the back and there arnt boff abilities to increase turn rate or speed and also the lack of chroniton torps doesnt take advantage of the boost the temporal set gives.

Last edited by uglydisease; 03-02-2013 at 01:47 PM.
Career Officer
Join Date: Sep 2012
Posts: 547
# 7
03-02-2013, 01:49 PM
Quote:
Originally Posted by uglydisease View Post
I've been trying to come up with a good pvp build for my temporal destroyer. The problem I have is trying to figure out how to balance my chroniton/temporal divice vs my Dual Cannons, and a good bridge officer abilitie set to match it.

My thought here is to make my ship highly maneverable and be able to stop or slow enemy ships so that my team mates can take 'em down, but maybe this is wrong.

Heres what Im working with right now.

Front: Anti-Proton Dual Heavy Advanced Fleet Mk XII, Chroniton Torp., Temporal Device, Chroniton Dual BB

Rear: Kinetic Cutting Beam. 2 X AP Adv. Turret

Consoles:
Monotonium Mk XI very rare, RCS Acc. Mk XI very Rare
3X Feild Gen Mk XI rare, Tachyokinetic Convert.
Chroniton Flux Mk XI very rare, 2X AntiProton console rare, Borg Console

Bridge:
Transf. SS 1, Hazards 2, Gravity Well 2
EmPwrToS 1, RevSPol 1,
TT1, H.yeild 2, omega 1, RapidF. 3
TT1, TorpSpread 2
EmPwrToS 1

Have yet to buy my desired sheilds/engines/deflector but I'm thinking of going Omega mk xii (atleast for the engines).

Any help would be greatly appreciated, as I have been struggling with this build for sometime. BTW despite the fact that this is tactical build im running it on engineer. Which doesnt seem to make much difference besides the the attack pattern alpha.
The temporal Destroyer is a DPS monster if built correctly and if your specced correctly with your skills. From what I can tell you have too much going on and in the wrong places... but of course this is a matter of opinion and constructive feedback...so dont take offense. Having the same ship my build is as follows:

Weapons - Fore: 4x DHC AP MK III
- Rear: 2X Turret AP MK XII; Cutting Beam

Consoles:
Eng - Neutronium All the way
Science - Tachyokinetic Convert. ZPE, Borg Console, either field generator or subspace jumper console
4X AntiProton console

General Bridge officer skills include the following - X2 TT, Omega, Beta, I also put Delta (I have a purple Doff specialized in this), CSV II, CRF II & III, etc... Emergency Power to Shields, Extend Shields, etc... the usual suspects. My Doff's lend a hand in increasing these bridge officer skills.

Check out the Hilbert Guide for further build advice. Gimmicky consoles are going to be less than ideal for PVP so you will be going for a purist build. Food for thought and good luck with your build.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Captain
Join Date: Aug 2012
Posts: 844
# 8
03-02-2013, 02:36 PM
Quote:
Originally Posted by uglydisease View Post
Purhaps im just ignorant here but, as far as I know the only difference between the different career paths is the abilities that each one gives you, (eng: EPS power Transfer, mircile worker etc, Tac: alpha pattern, go down fighting, tactical initiative etc.). Yes these do make a difference but I don't think they are overwelming distinctions. Perhaps Im wrong about this and would actually appreciate it if someone would correct me if that is so.

As to the other conserns I actually dont plan on leaving the borg console in tha tac console but I need to make some decisions about how to rearrange things to make room for (or remove it). Purhaps replacing the RCS accelerater with it would be a good move. I also take your point about the gravity well.

Yes my initial strategy is to debuff targets for those for higher fire power. I seemed to me that the main benefit of the temporal destoryer was its ability to immobilize opponents. I could however revert to a more standard escort layout allthough having been pinned down by simular attacks before I thought that this strategy could be quite effective.
Eps transfer - 0 direct damage boost technically

Apa - 50 % damage boost

Nadion - no direct damage boost

Fomm - 50 damage resistance reduction to target

Miracle worker - no direct damage boost

Gdf - potentially 100% damage boost

Tactical team 25% damage boost

An so on

when initiated together makes any ship a force to be reckoned with

That's the "monumental" difference I was referring to
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Commander
Join Date: Nov 2012
Posts: 444
# 9
03-02-2013, 03:10 PM
Quote:
Originally Posted by uglydisease View Post
Okay that makes sence because of the Autonomous Regeneration Sequencer (with the two of the borg set, but im still wondering how to leverage the chroniton torp proc and the temp. disruption device effectively if the temp device is placed on the back and there arnt boff abilities to increase turn rate or speed and also the lack of chroniton torps doesnt take advantage of the boost the temporal set gives.
Unfortunately, except for very specific setups, torpedos in PvP are lackluster. Removing the guaranteed DPS of an AP DHC in favor of a 33% chance debuff and almost no damage against shields is a bad idea. Even with TS, the usefulness of the debuff is minimal, and damage boost or no damage boost, the chroniton launcher up from will bring down your DPS significantly.

The temporal warfare set bonus DOES boost the TDD's damage tho, giving it marginal usefulness for DPS purposes.

As to how you will utilize it as an aft weapon is situational, and its best IMO to keep it on autofire. My primary use is in one of two situations. 1) As part of my alpha/hold, hit temporal inversion, hit TB1, overshoot the target just enough to launch the torp, and pull a quick reverse to bring them back into front arc. This requires good piloting and practice. 2) The mobius is a slow turner, even if you were to dump a pair of RCS on there with the tachyonkinetic console, FTERs, BoPs, Bugs, and some raptors will still end up unshakeably on your tail. The aft TDD gives you at least a chance (with its 100% proc chance) to slow them up enough to get them back in your front arc.

Against cruisers where you just need more DPS, you can swing around every 19 seconds to get them in rear arc without any difficulty at all.

As for abilities to enhance turn rate etc, APO is important of course, and remember to pop evasive maneuvers when dogfighting if possible to help out in that area. Also remember that the Temporal Inversion Field not only hinders enemy movement, but on the Temporal ships, it also enhances yours.

And as to the difference in Eng vs Tac DPS, APA is a big difference, but also Tactical Initiative which significantly lowers cooldowns on Tac abilities allowing more uptime on tac abilities, not to mention the team damage buff as well.

Cheers!
Lt. Commander
Join Date: Jun 2012
Posts: 105
# 10
03-02-2013, 04:18 PM
Although I'm not very familiar with the temporal set I'd go Chroniton DBB (Anti Proton Damage) and 3 AP DHC with your special weapons in the rear.
Now with console I'd probably do 1x Neutronium and one RCS or go 2 RCS
For the sci I'd go to 2 field gens and 2 uni's and 4 AP Tac consoles.
One strength you need to play is shield tanking on temporal ships. That's why I suggest maybe 2 RCS...and if your running inversion beware of shock waves. If a shockwave is in the game I'd suggest running a different set up.
Food for thought.
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