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Ensign
Join Date: Feb 2013
Posts: 5
Hello,Trekkies and Trekkers. I recently returned to the game (I played from launch, till I hit level 45). I love the game, but activities to do at max level was a bit sparse back then. So I'm back now, and loving it. I've since hit level 50 easily, and are now preparing to farm dilithium, buy a new fancy ship, and build my cruiser to be a beast. Hopefully.

I know, people hate these kinds of threads. I'm sure somebody wants to point me to one of the guides stickied. I read them, and they are great. But they aren't very newbie friendly. Lots of acronyms and a buttload of information thrown at you, dozens of different setups that I can't discern much of a difference from. A personalized help thread is always more beneficial (from my experience in other games), so I hope some of you have the patience and kindness of heart to help me out.

I tried PVP again to complete a daily for dilithium, and I was absolutely crushed. Just absolutely nothing I was capable of doing. I should mention I'm piloting a Star Cruiser, with what I thought was a tanky setup, and something that has served me fine in PVE.

So I beseech your years of wisdom since I left.
I have a few questions that I'd love answered. I know this is specifically the PVP thread, and a couple of my questions are PVP per se, but I'm sure you will be able to explain them in a quick paragraph along with your pvp recommendations. So here's a summary.
1. What did I do wrong with my setup
2. What are these...Duty Officers? They weren't here before, and how do I obtain the ones I hear apparently have great abilities for your ship.
3. Also, what abilities would I want to get on my Duty Officers for my 10 active list.
4. How does this reputation system work? I know you are capable of farming sets, deflector/impulse/shields that are top tier from it. Can I get a run down of how to farm the set you recommend?
5. After looking at my current setup below, and what I'd like to be able to perform, I'd love these three questions answered.
5a. What can I replace immediately in bridge officer skills and equipment to be viable in PVP
5b. What can I farm for in terms of energy credits in the not too distant future, what weapons and equipment should I be shooting for? What Duty Officers?
5c. During the credit farming, what ship set and ship itself should I be building towards? I hear Omega, Borg, Aegis, and something are considered best? How would I go about getting these? What do I need to do? Also I hear that I'm pretty much locked into upgrading to an Odyssey Cruiser? So is that the only ship I should be shooting towards?

Thank you for staying with me so far. I love this game, and want to get back into it in force.
So here's the lame killed-instantly-wow-I-must-appear-drunk-to-enemies setup I die with.

I'm an Engineer
I am in a Star Cruiser
-In my weapons, I have 6 Phased Polaron Beam Array [CrtD]x2 Mk XI. 2 Rapid Reload Transphasic Torpedo Launcher Mk XI, one in front one in back.
-My Deflector/Impulse/Shields are the Jem'Hadar, giving me the dominion synergy set bonus, and the AntiProton Sweep which seemed useful for PVP with cloaking Klingons.
-Devices is Auxiliary Battery, Weapons Battery, Engine Battery, and Scorpion Fighters.
-Engineer Consoles are 2x EPS Flow Regulators Mk X and 2x Ablative Hull Armor Mk X.
-Science Consoles are 2x Power Insulator and 1x Emitter Array Mk VII
-Tactical Consoles are 2x Poloron Phaser Modulator Mk XI

Lt Tactical Station
High Yield I
High Yield II

Cmdr Engineering Station
Emergency Power to Weapons I
Emergency Power to Shields II
Reverse Polarity II
Reverse Polarity III

Lt Cmdr Engineering Station
Emergency Power to Shields I
Engineering Team II
Emergency Power to Shields III

Lt Science Station
Science Team I
Hazard Emitters II

Ensign Science Station
Hazard Emitters I

For my plans, and my playstyle, I wish to pilot a Tanky team oriented cruiser that can still take care of itself. I'm not asking to be the best at everything, but I want a cruiser that isn't entirely dependent on teammates. I want to be able to extend shields or heal, or w/e cruisers can do if a teammate needs it, but I want to also be able to hopefully kill an escort 1v1 if I perform well enough. Enough damage to defend myself, but enough tankiness and team skills to be useful. Hopefully that isn't asking to have the cake and eat it too. Maybe the term Hybrid fits here, I don't know for sure.

So have at it. If you had the patience to reach this far, thank you. I really appreciate your help in answering these questions and helping me back into the game. Hopefully it wasn't toomuch.
Captain
Join Date: Jun 2012
Posts: 1,465
# 2
02-16-2013, 09:16 PM
There are Doff missions to get more Doffs, read up on colony chains et al for how to get specific Doffs you may want. Personal playstyle comes into play along w/the ship for what Doffs to use.

A reason you are dieing so fast is you don't have a TT (Tactial Team) to aide in distributing shields. People can just wait out your RSP and Alpha you after. You should have at least 1 of these. You'll want defenses you can roll one after the other, so you can absorb an SNB and alpha combo (or more). Eg, TT + EPTS (Emergancy Power to Shields) is one possiblity, RSP (Reverse Shield polarity)+ Shield battery is another, TSS (Transfer shield Strength) + evasives w/high engine power preset to slowly turn facings is a third.

Personally, I'd dump the weapons battery for a shield battery.

There's a Devidian Storyline mission that gives a Device w/decent resists as a reward, I'd get that and dump your device pets.

You're RSPs are too high, you're better off w/a high level of Aux2SIF (Auxillary to Structural Integrity Field). You only get benefits from 2 EPtS (emergancy power to shields) depending on the power presests, I'd only go w/2 epts1s.

Drop EPtW (emergancy power to weapons), your ship only has 2 Tactical Consoles and you'll be facing players who will basically out repair you w/shield regen/distrobution w/Rep system bonuses (even w/Jem set bonus). Imo, you're better off going for energy weapon procs (8 beams) or mixing in Trics w/TS(Torpedo spread) for stuns. If you can't pressure damage, then debuff imo. If you go the beam route go for APD.

W/the freed up slots from dropping an EPTS and EPTW in addition to Aux2sif, I'd get an EWP1 (Eject Warp Plasma 1). This can be helpful for trapping targets and/or getting some space between you and a cannon escorts. (Note even if you can't shake them you'll take much less damage as you increase the distance between the 2 of you, have a high engine power preset w/the rest in aux or shields).

A better options would be to get ES (Extend shields) and help a teammate out), but you don't seem to do that w/your current build which is why I 1st suggested EWP). Another option is to use Aux2Damp (aux to dampners) to help w/movement and stun resistsence.

Drop your Sci Team for TSS. W/ET, TT you'll have a hard time fitting in the 3rd w/o a cooldown reducing Doff which you're not likely to get soon, and if you go repair support (imo you should w/that boff/console layout).

There's a +HP% sci console get one of those. Use emitter for the others, unless you're having drain issues then put insolaters back in for the emitters.

Drops the EPS consoles for SIF consoles (Structural Integraty Field). These will help hull repair/resist abilities.

You can get cooldown reducting doffs to reduce your TT cooldown to have a similar effect as equiping 2 TTs. You can also get doffs which have a % chance of reducing emeregancy power cooldowns on use you could then drop another EPtS for EPtA (aux) for allied and self repair/resists boosts, or EPtE (engines) to go w/an Aux2Damp/EWP/Evasives build to trap more nimble targets who may not expect it.

Remember to roll your defenses, and imo focus on debuffs and or remote repairs. Don't try and out damage a target's defenses on your own. Imo, your ship isn't made for that.

Last edited by p2wsucks; 02-16-2013 at 09:27 PM.
Ensign
Join Date: Feb 2013
Posts: 5
# 3
02-16-2013, 11:12 PM
I want to thank you for your reply. It definitely is a great answer to my current setup.

If I were to condense it down, would you agree that you recommend this, basically?

Lt Cmdr Engi
Emergency Power Shields 1
Reverse Polarity 1
Eject Warp Plasma 1 OR Extend Shields 2

Cmdr Engi
Emergency Power Shields 1
Engi Team 2
Aux to Dampeners 2
Aux to Structural 3

Ensign Science
Transfer Shield Strength 1

Lt Science
Hazard Emitters 1
Charged Particle Burst 1 OR Transfer Shield Strength 2

Lt Tactical
Tactical Team 1
Attack Pattern Delta 1


And If I wanted to be more support, i'd do nothing but switch out Eject Warp Plasma for Extend Shields 2? For the Science station, should I keep one Hazard Emitter, or have two TSS with CPB? I'm a bit unsure of the science setup.
Overall, great tips. Thank you for your time.


I do have a few more questions though, if you have the time.
The first question, is which Odyssey to get. I take it a cruiser simply won't be able to kill an escort anyway, so I should focus on defense and not try a hybrid tactical route, especially since I'm an Engineer and not a Tactical Officer. Should I simply get the Operations one since it gives one more Engi Console? Am I correct in assuming the special abilities of the Odysseys are mostly for fun, and not meant to be used competitively? Would I never want to separate the Saucer, or use the Aquarious escort or the worker bees etc? Is it just a choice of consoles?So would you recommend the Operations for more engi consoles, or the science for more science console, or the tactical etc. The bonus power of each is in question as well.

My next question is about what gear to work towards. Does it matter really what beams I use, or could I stick with these Phased Polaron Beam Arrays for awhile (adding in two more to replace the torpedoes). If not, what should I be purchasing? More importantly, which type? Accuracy or Crit Chance? Or keep my Crit Severity ones?
Also, what deflector and shield and engine do you believe would work best on a cruiser with the setup I have above? What should I be farming towards? I'm unsure how the the Borg or Omega or Aegis really function differently when used in combat.

My last question is a simpler one, one of power presets. With the above, how do you think I should configure my power settings?

Thanks for your time.
Captain
Join Date: Jun 2012
Posts: 2,228
# 4
02-17-2013, 12:02 AM
Have you considered PvP Boot Camp?

For more info. you can contact @gradstudent1
Ensign
Join Date: Jun 2012
Posts: 15
# 5
02-17-2013, 03:42 AM
Well, much has changed since you left. Back in the day, the Engineer was still a pretty viable class. If you take a look around these forums you'll see opinions are quite different nowadays. The Engineer is the least "PvP-viable" career today and I can completely understand why. However, this doesn't mean an Engi is useless or shouldn't be used at all. Now please keep in mind I sure am not one of the pro players around here, however after roughly two years of active PvP PuGing I still think I know a thing or two. In addition my only active character in fact is an Engineer and he indeed only commands cruisers.

The Star Cruiser still is a very capable (support) cruiser, as is the Assault Cruiser. If you have access to an Assault Cruiser give it a shot or if you have a few ECs left to spend, buy the Mirror Assault Cruiser off the Exchange. I don't know whether you can get still get the T5 Amby or not, but that anniversary event has been extended, so it might be a good thing to get this one for free anyways.
I suspect you mostly do PuGs like myself, meaning you hit up the queues alone, without a team and hope for the best. Problem with most PuGs are cross support. I mostly play a healer/supporter, and while I surely ain't bad at that role, it really rarely happens the supporter gets any support on most PuGs - even when other cruisers are around. So you need to be a bit more "selfish" in terms of layout.

I've mentioned the Assault Cruiser for one primaray reason: You can easily get two copies of Tac Team on this thing. "Back in the days" Tactical Team ("TT") was a pretty ****ty skill. Nobody barely used it. But it got changed many months back and is more than usefull. I've noticed being able to "chain" Tac Team really improves your survival chances almost more than any other skill. Use a macro to bind both copies to one key, so you have it always ready at hand.
Beyond that, the AC still is a great cruiser for things more than pure healing. You can easily fit an Eject Warp Plasma copy in there, without sacrificing you healing abilities. You get three tactical console slots, which helps to improve your offensive powers. It also has a turnrate of 7, which is average for Fed Cruisers. Better than the Galaxy and Oddy variants, and much better than the Atrox.

I've used the following setup quite successful for months on a Star Cruiser and rewritten it for the somewhat more agressive Assault Cruiser:

Cmdr. Engi
Emergency Power to Weapons 1
Emergency Power to Shields 2
Extend Shields 2
Auxiliary to Structural Integrity Field 3 (note: use Eject Warp Plasma 3 here if you don't have an ASIF3 Boff)


Lt.Cmdr. Engi
Emergency Power to Weapons 1
Emergency Power to Shields 2
Eject Warp Plasma 1 (note: use Aux to Structural 2 if you use EWP3 as mentioned above)


Lt. Tac
Tactical Team 1
Attack Pattern Delta 1


Ens. Tac:
Tactical Team 1


Lt. Sci
Hazard Emitters 1
Transfer Shield Strength 2


As you can see you got for Emergency Power to X ("EPtX") skills. You can chain these four. The clue with those EPtX skills is: Never use more than four overall, never use more than two of one category (Shields for example). How does it work? You hit EPtW1, you'll get the 30sec buff of EPtW. The EPtX global cooldown of 15 seconds activates, after this expires, you'll launch EPtS2, which also buffs for 30 seconds.
Right now your EPtW1 is at 15secs and EPtS2 is at 30secs. Once the global cooldown expires again, you can hit the second copy of EPtW1 (the first one is still on self-cooldown). Repeat this with your 2nd EPtS2 copy and keep on with the cycle. Note: After a while everything is off by a few seconds, I guess due to lags. This way you can keep up your weapon power and also your shield power (for yourself and this Extend Shields 2), you'll also keep that active shield resistence up EPtS2 gives you.

Many people consider this 4xEPtX as some sort of overkill. You also just use 2xEptS1 and use the freed up Lt. Engi slots for a Reverse Shield Polarity 1 ("RSP1") and maybe an Engineering Team 2 ("ET2"). However you'll need to keep in mind that ET2 clashes with your TT1 chain, since you can only use two Team abilities effectively chained. With all this passive shield healing going on nowadays, pressure damage is more or less dead. Personally I dropped EPtW in favour of EPtA to max my healing skills. However you can always give it a shot if you want.


TT1 is something you'll either use on yourself (when being focused) or your teammate who is getting focused. Extend Shields 2 ("ES2") helps to keep their shields strong, you'll need to keep in mind it has a range of 7.5km only, so you'll need to stay near to your mate. Use Transfer Shield Strength 2 ("TSS2") if his shields are getting hammered too much and need an active heal. Unlike ES, you can use TSS also on yourself when being pressured by enemies.
Your primary hull heal is Auxiliary to Structural ("ASIF"), which you can spam every 15secs. ASIF depends on your Aux powerlevel, it doesn't only offer a medium, instant hull-heal, but also a medium damage resist. You can also use this one on yourself.
Hazard Emitters 1 ("HE1") offers a large hull-heal, but it is a heal-over-time. Like ASIF, HE depends on your Aux power. HE also clears plasma debuffs, which are getting more and more popular these days.

Last abilities would be Attack Pattern Delta 1 ("APD1"), which not only gives a small damage resistence on your target (can be used on yourself too), but debuffs all attacking enemies with a lowered damage resistence. This way you help your team to deal more damage on the opposing team.
Then you have Eject Warp Plasma, which has been already talked about by other users. You can use it effectively to snare enemies, thus enhancing damage to them. Sometimes I used it on the enemy healer: He just spent his HE copy on someone, two of their DDs were racing away and I trapped the healer inside that plasma cloud. EWP also can do some nice damage when using rank 3 and having maxed the Particle Generators skill. The turnrate of 7 is still okay enough to use it somehow efficient.



After all, you need to know what you want to do exactly. IMO, the classic offensive cruiser, especially with an Engineer captain, is somewhat dead. Beams don't deal enough pressure damage, even when using EPtW1, Nadion Inversion and eight beams doesn't do much on a well piloted escort - even if you can keep broadsiding him. Using an Auxiliary to Battery build sacrifces your healing potential and, again, with an Engineer you can't use the full damage potential. That leaves you with either a pure healboat cruiser or something with a slightly more supportive character using EWP and maybe Tractor Beam to snare the enemies.
Captain
Join Date: Jun 2012
Posts: 598
# 6
02-17-2013, 05:33 AM
Quote:
Originally Posted by drkfrontiers View Post
Have you considered PvP Boot Camp?

For more info. you can contact @gradstudent1
Yes, you should definitely check out PvP Boot Camp. The curriculum we use and the coaches who teach could really help bring you up to speed on the current state of the game.

You can find further information about Boot Camp either on the external website or on the Boot Camp subforum. We have both space and ground programs.

In addition, you can also contact me at either @gradstudent1 or sargon.priorityone@gmail.com.

Most importantly, don't let defeat in the arena dissuade you from becoming the pvp player you want to be. Your goals are within reach, but like all of us, you need help. Let the friendly and knowledgeable coaches at Boot camp give you a hand.

@gradstudent1
PvP Boot Camp Project Leader Emeritus
Captain
Join Date: Jun 2012
Posts: 598
# 7
02-17-2013, 05:36 AM
Quote:
Originally Posted by p2wsucks View Post

There's a Devidian Storyline mission that gives a Device w/decent resists as a reward, I'd get that and dump your device pets.
P2wsucks is right about your tactical teams. These are a necessity. The device he refers to above is call the Subspace Field Modulator, and can be obtained through the mission, "Skirmish."

Here is a link to the STOwiki page: http://www.stowiki.org/Subspace_Field_Modulator

@gradstudent1
PvP Boot Camp Project Leader Emeritus
Ensign
Join Date: Feb 2013
Posts: 5
# 8
02-17-2013, 11:49 AM
Thank you for the replies. I actually did reenter the game when the event had a couple days left. So I was able to pick up the Ambassador ship, the Support Cruiser Retrofit. I suppose I can use that.

I do want a more aggressive style, and it seems the assault cruiser doesn't sacrifice much healing but can still help DPS targets. It may fit my playstyle more than a full support Star Cruiser. It's just a shame that now you have to spend 120k dilithium just to purchase a tier 5 cruiser. My Star Cruiser back in the day was cheap if I remember right. Now I wish I had bought them all lol.

So I may attempt to use this retrofit, but the difference is a Lt Commander Science instead of a Lt Science station. I'd have to be more selfish. I was thinking of having Hazard Emitters I, and TSS II, TSS III. Be able to rotate those hopefully while also having EPTS II up. That should be a sizable shield defense, with TT redistributing shields. I do really want a reverse polarity though, for uh-oh moments. I enjoy the skill, so I'll take that over Extend Shields or Warp Plasma, I think.

I'll definitely pick up the Subspace Field Modulator when I can. It looks good.

I want to thank you guys for the responses. I think this got me on the right foot. I really appreciate the help.
Captain
Join Date: Jun 2012
Posts: 857
# 9
02-17-2013, 12:04 PM
Quote:
Originally Posted by zdproletariat View Post
I want to thank you for your reply. It definitely is a great answer to my current setup.

If I were to condense it down, would you agree that you recommend this, basically?

Lt Cmdr Engi
Emergency Power Shields 1
Reverse Polarity 1
Eject Warp Plasma 1 OR Extend Shields 2

Cmdr Engi
Emergency Power Shields 1
Engi Team 2
Aux to Dampeners 2
Aux to Structural 3

Ensign Science
Transfer Shield Strength 1

Lt Science
Hazard Emitters 1
Charged Particle Burst 1 OR Transfer Shield Strength 2

Lt Tactical
Tactical Team 1
Attack Pattern Delta 1
Yeah that looks fine, though I'd personally throw out the attack pattern delta for another tactical team.


Quote:
And If I wanted to be more support, i'd do nothing but switch out Eject Warp Plasma for Extend Shields 2? For the Science station, should I keep one Hazard Emitter, or have two TSS with CPB? I'm a bit unsure of the science setup.
Overall, great tips. Thank you for your time.
Transfer shield strength certainly

Quote:
I do have a few more questions though, if you have the time.
The first question, is which Odyssey to get. I take it a cruiser simply won't be able to kill an escort anyway, so I should focus on defense and not try a hybrid tactical route, especially since I'm an Engineer and not a Tactical Officer.
Good thinking, most cruisers can't match escort DPS and when they try they tend to become rather squishy.

Quote:
Should I simply get the Operations one since it gives one more Engi Console? Am I correct in assuming the special abilities of the Odysseys are mostly for fun, and not meant to be used competitively? Would I never want to separate the Saucer, or use the Aquarious escort or the worker bees etc?
Saucer separation is very useful in PvP as it makes you far more maneuverable, making shield tanking easier and making it harder to be hit. Problem is that it's got a 5min cooldown, which means it's not something you should rely on to keep you alive.

Aquarius escort is useless, whether it's PvP or PvE. The thing loses to a Borg probe, something my shuttle could defeat with ease. It's about as good as a Bird of Prey hanger pet, which given the powers cooldown period is crazy.

Quote:
Is it just a choice of consoles?So would you recommend the Operations for more engi consoles, or the science for more science console, or the tactical etc. The bonus power of each is in question as well.
The science Odyssey has the sensor analysis, which buffs your damage by 3% every second over ten seconds. That of course can be useful when in an STF and taking on gates or tac cubes, as when maxed out the sensor analysis bonus is equal to an extra tac console.

Other than that there's no real difference.

Personally I'd say the operations or science Odyssey, but certainly not the tactical oddy.

Quote:
My next question is about what gear to work towards. Does it matter really what beams I use, or could I stick with these Phased Polaron Beam Arrays for awhile (adding in two more to replace the torpedoes). If not, what should I be purchasing? More importantly, which type? Accuracy or Crit Chance? Or keep my Crit Severity ones?
Accuracy for PvP is pretty much required, especially when dealing with fast moving escorts.

Quote:
Also, what deflector and shield and engine do you believe would work best on a cruiser with the setup I have above? What should I be farming towards? I'm unsure how the the Borg or Omega or Aegis really function differently when used in combat.
Borg engines, Borg deflector and MACO shield is still one of the tankiest setups (replace MACO with an elite fleet shield if you have access to them). The MACO shield negates 15% of incoming energy damage, and gives you a boost to power when under attack. Two pieces of the Borg set gives you a reliable 25% hull heal proc every so often.

Quote:
My last question is a simpler one, one of power presets. With the above, how do you think I should configure my power settings?

Thanks for your time.
It depends on the situation mostly
Previously Alendiak
Daizen - Lvl 50 Engineer - Fleet Avenger
Selia - Lvl 50 Tactical - Fleet Avenger
Toval - Lvl 50 Tactical - Fleet Mogai

Last edited by orondis; 02-17-2013 at 12:07 PM.
Career Officer
Join Date: Oct 2012
Posts: 152
# 10
02-18-2013, 04:16 PM
Yes I agree with some of the other posts, join the PvP Boot camp, if you want to get into PvP. There is no shame if you want to brush up PvP skills, as I attend the camp myself to study from the experts to help strengthen my own knowledge and create something unique to my playstyle, and not just take someone's idea as my own.

I have lots PvP experience myself and I still consider myself a rookie. I think you're very lucky that some people in the STO community actually posted to help you, basically giving you 'freebies'. Let me elaborate. In this case a 'freebie' means that they are practically giving you an entire build that most of these experienced players had worked hard on themselves. I don't particularly agree with 'freebies' as it defeats the whole purpose of testing and troubleshooting on your own. Thereby learning for yourself.

I noticed you kept asking for more and more after some replys. Basically in the end regardless if the build looks good, it comes down to pilot skills, and timing. And that is something you will definitely need to learn for PvP, that cannot be taught by the community here, but the boot camp will be a great help to improve your weak areas.

Also I would recommend making friends with ppl on STO who like to PvP, like myself for example, I'm always looking to form an organized PvP team if possible, cuz PUGs are unpredictable.

Just to show that I'm not a d*** cuz really it's not my personality, I'm just very blunt/frank from time to time, I could suggest something in boff skill layout from the previous posts.

Swap Aux to Damp II out for Eng Team III, cuz you are wasting a good slot for a power which is just as good as Aux to Damp I. So do that, Aux to Damp I and Eng Team III (<- quite a powerful heal at this rank, and will cause you stick the middle finger up at anyone who viral matrix's you )

I think most your questions have been answered, but ill go over it. Yes if your going heal supportive role on your team, then go Extend Shlds II, Hazard Emits I & II, Trans Shld Strngth I. If going more of a fire support, then Warp Plasma I is useful for crowd control, slow em to a near halt, f*** up their speed, forcing most to prematurely use up Hazard Emitters to escape , but not before they've been hit with tons of debuffs and focus fire, it's kinda mean >

I wouldn't recommend Charged Particle Burst, leave that for the Sci guys or for cruisers that have more Sci slots to spare. I would add to your crowd control with a Tractor Beam, but keep some healing powers, and you WANT lots of healing powers to make a good tanking rotation as well as assist your allies as needed.

You should also consider using SIF generator engineering consoles, that will boost up all your hull healing powers, quite nicely too. I recommend at least 2 of them MK XII rare/blue minimum, cuz purps can get quite expensive and not really worth the little extra 2-3% more for millions more.

Every other recommendation you've been graciously given seems fine. You just now need to practice, practice, practice.
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