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Captain
Join Date: Jun 2012
Posts: 1,100
# 11
06-04-2013, 08:31 PM
Quote:
Originally Posted by miri2 View Post
Thanks, Tom, I... really should have looked a little more closely at page 2 before starting this thread...

As far as the subsystem targeting goes, it seems to make a difference for me, since I run a hybrid heal-boat/drain-boat build with my Varanus right now. It's a reaction to my realization that no matter how hard I try, nothing's going to make 4 beam arrays and a cutting beam a viable threat on a ship with only two tactical powers.
Oddly enough, the innate subsystem targeting has made it so I can actually hurt things occasionally by dumping their shield power and boosting my weapons power to 125 with EPtW 1, ES 3, and a base 70 power setting.
But I don't have any real way of tracking what how well that works, so who knows. *Shrugs.*
Good point, on a drain build, it does help. However, without stacking the cooldown DOffs the cooldown is so long that most stuff won't be available when you need it. That was the main problem I had with it when I ran Polarons/Polarized Disruptor on my DSSV/MDSSV for drain. Nothing like targeting the shields of a Gate, since thats the only that wasn't on cooldown.

I also remember struggling to make my Sci ship a viable threat to contribute to the team, it was so bad that I ended up putting my Fed Sci in an escort until the Vesta came out and let me have a decent measure of DPS to go with Science. The extra DPS from the two weapon slots, and if you're doing slower content (STFs), the ability to take cannons should be a big help.
Empire Veteran
Join Date: Jun 2012
Posts: 771
# 12
06-05-2013, 01:10 AM
This ship is very interesting for a sci build.

I have one still in the box and am still pondering if I should unpack it onto my sci rom or kdf engy main toon.

Making it a sci build though limits it's engy boffs slots so I'm thinking I'll use it on my main kdf engy toon for the extra heal/resists engy provides. (my preferred play style)

Doing so forces me to need it to be a tanky build (captain specced into threat), so I'm thinking feedback pulse 3, APD1, GW1, TR2 or another GW1 or scramble sensors 2. The rest for heals/resists.

And with good helpings of hull and shield HP it should assist with my tanky tendencies, whilst giving me the opportunity to mess with sci skills.

Being specced into flow caps and partcle gens seems like it'll help with the new console it comes with and my intended sci skill choices.

If all else fails I can switch it to an engy or tac COM slot for an even different experience.




Quote:
Originally Posted by miri2 View Post
As far as the subsystem targeting goes, it seems to make a difference for me, since I run a hybrid heal-boat/drain-boat build with my Varanus right now. It's a reaction to my realization that no matter how hard I try, nothing's going to make 4 beam arrays and a cutting beam a viable threat on a ship with only two tactical powers.
With an ensign uni slot, consider using it for a tac beam target ability.

Also, 4 beams? Rock it with 6 beams, plus kinetic beam and a torp.
Consider putting in Tac team 1, Attack pattern beta 1 and either a target subsystem, beam overload or FAW.

On top of that, if you use the romulan torp, experimental beam and zero point console, you get hyper flux, which is essentially another attack pattern beta.
And as the experimental beam pulls 0 power, it'll actually boost your dps output due to less power drain when firing.
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Devs, need Fleet Orion Marauder and Dacoit please! :-)

Using - Bulwark, Voth Fighter. Favs - Fleet Corsair, Mogh, Bastion, Nicor, JHEC, JAS
Some others - Orion Marauder, Chel Grett, Guramba, Risian Corvette, Risian Cruiser

Last edited by eradicator84; 06-05-2013 at 01:14 AM.
Captain
Join Date: Jun 2012
Posts: 847
# 13
06-05-2013, 01:53 AM
http://i.imgur.com/HxlGY91.png

This is my current build, which works alright in testing. While originally I was using target shields 1x2 in place of the BFAW, I've swapped over to FAW to deal with persistent spam issues, especially in pvp. Now, yes, this is on my fed, but the build is doable regardless of faction. That engine is actually the adapted MACO (ie: the KHG mk 12 engine).


My captain is an engineer (joined trill, if you were wondering), with all the space traits + the helmsman trait which I nabbed off the exchange for 10 mill (it's gone back up to 15 mill now).

The weird looking console in the far right engineering slot is the nukara converter- originally that slot held another armor console.

Additionally, the APO1 is an experiment- previously I was using dispersal pattern beta 2, with the tractor mines. Without it, I'm finding that they die to NPC or player attention too easily- having only three mines rather than 6 in a cluster. More importantly, three mines isn't enough tractor power to stop your average player, but six is. So I may go back.


Alternatively, I'm entertaining the idea of swapping over to tetryons, possibly the new refracting tetryons once I hit max tier in tholian rep- and probably just phased or fleet tetryons in the meantime once I get the mines.

in tribble testing, the mines are absolutely hilarious, so I'm pretty interested in trying them with the dispersal pattern- and the two piece is a +tetryon damage boost pretty much identical to the Jem'hadar's polaron boost. In the event I shift over to that, I'd probably replace my deflector/shield with either the omega (for extra shield damage), or possibly some variant of KHG engine, KHG (deflector or shields), and a piece from another set to round things out. If I did that, I'd swap the cluster torpedoes for a 'Peng, to benefit from the KHG 2 piece- not to mention that the KHG 2 piece gives like +8 aux power, which translates to more power to weapons via the warpcore, so that's a solid option.

Unfortunately you're likely going to have to wait a few lockboxes to get the regent wide angle torpedo, otherwise i'd suggest grabbing that.




Another possible option, of course, is to invest in plasma- replacing the fleet polarons with fleet plasma or rom plasma arrays + the experimental plasma array. Replace the cluster with the rom torpedo, and find room for the zero point module (perhaps dropping the borg console and the cutting beam? idk).

I haven't finished rom rep yet myself due to mark stalling, but the ship's got an ideal layout to make beam focus work, so it's definitely got some potential there.



Alternatively, you don't *have* to go tac focused- I've seen a very zippy cmdr engineering build out there, utilizing eject warp plasma 3, embassy consoles, and other boosts to max out the plasma burn damage.
Commander
Join Date: Sep 2012
Posts: 254
# 14
06-05-2013, 04:26 AM
i have both ships myself.
only on a tactical toon,but i hope you still have something about my experience with them.

the ts destroyer is compareble with the breen ship,its a cruiser/escort hybrid.

the hull is strong enough to take a few hits,because the base hull is more compareble to a cruiser then to an escort.
it got 4/3 weapon slots.
the turn rate is just enough to use cannons on it,but beams are maybe better,depending if you use a rcs/tachyokinetic console, with 1 of those equipped, dhc's are no problem.

the 4 tactical slots are good to max out youre damage,
it got 3 engineering console's,aswell as 3 science console's.
giving you enough space to enhance youre tanking or science skills.

the bridge officers are variable

you have a lt cmdr science, a commander tactical, an ensign tactical and 2 lt universal slots.
going with the minuim for engineering, you can have both a lt cmdr and lt science active.

it got the adapted borg warpcore,aswell as the shrapnell launcher, the shrapnell is nice for the 2/3 or 3/3 set, but it got to low dps and to long cooldown to be effectieve.

2/3 set, basicly always on youre ship:

+2% hull regen each 60 seconds,+20 shield regeneration,combine this with the 2/3 borg set, and youre almost selfhealing.

the adapted cruiser is a cruiser,meaning 4/4 weapons and a big turn rate,this can also be enhanced with rcs console's,but that will take 1 or 2 slots,wich is much to make a ship turn. this also make's that you have more difficulty with applying science skills, because they are in a smaller targeting arc.

beams is the only way to go with it.
the console's,being 4/3/3 , give's you more room to use engineering console's.
it has the posebility to be a good tanker.

lt tac, lt cmdr science, lt engineer cmdr universal ( !) and ensign universal give's you much room to play with,as a science officer, you can get cmdr science and lt cmdr,but this will give you a ensign and lt tac only, meaning 2x tt 1 and a offensive power, the bare minium.

the cruiser come's with the same warpcore,and a special console, giving you a abbility to make enemy's target each other for 5 seconds, doing 100 electral damage p/s, electral damage is a type for which there are no hull plating and/or shield ressistance,making it "treu" damage.
this also give's the passive heal, 2/3 set.

i would reccomend using the destroyer, the turn rate is better, and it can load cannons,the turn rate is needed for youre science skills, and using a polaron weapons, dhc's, can be a nice drain/disable build, also use a leech console.

you will loose some science boff skills, but you gain more offensive power,aswell as a better and faster way to apply youre science skills.

they both have sensor analysis, and cloack, normal cloack like most klingon ships.

the adapted cruiser doesnt have subsystem targeting, making another point to go for the destroyer.

i know money can be a problem, but try to get both, for the following reason:

use the thal shiar destroyer, because the explanation stated above, and use all 3 console's together on the destroyer, 3/3 set is great for science officers.

3/3 bonus:

most science skills, like grav well/tractor beam/tykens rift/etc etc. do also 135 radiation damage each second, this penetrate shields, and for radiation damage there is also no armor.

this will make youre science skills much better,doing more damage.

apply a grav well with the correct doff active, and if it procs 2/3 grav wells, you apply the 3/3 effect on a giant part of the map, affecting much enemy's.


so far my experience wiht it, i must say destroyer with 3/3 set is better,it may tank a little less,and have less sci abbility's, it does turn better and has more offensive power.

good luck!

Last edited by borgressistance; 06-05-2013 at 05:51 AM.
Lt. Commander
Join Date: Mar 2013
Posts: 190
# 15
06-05-2013, 07:56 AM
Quote:
Originally Posted by majesticmsfc View Post
I would avoid a lock box ship, as you're playing into Cryptic's hand. It be much better trying to throw your support behind getting a decent KDF T5 and Fleet science ship, like the D5 that was mentioned in a earlier thread a month back.

http://sto-forum.perfectworld.com/sh...d.php?t=674011

I can understand your situation, I am in the same boat. My science runs the Kar'Fi which is a great ship but not really a true science ship, so she is rarely used. If I wanted to run a pure DSP build, I would just play my tactical.

Best of luck with whatever choice you make though the amount of money you're going to throw into those boxes really isn't worth it for the ship, no ship really is worth what 200 lock box keys?

4 Lobi per box X 200 boxes = 800 Lobi
1125 Zen per 10 pack of keys means you'll need to spend 22,500 Zen if I've done my maths right.
Sell the keys. buy ship from exchange..
To boldly go where no FAWer has ever FAWed before.
Career Officer
Join Date: Jun 2012
Posts: 22
# 16
06-05-2013, 08:10 AM
Very interesting read - I was fortunate enough to acquire 2 ships on my Romulan Borg Engineer. I put togethere a build on the TSABC and here is what I currently run and I am currently upgrading a lot of stuff on it so yea you will se that it sucks a bit and is from memory.

Weapons

Forward -
1 Dual beam bank, 1 Beam array, 1 Dual heavy Cannon - 1 Plasma Torp ( currently Mk XII fleet ACCx2 DMGx2

Aft
2 beam arrays, 1 Turret 1 Tractor beam mine launcher (quest reward)

Borg mkx Deflector Plasma resist shield and mx vi efffecient engines

Consoles

Eng

Neutronium armor mx x blue
1 ablative armor mx x blue
1 universal console rom faction weapon set console
1 universal console nanite thingie



Sci
shield cap console mx x blue
shield regen console mx x blue
plasmonic leech


Tact
2 plasma infusers mk x blue
1 shrapnel torp launcher

Bridge officers (I'll edit post as I can not remember exactly which skills are where)

1 Science Borg Bridge officers
1 Science Borg Bridge officer
1 Tactical Borg Bridge officer
1 Engineer Borg Bridge officer
1 Engineer Android Bridge Officer


What I am doing with this ship

I was looking to do something different with this ship and came up with the following role - With having 2 Borg science bridge officers and the built in abilities of the ship and the console set I tried out a predominently drain build on this whilst maintaining a decent tank and doing moderate dps.

This build as mentioned above works for my playstyle and works very well for it's intended purpose. Strip shield and power from the target(s)

Main abilities are Tykens Rift, tachyon beam, Energy siphon and charged particle burst.


Additional console sets to work with this build-

3 piece borg set (shield - deflector - Engines)
3 piece Romulan Weapon set (console - torp and plasma beam array)
full upgrade to romulan reputation plasma weapons
possibly 1 or 2 Embassy consoles

When the server goes back online I'll put my bo layout as soon as possible

Thanks for reading
Livia Drusilla - Level 50 Engineer

Playing STO since Beta

Leader of S-P-Q-R
Captain
Join Date: Jun 2012
Posts: 1,015
# 17
06-05-2013, 08:11 AM
Quote:
Originally Posted by borgressistance View Post
3/3 bonus:

most science skills, like grav well/tractor beam/tykens rift/etc etc. do also 135 radiation damage each second, this penetrate shields, and for radiation damage there is also no armor.

this will make youre science skills much better,doing more damage.

apply a grav well with the correct doff active, and if it procs 2/3 grav wells, you apply the 3/3 effect on a giant part of the map, affecting much enemy's.


so far my experience wiht it, i must say destroyer with 3/3 set is better,it may tank a little less,and have less sci abbility's, it does turn better and has more offensive power.

good luck!
Thanks for the info, I've been intensely curious about the 3 piece. Is that 135 on the tooltip on the ground or in space? It seems pretty low. Is it affected by anything (Tac buffs, PrtG, aux power,etc.)?
Commander
Join Date: Sep 2012
Posts: 254
# 18
06-05-2013, 09:59 AM
Quote:
Originally Posted by redricky View Post
Thanks for the info, I've been intensely curious about the 3 piece. Is that 135 on the tooltip on the ground or in space? It seems pretty low. Is it affected by anything (Tac buffs, PrtG, aux power,etc.)?
i always check the stats when in space, eart spacedock system.


it seems low, but there is no armor aviable to reduce it so its for 10 seconds long treu damage, wich make's it quite much,10x 135 = 1350 treu shield bypassing damage,on each science skill applyd at the target. also, if you use a gravity well and a tractor beam on them it apply's 2 time's XD

as far as i know it doesnt get affected by anything,but if you manage to ontain the 3/3 set, you will see thats far from low dps.
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