Ensign
Join Date: Nov 2012
Posts: 4
So, I see these builds all the time, use these weapons and these Boff powers, but I rarely see the complete build with DOFFs and Power Settings. I can figure out my skills, but I get crap from my Hazard Emitters skill, so I am thinking maybe I need more power in Aux to boost it. DOFFs, I recently learned after returning to the game from a long break from computers, are very important as well.

I also get the DHC change that made them viable on a ship, but if I want DPS I go with broadside capable mounts, Cannons are awesome, BAs are awesome even through they don't do as much DPS as a frontal assault, they are capable of firing more often. My assumption is that DHC is burst damage, Cannon and BAs are DPS or pressure builds.

But power settings affect cannon and beam weapons and many BOFF powers making those settings very important. For instance, on my Escorts/Raiders, I try and max at 105 points in weapons and use EPTW or weapon batteries to balance it out to 125 when I need some burst. Then I get around 75 ending power in shields, most of the rest in engines and drop usually the minimum 15 starting power in Aux. Looking at the ending results, I usually achieve around 105/76/45/30 depending on the consoles I have.
Captain
Join Date: Nov 2012
Posts: 5,157
# 22
12-13-2013, 10:36 AM
I have a cannon build in the works that I am doing to test. It is ungodly expensive...doffs alone will range in the 100mil.

But man...the paper math shows that this build is going to make this ship overkill...

Its radically different then typical the aux2bat and double up builds.

I'll post the build after i buy my doffs
..dont want to see a skyrocket
Chive on and prosper, eh?

My PvE/PvP hybrid skill tree
Republic Veteran
Join Date: Jun 2012
Posts: 1,932
# 23
12-25-2013, 11:32 AM
Please share your build with gear and doffs. I am interested in seeing how it looks.
Captain
Join Date: Jun 2012
Posts: 1,432
# 24
12-27-2013, 09:05 PM
Just got the new Breen Raider and would like some help with the build
http://skillplanner.stoacademy.com/?build=jokag1_0
I know the link is for the chell grett but the raider isnt there yet

here are my boffs and consoles.

Tactical Consoles
Universal Breen Energy Dissipator
Tetryon Pulse Generator mk XI (Rare)
Tetryon Pulse Generator mk XI (Uncommon)
Tetryon Pulse Generator mk XI (Rare)
Tetryon Pulse Generator mk XI (Rare)

Science
Universal Sensor Disruption Field
Emitter Array Mk XI (uncommon)
Shield Emitter Amplifier mk XI (rare)

Engineering
Enhanced Monotanium Alloy Mk XII [+HullHP] (Ultra Rare)
Electroceramic Hull Plating Mk XI (rare)

Boff Skills:

Commander Tactical
Beam Array: Fire at Will I
Cannon: Rapid Fire I
Dispersal Pattern Beta II
Attack Pattern Omega II

Ensign Universal
Tachyon Beam I

Lieutenant Universal Station
Emergency Power to Shields I
Reverse Shield Polarity I


Lieutenant Universal Station
Tactical Team I
Attack Pattern Delta I

Lt. Commander Universal Station
Hazard Emitters I
Jam Targeting Sensors II
Gravity Well I

Need advice on how to improve it thanks

Thanks in advance
NO TO ARC
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
Captain
Join Date: Nov 2012
Posts: 5,157
# 25
12-27-2013, 09:16 PM
What are you trying to do with it?
Chive on and prosper, eh?

My PvE/PvP hybrid skill tree
Captain
Join Date: Jun 2012
Posts: 1,432
# 26
12-27-2013, 09:49 PM
Quote:
Originally Posted by dahminus View Post
What are you trying to do with it?
I'd like to make it a heavy hitter so it can work in PVP as well as PVE.
so need to improve my buid
NO TO ARC
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
Captain
Join Date: Jan 2013
Posts: 669
# 27
12-28-2013, 12:46 PM
Here is what I did and it hits really hard:

Polaron weapons: FRONT: DBB CRTDx3, DHC CRTDx3, DCH CRTDx3, DCH CRTDx3
rear, Turret ACC3, KCB

Borg XII ENG, Borg Deflector, Elite Fleet Res shields ResA

now also another option that works really well is the Romulan Eng that give boost to attack patterns. APB3 is already stupid strong and with the Doff that grans a cooldown it give a very large added damage boost. when I run the Romulan Eng I use the Omege Deflector and the Fleet shields

Boff stations:
CMDR TAC: TT1,BO2,CRF2,APB3 (Romulan Embassy Tac + crth)
ENG LTCMDR: ET,A2B,DEM
LT ENG: EPTS,A2B
LT SCI: HE, TSS
ENS TAC: TT1 (Romulan Embassy Boff + Crth) sometimes I use EPTE or EPTW here.

consoles:
TAC: 5 spire +31.6 damage + CRTH polaron
ENG: Leech, Fleet Neutronium + PWR Transfer
SCI: Borg, Zero point, Tachokenitic converter

Doffs: AP cooldown doff, 3 Techs, Marion (DEM)

I use an Aux2batt setup to keep tac and heal abilities on short cooldown and with all the bonus to crit chance I have I went with all high crit severity weapons.

I can stack 7k, 9, 10k crits over and over. I can run up behind a cruiser and hit all my buffs and they pop in about 1.5 seconds.

Last edited by redsnake721; 12-28-2013 at 12:51 PM.
Commander
Join Date: Jun 2012
Posts: 403
# 28
01-02-2014, 12:28 PM
Quote:
Originally Posted by majortiraomega View Post
If you aren't building your Plesh Brek for spike damage you are building it incorrectly. The ship is not a cruiser nor an escort. You are also down to 6 weapon slots, which means Dual Heavy Cannons, a Dual Beam Bank, and Quantum Torpedoes. For aft, toss in the Kinetic Cutting Beam and your choice of mines/torpedoes.
Questions please. Why do you have a torpedo, not turret, in the aft? How do you pilot the Raider in PvE matches?

I'm finding that getting to a target's flanking position can take some time, and if I am not firing then I am losing opportunities to damage. Sitting or backing up while firing at a target has worked for me but I lose defense from speed. I have not tried flying at a target, braking and then spinning to keep the target in my sights as I inertia-slide past it.

I was thinking that perhaps I should remain flying at all times, since the ship is fragile, and equip it with beams. I would appreciate your and others comments.

Thank you for the time, attention, and for sharing.
Joined STO in September 2010.

Last edited by gerwalk0769; 01-02-2014 at 12:57 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,774
# 29
01-02-2014, 12:37 PM
with 6 weapons, it cant suppress anyone, but with 4 fore weapons it can spike. cloak or not, thats all you can really do with it
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jun 2012
Posts: 1,961
# 30
01-02-2014, 01:19 PM
Quote:
Originally Posted by gerwalk0769 View Post
Questions please. Why do you have a torpedo, not turret, in the aft? How do you pilot the Raider?

I'm finding that getting to a target's flanking position can take some time, and if I am not firing then I am losing opportunities to damage. Sitting or backing up while firing at a target has worked for me but I lose defense from speed. I have not tried flying at a target, braking and then spinning to keep the target in my sights as I inertia-slide past it.

I was thinking that perhaps I should remain flying at all times, since the ship is fragile, and equip it with beams. I would appreciate your and others comments.

Thank you for sharing.
Turrets are what ships use when they have aft slots open, but they don't have anything better to use. The damage dropoff for turrets is pathetic and they aren't much use outside of Cannon Rapid Fire/Scatter Volley. Not to mention in PvP they are just another source of healing procs on consoles/set gear or the +Resistance proc on Elite Fleet shields.

Raiders are all about hit and run spike damage. Slot the Omega Force Deflector, Engine, and Shield on the Raider. The Omega Shield is Regenerative, which means it won't take much damage, but it restores health very quickly. The two piece bonus grants a shield stripping proc with weapons and the three piece grants an ability that disables a target's ability to turn (perfect for raiders and flanking).

The key to raider success is a Dual Beam Bank + Beam Overload II or III coupled with a fast moving high damage Torpedo attack (typically Quantum Torpedo + High Yield I or III). In PvE, it's possible to run something like this:
  • Bridge officer layout:
  • Commander Tactical: Tactical Team I, Attack Pattern Delta I, Beam Overload III, Attack Pattern Omega III
  • Lt. Commander Tactical: Torpedo High Yield I, Beam Overload II, Torpedo High Yield III
  • Lt. Science: Hazard Emitters I, Transfer Shield Strength II
  • Lt. Engineering: Emergency Power to Shields I, Auxiliary to Inertial Dampers I
  • Ensign Engineering: Emergency Power to Engines I
  • ----
  • Duty officer layout:
  • 2x Conn Officer - Tactical Team cooldown reduction and +10 to Attack Patterns
  • 1x Matter-Antimatter Specialist - Resistance with Auxiliary to Inertial Dampers and ability duration extension.
  • 2x Projectile Weapon Officer - 20% chance to reduce torpedo cooldown by 5 seconds.
  • 1x Damage Control Engineer - Chance to reduce the cooldown of all emergency power abilities whenever an emergency power ability is used.
  • ----
  • Weapons loadout:
  • Fore:
  • 2x Fleet Advanced Tetryon Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]x2
  • 1x Hyper-Refracting Dual Tetryon Beam Bank Mk XII
  • 1x Quantum Torpedo Launcher Mk XII [Acc] [CritD]x2
  • Aft:
  • 1x Kinetic Cutting Beam Mk XII [Dmg]x3
  • 1x Nukara Web Mine Launcher Mk XII
  • ----
  • Console loadout:
  • Engineering: 2x Fleet Enhanced RCS Accelerator Mk XII [AllRes]
  • Science: Sensor Disruption Field, Assimilated Module, Nukara Particle Converter
  • Tactical:
  • 2x Fleet Spire Vulnerability Identifier Mk XII [+Tetryon]
  • 2x Fleet Spire Vulnerability Exploiter Mk XII [+Tetryon]
  • 1x Fleet Spire Vulnerability Exploiter Mk XII [+Quantum Torp]
  • ----
  • Engine/Shield/Deflector: Full Omega Force
  • Warp Core: Dyson or Fleet Elite Reinforced Mk XII [AMP] [W->S]\

Just an idea for you. The layout is designed to take advantage of the ship's defining feature; speed and maneuverability. The Cutting Beam + Assimilated Module will help with beam overload power drain and the full Nukara Weapons set will grant the highly effective Refracting Beam Overload ability.
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