Our long time fleet member Deltafox has a problem. Now, he didn’t always have this problem. He has a powerful ship, good equipment, is a
decent player, and most importantly, could kick his brother’s ass. After all, that’s the whole point of
family. But then his brother did
something to make Deltafox sad. Deltafox’s
brother came to me to build him a better starship, which I did here: http://www.deepspacealliance.blogspot.com/2013/03/how-to-turn-richards-science-bug-into.html. And now poor Deltafox is getting his ass
kicked left and right, to the point of being curbstomped by Richard 15-0. This state of affairs cannot be allowed to
stand.
Deltafox is a tactical officer and he flies the Fleet Tactical
Escort Retrofit. Not only that but he
has a cloaking device to boot. This
gives him the opportunity to do something very few other builds can do. This gives him the opportunity for the
ultimate alpha strike.
The Concept:
As a tactical captain flying an escort, you only have one
role: to do as much damage as possible to destroy ships. However, in PvP you have a problem, in that
there are so many heals and immunities available that a typical PvE style DPS
oriented build just won’t get the job done.
What you need is a way to deliver an amount of burst damage so large
that your target will not be able to cope and will not have the time to
activate the abilities that will save them.
To that end, we will be using equipment and abilities that are usually
overlooked in most ships.
Here is my proposed
setup:
Weapons:
Fore:
2x fleet disruptor DHC [acc]x2 [dmg]x2
1x disruptor DBB [acc]x3
1x quantum torpedo launcher mk xii [acc]x3
Aft:
2x fleet disruptor turret [acc]x2 [dmg]x2
1x Borg kinetic cutting beam
Why disruptors? Disruptors for two reasons: 1) he already is
using disruptors, and 2) the disruptor DBB [acc]x3 is far cheaper than the
phaser version. Also, if you’re lucky
enough to have the disruptors proc, it will make that quantum torpedo hit all
that much harder.
Why not phasers? If they proc the target’s shields may go down
and that’s far better than just a small damage resistance debuff, which isn’t
even all that good if the target’s shields are still hanging on. With this build flown properly, your
opponents’ shields will not be an issue.
What? You’re
joking. How? We’re getting to that. Hold your horses.
Why those modifiers? Everything has as much [acc] as possible
because a missed shot does no damage and misses are frequent in PvP. If you have a slow moving target, [acc] rolls
into critical hit and damage, so it’s always a good thing.
Equipment:
Adapted MACO Deflector, Engine, and Shields
Tactical Consoles: 5x disruptor induction coil
Engineering Consoles: 2x neutronium armor, assimilated
module
Science Consoles: field generator, cloaking device
Devices: engine battery, subspace field modulator
Why? Adapted MACO
features a very nice high-capacity covariant shield. It also boasts a rather large bonus to
projectile weapon damage, which is perfect for that quantum torpedo,
considering this build will be running with all disruptor consoles. Its special set ability is mask energy field,
which may occasionally help to get you out of combat so you can cloak
properly. It does have a lot of science
bonuses that will be unused in this build, and suffers from a slow engine, but
none of the other sets provide the bonus to hitting power.
Why no quantum
chamber? I suppose you could use a quantum chamber. Both the DBB and the torpedo are important
parts of your alpha strike, but since this ship does not have a battle cloak
you will be forced to fight in a traditional battle for far more than if you
were in a bird of prey, so you will come to rely on your DHCs and turrets for a
greater extent.
So we’re using the two
piece Omega adapted Borg technology set?
The assimilated module provides a nice little weapon power boost, plus
crit boost and some toughness, while the two piece set bonus with the cutting
beam provides a 2.5% chance proc (so half a proc per minute per weapon) to
boost weapon power and provide power drain resistance, which is somewhat useful
with the tactical BOFF abilities you will be using.
Engine battery? Yes.
You could also go with shields battery since it will be difficult to
keep your shields up in a tactical escort, but it’s probably more useful to
have the ability to run away when your opponents don’t want you to run away. A
stationary tactical escort is a dead tactical escort. Dual system consumables could be a better
option if you’re willing to pay for them.
Boff setup:
Tactical Commander1: TT1, APD1, THY3, APO3
Tactical Lt. Cdr.: TT1, CRF1, BO3
Tactical Ensign: TS1
Engineering Lieutenant: EPtW1, RSP1
Science Lieutenant: Tractor Beam 1, HE2
Why? Maximum burst
damage.
Beam overload? Beam overload sucks! Beam overload is terrible on
an array and terrible in PvE. However,
in PvP a BO3 with a top end DBB and suitable buffs can completely remove a
shield facing in one hit and do significant damage to the hull.
THY3? This is
actually okay in PvE as well, but here it provides a nice big boom – even nicer
when your target’s shields are down.
What’s with the TS1?
Well, you have to have something in the third tactical ensign slot, and you
really have nothing else applicable there.
It will help knock down fighter, heavy torpedo, and mine spam, which when the need arizes is much more valuable than the slightly larger single target damage of THY1.
Where are the
heals? Why don’t I have any heals? Okay, so this might be a bit of a
problem. You won’t be able to heal
yourself. The HE2 is a nice little hull
heal and damage resistance and has the beneficial side effect of cleansing
plasma and theta radiation, but you have no way to heal shields. You will have to rely on your teammates to
heal you. That’s a problem but not that
much of a problem. If your team is
competent, their transferable heals will be much more potent than your own tiny
heals could ever be. If your team is not
competent, you’re screwed anyway.
What about EPtW1? Why is that there? I could turn that into a heal. Sure you could, but the point of this build is
the ultimate alpha strike. That BO3 is
going to really sap your weapon power level, such that for the next couple of
seconds your energy weapons will be accomplishing nothing. And with good timing you could be going into
the fight with another BO3 waiting to go in the next cycle, which would be
pretty counterproductive if you don’t have the weapons power to do anything
with it. Also, there is a small buff to
damage with the ability.
Why a tractor beam?
You really don’t want that BO3 to
miss. On a moving target it’s going to
miss a frustrating amount of the time, even with [acc]x3.
To be the best at space combat, your BOFFs need to have
space traits. You could go with all
humans for extra hull healing, or with efficient Saurians for the small boost
to your lower power settings, or the new Romulan BOFFs from the embassy
actually have some traits that work with cloaking devices or critical hits,
which could be very valuable to this build. Deltafox already has 4 humans and a Borg engineer, so this is already covered.
Doffs:
2x Conn Officer – the kind that reduces cooldown attack
patterns. With these, you will be able
to activate either APO3 or APD1 every 15 seconds. That is a huge benefit.
2x Shield Distribution Officer – for buffs when brace for
impact is used. Your job is to survive
long enough for your team to heal you.
These will help with that.
Projectile Weapons Officer – to increase quantum torpedo
rate of fire. This could be replaced
with another shield distribution, or a hazard systems, or a tractor beam
officer or something.
Skills:
Here is the skill setup you’ll be wanting for this ship.
Starship attack patterns: max
Starship weapons training: max
Starship energy weapons: max
Starship projectile weapons: max
Starship maneuvers: max
Starship targeting systems: max
Starship stealth: while you are a stealth ship, you do not
have battlecloak so you will not be relying on your cloaking device for
survival. None.
Starship threat control: actually a pretty efficient source
of damage resistance. If you don’t mind
drawing a lot of aggro in PvE, somewhere between 3 and 6 is good.
Starship energy weapon specialization: max
Starship projectile weapons: max
Driver coil: I like 3 for use in sector space, and for
flying at high speed into combat it’s nice to have some, but most of the time
it won’t come into play
Starship hull repair: max
Structural integrity: max
Starship warp core efficiency: somewhere between 3 and 6
Starship electroplasma systems: This boosts your EPtW1
somewhat and also helps you transfer power to engines to run away or shields to
heal, however it is not so useful in this ship as in many others. 3 is probably enough, unless you have a cruiser that you also enjoy playing.
Starship impulse thrusters: max
Starship warp core potential: somewhere between 3 and 6
Starship engine performance: somewhere between 3 and 6
Starship hull plating: somewhere between 3 and 6
Starship shield performance: somewhere between 3 and 6
Starship armor reinforcements: no more than 3
Starship auxiliary performance: no more than 3. You have very little auxiliary related
abilities here, so it is relatively unimportant for you.
Starship weapons performance: around 3, maybe a little more
or a little less depending on what else you are using to get to 125+ weapon
power
Starship flow capacitors: none for this build
Starship shield emitters: you actually have absolutely zero
abilities that use this skill. You could
ditch this entirely, though maybe you might want to keep it if you plan on
playing with a PvE build that uses EPtS and TSS.
Starship power insulators: some, especially if you fight a
lot of Klingons with plasmonic leech. 6
is probably good. I know Richard uses a lot of weapons that this will help to counter.
Starship shield systems: max
Starship graviton generator: this might help you keep things
stuck with a tractor beam, but I probably wouldn’t put much or any skills here.
Starship inertial dampeners: some, especially if you fight a
lot of science ships with viral matrix and knock abilities. 6 is probably good if you have enough skill
points for it.
Of course, try the rest of the build first without
respeccing to get a feel for what you need and what you don’t. There are tools that can be found online to
help calculate your power levels, too.
Power settings:
1: 100 weapons, 25 shields, 50 engines, 25 aux
2: 100 weapons, 50 shields, 25 engines, 25 aux
3: 25 weapons, 25 shields, 100 engines, 50 aux
4 25 weapons, 100 shields, 25 engines, 50 aux
How do I use these
most effectively? For maximum attack
and decent survival, run in setting 1. You’ll
be using this setting most of the time.
In the odd situation where you have a target you want to shoot at for a
while, but it’s going slowly and no one is really attacking you hard yet, go
with setting 2. Setting 3 is for running
away, while setting 4 is for healing while out of danger or tanking, however
limited your tanking ability will be.
Combat Style:
This is where things get a little tricky. This is one of the more complicated styles of
ship to fly well. The first few times
you try it you will probably perform worse than in a conventional PvE style dps
escort. However, once you master it the
rewards are far greater.
For this build, you’re going to want to get as close as
possible to your target. The DBB reaches
its maximum effect at a miniscule 1km, so that is where you have to go to
deliver your biggest hit. As you can
imagine, this takes practice to get right, and patience is hard to learn. If you start firing from too far away, that
BO3 will be largely wasted. Not only that but
while your quantum torpedoes are flying in your target will have time to
redistribute their shields and absorb most of the projectile damage. So you must wait until extreme close range to
fire these weapons.
However, the main selling feature of this ship is the
decloak alpha strike. Decloaking boosts
your damage by a considerable degree, plus your victim will often not know
you’re there (if they’re listening they may here you activating abilities
since, unlike in real life, sound travels through space in STO). You can get right up close to an unsuspecting
ship, decloak and hammer them, if fully buffed this will often outright destroy
a ship that isn’t running defensive buffs at the time. This is actually a very good way to take out
those pesky science ships that have lots of shields and various activatable
heals, as their shields will still be stripped clean on a facing with the BO3,
they don’t usually have tactical team redistribute available, and their weak
hull is easily smashed with the quantum THY3.
The tractor beam, of course, is best saved until your target
comes off a tractor beam breaking ability (like escorts just coming off of APO
or PH), then you latch on and hit them with everything.
This ship has a very particular role. You should not be standing to fight. Actually, if your team is not currently
making headway attacking their target, you are probably best served not joining
in in the fighting. Retreat to a
distance where you can get the lay of the battlefield. Pick a ripe target, wait for your buffs to
come available again, then sneak in behind them without shooting to keep them
unalerted to your presence.
Keybinds:
This build needs keybinds more than pretty much any other
build. There’s just too much going on to
manage with mouse clicking. I’ve
attached the file here (download to your Cryptic
Studios\Star Trek Online\Live directory and then enter /bind_load_file deltafox.txt in the chat window to upload to the
game) but you’ll have to set up your trays exactly as I lay out below.
Row 1: 1 Attack Pattern Alpha, 2 Brace for Impact, 3 Evasive
Maneuvers, 4 Fire on My Mark, 5 Go Down Fighting, 6 Tactical Initiative, 7 Tactical
Fleet, 8 Call Trade Freighter, 9 Full Impulse, 10 Quantum Slipstream
Row 2: 1 Abandon Ship, 2 Fleet Support, 3 Ramming Speed, 4
Quantum Singularity Manipulation, 5 Mask Energy Field (Space Set Power), 5
Blank, 6 Blank, 7 Blank, 8 Cloaking Device (Specialty Console), 9 Engine
Battery, 10 Subspace Field Modulator
Row 3 (Cdr Tac): TT1, APD1, THY3, APO3
Row 4 (Lt Cdr Tac): TT1, CRF1, BO3
Row 5 (Ensign Tac): TS1
Row 6 (Lt Eng): EPtW1, RSP1
Row 7 (Lt Sci): TrB1, HE2
And here’s how you use it:
Switch configuration
Not a combat command, but by pressing “o” you can quickly
and easily reload your bind file. This
is handy for making small adjustments.
o Playersay Deltafox Defiant $$ bind_load_file deltafox.txt
Power Presets
Use these to quickly change between your power
settings. Not so important in this ship
since you’ll be running with full weapons and engines most of the time.
F9 "StatsPreset_Load Preset_1"
F10 "StatsPreset_Load Preset_2"
F11 "StatsPreset_Load Preset_3"
F12 "StatsPreset_Load Preset_4"
Chain TT and Distribute Shields
Pressing spacebar will fire all your weapons, redistribute
your shields, and activate both copies of TT1.
This will give you a good tactical team rate to clear debuffs and grant
a small buff your weapons every so often, while keeping your shields
balanced. You don’t have to be
constantly hammering away at spacebar, just when one of the chained powers is
becoming available or when you would like to distribute your shields.
space "GenSendMessage HUD_Root FireAll $$ +power_exec
Distribute_Shields $$ +TrayExecByTray 2 0 $$ +TrayExecByTray 3 0"
Alpha Strike
Pressing “1” on the numpad will activate APA, APO3, APD1,
CRF1, Tactical Initiative, and both copies of tactical team. APO3 is placed at both ends of the line to
ensure that it is activated first.
numpad1 "+TrayExecByTray 2 3 $$ +TrayExecByTray 0 0 $$
+TrayExecByTray 0 5 $$ +TrayExecByTray 2 1 $$ +TrayExecByTray 3 1 $$
+TrayExecByTray 2 0 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 2 3"
Tractor Beam
Pressing “2” on the numpad will make people stuck. Save it for when you have a fast moving
target in front of you who doesn’t have a tractor beam breaking ability active
and you are ready to hit with your alpha strike.
numpad2 "+TrayExecByTray 6 0"
Fire On My Mark
Press “3” on the numpad will apply fire on my mark to your
target, vastly reducing its damage resistance and stealth.
numpad3 "+TrayExecByTray 0 3"
Brace
Press “4” on the numpad when torpedoes are incoming or a
ship is about to explode right next to you, or to hopefully activate your
shield distribution officer doff.
numpad4 "+TrayExecByTray 0 1"
RSF and SFM
Press “0” and “4” on the numpad for subspace field
remodulator.
numpad0+numpad4 "+TrayExecByTray 1 9"
Hull Repair
Press “5” on the numpad to activate Hazard Emitters.
numpad5 "+TrayExecByTray 6 1"
RSP
Press “6” on the
numpad to Reverse Shield Polarity, for when you really, really need it.
numpad6 "+TrayExecByTray 5 1"
High Yield and Beam Overload
Press “7” on the numpad to ready Beam Overload and Torpedo
High Yield.
numpad7 "+TrayExecByTray 2 2 $$ +TrayExecByTray 3
2"
Spread
Press “8” on the numpad to ready Torpedo Spread. Good for multiple small targets, incoming
heavy torpedoes, and getting a little more dps out of your quantum torpedo.
numpad8 "+TrayExecByTray 4 0"
GTFOOD
Press “9” to run away really fast while rerouting shields
aft. This is an absolute lifesaver when
things get disasterous.
numpad9 "+TrayExecByTray 0 2 $$ GenSendMessage
Throttle_FullImpulse_Button FullThrottle $$ StatsPreset_Load Preset_3 $$
+power_exec reroute_shields_rear $$ +TrayExecByTray 2 1 $$ +TrayExecByTray 2
3"
Decloak
Press “0” and “1” on the numpad to decloak and unleash
hell. This is your decloak alpha
strike. The idea is that you have
already activated all the tactical buffs available to you while cloaked, and
this will decloak you, latch on to your target with tractor beam, hit them with
fire on my mark, activate EPtW to counter your BO3 energy drain, and fire
everything. FOMM is duplicated at both
ends because I find that it is the least consistent activation and you really,
really want it to activate quickly and reliably.
numpad0+numpad1 "GenSendMessage HUD_Root FireAll $$
+TrayExecByTray 0 3 $$ +TrayExecByTray 2 0 $$ +TrayExecByTray 3 0 $$
+TrayExecByTray 6 0 $$ +TrayExecByTray 5 0 $$ +TrayExecByTray 0 3 $$
+TrayExecByTray 1 7"
Cloak
Press “Page Up” to activate your cloaking device.
PageUp "+TrayExecByTray 1 7"
Low Health
Pressing the “.” on the numpad will activate Fleet Support
and Ramming Speed, and most importantly, Go Down Fighting.
decimal "+TrayExecByTray 1 2 $$ +TrayExecByTray 1 1 $$
+TrayExecByTray 0 4"
Device
Pressing either “/” or “*” will use your battery.
multiply "+TrayExecByTray 1 8"
divide "+TrayExecByTray 1 8"
Evasive
Press “Page Down” for when you want to go fast without
switching power levels.
PageDown "+TrayExecByTray 0 2"
Tactical Fleet
Pressing “End” will activate tactical fleet (I put this one
out of alphabetical order in the tray for consistency’s sake across the
different professions). If you want your
biggest boom you should activate this right as you are decloaking, however I’ve
left it off the standard buff pattern because its long cooldown means you might
not want to use it all the time.
End "+TrayExecByTray 0 6"
Spaceset Power (Mask Energy Field)
Press “Home” to mask your energy signiture. Useful for escaping detection, mostly for
running away. Again, long cooldown, so
it’s put out of the way.
Home "+TrayExecByTray 1 4"
Abandon Ship
You need this ability rarely but when you do you need it easy to hit in a hurry. “Left alt” is the easiest button I can think
of for this, as it is right next to the fire key. One word of caution is that you have to clear
any existing keybinds that use the alt key or else you may accidentally do
something else entirely.
Lalt "Trayexecbytraywithbackup 1 1 0 1 0"
Quantum Singularity Manipulation
Press “0” and “9” on the numpad to activate quantum
singularity manipulation. Useful
for running away.
numpad0+numpad9 "+TrayExecByTray 1 3"
Cycle while not shooting
Pressing “+” on the numpad will activate all the various
abilities that are supposed to be chained, but without shooting. Here is something new I wanted to add. Especially with the conn officer doffs that
allow you to chain your attack patterns but only if you are actually using
them, in this build you will want to hold your fire in many situations while
you wait for your buffs to come available and to achieve a better firing
position. But during this time you want
your shields redistributed and your attack pattern delta especially to
activate, and so you can’t use spacebar for everything.
Add "+power_exec Distribute_Shields $$ +TrayExecByTray
2 0 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 2 3 $$ +TrayExecByTray 2 1"
Target Fore
Pressing the “Up” arrow will target the closest enemy in
your front 45 degree firing arc while redistributing your shields in that
direction.
Up "+power_exec reroute_shields_forward $$
Target_Enemy_Near_ForArc 45"
Team Heal
Pressing “`”, that’s the squiggly thing to the left of the
number 1, will send all your transferable heals to your current target (if
friendly). The numbers “1” thru “4” will
do the same to that numbered teammate. You
don’t have a lot of healing, and most of these are actually tactical team and
APD, but they can help a teammate survive if you are currently not under attack.
` "+TrayExecByTray 2 0 $$ +TrayExecByTray 3 0 $$
+TrayExecByTray 2 1 $$ +TrayExecByTray 6 1"
1 "Target_Teammate 1 $$ +TrayExecByTray 2 0 $$
+TrayExecByTray 3 0 $$ +TrayExecByTray 2 1 $$ +TrayExecByTray 6 1"
2 "Target_Teammate 2 $$ +TrayExecByTray 2 0 $$
+TrayExecByTray 3 0 $$ +TrayExecByTray 2 1 $$ +TrayExecByTray 6 1"
3 "Target_Teammate 3 $$ +TrayExecByTray 2 0 $$
+TrayExecByTray 3 0 $$ +TrayExecByTray 2 1 $$ +TrayExecByTray 6 1"
4 "Target_Teammate 4 $$ +TrayExecByTray 2 0 $$
+TrayExecByTray 3 0 $$ +TrayExecByTray 2 1 $$ +TrayExecByTray 6 1"
Team Focus
Pressing “F1” thru “F4” will make your teammate’s target
your own; useful if you have a team that isn’t really good at communicating and
you want to ensure that you are firing on a target that someone else has also
targeted. “F5” will make your target’s
target your target, but you shouldn’t have much use for that except to confuse
yourself.
F1 "Target_Teammate 1 $$ Assist"
F2 "Target_Teammate 2 $$ Assist"
F3 "Target_Teammate 3 $$ Assist"
F4 "Target_Teammate 4 $$ Assist"
F5 "Assist"
Chat Command target my target
Pressing “g” will instruct your teammates to attack your
target. They won’t automatically be given the target, but it does help them
know upon whom to focus their firepower.
Very useful for missions such as Fleet Starbase Defense where there are
certain ships that need to be destroyed first if you want to succeed (if your
teammates are watching their chat window, that is).
g Team Focus fire on $target.
This is based off of my Bird of Prey build. In comparison, you should alpha strike harder
because of the 2 extra tactical consoles, plus you can take more damage. However, you will not be able to recloak
again, so you will have to work hard to extricate yourself from combat or stand
and fight, taking care to position yourself to use your abilities effectively. Klingon raptors can also use this build exactly, but they miss out on one tactical console but do not have to waste a console slot on their cloaking device, so they can make up for this with increased toughness or a specialty console.
I'm using something similar for my Dervish for pvp. I'm using Maco set with the heavy graviton beam included in my alpha strike as well. If you want to be really crazy like me, drop one of the sci or eng consoles and add an isometric charge console from the reward packs on the exchange!
ReplyDeleteYou have a much better ship for this build than I do, as the cloak will help with the element of surprise and you have the 5 tac consoles.
Anyway, I'm finding the learning curve for this build to be very steep. You need to be able to get right up on them without them getting their defenses up, and blow them away before they have a chance to do anything. But when it works, you can one hit weaker ships.
Please drop in and let us know how it's going.