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Capt Nannoc
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re: Varanus Cruiser PvP and Plasma Build advise appreciated.

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Hey All,

I plan on hitting the War Games in my brand new Fleet Varanus. As all KDF Players know, I have flown a Varanus science vessel for months. The Fleet version boasts improved Gorn technology and can do some amazing things. Most Fed players are not familiar with this marvel of the KDF, but it is an amazing KDF vessel that ranks up there with the strongest science vessels.

That said, I plan to fly it in the War Games and do not believe I will shine bright in its initial test. In PVE, I am built around Gravity Well, Repulsors, heals, cannons and a harpaugh torp launcher. In an attempt to compete tonight, I am looking for help. For starters, I am considering converting my Gravity Well to Viral Matrix. No need to explain how a Varanus will not fare well vs. Fed escorts, I have felt their wrath before and my escape pods are state of the art!

Long term, I am also researching a plasma build and would appreciate some feedback. Below is a start based on posts and advice received to date. I am not taking credit for the core of this build, but hope to implement some version of it.

Varanus Fleet Support Vessel

Fore weapons
* Experimental Romulan Plasma Beam Array
* Romulan Plasma Cannon Mk XII [Acc]x2
* Romulan Hyper Plasma Torpedo

Deflector
* Romulan Advanced Prototype Mk XII

Engines
* Klingon Honor Guard Mk XII

Shields
* Romulan Advanced Prototype Mk XII

Aft weapons
* Advanced Fleet Plasma Turret Mk XII [Acc]x2 [Dmg]x2
* Advanced Fleet Plasma Turret Mk XII [Acc]x2 [Dmg]x2
* Kinetic Cutting Beam or Advanced Fleet Plasma Turret Mk XII [Acc]x2 [Dmg]x2

Devices
* Subspace Field Modulator
* Red Matter Capacitor
* Scorpion Fighters

Engineering consoles
* Console - Universal - Plasmonic Leech
* Console - Universal - Repair Platform
* Console - Universal - Assimilated Module

Science consoles
* Console - Universal - Zero Point Energy Conduit
* Console - Zero-Point Energy Conduit
* Console - plasma infused versions (3)

Remove:
* Console - Science - Particle Generators Mk XII [ShH] [-Th] (fleet ultra-rare)
* Console - Science - Particle Generators Mk XII [ShH] [-Th] (fleet ultra-rare)
* Console - Science - Particle Generators Mk XII [Pla] [-Th] (fleet ultra-rare)

Tactical consoles
* Console - Tactical - Plasma Infuser Mk XII (very rare)
* Console - Tactical - Plasma Infuser Mk XII (Very rare)
* Console - Tactical - Plasma Infuser Mk XII ( Very rare)

Bridge Officers
* Nausicaan TAC Lt boff: BFAW1, BFAW2
* Borg ENG Lt boff: EPtS1, Aux2SIF1
* Klingon ENG Ensign boff: EPtS1
* Klingon SCI Cmdr boff: TSS1, TSS2, PSWI, GW3
* Klingon SCI Lt Cmdr boff: HE1, PH2, HE3

Duty Officers
* Energy Weapons Officer (very rare) (reduce recharge time for subsystem attacks)
* Projectile Weapons Officer (very rare) (reduce torp recharge time)
* Gravimetric Scientist (rare) (Chance to create aftershocks for GW)
* Deflector Officer (uncommon) (reduce recharge time for Deflector abilities)
* Gravimetric Scientist (rare) (Chance to create aftershocks for GW)

Reputation Choices
* Romulan T2: Precision
* Romulan T4: Emergency Secondary Shielding
* Omega T2: Omega Weapon Training
* Omega T4: Omega Graviton Amplifier
Wupteedo
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re: Very nice, indeed.

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CDR Nonnoc,

When I have my KDF on, I also fly a Varanus, but the poor Klingon's version; to cheap to buy Fleet Mods. I use the mirror Vo'Que Carrier as my primary science boat, but we have similar spec's. It's a long, hard, learning curb and I find myself adjusting all the time, but once I felt comfortable, and got some Fleet Type weapons, I was able to perform at a much higher level in PVE at least. Now since my goal is to just stay alive and let my purple BoPs handle the DPS, my build is more on shielding and repair, with an occasional "rush to glory" with GW III and tractor beam.

Random thoughts on your build:

1) Where are your Lethean Boffs? Doesn't matter where, but you need at least two for the "efficiency" buff they give to your warp core. Liberated Borg might also have "efficient" as well. I will sell some to you with the fleet discount. They also great for ground action (mental psi attacks).

2) Look over the spec's for the new nanite cannons as a possible alternative.

3) Duty Officers:

a) Shield Distribution Officer (Shield buff/repair when "brace for impact" is used)
b) Technician (x 2) (Increase Boff officer recharge speed)
c) If your Romulan Torpedo is like the Har'paugh Torpedo, special abilities may not apply, thus opening that slot up (Projectile Weapons Officer)

Special Note: As a science support vessel, your job is support those around you, and their job is to keep wolves off your back. However, when most PVP wolves go looking for targets, they always go after the healer first. It's a tough role indeed, but for a smart player and a good ship, IMHO, a much higher level of satisfaction. If the Fleet Varanus had a Battle Cloak, I would of been first in line when we hit Tier Three.

Now most folks laugh at this, but at times, I will put on my cloaked tractor beam mines. Great for holding a ship for a few moments while you come around for another pass. Seems like mines have been nerf'd in the last few weeks as well. I have been using them as my Romulan toons level up. Not so much more "boom," but faster and more aggressive.

I have found this website to be a big help as well.

http://www.stoacademy.com/tools/

Good hunting!

CDR Thu'Fir
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CAPT Huckabee
Tactical - Captain

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re: Varanus Cruiser PvP and Plasma Build advise appreciated.

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I've not flown Sci much but experimented with a Tac/Sci build on a Vesta. Honestly, your not too bad off with the Grav Wells and Tractor Beam repulsors. I used those on the build I made and turned it into a nightmare for whoever it was I fought 1 vs 1 (Revan I think). You take away escorts ability to move and catch him out of an Omega and it can be game over for him. Repulsors are like Grav Well, they also do damage to the ship as long as you got them specced good for it.

Your bridge officer slots you listed are good for taking punishment as well. The only thing I would consider is dropping those Fire at Will's and replacing those 2 beams with another cannon and turret. Then I would look into Cannon Rapid Fire or Scatter. Maybe also throwing in a Tac Team. If you get at least 2 blue and 1 green Conn doff that drops the cooldown, it will put it at it's global cooldown and help you out a lot. Especially since you don't have Sci Team to conflict cooldowns. @ purples would be better though if you had money to free up another slot in doff station.

I also advise the shield distribution doff that was suggested. However avoid the Technician doff that Smaug suggested. That doff is best served with a certain engineering ability and requires 3 to be effective. For your build it would be a waste of EC(a good bit of EC). There's a build for those that go great with Tac Cruisers and BoPs, which I would be happy to share later in a PM if asked.

Other then that I can think of much to tell you. Jason does really good in PvP with Sci, so he is your better beat on other areas.


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Capt Nannoc
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re: Thanks for input

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Whew! A lot to digest. Gonna print these off and look it over over a beer or two before tonights festivities. Have decided to stick with current build (repulsors, grav well, heals and cannons for tonight and take her apart over the weekend. May field some level of refit by Monday.

I suppose there is a chance will need her for Saturday night, but current variant makes PvP chaotic for opponents, but does not dominate anyone.

Thanks again!
CAPT Huckabee
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re: Varanus Cruiser PvP and Plasma Build advise appreciated.

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That's a Sci role is to cause Chaos and support. Your just not made to dominate. On a side note, I might be bringing my Klingon along for his first wargames. He seemed to do well enough in the skirmishes last time in his battle cruiser.


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Wupteedo
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re: Varanus Cruiser PvP and Plasma Build advise appreciated.

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I would listen to him, he's pre-med.

That said, thank you Mr. Huckabee. We all benefit from your knowledge and wisdom.
CAPT Huckabee
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re: Varanus Cruiser PvP and Plasma Build advise appreciated.

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Wupteedo wrote:
I would listen to him, he's pre-med.

That said, thank you Mr. Huckabee. We all benefit from your knowledge and wisdom.


Thank you for the kind words.


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Gerron Vek

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re: Varanus Cruiser PvP and Plasma Build advise appreciated.

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As a fellow Varanus Captain I can tell you a few things I notice about it. There are better ship builders out there so take this with a grain of salt.

I was initially going to go a Plasma damage route much like yourself. The Varanus itself can potentially lend itself to a number of roles. I won't go too much into consoles since I can never remember their names. I would just boost your armor in your eng, your shields with your sci, and you plasma damage in your tac. Remember, you are trying to go for a damage build here not a sci heavy build.

Quote:
Bridge Officers
* Nausicaan TAC Lt boff: BFAW1, BFAW2
* Borg ENG Lt boff: EPtS1, Aux2SIF1
* Klingon ENG Ensign boff: EPtS1
* Klingon SCI Cmdr boff: TSS1, TSS2, PSWI, GW3
* Klingon SCI Lt Cmdr boff: HE1, PH2, HE3


My personal thoughts on this.

I would put Torpedo spread in either the first or second slot. of your tac. I would also advise tactical team in the other slot because you are going to want the shield distribution it offers.
One thing you are going to run into with the Varanus is it cannot out maneuver an escort. To that end I would advise putting aux to inertial stabilisers in place of SIF and possibly Emeregency to engines in one of your other slots. You want to maintain that broadside as much as possible.

Your science loadout doesnt look right to me for what you are intending to do. ITs heavy support and can be used on yourself but I think there are better choices. I would trade out the following powers
TSS1 > Jam sensors. This can be a god send. Depending on how much power you want to put into your aux you can shut down an enemy PDQ. In PvP they will generally just go find something else to shoot at.
PSW1 > Tractor beam 3. You want to maintain your broadside. this can help
HE3>Repulsor beams. This is a nice panic button power that I use for point defense. It's also useful if you find yourself in the middle of a bunch of exploding ships or if some ships are hugging you a bit too close. It's easier to get a broadside on an a ship that is 5k away than one that is right up your tailpipe Happy

Gravity well seems like a good overall choice for your commander slot. It keeps things held down so you can bring your weapons to bear. Viral Matrix is a gamble at dropping their shields. Tykens rift doesn't drain anywhere near enough power to be useful. Especially if you are running power to your weapons instead of aux. To that point you are going to want to run powers that are not dictated by your aux power. a Tractor beam holds no matter what your aux is. On the other hand stuff like Transfer shield strength and Hazard emmiters dont do a whole lit at low aux power. Just something to bear in mind.

I personally ended up choosing the "pain in the enemies ass" role. I have alot of consoles and alot of tricks up my sleeve. I also build it as a power sink which has mixed results. In the chaos of PvP it is hard to tell how effective some stuff is. I never know if my Viral matrix is getting countered. I just know that I will sometimes draw alot of aggro and live to tell the tale through trickery as opposed to being tanky. Without those tools I don't know how survivable you will be.


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