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Jem'Hadar Escort Engineer

Started By:
Moose, Sun 01 Jan, 2012 11:01 PM
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    #1
     –  Last edited by Moose; Tue 19 Jun, 2012 7:41 PM.
    NOTE: THIS TIP IS CURRENTLY OUTDATED


    Skill Points/General Layout


    http://www.stoacademy.com/tools/skil...ejemhadar002_0

    (The skills points were originally intended for a Tactical Escort Refit but work nicely on the Jem’Hadar, further tweaking could be done but I won’t be doing this until the ground skill revamp that brings the 75:25 split).

    This build could probably be applied to other Escorts with a bit of tweaking, to get the turn rate of the Jem'Hadar though, a RCS Engineering console may be required.


    UI Layout

    I like everything in the middle of the screen as displayed for quicker access. I use this same layout across all my characters and looks similar for ground mode as well. (Tip: UI layout can be saved and loaded from the Options menu to allow consistent UI layout between all characters on an account.)

    Attachment 465


    Weapons

    The [ACC] modifier is the best modifier in my opinion as this reduces the chance for misses to occur.

    1x Photon Torpedo Mk XI [ACC]x3 - Photons fire faster than other Torps and this matters in those short seconds the enemies shields go down. I also have active 3 Doffs with the Projectile Weapons bonus, so there is a 60% chance that will reduce the cooldown of the next torpedo launch.

    3x Phaser Dual Beam Bank MK XI [Acc] [Dmg]x2 - These are actually from crafting and work well, the [Acc] modifier is important here. Stuck with Phasers due to the chance to take systems offline. Antiprotons also work well

    3x Phaser Turret Mk XI [Acc] [Dmg]x2 - These are also from crafting. These don't do a great deal of damage, but fire very often and allow more chance to take systems offline.


    Deflector/Impulse/Shields/Devices

    Chose 2 of the Borg and 2 of the Aegis. This has been proven to be very effective as each set grants a separate bonus.

    Also use the Red Matter Capacitor which is like an extra EPS Power Transfer ability and can repair all disabled systems at once.


    Eng/Sci/Tac Consoles

    Impulse Capacitor - Comes from the C-Store ship, useful for fleeing when about to get blown up or flying to aid a team-mate halfway across the map. This is not compulsory as I only got it recently and have managed without it.
    2xNeutronium - Damage Resistance for everything.
    Field Generator.
    Borg Assimilated Universal Console - Nice attack bonuses and is required for the set piece bonus.
    4x Phaser Relay Consoles


    Bridge Officers

    I tend to stick to Human Bridge officers as they come with the Leadership trait, this means that when subsystems go offline, the time they will stay offline will be reduced. This subsystem repair ability stacks (but not Hull Repair that comes with Leadership trait).

    I also have 2 Human Veteran Bridge officers from the Dilitihium Conversion (and may be obtainable by all players in the future hopefully). These Vet Bridge Officers boost the Ship Accuracy slightly and I think they also boost Attack Vectors.


    Attachment 466


    Other Tips


    • Power-Levels: Always be prepared to adjust power levels, especially when going into to a battle knowing you are going to get targeted first, power should be diverted to Shields (125 power), and secondly, to the Engines. Change power to full Weapons (125) at the earliest convenience.
    • Redistribute Shields: This should be activated as much as possible.
    • Adapt: Try to adapt quickly. Keep a watch on the rest of the battle and what your team-mates are doing, they might need a bit of extra fire power to finish off their target which is on low health. The health bars of players should be enabled in the Options menus to quickly see the health of all ships in the vicinity (friends and foe).
    • Key Binds: Try to have quick access key binds, for example: I use F1, F2, F3, F4 for targeting fellow team-mates. F5, F6, F7, F8 for changing power levels. "X" for targeting myself. "`" (tilde) for toggling auto attack". All these keys are quick to activate as they are in a logical order.
    • Toggle Auto Attack: I use this often to quickly turn off auto-fire. This is useful when sensors are scrambled to avoid firing on fellow team-mates. (the key to bind is /bind key ToggleDefaultAutoAttack)
    • Turn off target pets: Turn this setting off in the options to avoid wasting that Beam Overload III on a mine, but keep an eye out for Heavy Torpedos and Tricobalts which can still be targeted by manually mouse clicking on them.
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    #2
    Aha! The secrets are at last revealed!

    Noram
    "There's a point where we needed to stop and we have clearly passed it. But let's keep going and see what happens..."
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    #3
    Very neat, thanks a million for typing all of this up Moose!

    If you don't mind a few questions (Which I hope not, as I'm about to ask!):

    • Is this build primarily for pvp? Or does it work just fine for STFs?
    • How does the engineer perform on ground (This is question is primarily due to the lack of ground points allocated. )
    • Which pieces of the Borg and Aegis set do you run? I can see the Universal console for Borg and I assume Shields from Aegis?
    • Do you not get diminished returns from all the phaser consoles and Neutronium armour?


    Sorry for the barrage of questions. I'm running a Tactical Escort Retrofit as an Engineer and I've been having a blast with it and would really like to 'up my game' as it were!
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    #4
    Very neat, thanks a million for typing all of this up Moose!

    If you don't mind a few questions (Which I hope not, as I'm about to ask!):

    • Is this build primarily for pvp? Or does it work just fine for STFs?
    • How does the engineer perform on ground (This is question is primarily due to the lack of ground points allocated. )
    • Which pieces of the Borg and Aegis set do you run? I can see the Universal console for Borg and I assume Shields from Aegis?
    • Do you not get diminished returns from all the phaser consoles and Neutronium armour?


    Sorry for the barrage of questions. I'm running a Tactical Escort Retrofit as an Engineer and I've been having a blast with it and would really like to 'up my game' as it were!
    Thanks for the questions Rook, these are very useful for me as well as I can analyse the build and maybe improve it further Smile

    Firstly, this build is an "All Rounder", it is very effective in PvP as you might have heard, and is very effective in STFs. It has high burst DPS (especially Beam Overload III), sometimes exceeding Tactical captains in their Escorts and as a result gets a lot of agro from NPCs because it is dealing the most damage to the NPC. Attack Pattern Delta III is useful for this due to the excess agro (Pattern Delta III can also be activated on allies to boost their resistance as well, in my opinion it is currently one of the underrated but best abilities available), and when this is active along with Polarize Hull, damage resistance reaches about 54%. Coupled this with the maneuverability of the Jem'Hedar, the enemy misses the ship a lot (look out for the little text above your ship "Miss" when getting fired upon).

    Polarize Hull and Attack Pattern Omega I are important as well, because these stop tractor beams etc (and tractor beams are used all the time in Borg STFs) and if a Tractor Beam got hold of you, the enemy will have less misses on your ship and it will take much more damage. Tactical Team is a must as well, this quickly redistributes the side of the ships shields which is taking damage. Having 2 lots of Tactical Team means this ability is almost running continuously. The 2 lots of Ensign Tactical slots probably couldn't be used for something better than Tactical Team for this build.

    Engineer on Ground with any points in Ground works fine for me in STFs, not so good in Ground PvP as a result of not spending any points in damage dealing abilities (mines, transphasic bomb). I don't see any points needed to be spent in Mortars, Turrets or Drones because the Active Ground Doffs can provide bonuses to these and can allow multiple turrets and drones to beam in at once (nice seeing 3 Quantum Mortars, 3 Phaser Turrets, 3 Support Drones beam down at once Smile ). Will see how Ground PvP changes with the new ground skill revamp where I will be forced to spend 25% of the allocated points and will see how this affects the ship build, but after initial testing on the Tribble server, there is little loss in the ship's effectiveness.

    Aegis Deflector and Engines
    Borg Shields and Borg Universal Console

    Re: Neutronium Armour Consoles - Without any consoles, ship damage resistance stands at 11.5%. Add one Neu armour, it increased to 23%, add another and it increased again to 32%. Add a third and that's where diminishing returns start to factor in a lot. 2 Neu consoles are fine. Also, it is worth keeping other armour consoles in your inventory, if the other team are using Phaser and Disruptors, it might be worth swapping one of the Neutronium armours for a Dibirinium hull plating armour for example to boost damage resistance further (although losing a bit of Kinetic damage resistance as a trade off).

    This is the result of testing diminishing returns (no other buffs active, weapons power level at 125):

    0 Phaser Consoles:
    Phaser Dual Beam Bank = 855 dps
    Phaser Turret = 493 dps

    1 Phaser Console:
    Phaser Dual Beam Bank = 923 dps
    Phaser Turret = 532 dps

    2 Phaser Consoles
    Phaser Dual Beam Bank = 991 dps
    Phaser Turret = 572 dps

    3 Phaser Consoles:
    Phaser Dual Beam Bank = 1,059 dps
    Phaser Turret = 611 dps

    4 Phaser Consoles:
    Phaser Dual Beam Bank = 1,128 dps
    Phaser Turret = 651 dps

    As you can see, the consoles stack without diminishing returns.
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    #5
    Now, if only I could get a Jem'Hadar ship!
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    #6
    This is the result of testing diminishing returns (no other buffs active, weapons power level at 125):

    0 Phaser Consoles:
    Phaser Dual Beam Bank = 855 dps
    Phaser Turret = 493 dps

    1 Phaser Console:
    Phaser Dual Beam Bank = 923 dps
    Phaser Turret = 532 dps

    2 Phaser Consoles
    Phaser Dual Beam Bank = 991 dps
    Phaser Turret = 572 dps

    3 Phaser Consoles:
    Phaser Dual Beam Bank = 1,059 dps
    Phaser Turret = 611 dps

    4 Phaser Consoles:
    Phaser Dual Beam Bank = 1,128 dps
    Phaser Turret = 651 dps

    As you can see, the consoles stack without diminishing returns.
    Thanks a million for that testing! I've been curious about how those consoles would stack, but had read on the STO forums that they diminish rapidly so I've always been a bit reluctant to try it out.

    Also, how are you doing that testing? Is there a parser available?

    I've been trying out a couple parts of your build on my Retro Defiant, and the RCS console has meant I feel like I do loop de loops (Which I love...).

    How does the Dual Beam match up compared to Heavy Cannons? Which I don't even know if the Jem Hadar ship can even take, but they certainly seem to deliver more punch. Don't really have any data to go on that other than my gut and the 'numbers' looking bigger.

    Plus, no Borg engines? I dunno, warp 14 is awful handy...
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    #7
    Thanks a million for that testing! I've been curious about how those consoles would stack, but had read on the STO forums that they diminish rapidly so I've always been a bit reluctant to try it out.

    Also, how are you doing that testing? Is there a parser available?

    I've been trying out a couple parts of your build on my Retro Defiant, and the RCS console has meant I feel like I do loop de loops (Which I love...).

    How does the Dual Beam match up compared to Heavy Cannons? Which I don't even know if the Jem Hadar ship can even take, but they certainly seem to deliver more punch. Don't really have any data to go on that other than my gut and the 'numbers' looking bigger.

    Plus, no Borg engines? I dunno, warp 14 is awful handy...
    Testing was done on the live server (Holodeck), if you want to do your own testing I would advise copying your character to the Tribble Test Server and buying various consoles and ship weapons from the MK XI Dilithium Vendors or Crafting (and it also won't cost you anything if this is done on the Tribble Test Server if you didn't know about TTS already).

    The thing about Heavy Cannons I find is that the firing arc is 45 degrees, and with the amount of tractor beams and holds being thrown about, the enemy/NPC ships fly outside of the firing arc quite a lot. More so difficult with firing on other escorts which are zipping around with their super turn rates (Bird of Preys, Tactical Escorts, Jem'Hadars). That it why I prefer the Dual Beam Banks, slightly less DPS compared to Dual Heavy's but make up for it with the 90 degree firing arc. In the perfect scenario, Dual Heavy's are the best DPS, but like I said, my build is an all-rounder. I can confirm that the Jem'Hadar can use Dual Heavy Cannon's as well. Smile Might give it a test one day.

    Warp 14 is only useful in Sector Space, I keep the Borg Engines in my Inventory ready to use for this purpose. The Aegis Engines offer a higher Flight Speed and boosts Evasive Maneuvers which further boosts your important defence value when. The defence value is also boosted by having the 2 set bonus from the Aegis set "Thoron Distortion". The 3 set bonus from Aegis is nice for the extra damage resistance but the 2 set bonus from the Borg in addition to the 2 set bonus from the Aegis, offer the best defence capabilities in my opinion. The Borg and Aegis sets might not be best options for long though, as the STF Space Sets (MACO and Omega) are currently being reworked.
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    #8
    I have access to both sets and have been playing around with various combinations. Most of my attempts have been based on what I've read on some of the STO forums, most of which seems to frown upon the Borg shields, so it surprised me to see those there.

    Most of it has gone like this: Breen < Aegis < Borg

    But your line of thinking makes way more sense to me, so I shall give it a run and see how it works! I'm sure by the time MACO and Omega get their rework I'll have enough EDC to give them a work through as well.

    Gonna have to give the beam bank a shot as well, as I've had my fair share of Cure and KA spent stuck in a tractor beam facing the wrong direction and hoping my three cannons can carry the day. Only have one science console so if two spheres decide to chain tractor I pretty much get stuck!
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    #9
    Very cool,

    I was curious about some of it. I was reading and going to ask about Cannons vs Phasers.

    It does make sense.

    I might borrow some ideas, though I am WAY too fond of the mines at the momment so we shall see hehe

    Thanks for the advice

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    #10
    Great guide Moose . I think some of those would strengthen my bop a lot , though i'm not trading my DHCannons for beams.
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    #11
    Great guide Moose . I think some of those would strengthen my bop a lot , though i'm not trading my DHCannons for beams.
    Keep in mind. Mr Moose can beaten by creating a girl moose. I know. I've seen it. Now , if the feds can devise a plan to kill a slow moving creature known as a "Sloth", they might have a advantage. So, NO SLOTH build posting!
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    #12
    Great guide Moose . I think some of those would strengthen my bop a lot , though i'm not trading my DHCannons for beams.
    Thanks for the positive comments. I have been using a tweaked build recently which does make use of Dual Heavy Cannons but still keeping a Dual Beam Bank (for the all important Beam Overload III), but without going into specifics just yet (Cool) it packs more a punch than the original build above but still does make use of similar consoles etc.

    Originally Posted by {UFP}Mugato
    Keep in mind. Mr Moose can beaten by creating a girl moose. I know. I've seen it. Now , if the feds can devise a plan to kill a slow moving creature known as a "Sloth", they might have a advantage. So, NO SLOTH build posting!
    Redface
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    #13
    Heh, I was playing around with a Dual Beam Build before I left for vacation...

    ... course I got sidetracked with a beam boat Odyssey as I think an Engineer/Odyssey build could be beastly, but that's another story.

    Looking forward to seeing the update Moose!
    Kains
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    #14
    Alrighty, so lately I have been making use of Disruptor weapons and the Plasma-Disruptor Hybrid cannons. These have been working well because they have a chance to proc the Disruptor (less damage resistance on target) and Plasma (kinetic damage over time). As the cannons are classed as Disruptors, I also have been using Disruptor weapons in the other slots so they are all boosted by the Disruptor +26% console.

    Most of the other consoles are the same except for the 2x Science Boffs, I have found that Tractor Beam and Tractor Beam Repulsors (TBR) are both very useful for PvP and STFs. However, making the TBR strictly useful is determining when to use it and not use it. It's no good activating it if a Gravity Well / Rift is active on your target or pushing Borg ships towards the wrong direction. It is extremely useful when targeting a single ship in PvP as part of an Alpha Strike (pushing them out of the healing range of their teammates, in conjuction with Evasive Maneuvers, the ship can be thrown 20-30km away from the rest of their team and you can let your Alpha Strike do the rest. If the ship still hasn't been destroyed, Tractor Beam will stop them running away and you can finish them off (hopefully) :mrgreen:.
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    #15
    Yesterday in PvP your ship had a blue trail behind it sometimes and you seemed to be moving at least double my speed and turning insanely fast, what was that?