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Wondering if anyone has the fleet Vor'cha/Tor'Kaht cruiser? I am considering this for my first fleet ship. I currently have the Vor'cha retrofit, which I like very much. My only issue is that I prefer the classic Vor'cha look, and don't particularly care for the Tor'Kaht look. Can you get the fleet version of the Vor'cha/Tor'Kaht with the Vor'cha look, or are you limited to the Tor'Kaht design in the fleet version? I would prefer to know before I spend the 2000 zen; otherwise, I may consider the fleet Kamarag.
Funny you mention this, I've been pondering it today myself. I'm not too fond of my Qin, and I'm looking for a tac heavy cruiser. I loved flying the Vor'cha earlier on (was it tier 3?).

The fleet version can indeed use the "classic" vor'cha look. I don't care for the retrofit tor'laht look either, too "bulgy." You can also use the retrofit skin if you bought it for 1500 zen.

As for spending 2000 zen, you may not have to. You can pick up fleet ship modules at the exchange for (generally) around 5 million ec each. If you don't have a lot of ec, start doing a lot of marauding doff missions; you'll end up with a lot of loot you can sell. It'll take some grind, but you could get all the modules for free.
Another great way to get ec fast is to do dilithium mining; if you get the maximum amount for each prospet, you'll get some data samples too. Often you'll get the rare samples, which go on the exchange for beteen 15000 and 50000 (or even more!).

Anyway, In looking around today I've heard it's a nic solid ship. Some have said that if you only get one KDF fleet ship, make it this one. I've heard others say that, built right, it can out dps a Qin or other raptor (though I didn't see any builds to back it up). Try outfitting it with turrets in back, dual cannons and a har'peng in front.

I plan on picking one up soon...I'll let you know what I think. Hopefully sometime this weekend!
It's a great ship! I'll be more constructive when I'm less hungover.
Ty for the info, and get over that hangover, lol.
Anyone have a load out recommendation for both Engineering and Tactical captains in the Fleet Vor'cha?
Basically, they're giant fists with engines on the back. Fly them like an escort, smash people apart.

I would probably take:
Two copies of tactical team 1, two copies of cannon rapid fire, and maybe attack pattern omega (or I guess, a torpedo skill?).
Take eject warp plasma2/3, emergency power to shields 3, emergency power to weapons 1, engineering team 1, and either aux to structural or reverse shield polarity 1
In the Uni slot I'd run science, taking either polarise hull 1 or tractor beam 1, and hazard emitters 2.

Damage control duty officers as usual, along with a Matter-antimatter specialist for the warp plasma, and one doff of your choice.

DHC's/Turrets because this is a grown up ship for people who want to do damage.
(06-25-2013, 09:44 AM)SeedyGeorge Wrote: [ -> ]Basically, they're giant fists with engines on the back. Fly them like an escort, smash people apart.

I would probably take:
Two copies of tactical team 1, two copies of cannon rapid fire, and maybe attack pattern omega (or I guess, a torpedo skill?).
Take eject warp plasma2/3, emergency power to shields 3, emergency power to weapons 1, engineering team 1, and either aux to structural or reverse shield polarity 1
In the Uni slot I'd run science, taking either polarise hull 1 or tractor beam 1, and hazard emitters 2.

Damage control duty officers as usual, along with a Matter-antimatter specialist for the warp plasma, and one doff of your choice.

DHC's/Turrets because this is a grown up ship for people who want to do damage.
I usually take Hazard Emitters and Science Team for my Sci skills. You think Polarise Hull is better than ST?
Clears the tractor beam hold, which is why I run pol hull 1 and hazard emitters 2 as standard

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To add to that, the vorcha lacks tac space, and tac team is great for clearing those both away teams - that means no space for the attack pattern to clear the tractor holds

Sent from my HUAWEI U8815 using Tapatalk 4 Beta
Monty's on the money about it being a tractor break. Obviously test it for yourself, but being able to mash it and evasive maneuvers will get you out of range of the Cube/nasty person that's tearing your hull apart is pretty handy sometimes. Basically I would suggest taking either polarise hull OR attack pattern omega. Taking both would be excessive.

Also! Science team will interrupt your tactical teams, which thanks to the Fleet Vorcha's crazy badass 5 tact slots you should take two copies of, and cycle them continuously in combat. You might even want to take a copy of engineering team 1 as well as an on-the-spot hull heal, which definitely relegates science team to the trash can.
Thanks for the input. I have never used Tactical Team yet, but I will try it out. I always use Hazard Emitters and Engineering Team. Also use Power to Shields, Rotate Shield Frequencies on pretty much every build I can.

As for attack: I always like torpedo spread and some form of scatter shot for cannons or beam weapons depending on the build. I like to kind of role play weapons too: ie disruptors for Klingons, etc. I tend to like one torpedo and 3 cannon/DB up front and one torpedo and 3 beam arrays aft (to cover 360) when I am outflanked.
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