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How to build a Cruiser that is actually worth something.

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Nice and solid oddy build, though I'd make a few alterations I would either focus on sci team or eng team though. Oddy's are in a unique position among cruisers to actually focus more on shield healing than hull healing if desired and might be worth trying out

    Also in regards to your sig my friend, to hell with Trek I'm here for you guys :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    This is my Sci Oddy Hax healer

    LT Tac (TacTeam1)(Target Shields2)

    Commander Eng (EP2Shields1)(RSP1)(Extend2)(Aux2Sif3)

    Lt Commander Uni Sci (Emiters1)(Transfer2)(SciTeam3)

    LT Sci (Emitters 1)(TBR1)

    Ensign Uni (EP2Shields1)

    Imaginary Station (Paint Touch up 3)(Carpet Cleaner 3)(Air Freshener 3)

    With Sci team 3 on 15 sec cycle.:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    i stocked up on 3 blue damage control engineers, they have a 30% chance and purple have 35%, so not to much of a difference. i found it isn't really a 90% chance that it procs with 3 of them, instead its 3 roles with a 30% chance it happens. but you get 2 opportunities for these roles to succeed when you cycle your 2 different EMtX powers. if you like living dangerously, this setups for you.

    What I did to calculate DOFF stacking probability:

    I am assuming that these are all mutually exclusive outcomes. Which does appear to match observations.

    On activation of Emergency Power to X:
    • There's a 0.35 chance that you will proc first roll.
    • There's an (0.65*0.35) chance of no proc first roll, but proc on second roll.
    • And finally a 0.65*0.65*0.35 chance of no proc on first or second roll but proc on third roll.
    SO:
    0.35+(.65*.35)+(.65*.65*.35)= 0.725375

    Simply stated, a 72.5% chance of getting this proc. every press of the power.

    Since we are rotating 2 powers the question really becomes "If I have a 72.5% chance of proccing a DOFF, how often will it proc if I press 2 powers?"
    • 0.725375 chance you will proc on first power activation
    • (0.725375*0.274625) the proc will activate on second activation

    Resulting in:
    0.725375+(0.725375*0.274625)=0.924581

    0.924581% is the probability of occurrence, we all know how awesome cryptic's "Random" generator is (NOT!). Perhaps some of the other math gurus on the forums could check my logic, but I think I have the right of it. As with all probability, time and frequency of rolls will should produce better results.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    My humble BortasQu' Heal boat

    LTC: (eng) EPTW1 EPTS2 ET3
    CMD: (eng) EPTW1 EPTS2 EXTS2 A2SIF3
    LT: (tac) BO1 ApD1
    Ens: (tac) BO1
    LT: (sci) ST1 / HE1 or HE1 / TSS2 or PH1 / HE2 or TB1 / HE2
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    mvs5191 wrote: »
    I dunno if it'll help anyone, but here's my Engineer/Sci Oddy healBoat.

    Lt Tac: TacTeam 1, AP: Delta 1/FAW 2
    Cmdr Eng: EPtS 1, EngTeam 2, Extend 2, Aux to SIF 3
    LtC Sci: HE 1, TSS 2, TSS 3
    Lt Sci: HE 1, TBR 1
    Ens Sci: SciTeam 1

    Mine is very similiar except I have ET3instead of extend two, hazzard two where you have tbr1 and tractorbeam one where you have hazzard one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Is this total fail? Will it be effective in the support role?

    Any sapient advice and/or comments are always welcome.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    piwright42 wrote: »
    Is this total fail? Will it be effective in the support role?

    Any sapient advice and/or comments are always welcome.

    You direly need something other than Antiproton beams, and to ditch the two DEMs. Heck even 1 DEM is one too many in my opinion.
    I'd put in an ET3 somewhere in there, or sci team 3 and focus doffs around that. (note if you pick Sci Team 3, you can put TBR1 in the LT slot)

    2 Extends I used to use back before it had a 7km reach, but now that it has a 7km reach -and- is reappliable if your target is smart enough to get back in range I think you really need only 1, especially on a boat lacking in Sci Team 3. Now with a sci team 3 every 15 secs going.. 2 extends might not be a bad idea...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Thank you.

    Due to the expense I am stuck with the antiprotons for at least 20 days. Then I will look into phasers again. Fortunately I had already started to go in that direction.

    The other stuff I will bash out as soon as I can. I really like the notion of ST3 so I will do my best to build around that. Though as an engineer that can train ET3 that would be the easier route.

    Dropping the DEMs would open up more room for hull heals so you are right there as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Where's the armor? With T5 cruisers, I never go below 3 alloy platings. It limits my options for other stuff, but I am guaranteed to survive.

    Besides with better defenses, you'll have more time to heal others in your team
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    cliftona91 wrote:
    Where's the armor? With T5 cruisers, I never go below 3 alloy platings. It limits my options for other stuff, but I am guaranteed to survive.

    Besides with better defenses, you'll have more time to heal others in your team

    There is a single monotanium console on it. :D

    I think the name of the ship implies much of the ethos behind the equipment it carries.

    Slipshod; definition 1: (typically of a person or method of work) Characterized by a lack of care, thought, or organization.

    This toon was in an escort fail build and recently, (yesterday), tossed into this cruiser. The ship's equipment was what I had lying around from those escort builds.

    I will take your advice and work it in over time, at least till I get mass ganked. :o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    cliftona91 wrote:
    Where's the armor? With T5 cruisers, I never go below 3 alloy platings. It limits my options for other stuff, but I am guaranteed to survive.

    Besides with better defenses, you'll have more time to heal others in your team

    In my opinion 2 armor is really the limit you should go as the diminishing returns really kick in on that 3rd armor especially if you have Threat Control, and Hull Plating ranked up. Cruisers really need 2 SIF generators on at all times as well so there is that to consider as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    In my opinion 2 armor is really the limit you should go as the diminishing returns really kick in on that 3rd armor especially if you have Threat Control, and Hull Plating ranked up. Cruisers really need 2 SIF generators on at all times as well so there is that to consider as well.

    I think the best option is 3 EPS Flow Consoles as they help so much with switching power levels and when used in combination with EptW do a ton for the power drain from BFAW. With 3 EPS and 2xEptW my power levels when using BFAW stay above 100 the entire time! SIF Consoles don't do that much for HE, ET or AuxSIF to be worth giving up the extra damage from BFAW IMO. In fact you probably heal more by being able quickly switching to full Aux from full weapons with 3x EPS Consoles (though only affecting AuxSIF and HE not ET).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Who switches power levels on an engi? between my warp core theorist doff, EPS power transfer and my native settings on my engie I'm almost maxed on all of my settings 24/7 anyway.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Well disregarding switching power levels in your case, its use in combination with EptW to keep power levels high with BFAW going gives more damage than SIF generators do healing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Mirourm wrote:
    Well disregarding switching power levels in your case, its use in combination with EptW to keep power levels high with BFAW going gives more damage than SIF generators do healing.

    they don't help with weapons power recharging faster, only after firing off a BO are they helpful.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I might try the Excelsior build on this thread. After season 5 started my Excelsior became useless. There was nothing I found that would make it any better. It became a storage boat.

    I may try what I've read here.

    Good thread.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    At the risk of getting shot by Mavairo, I'm going to play the counterpart to Drunk's Galaxy-R and post my build for the "Failaxy X."

    Yes, I'm a Tac captain and voluntarily use a Galaxy X. I humbly submit my semi-Kirkish beam boat build as a way for other diehard fans of the Galaxy family to use it and not completely suck.

    Weapons-
    Fore: 1x Phaser DBB, 3x Phaser Beam Array
    Aft: 4x Phaser Beam Array

    Deflector: Borg

    Engine: Borg

    Shields: Borg (or MACO; Borg unless/until Tet Glider situation ever levels out)

    Devices: Subspace Field Modulator, Red Matter Capacitor, Shield Battery, Engine Battery (For pursuit of near-death runaways)

    Eng Console: Borg, 2x Neutronium Armor, Cloak (situationally can replace cloak with SIF or RCS)

    Sci Console: 2x Field Generator

    Tac Console: 3x Phaser Relay
    ---
    Eng Cmd: EPtW 1, EPtS 2, EPtS 3, AtoSIF 3
    Eng LtCmd: EPtW 1, ET 2, RSP 2
    Sci Lt: HazE 1, TSS 2
    Tac Lt: TT 1, FAW 2
    Tac Ens: TT 1
    ---
    Resting Power:
    W - 122/100
    S - 78/50
    E - 52/25
    A - 47/25
    (these admittedly could use some tuning)
    ---
    DOFFs (all blue)
    Shield Dist, Conn (TT), Maint Eng, Warp Core Eng, Damage Control

    Occasionally will substitute 4x Single Phaser Cannon and 4x Phaser Turret, and CRF 1 for FAW 2

    What you've got is an assault cruiser that has slightly slower turning but picks up the phaser lance, cloak, and ability for cannons. Like other beam boats, this setup lets you do significant and constant damage over time, but also gives extreme survivability and the ability to pitch in as a spot healer with three different flavors of hull heals and a shield heal. There was a concious decision not to spec Extend in favor of maximiizing personal durability; see below.

    The phaser lance IS a very useful part of your toolbox, as long as you consider it JUST a part of your toolbox, and not the core of your strategy. It's best saved for one of two situations:
    A) your team has just dropped a shield facing of a very stubborn target and started to do hull damage, immediately getting in a buffed shot, or
    B) if you are in a close range dogfight with another ship on you, you've worn through a shield facing and are in a gap in their tac teams, you can immediately throw it into Evasive Maneuvers Reverse and fling yourself the few degrees into the right direction to fire a buffed lance into the downed facing at close range. Bonus: if you're running full Borg, hit the tractor immediately before you pull the Evasive Reverse, and you can generally get into position too fast for them to do anything about it.

    You will definitely whiff a good 1/4-1/3 of the time, but when it hits in those situations with APA/FoMM/EPtW/TT, you will do some substantial hull damage, or vaporize them on a lucky crit.

    Do not deliberately fire the lance at a still-shielded target. You are wasting your time, starting a 3 minute cooldown, and enhancing the already bad name of Galaxy X captains.

    Frequently, my role is unabashedly bait. Like it or not, the perception of any Tac in a GalX (or GalX in general) is "lolN00B-squishy!" You might as well be flying into an arena with a blinking neon sign that says "SHOOT ME FIRST!" This is psychological warfare in action, and one instance where you can play people's perceptions to become an actual tank in PvP. With this setup, as long as you wade into firing range fully prepared, you can withstand a lot of withering firepower on your own. With the support of a single focused and competent heal boat, you can take almost anything the average premade can throw at you for a time, long enough for you and your team to hopefully pick off a ship or two and throw the other team into run-back disarray before they decide you're too tough of a nut to crack and move on. This (frequent) scenario is why I argue EPtS 3/2 and RSP are worth sacrificing an Extend on this particular cruiser.

    The Tac GalX is a utility player, and can be used in some unorthodox ways by a creative team. Otherwise, it can do very substantial damage over time, and can sneak in at least one attempt at burst damage every few minutes (or a bit more if you want to use BO1 in place of a TT), and still provide a bit of light-to-medium support healing.

    *cough*

    Ok Mavairo, rip me up. ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Ripping up incoming. finishing workout first.
    EDIT, finished and all cleaned up. We don't want a fat mavairo giving build advice do we?! (or a smelly one for that matter)

    First, ew tac in a Galaxy Variant. I really really recomend you skip out on this ship for an Excelsior, Galor, D'Kora, or even the Assault Cruiser. (Why no Oddy? Same reason I don't recommend this ship. It fails miserably at utilizing a tac's best strength. Burst)

    Consoles, Engineering I'd switch the Neutroniums out for Ablative and Tetraburnium. You'll get much better overall damage protection with those.

    Boffs, LTCMDR switch your RSP2 and ET2.. so it's RSP1 and ET3 (I can train it for you if you want) really you don't want anything less than ET3 on a cruiser if you are going to run ET at all. In my opinion if you are going to run double tac team don't even bother with ET3 or 2 as it will intefere too often with your CDs. Put an Extend 2 or 1 in their place instead.

    Weapon power I'd lower by 22 so that EPTW1 caps it out. (cause we all know they are going to fix the power level cap again) Or at least do so when the fix comes.

    I would also change an EPTW1 out for an EPTA1 so you can regularly spike up your aux abit.

    Doffs, Damage control is not doing you any good since you have doubles in your EPTX skills across the board. Switch this one out for more Maintance engis. Also, which tac team doff is that? If it's the CD reducing one, ditch them for another Shield Distribution doff, and another Maint Eng.

    The problem with the theory of this ship, is it relies on your opponents being too stupid to learn. Once they stop shooting you, you've got nothing to help your team mates, also due to the Failaxy being a big fat slow Pig of a ship, you'll never be able to maintain the necessary prolonged broadsides in dicey combat situations. Which is a death nail for fed cruisers. You'd be -okay- in the opening salvo and the first few moments there after, however even with the RSP2, you're just one sub nuc away as a tac from being completely gibbed, since the ship can't even muster a decent defense score, or move to get to a fresh facing in time to not die.




    Also next post after this one will be about the Karfi, and I'll start on it right after this one! :eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    i'll just say, i have a hard time even considering using a fed tac in any cruiser other then excelsior, or maybe that tac odyssey. TRIBBLE i guess throw in galor and dkora too, all those 1 up the excelsior :mad:. now if you were using the galX as this 1 shoter of death as some have that would be one thing, but for general purpose like this it would be excelsior, or the lockbox alien superior to the excelsior ships all the way for me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    And now onto the Karfi that I've been promising for forever it seems.

    A brief word on my favorite or least hated carrier.
    This is a Tactical or Sci Officer's ship. The LT Cmdr slot compliments those two classes nicely. For Tacs this gives you access to BO3, 2 and say... Tac Team. For Sci this gives you, Tac Team, FAW1 and 2.

    The Karfi, is a damage focused carrier in my book. It's not the best healer by any means, and it's kind of squishy. However you do have options to get some decent longevity out of this thing and I'll go over them as completely as I can.

    We are going to cover the Tac Karfi first.
    Weapons, The Karfi is just a hair too slow to go with a Dual Beam bank setup, so I recommend the usual standard 6 beam arrays, with one mine launcher in the aft. That mine launcher should of course be spitting out chronitons. Preferred Properties, AccX2 CrtH and or AccX3

    Deflector, Borg
    Engine, Borg
    Shield, KHG, or Borg.

    Power Settings, 100 to Weapons, 50 to Shields, 25 to everything else.
    Alternate #1, 100 to weapons, 30 to shields, 25 engines, 35 Aux.
    Alt #2, 50 Weapons, 25 shields, 25 engine, 100 aux
    alt #3, 25 weapons, 100 shields, 25 engines, 50 aux

    Devices, Shield Battery, Aux Battery, Subspace Field Modulator.
    Cmdr slot,
    Viral Matrix 3, this skill provides a 10 second shut down to multiple subsystems and is one of the few good sci powers left in the game. Transfer Shield Strength 3, Hazard Emitters 2, Tractor Beam
    Lt Cmdr, Tac Team, Beam Overload 2, Beam Overload 3.
    Lt Tac, Tac Team 1, Dispersal pattern Alpha 1 why alpha and not beta? More mine clusters, means they will seek 2 targets to TRIBBLE on instead of one.
    Ens Sci, Polarize Hull 1 you need this.. both as a hull resist, and as a way to break tractors.
    Lt Engineer, Emergency Power to Shields 1 and 2.

    Hangars, for full on TRIBBLE Move status, go with the double siphon pods. You'll be the life of every party. If you want to just go for raw murderous potential Advanced Skulls. They give you free torp strikes vs nekkid hull and as a tac you'll get plenty of those opps with BO2 and 3 slamming home every chance you get.

    This layout is fairly standardized and capable of giving good non aux dependent shut downs, and decent shield tanking potential, with a nice hull heal thrown in to ice the cake.

    Abit more of a risky but possibly higher payoff version of this ship before I move to the sci.
    Cmdr, Photonic Shockwave 3, or Tractor Beam Repulsors 3. Why? with full tac buffs applying to these powers you can be absolutely Murderous. Can we say routine 22k strikes with PSW3 vs a non shield facing target? Or a stream of 10 -20k crits from TBR3 when TBR3 starts rolling crits? Both are also good for disrupting healing cycles as PSW knocks off extend shields, and TBR can potentially push either your target, or the healer out of reach... so you and your bop buddies can get all rapey, if you cooridinate and learn to aim your TBR3s.
    If running PSW3, TBR2.. while TBR2s damage isn't as substantial as TBR3s, it's still good for pushin and spam clearing, Transfer Shield Strength 2, and Hazard one fill out the sci slots here. The rest of the boffs are unchanged.

    Sci, Karfis, are more healing and control focused than their murderous tac counter parts. Here's the sci karfi I've found works best.

    Weapons, 6 beams, and 1 chroniton torp launcher
    Deflector Engines and Shield see above.

    Power settings same as the tac

    Boffs,
    Cmdr, Viral Matrix 3, Photonic Officer 3, or PSW3, Sci Team 3, Transfer Shield Strength 2, Hazard 1
    Lt Cmdr, Tac Team, FAW2, FAW3 (that's Fire At will for those of you that don't know that yet)
    Lt Tac, Torp Spread 1 and 2. Alt loadout, Torpspread1, Attack Pattern Beta1/Delta1
    Lt Eng, EPTS1 and 2
    Ens Sci, Tractor beam.

    Hangars, Siphon Pods or Frigates.

    Doffs, the Sci Team cool down reduction doffs. Get your ST3s as close to global as possible, Brace For Impact (shield distribution) doffs, and then a Warp Core Engineer.

    The Sci Karfi is more reliant on debuffs, as by nature sci captains lack the necessary burst buffing powers to make the relatively few tac slots worth it. (as again the Karfi is just a hair too slow for Cannon and DBB use.) It can also provide abit more healing to it's team mates as the sci captain has access to dampening field -and- sci fleet to help keep himself alive during focus periods, as well as team mates. (these also buff your pets by the way) As a controller a Sci Karfi is absolutely obnoxious to play against when handled well. Hair pulling Obnoxious and to make it worse, it can often full heal it's allies shields making the small inroads against their enemies for nothing.

    Consoles I saved to the end as they are identical for both ships.
    1 Ablative armor, 1 Borg
    3 Field Generators, and 1 particle generator, or 3 Particle Generators 1 Field generator
    3 Energy Consoles.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    This is the final (for now) Oddy build I'm going to quick cover. I left lil hints of it here and there up till now, but I feel it's time to complete it before I move on to the Orion Ball Sack, and the Voquv Carrier.

    This Oddy, is a heal boat, however unlike my previous Oddy suggestions this one is backed around Shield Healing and shield resistance. Shield tanking, is the name of the game in STO pvp. The longer your shields can stay up, or be propped up the less heavy damage you will be taking. The shield healing Oddy, is great when coupled with science based healing, sci fleet skill, or even simply a second cruiser that has the more conventional ET3s at its disposal.

    Weapons, Really they aren't all that important. But, I'd run anything but plasma. ACCX2 + CrtH, or CrtD will suffice here. To keep power drain to a minimum for sci captains, I'd run 6 beams, and a torp forward, and mine launcher aft. or 2 mine launchers aft. If you run a torp, obviously go Chroniton.

    Deflector, Borg
    Engine Borg
    Shield, Omega, Borg, or Maco

    Consoles, 1 Armors, 3 SIF Generators
    3 Field Generators 1 Borg.
    2 Energy.

    Cmdr Eng: EPtS 1, EPTS2, Extend 2, Aux to SIF 3

    LtC Sci: HE 1, TSS 2, Sci Team 3

    Lt Sci: Tractorbeam, Hazard Emitters 2 Alternate, Tractor beam1, Transfer Shield Strength2

    Ens Sci: Transfer Shield Strength 1 Alternate Hazard Emitters1

    controller variant Lt Sci, Tractor Beam1, Tractor Beam Repulsor2, Ens Sci: Hazard 1.

    Lt Tac: TacTeam 1, AP: Delta 1/FAW 2/Torp Spread 2


    Doffs, 1 blue and 1 purple Development lab scientist, or 2 blues and a white. Warp Core Engineer, and lastly Shield Distribution officer. (if you have the first doff in blue and purp add a second Shield Distribution officer)

    Devices, Aux Batteries, Subspace field mod, Deuterium
    Power Settings
    Offense 100 weapons, 50 shields, 25 engine 25 aux
    Defense 25 weapons 75 shields, 25 engines, 75 Aux
    Healer 25 weapons, 50 shields, 25 engines, 100 aux
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    The Voquv, or my least favorite carrier. Why? It's fat. I can't help it, it's fat. Fat and Slow, however it's still quite potent.

    This is an Engineer's ship, and only an engineer's tacs get nothing in terms of benefits for flying this, and it's far too slow for scis to use. Even with aux to damp.

    As such it should be focusing on it's healing prowess and spam potential. I like these as shield healers doff wise, as it can either make your already TRIBBLE shield tanking even more so, or make someone elses tanking TRIBBLE.

    Power Levels : 90 Weapons 60 Shields, 25 engine, 25 aux.
    #2, 25 Weapons, 60 Shields, 25 engines, 90 Aux. With EPTS 3 up you'll only be 4 under the cap.


    Weapons, 5 Beams, 1 Chroniton mine launcher.
    Deflector, Borg
    Engine Borg
    Shield, Omega, or KHG. Just trust me, 4 friggin field generators + Omega shields is TRIBBLE. Even on a ship that has jack and TRIBBLE for a defense score. Especially with an engineer's host of self heals, let alone the extra shenanigans I listed for boffs.

    Consoles:
    2 SIF Generators, 1x Ablative or Neutronium
    4 Field Generators
    1 Borg, 1 Energy.

    Boffs,
    Cmdr Sci: TBR3, PSW3, or Photonic Officer 3, Sci Team 3, Transfer shield Strength 2, Hazard Emitters 1
    Lt Cmdr Eng, EPTS3, ASIF1, EPTS1 Alternate : EPTS3, Extend Shields 1, EPTS1 if you have the alternate doff arrangement listed below, EPTA1, Extend 1/ASIF1, EPTS3
    LT Cmdr Tac Tac Team, FAW2, Attack Pattern Beta 2 or FAW3
    Lt Science, Transfer Shield Strength 1, Hazard Emitters 2

    Doffs, Development Lab Scientists preferably 2 purples, 2 Shield Distribution officers, (2 blue or better), Hazard System Officer.
    Alternate Doffs, 2 purple Dev Lap scientists, 2 Damage Control doffs. (purple), 1x Shield Distribution


    Hangars: Siphon drones, 2, 2 tachyon drones. 2 of the hull repair drones, or 2 bop hangars.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Hey Guys,
    Wanted to get your thoughts on my carrier build.
    Thanks!

    Atrox Carrier

    Weapons/Equip:
    4 Spiral Wave Disruptor beam arrays:p, 2 Disruptor beam arrays

    Maco Deflector, Borg Engine, Maco Shield

    Consoles:
    Eng - SIF, 2x Neutronium
    Sci - Borg, Shield Emmiter, Particle Generator, Rule 62 console (gives +11% damage to PSW/TBR)
    Tac - 2x Disruptor

    BOFF
    Tac TT, FAW2
    Sci TSS1, ST2, FBP2
    Sci HE1, TSS2, TBR2, PSW3
    Eng EPTS1, EPTS2, ASIF2

    DOFF (all purple)
    1x Shield Dist
    1x Warp Core
    2x Development Lab Scientist
    1x Photonic Studies Scientist
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Get something with some Accuracy for weapons :)
    Deflector hm.. I'd go Borg Deflector so you can live longer and get more defensive skill ranks. Engine, and shield are fine.

    I'd consider changing out your consoles for an Ablative and a Diburnium hull. Or Tetraburnium and Diburnium. Also consider taking 2x SIF Generators, and a Diburnium armor... this will greatly increase your healing potential over the length of a match. Which if you're healin, you get focused less cause your team mates will be livin longer.

    sci, needs 3x Field Generators (the ones that add to your shield totals) Rule 62,

    Tac consoles, I'd move the borg down here.. honestly you aren't going to be doing mega
    dps anyway.

    Boffs look like solid choices to me. Other than I'd change FBP2 to ST3

    I'd ditch the Photonic Studies doff or put him to the side for a second Shield Distrib. Doff.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    *trips and falls* oops. I didn't see where I was going...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I can't seem to land on something I like for my science toon... Here's a D'Kora build I have been messing with.

    Weapons/Equip:
    3 Tetryon single cannons, 1 Quantom torpedo, 4 tetryon turrets

    Borg deflector, Borg Engine, Maco Shield

    Consoles:
    Eng - SIF, Ablative, Tetraburnium
    Sci - Borg, Battle Module 3000 (D'Kora battle mode) , Rule 62 console (gives +11% damage to PSW/TBR)
    Tac - 3x Tetryon

    BOFF
    Tac HYT1, CRF1, CRF2
    Tac HYT1,
    Eng EPTE1, RSP1, ES2, A2SIF3
    Sci HE1, ST2
    Eng EPTS1, EPTS2

    DOFF (all purple)
    2x Shield Dist
    1x Warp Core
    2x Development Lab Scientist
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Mavairo wrote:
    And now onto the Karfi that I've been promising for forever it seems.

    A brief word on my favorite or least hated carrier.
    This is a Tactical or Sci Officer's ship. The LT Cmdr slot compliments those two classes nicely. For Tacs this gives you access to BO3, 2 and say... Tac Team. For Sci this gives you, Tac Team, FAW1 and 2.

    The Karfi, is a damage focused carrier in my book. It's not the best healer by any means, and it's kind of squishy. However you do have options to get some decent longevity out of this thing and I'll go over them as completely as I can.

    We are going to cover the Tac Karfi first.
    Weapons, The Karfi is just a hair too slow to go with a Dual Beam bank setup, so I recommend the usual standard 6 beam arrays, with one mine launcher in the aft. That mine launcher should of course be spitting out chronitons. Preferred Properties, AccX2 CrtH and or AccX3

    Deflector, Borg
    Engine, Borg
    Shield, KHG, or Borg.

    Power Settings, 100 to Weapons, 50 to Shields, 25 to everything else.
    Alternate #1, 100 to weapons, 30 to shields, 25 engines, 35 Aux.
    Alt #2, 50 Weapons, 25 shields, 25 engine, 100 aux
    alt #3, 25 weapons, 100 shields, 25 engines, 50 aux

    Devices, Shield Battery, Aux Battery, Subspace Field Modulator.
    Cmdr slot,
    Viral Matrix 3, this skill provides a 10 second shut down to multiple subsystems and is one of the few good sci powers left in the game. Transfer Shield Strength 3, Hazard Emitters 2, Tractor Beam
    Lt Cmdr, Tac Team, Beam Overload 2, Beam Overload 3.
    Lt Tac, Tac Team 1, Dispersal pattern Alpha 1 why alpha and not beta? More mine clusters, means they will seek 2 targets to TRIBBLE on instead of one.
    Ens Sci, Polarize Hull 1 you need this.. both as a hull resist, and as a way to break tractors.
    Lt Engineer, Emergency Power to Shields 1 and 2.

    Hangars, for full on TRIBBLE Move status, go with the double siphon pods. You'll be the life of every party. If you want to just go for raw murderous potential Advanced Skulls. They give you free torp strikes vs nekkid hull and as a tac you'll get plenty of those opps with BO2 and 3 slamming home every chance you get.

    This layout is fairly standardized and capable of giving good non aux dependent shut downs, and decent shield tanking potential, with a nice hull heal thrown in to ice the cake.

    Abit more of a risky but possibly higher payoff version of this ship before I move to the sci.
    Cmdr, Photonic Shockwave 3, or Tractor Beam Repulsors 3. Why? with full tac buffs applying to these powers you can be absolutely Murderous. Can we say routine 22k strikes with PSW3 vs a non shield facing target? Or a stream of 10 -20k crits from TBR3 when TBR3 starts rolling crits? Both are also good for disrupting healing cycles as PSW knocks off extend shields, and TBR can potentially push either your target, or the healer out of reach... so you and your bop buddies can get all rapey, if you cooridinate and learn to aim your TBR3s.
    If running PSW3, TBR2.. while TBR2s damage isn't as substantial as TBR3s, it's still good for pushin and spam clearing, Transfer Shield Strength 2, and Hazard one fill out the sci slots here. The rest of the boffs are unchanged.

    Sci, Karfis, are more healing and control focused than their murderous tac counter parts. Here's the sci karfi I've found works best.

    Weapons, 6 beams, and 1 chroniton torp launcher
    Deflector Engines and Shield see above.

    Power settings same as the tac

    Boffs,
    Cmdr, Viral Matrix 3, Photonic Officer 3, or PSW3, Sci Team 3, Transfer Shield Strength 2, Hazard 1
    Lt Cmdr, Tac Team, FAW2, FAW3 (that's Fire At will for those of you that don't know that yet)
    Lt Tac, Torp Spread 1 and 2. Alt loadout, Torpspread1, Attack Pattern Beta1/Delta1
    Lt Eng, EPTS1 and 2
    Ens Sci, Tractor beam.

    Hangars, Siphon Pods or Frigates.

    Doffs, the Sci Team cool down reduction doffs. Get your ST3s as close to global as possible, Brace For Impact (shield distribution) doffs, and then a Warp Core Engineer.

    The Sci Karfi is more reliant on debuffs, as by nature sci captains lack the necessary burst buffing powers to make the relatively few tac slots worth it. (as again the Karfi is just a hair too slow for Cannon and DBB use.) It can also provide abit more healing to it's team mates as the sci captain has access to dampening field -and- sci fleet to help keep himself alive during focus periods, as well as team mates. (these also buff your pets by the way) As a controller a Sci Karfi is absolutely obnoxious to play against when handled well. Hair pulling Obnoxious and to make it worse, it can often full heal it's allies shields making the small inroads against their enemies for nothing.

    Consoles I saved to the end as they are identical for both ships.
    1 Ablative armor, 1 Borg
    3 Field Generators, and 1 particle generator, or 3 Particle Generators 1 Field generator
    3 Energy Consoles.

    I messed around w/this for a bit. Granted I used/abused some things.

    For consoles, I used 2x turnrate boosts in eng; immunity console, borg console, plas leech console, sub jump console in the sci, AP consoles in tac.

    For Boffs I used GW2(didn't bother to have anyone upgrade it), TB3, TB1, HE2. APO1, CRF1, Tac Team 1, 2xRSP, etps/eng team (can't remember the engineering other then 2xrsp).

    For pets Adv Frigs (trics/cronts, ace beam). Only 4 pets out @ a time. But, it's HY trics et al.

    The between APO/APA/Evasives/Eng Batt and consoles turning is ok. The RSPs/Immunity consoles mean GDF hurts and you can run low hull for around 20 secs. 2 RSPs w/BFI roughly means you'll have strong shield regens every 30 sec. The Ace Beams from pets help reduce incoming damage, trics stun if nothing else (they may team kill not sure), cronts slow.

    Then there's the 4DHCs&Turrets making it a decent cruiser buster. I've seen funny things w/Feds too close @ start of match when GW kicks in and trics land.

    If you really want to feel dirty use phasers ...

    Edit: Forgot to mention the Immunity, Jump, GDF, APO/APA/Eng Batt Evasives, Ramming Speed lolz
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Clintsat wrote:
    I can't seem to land on something I like for my science toon... Here's a D'Kora build I have been messing with.

    Weapons/Equip:
    3 Tetryon single cannons, 1 Quantom torpedo, 4 tetryon turrets

    Borg deflector, Borg Engine, Maco Shield

    Consoles:
    Eng - SIF, Ablative, Tetraburnium
    Sci - Borg, Battle Module 3000 (D'Kora battle mode) , Rule 62 console (gives +11% damage to PSW/TBR)
    Tac - 3x Tetryon

    BOFF
    Tac HYT1, CRF1, CRF2
    Tac HYT1,
    Eng EPTE1, RSP1, ES2, A2SIF3
    Sci HE1, ST2
    Eng EPTS1, EPTS2

    DOFF (all purple)
    2x Shield Dist
    1x Warp Core
    2x Development Lab Scientist

    I'd dtiche the Rule 62 for a Field Generator, that alone is going to give you quite abit more durability. (and since you aren't using TBR and PSW it will take care of a nearly useless console for you too), remove the SIF generator, put the Borg console in it's place, and with the freed up sci slot put in a second Field generator.

    Tell me what you think after doing that :) I would also consider ditching one of your HYTs for a tac team, put a Dual beam bank upfront, in place ofyour torp, and put BO1 in your second HYT's place.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I'll test it out. The Rule 62 console boosts kinetic by 11% and has some eps and adds to flow capacitors so I thought it might help with the torps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Well how did that go for you?
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