the negvar's native weapons energy is high enough not to need EPtW1 if skilled right, i just end up using 2x EPtA1 and EPtS1&2. otherwise that's exactly what my kdf engineer runs, its just so very good at what it does, it can jump from good damage over time dealer to maxed out aux based healer in about 2 seconds.
your absolutely right about its inertia in that post though, the ships such a heavy pig coupled with a good turn rate that it always power slides way past were i want it to be, fly's completely different then a fed cruiser. i always try to powerslide circles around odysseys, hopefully they will get jealous of such tunable ships and stop flying those damn things.
I might have to add something to those people flying KDF cruisers: Aux to Dampeners is awesome to use. I currently have two Aux to Dampeners 1 on my Vorcha Battle Cruiser (not the refit or Retrofit) and it can turn like an unmodified Bird of Prey....if it put on some weight. But due to the lower inertia, i tend to do a bit of Sliding with the cruiser.
I currently have 1 Photon, 2 Disrupter Beam Array's, and a Disrupter Dual Beam Bank in the front and 2 Beam Arrays and a Photon in the back. I'm thinking of putting Cannons on it or more Dual Beam Banks to take advatage of my higher turn rating with Aux to Dampeners
I think I'm beginning to like the Vorcha....even more than I like the Negh'var. I'm even considering switching my plans over to flying the Vorcha Retrofit once I get to Level 40.
Mav, do you have any builds for the Odessey or the Bortas yet so people can stop running those Rainbow ships?
I'll see what I can come up with for them. I had a brief mention of one earlier since horizon had a pretty good one.
But I'll make one for that one. I have the orion cruiser (seriously how is that -not- a gorn ship? It's OBVIOUS ugh) left to do, and after that.... I actually I think after that ship all I have left are the oddys and bortas.
I've seen way too many Failboats out there flying Oddys... so yeah. Post incoming this weekend...probably, barring any catastrophes.
First off, the Sci Oddy is hands down the best one. Use it if you have the choice between them all and ditch the rest. Yes Sensor An. is really that good with 8 beams. Public Service Announcement Tac Captains put down the Oddy... go get an Excelsior, or AC... the Oddy is too fat and too slow for you.
Secondly, the Oddy is in my opinion an Engineer's or sci's ship. It's too fat and slow even with aux to ID going for anything else. FAAAT is the operating phrase with this ship. For several reasons, one it has a really poor turn rate, and Inertia score. Secondly, the model of the ship itself is HUGE. It dwarfs the Assault Cruiser, and nearly every other cruiser in terms of size, which changes the physical distance required for it to make a turn, without factoring in it's Inertia. (hooray for cryptic not thinking things through right?)
The first thing we should discuss is which Oddy is right for you? The answer is of course the Science Cruiser. No other ship has Sen An and 4 sci console slots. This makes it by far hands down the best Oddy in the game.
Now let's talk turn rate. It's garbage. Don't bother using any powers that involve moving your ship, because it's just setting yourself and your team mates for an epic fail. Warp Plasma is a No No on this ship. DO NOT USE IT. We'll get to the Controller variant later. And it doesn't use Plas. Or Gravity Well. Or Tykens.... because you need to be able to Turn to use them.
Infact the slower your ship the worse of an idea facing related, or movement related abilities are.
So what do you use?
Here's a staple healer Oddy.
Cmdr, EPTS1, EPTS2, Eng Team 3, Extend Shields 3
Lt Cmdr, Sci. Transfer Shield Strength1, Hazard Emitters 2, Transfer Shield Strength 3.
Alternate heal, TSS1, Sci Team 2, Transfer Shield Strength 3.
LT Tac, Tac Team (when pugging if your team seems competent switch out tac team for target engine 1), FAW2.
Ens Uni. Sci Polarize Hull. Tac uni, FAW1, and change the Lt tac slot to Attack Pattern Delta. Engi, Emergency power to Auxiliary 1. (I actually really like this one)
Shields, Maco or Borg.
Engine, Borg or Omega
Deflector, Borg or Omega.
Doffs, 2 blue (or even better purple!) Maintaince Engineers, Warp Core engi, 2 shield distribution officers of blue quality.
Consoles, 2 SIF Generators, 2 Armors, I prefer Ablative and Neutronium combo
Sci, Shield emitters consoles. 3 and a field generator.
Power levels, 100 to guns, 50 to shields, 25 engine, 25 aux.
Throw the crack on yourself (EPS power transfer) and use EPTA1 and you'll have almost max power across the board.
Controller Oddy.
Cmdr,
EPTS1, EPTS2, Eng Team 3, Extend Shields 3
Lt Cmdr uni Sci.
Transfer Shield Strength1, Hazard Emitters2, Charged Particle Burst 2 or Photonic Shockwave. Why? Grav well in addition to sucking, is not really usable on this barge. TBR would be useful if it weren't for even gold speccing in ID making you virtually immune to the repel it like PSW is going to get a nerf to it's dps output soon. So it's down to the two most useful sci skills... and the latter of the pair is going to get a huge nerf soon. So yeah CPB2 if you want control.
Ens uni. Emergency power to Aux1.
Lt Tac, Tac Team, Faw2.
Shields, Borg,
Deflector, Borg
Engine Borg
Consoles, 2 SIF Generators, 2 Armors.
Field Generator, Borg, and Particle generator consoles.
Power levels, same as above for Engineer. Sci captains, 75 weapons, 50 shields, 25 engine, 75 aux.
i think i'll throw my 2 cents in on these flagships too, in the terms of using them as tactically as possible. first off all they are not created equal. the devs thought they were creating 2 different but balanced with each other ships, each being the embodiment of the factions ideal and strengths. the result is 1 ship that is devastatingly effective no mater what version you use or how you use it, the other is a star cruiser with less tactical capability, a worse turn rate, but a bit more hitpoints.
the bortas in any form and with any station configuration is going to deal more base damage then any other cruiser. it very tempting to set this ship up as tactically as possible with a tactical captain, its even viable in my experience. with the free version having the ideal engineering ensign, you can run this ship very tactically and still have all the basic survivability a cruiser needs, with out spending $50. i would suggest 2xEPtS1, RSP1, ET3, and A2S3 with HE1 and TSS2. with all the innate bonus energy to weapons, you don't need to worry about chaining EPtW1, one of the biggest things that separates the 2 flagships. it literally makes 1 completely viable as a battleship and makes the other a complete non starter.
running 8 beams is nearly the only viable thing to do, but with the potential 5 tactical stations is very tempting to try single cannons or all turrets. with 8 beams get 2 or 3 con officer doffs so you can have 1 copy of TT1 running at global cooldown. that's what every single person should do first thing no mater what you fly. 2 copies of APB1, and FAW1 and 3. this is withering damage potential for everyone around you, these skills backed by tactical captain buffs are extreamly hard for anyone to survive for long. its basically lolFAWscort damage from a much heartier source.
this is extreamly fun to kirk around in, has adequate survivability, and far above average cruiser damage potential. not gonna claim its something you should take to a premade though.
if you gave the bortas a LTC engineering station you could basically run it like a negvar or vorcha that again just deals more damage. chaining EPtA1 and EPtS2 allows you to go from 125 weapons energy (naturally) to 125 aux at the press of a preset button. going from dealing mad damage to mad healing in ways the feds can only dream of.
the only odyssey that has the slightest chance of pulling off half the tactical brilliance of a bortas is the tactical version, or the sci version with SA without even trying, but im just going to continue to ignore SA exists on these damn things and so should you.
with the free version, and the non tactical versions, you cant use the LTC station for tactical, it doesn't work. you don't have enough tactical consoles to ever deal the kind of damage over time that will outpace some one chaining EPtS and an occasional TSS. you also don't have enough weapon energy natively to attack with, at all. you would have to use 2 of your 4 to 5 engineering stations to change that, and have about as much survivability as an escort sitting still, less maybe.
the tactical odyssey can basically be set up like the bortas is detailed above, but it wont deal damage as good, and wont be as an effective a team member as the equivalent bortas. the excelsior or assault cruiser are just better at the whole tactical thing, a ship with just 8 beam arrays really does not need 5 tactical stations. 3 is basically ideal, and you get MUCH more survivability and team supporting ability which is the point of you being there. if i could change 1 thing about my above bortas, it would be changing the LT tactical station into a engineering station, then i'd proboly use the ensign station for science.
no amount of tactical station powers are going to make up for your lack of weapons energy, and you cant make up the difference with 2 or 3 weapons energy consoles anymore. you are better off tactically to use your LTC station for engineering, at least then you can chain EPtS and EPtW, and run an ES or EWP on top of the usual RSP1, ET3 and A2S3. you know act like a cruiser, which your flying, dealing your minor pressure damage and keeping your team healthy, instead of trying to be kirk.
the odyssey could be interesting with a LTC sci station, but not on the free version, you need the ensign for engineering to chain EPtS1, 20% of survivability in pvp is from this. lets see another 15% comes from TT, 20% if you have the conn doffs, 40% comes from hitting the distribute all button every 3 seconds, and the last 25% comes from passive things like a combination of your defense score, energy level based shield resistance and hull resistance. maximize all those things the best you can and you will survive for more then 5 seconds in a match.
anyway, if you go the LTC science route, which i have never bother trying so this is basically theoretical, i could see a low weapons energy/ high aux setup that does nothing but support as hard as it can. maybe with all turrets or beams that are just trying to deal glider damage or phaser procs, not trying to deal actual damage. equipping a doff cooldown reduced science team and 2 copies of HE and TTS with ES2 and A2S3 offers enormous healing potential.
or listen to mav, he would know better about the LTC science route then me.
I never decided to use the Bortas on my first Klingon character (the only one who got the free version) because I loved my Escort way too much and I didn't want to retrain my officers to station a cruiser, then retrain them again to get back into my Raptor.
I never decided to use the Bortas on my first Klingon character (the only one who got the free version) because I loved my Escort way too much and I didn't want to retrain my officers to station a cruiser, then retrain them again to get back into my Raptor.
that's the problem im having right now lol, might just have to make a new kdf tac so i can fly a raptor again, or maybe go all nausican, when i can afford it
that's the problem im having right now lol, might just have to make a new kdf tac so i can fly a raptor again, or maybe go all nausican, when i can afford it
Well for 200 CC's, I could get two more bridge officer slots for new tactical officers for my Bortas and keep the ones I already have to fly my Raptor. If I get more officer slots, I can get some more engineers for the Bortas as well.
Equal in shields, and hull to fed cruisers, but with a far superior turn rate. However, it has among the worst Inertia scores in the game at a meager 25. But Mav how much difference does 5 Inertia really make? Oh god. If you thought your Assault Cruiser was a pig you ain't seen nothing yet, the Negvhar's Inertia is -so- bad compared to it's turn rate that you will often lose a hefty portion of your defense score during aerial maneuvers when you are really trying to crank it. I'm not kidding. All of the Neghvar builds covered here, assume the klink team doesn't want any non cloakers.
At the bolded part, can you explain what you mean in detail?
Mav, I've got a question about a part of your guide dealing with the Negh'var:
At the bolded part, can you explain what you mean in detail?
oh hes just talking about the non klingon ships on the kdf side that don't have cloaks. it kind of hard for your whole team to sneak into position if you got 1 non cloaking ship on your team flying around.
oh hes just talking about the non klingon ships on the kdf side that don't have cloaks. it kind of hard for your whole team to sneak into position if you got 1 non cloaking ship on your team flying around.
Unless that one ship with no cloak is a super tank being used as bait.
oh hes just talking about the non klingon ships on the kdf side that don't have cloaks. it kind of hard for your whole team to sneak into position if you got 1 non cloaking ship on your team flying around.
The Ody seems to be great if you use the sci version with the saucer sep console.
But the Bortas is problematical. It just turns too poorly to use any restricted arc forward weapons, even DBB. And it has no useful console.
If you run 2 copies of Aux2Dampeners, it almost gets there, but still turns like a pig. And you've burned 2 BO abilities.
Meanwhile, I can put the same basic build in a Vorcha and do more total damage, because I can turn like a champ and keep my weapons on target.
The Ody seems to be great if you use the sci version with the saucer sep console.
But the Bortas is problematical. It just turns too poorly to use any restricted arc forward weapons, even DBB. And it has no useful console.
If you run 2 copies of Aux2Dampeners, it almost gets there, but still turns like a pig. And you've burned 2 BO abilities.
Meanwhile, I can put the same basic build in a Vorcha and do more total damage, because I can turn like a champ and keep my weapons on target.
The vorcha is an excellent cruiser. My kdf engi alternates between it and the negh'var.
I'd like to suggest a link / links in the first post of this thread that take people directly to ship-specific posts.
Will do. /10 char
Done. Or I would but I'm such a windbag I maxed out the character limit in my Original Post
EDITOR's NOTE. Someone in the thread suggest I start posting build links and Advice.
thanks for adding my ramblings to the list! someone needs to think of the poor galaxy R loyalists, those that fly it because they love the ship need build advice too, to make it as useful as it can be. if i can prevent one more 1 shot failboat from being built out of it i'll be happy lol.
oh and my odyssey suggestions were more like bortas praise, odyssey reality check
might want to put a link in the op of your compilation post so its easy to find all this centralized info
good selection of powers, basically what my negvar runs. you do want to make sure you weapons energy is maxed to 125 at all times though. make a preset to swap to when you use eps power transfer to be as maxed out as possible. also another preset for maximum aux, minimal weapons. and a preset for max engine power in case you need to run.
in your standard operating power preset with max weapons energy, make sure your engine power is high enough to get your defense score to about 60, which it might be when just set to 25, its got a bonus 10 power to engines built in. any power to engines beyond that is a waist. those EPS consoles are basically worthless to you, go get the borg set console and slot it in its place and your basically fine till you hit level cap and upgrade the quality of your consoles and weapons.
this is truly a 'How to build a Cruiser that is actually worth something' success story, i hope others can learn as much and create as competent of builds as cliftona91 here.
Thank you, I used this build in one of this character's first STF missions (mind you, most of his weapons aren't even uncommons) and thanks to the heightened auxillary power and constant chaining of EPTS and EPTA, I was able to take the brunt of the punishment that the Cubes or Raptors could attempt to inflict on me. The only reason I blew up once in that mission was because I ran out of hull heals (they were all on cool down, even my last resort Miracle Worker power.)
On another note, I am going to ge the Borg Engines, the Borg Deflector DIsh, and the Borg Console because they give bonuses to Hull Repair (and the automated Hull Healing is a life saver, haven't had the automated Shield Regen happen yet, but it should help out as well).
Been working on getting the rhythm back with my main engineer/cruiser, been doing alot of the awesome tips that were already running wild in this thread. I've come to a point with this build/ship setup. I've platueaed if you will and no amount of head scratching has given me ideas.
So heres it is, in all its glory:
Excelsior Cruiser:
Fore:
Disruptor BA MK XI [Acc] x2 [CrtD]
Disruptor BA MK XI [CrtD]x3
Disruptor BA MK XI [Acc]x3
Disruotor BA MK XI [Acc]x2 [Dmg]
Aft:
Disruptor BA MK XI [Acc]x3
Disruotor BA MK XI [Acc]x2 [Dmg]
Disruotor BA MK XI [Acc]x2 [Dmg]
Tricobalt Mine Launcher Mk XI [CrtH]x2
Borg Deflector, Borg Engines, Covariant Shield MK X [Cap]x3 or MACO MK XII
Sif Generator MK XI (Blue), Borg Console, Neotronium Ally MK XI (blue)x2
Field Generator x2
Disruptor Induction Coil Mk XI (blue) x3
Weapon, Engine, Aux Batteries + Subspace Field Modulator
I'd ditch Target Shields 3, for either BO3, FAW3, or APB2.
If you go with APB2, change out APB1 for, BO2. (Actually I like this better than using BO3 since BO2 hits much more frequently)
Target Shields 3 is really kind of a TRIBBLE skill at the moment (Target shields 1 is okay on the off chance you get that lucky disable), as it's drain is gimped, and that's not factoring in the probability of your target having power insulators. It only drains like 56 now or so. That's not enough to down shields with.
I'd ditch both EPTWs since you are an engineer, for 1 EPTA1, and and EPTS1. I would change out your second EPTS2, for an Eng Team 2 so your healing will be much stronger. I would then change your doffs so that you have only 2 shield distribution officers, change out the battery booster, and then with your two free slots, try to get 2 blue maintaince engineers, so you can drop your ET1, for a second EPTA1
I would also consider dropping one Neutronium armor, for a second SIF generator (since you don't have ET3 you will want 2s heals as strong as possible), or possibly change out your Neutronium for an Ablative armor. (since everyone runs phaser, disruptor, or tetryon anyway)
Neat build! If you don't mind some suggestions from a somewhat noob cruiser guy, here's what I would recommend.
Drop the engine battery. I've never understood or liked trying to chase a fella down when i'm flying a cruiser. swap in a shield batt to deal with the occasional phaser proc and to help boost shield power when you're running a lot of power in weapons or aux. The rest of your consoles seem OK though I would agree with Mav, Get more armor specifically ablative but the general neutronium will do.
Ditch the mine launcher. Between faw and the weakness of mines. I just don't see the point of them in a match unless you're in a premade and everyone is spamming them. (Note: DON'T do that. It's lame) Throw another beam array there.
You've been playing long enough to know the benefits of phasers. I'd personally take those over disruptors but if you know what you're dealing with and are ok with it, then stick with them.
I would consider replacing the CritD *3 beam array with one with accuracy or preferably a Dual Beam Bank with Accuracy. I'd suggest the DBB simply because the excelsior is maneuverable enough that you can certainly line it up on most other cruisers/carriers in the game as well as some sci ships and even the occasional escort.
The other reason I recommend the DBB is that I'd agree with Mav, ditch the Target Shields 3. It's a fine power for pve but similar to what Mav said. It's fairly weak in pvp now a days since folks tend to put a high amount of power in both shields and weapons. If you replace that power with BO3 couple it with attack pattern beta you can bring that dual beam bank around and bring the pain to a fella. I used to run a similar setup on my own Excelsior and when Kahless was with me I could even one shot a fella with a good shot/lucky crit.
The downside to this strategy of playing to the Excelsiors maneuverability is that you lose the broadside obviously which in the long run hurts the dps your pounding out. Honestly, it's a fair counterargument one that's hard to argue. But if you just want to broadside stuff you might as well fly the Odd or its lesser cousins the AC and SC. Personally if you're going to fly the excelsior, you should utilize its maneuverability and at least have one DBB up front in my opinion.
In terms of your ltcmdr TAC station you've got several options. For survivability, I used to love doing TT1, Faw2 and APDII. The neat thing about delta is that not only will it help protect you but you can throw it as well which helps make up for Excelsiors less than optimal healing stations. For damage, I like a combo of TT1 APB1 and BO3 or Faw3. See the arguments above to pick which one works best for you.
For your sci slot, i'm of two minds. the layout you have is fine so long as you don't have to worry about being subnuked or scrambled. However, given how common both abilities seem in today's matches between sciscorts, AMS, subnuke doffs (really, cryptic) and what have ya. I try and always have at least a sci team 1 on my boats.
I would run either your existing combo or one a st1 and HE2 combo. Some might say St1 and Tss2 and I wouldn't disagree that's a good combo. However, HE is sort of a required ability as well in my opinion since once needs to be able to clear warp plasma, theta and the occasional harpeng.
In terms of the rest of your layout i'm of two minds.
Plan A:
In your Cmdr Engineering station, i'm going to disagree/agree with Mav a bit. I agree ditch the epw and go for epa. Keep the emergency power to shield2 where it is and swap Aux2sif2 for Extend shields2 and put Aux2sif3 where the extends was.
Yes, I know extends is a great heal, that's why you're keeping the ltcmdr version of it. The problem with extends is that it does nothing to heal yourself. Aux2sif3 can be cast on yourself and on a buddy. More importantly, if you pug a lot, as I do, and I suspect you do, you won't have to see your extends go to waste on fools who evasive 12k from you in a foolish attempt to run. In addition since the excelsior lacks another ltcmdr engineering slot, its beneficial to have a good self heal.
In the lt. engineering slot, get EPS1 and RSP1. You're basically giving up a slightly higher eps for an oh TRIBBLE button. It's a worthwhile change. RSP1 will save your life.
The ensign slot is a fine place to throw engineering team. Alternatively, you can put emergency power to weapons 1 there. If you sync using EPW1 with APB1 and BO3 you can, on occassion make glorious things happen.
Plan B:
As an alternative to that layout, you can also try mounting epa, rsp1, eps3, and Aux2sif3. I'll probably take some flak for this but as I've stated earlier in the thread, I've never been sold on the benefits of slotting an Et3 for yourself or for healing purposes. Sending a fella 10k hull pts doesn't do much good if he's got no shields. While EPS3 isn't a huge jump in damage resistance from the tier 2 version, it's nothing to laugh at either and on a boat which lacks another higher tier engineering power that ability makes a bit of sense. This is actually the combo I used most of the time on my old excelsior and it worked fairly well though I did go back and forth on whether or not to use extend shields 3 over Aux2sif3. I suspect you will as well.
In the lt slot, put emergency power to shields1 and extend shields 1 or alternatively aux2sif1. Yes, in either scenario you're taking a pretty weak version of an awesome heal which would seem to be against the grain of what this thread says a cruiser should be about. Fair enough. But as stated by Mav and by myself on occassion the excelsior isn't really geared to being a healboat cruiser. If you really want to bring the best heals for a team or pug, bring the Odd or if you're cheap the AC or SC. Don't get me wrong, the excelsior can put up impressive heal numbers. Running this exact build I would often times come up as top healer in a pug arena or cap and hold while also doing OK to good damage numbers.
In the ensign engineer slot throw an engineer team 1.
Honestly the target shields 3 is there because of the 40 percent. Chance of proccing to drop a while facing if not the whole system.
On my 3rd engineer in an excell I am running the tt,bo2, apb2 setup to great effect, admittedly with standard aniprton beams, I'll have to post my toon build as well me thinks
Am chewing recommendations, will be trying to slot things in..test. Rinse. Repeat.
I have a Science in a Galor and really enjoy it. I've gotten a bit tired of the STFs and have tried to move a bit into PVP. I was hoping the group could take a look at my build and give me some pointers... I've gone back and forth between 8 beams and this 4dbb build and I'm not sure which one I like better... Also thought about going all cannons.
Galor
Omega Deflector, Omega Shields, Borg Engine
Consoles, RCS, SIF, SIF, Neutronium.
Sci Field Emitter, Borg
Tac. Tetryon consoles.
Armament, 4 DBB 4 Turrets. - all tetryon
Cmder Eng, A2SIF3 , ET3, EPTS2, EPTW1.
Lt Cmdr Tac, BO3, FAW2, Tac Team
Lt Eng, EPTS2, EPTW1
Ens Sci, HE1
Lt Sci. Transfer Shield Strength1, Transfer Shield Strength2
Doffs: 2 that reduce engineering team cooldown, 2 Shield distribution, 1 doff with the +energy %chance on EPTX
I have a Science in a Galor and really enjoy it. I've gotten a bit tired of the STFs and have tried to move a bit into PVP. I was hoping the group could take a look at my build and give me some pointers... I've gone back and forth between 8 beams and this 4dbb build and I'm not sure which one I like better... Also thought about going all cannons.
Galor
Omega Deflector, Omega Shields, Borg Engine
Consoles, RCS, SIF, SIF, Neutronium.
Sci Field Emitter, Borg
Tac. Tetryon consoles.
Armament, 4 DBB 4 Turrets. - all tetryon
Cmder Eng, A2SIF3 , ET3, EPTS2, EPTW1.
Lt Cmdr Tac, BO3, FAW2, Tac Team
Lt Eng, EPTS2, EPTW1
Ens Sci, HE1
Lt Sci. Transfer Shield Strength1, Transfer Shield Strength2
Doffs: 2 that reduce engineering team cooldown, 2 Shield distribution, 1 doff with the +energy %chance on EPTX
What I would do/try (keep in mind though I'm not the best cruiser source - but it's worth at least a try) is this:
Use maco shield(I assume you're fed)
Use omega def and engine and Try some flow capacitor consoles
OR use 3 piece Borg for the shield and hull procs
Keep tetryons
Max in flow capacitors so tet glider from 2 pc omega has better drain
Use only 1 ddb for bo3 and the rest beams
Have a replacement boff with faw3 to replace your bo3 and see if you like it.
Replace sif with Borg
If you're puging, and I think you'll almost always will, use eps3 instead of et3 and replace eps2 with rsp1. This gives you an instant shield while under heavy fire plus better shield heal and resistance in case of eps3.
If you go with all beams, ditch rcs and use either another neutronium or an energy type console - probably a disrupter one since almost all klinks use disrupters in pvp.
I don't think the omega shield has much to gain from the 18% shield console, I would use maco and maybe no 18% shield at all, use 2 flow cap consoles for tet glider and see if you like it.
There is no "best" configuration, you have to keep trying various builds and stick with the one you like. Im not saying what i say is the best build, i just wanted to give you another idea For you to try. Also, since galor I think is almost identical to excelsior, follow some advices in this thread for excelsior. I would advise for using the galor phaser disrupter beams, they are decently good with the acc x2 mod and phaser procs.
Comments
the negvar's native weapons energy is high enough not to need EPtW1 if skilled right, i just end up using 2x EPtA1 and EPtS1&2. otherwise that's exactly what my kdf engineer runs, its just so very good at what it does, it can jump from good damage over time dealer to maxed out aux based healer in about 2 seconds.
your absolutely right about its inertia in that post though, the ships such a heavy pig coupled with a good turn rate that it always power slides way past were i want it to be, fly's completely different then a fed cruiser. i always try to powerslide circles around odysseys, hopefully they will get jealous of such tunable ships and stop flying those damn things.
I currently have 1 Photon, 2 Disrupter Beam Array's, and a Disrupter Dual Beam Bank in the front and 2 Beam Arrays and a Photon in the back. I'm thinking of putting Cannons on it or more Dual Beam Banks to take advatage of my higher turn rating with Aux to Dampeners
I think I'm beginning to like the Vorcha....even more than I like the Negh'var. I'm even considering switching my plans over to flying the Vorcha Retrofit once I get to Level 40.
Mav, do you have any builds for the Odessey or the Bortas yet so people can stop running those Rainbow ships?
But I'll make one for that one. I have the orion cruiser (seriously how is that -not- a gorn ship? It's OBVIOUS ugh) left to do, and after that.... I actually I think after that ship all I have left are the oddys and bortas.
First off, the Sci Oddy is hands down the best one. Use it if you have the choice between them all and ditch the rest. Yes Sensor An. is really that good with 8 beams.
Public Service Announcement Tac Captains put down the Oddy... go get an Excelsior, or AC... the Oddy is too fat and too slow for you.
Secondly, the Oddy is in my opinion an Engineer's or sci's ship. It's too fat and slow even with aux to ID going for anything else. FAAAT is the operating phrase with this ship. For several reasons, one it has a really poor turn rate, and Inertia score. Secondly, the model of the ship itself is HUGE. It dwarfs the Assault Cruiser, and nearly every other cruiser in terms of size, which changes the physical distance required for it to make a turn, without factoring in it's Inertia. (hooray for cryptic not thinking things through right?)
The first thing we should discuss is which Oddy is right for you? The answer is of course the Science Cruiser. No other ship has Sen An and 4 sci console slots. This makes it by far hands down the best Oddy in the game.
Now let's talk turn rate. It's garbage. Don't bother using any powers that involve moving your ship, because it's just setting yourself and your team mates for an epic fail. Warp Plasma is a No No on this ship. DO NOT USE IT. We'll get to the Controller variant later. And it doesn't use Plas. Or Gravity Well. Or Tykens.... because you need to be able to Turn to use them.
Infact the slower your ship the worse of an idea facing related, or movement related abilities are.
So what do you use?
Here's a staple healer Oddy.
Cmdr, EPTS1, EPTS2, Eng Team 3, Extend Shields 3
Lt Cmdr, Sci. Transfer Shield Strength1, Hazard Emitters 2, Transfer Shield Strength 3.
Alternate heal, TSS1, Sci Team 2, Transfer Shield Strength 3.
LT Tac, Tac Team (when pugging if your team seems competent switch out tac team for target engine 1), FAW2.
Ens Uni. Sci Polarize Hull. Tac uni, FAW1, and change the Lt tac slot to Attack Pattern Delta. Engi, Emergency power to Auxiliary 1. (I actually really like this one)
Shields, Maco or Borg.
Engine, Borg or Omega
Deflector, Borg or Omega.
Doffs, 2 blue (or even better purple!) Maintaince Engineers, Warp Core engi, 2 shield distribution officers of blue quality.
Consoles, 2 SIF Generators, 2 Armors, I prefer Ablative and Neutronium combo
Sci, Shield emitters consoles. 3 and a field generator.
Power levels, 100 to guns, 50 to shields, 25 engine, 25 aux.
Throw the crack on yourself (EPS power transfer) and use EPTA1 and you'll have almost max power across the board.
Controller Oddy.
Cmdr,
EPTS1, EPTS2, Eng Team 3, Extend Shields 3
Lt Cmdr uni Sci.
Transfer Shield Strength1, Hazard Emitters2, Charged Particle Burst 2 or Photonic Shockwave. Why? Grav well in addition to sucking, is not really usable on this barge. TBR would be useful if it weren't for even gold speccing in ID making you virtually immune to the repel it like PSW is going to get a nerf to it's dps output soon. So it's down to the two most useful sci skills... and the latter of the pair is going to get a huge nerf soon. So yeah CPB2 if you want control.
Ens uni. Emergency power to Aux1.
Lt Tac, Tac Team, Faw2.
Shields, Borg,
Deflector, Borg
Engine Borg
Consoles, 2 SIF Generators, 2 Armors.
Field Generator, Borg, and Particle generator consoles.
Power levels, same as above for Engineer. Sci captains, 75 weapons, 50 shields, 25 engine, 75 aux.
the bortas in any form and with any station configuration is going to deal more base damage then any other cruiser. it very tempting to set this ship up as tactically as possible with a tactical captain, its even viable in my experience. with the free version having the ideal engineering ensign, you can run this ship very tactically and still have all the basic survivability a cruiser needs, with out spending $50. i would suggest 2xEPtS1, RSP1, ET3, and A2S3 with HE1 and TSS2. with all the innate bonus energy to weapons, you don't need to worry about chaining EPtW1, one of the biggest things that separates the 2 flagships. it literally makes 1 completely viable as a battleship and makes the other a complete non starter.
running 8 beams is nearly the only viable thing to do, but with the potential 5 tactical stations is very tempting to try single cannons or all turrets. with 8 beams get 2 or 3 con officer doffs so you can have 1 copy of TT1 running at global cooldown. that's what every single person should do first thing no mater what you fly. 2 copies of APB1, and FAW1 and 3. this is withering damage potential for everyone around you, these skills backed by tactical captain buffs are extreamly hard for anyone to survive for long. its basically lolFAWscort damage from a much heartier source.
this is extreamly fun to kirk around in, has adequate survivability, and far above average cruiser damage potential. not gonna claim its something you should take to a premade though.
if you gave the bortas a LTC engineering station you could basically run it like a negvar or vorcha that again just deals more damage. chaining EPtA1 and EPtS2 allows you to go from 125 weapons energy (naturally) to 125 aux at the press of a preset button. going from dealing mad damage to mad healing in ways the feds can only dream of.
the only odyssey that has the slightest chance of pulling off half the tactical brilliance of a bortas is the tactical version, or the sci version with SA without even trying, but im just going to continue to ignore SA exists on these damn things and so should you.
with the free version, and the non tactical versions, you cant use the LTC station for tactical, it doesn't work. you don't have enough tactical consoles to ever deal the kind of damage over time that will outpace some one chaining EPtS and an occasional TSS. you also don't have enough weapon energy natively to attack with, at all. you would have to use 2 of your 4 to 5 engineering stations to change that, and have about as much survivability as an escort sitting still, less maybe.
the tactical odyssey can basically be set up like the bortas is detailed above, but it wont deal damage as good, and wont be as an effective a team member as the equivalent bortas. the excelsior or assault cruiser are just better at the whole tactical thing, a ship with just 8 beam arrays really does not need 5 tactical stations. 3 is basically ideal, and you get MUCH more survivability and team supporting ability which is the point of you being there. if i could change 1 thing about my above bortas, it would be changing the LT tactical station into a engineering station, then i'd proboly use the ensign station for science.
no amount of tactical station powers are going to make up for your lack of weapons energy, and you cant make up the difference with 2 or 3 weapons energy consoles anymore. you are better off tactically to use your LTC station for engineering, at least then you can chain EPtS and EPtW, and run an ES or EWP on top of the usual RSP1, ET3 and A2S3. you know act like a cruiser, which your flying, dealing your minor pressure damage and keeping your team healthy, instead of trying to be kirk.
the odyssey could be interesting with a LTC sci station, but not on the free version, you need the ensign for engineering to chain EPtS1, 20% of survivability in pvp is from this. lets see another 15% comes from TT, 20% if you have the conn doffs, 40% comes from hitting the distribute all button every 3 seconds, and the last 25% comes from passive things like a combination of your defense score, energy level based shield resistance and hull resistance. maximize all those things the best you can and you will survive for more then 5 seconds in a match.
anyway, if you go the LTC science route, which i have never bother trying so this is basically theoretical, i could see a low weapons energy/ high aux setup that does nothing but support as hard as it can. maybe with all turrets or beams that are just trying to deal glider damage or phaser procs, not trying to deal actual damage. equipping a doff cooldown reduced science team and 2 copies of HE and TTS with ES2 and A2S3 offers enormous healing potential.
or listen to mav, he would know better about the LTC science route then me.
that's the problem im having right now lol, might just have to make a new kdf tac so i can fly a raptor again, or maybe go all nausican, when i can afford it
Well for 200 CC's, I could get two more bridge officer slots for new tactical officers for my Bortas and keep the ones I already have to fly my Raptor. If I get more officer slots, I can get some more engineers for the Bortas as well.
At the bolded part, can you explain what you mean in detail?
oh hes just talking about the non klingon ships on the kdf side that don't have cloaks. it kind of hard for your whole team to sneak into position if you got 1 non cloaking ship on your team flying around.
Unless that one ship with no cloak is a super tank being used as bait.
Yep nailed it in one
But the Bortas is problematical. It just turns too poorly to use any restricted arc forward weapons, even DBB. And it has no useful console.
If you run 2 copies of Aux2Dampeners, it almost gets there, but still turns like a pig. And you've burned 2 BO abilities.
Meanwhile, I can put the same basic build in a Vorcha and do more total damage, because I can turn like a champ and keep my weapons on target.
The vorcha is an excellent cruiser. My kdf engi alternates between it and the negh'var.
Will do. /10 char
Done. Or I would but I'm such a windbag I maxed out the character limit in my Original Post
EDITOR's NOTE. Someone in the thread suggest I start posting build links and Advice.
http://www.stoacademy.com/tools/skillplanner/index.php?build=Mav4_0 Just a handy skill spec to have on cruiser captains.
http://www.stoacademy.com/tools/skillplanner/index.php?build=Dragonflame1_0 Alternate Skill Spec specially for Tacs.
http://forums.startrekonline.com/showpost.php?p=4161345&postcount=277 Speaking of skill points, here's an exact break down more or less of just how much those skill points matter in terms of how much they affect boff skills and captain abilities.
http://forums.startrekonline.com/showpost.php?p=4013316&postcount=65 Basic Doff info.
http://forums.startrekonline.com/showpost.php?p=4013357&postcount=66 Set items theory.
http://forums.startrekonline.com/showpost.php?p=4235230&postcount=366 Consoles basics. (was formerly part of Set Items theory)
http://forums.startrekonline.com/showpost.php?p=4146967&postcount=261 Ability Tray Layouts Basics to be expanded upon later.
A brief word about non carrier spammed Klinks http://forums.startrekonline.com/showpost.php?p=4031529&postcount=73
http://forums.startrekonline.com/showpost.php?p=3999222&postcount=47 The DPS Hybrid Healer. Also DPS Controller.
http://forums.startrekonline.com/showpost.php?p=4013459&postcount=67 The Starcruiser Post. (1st)
http://forums.startrekonline.com/showpost.php?p=4020778&postcount=68 Excelsior Basics
http://forums.startrekonline.com/showpost.php?p=4033824&postcount=84 Vorchas 101.
http://forums.startrekonline.com/showpost.php?p=4052754&postcount=95 Neghvar basics
http://forums.startrekonline.com/showpost.php?p=4035666&postcount=88 First Oddy post.
http://forums.startrekonline.com/showpost.php?p=4134122&postcount=216 Second Oddy post
http://forums.startrekonline.com/showpost.php?p=4212628&postcount=352 Third Oddy Post
http://forums.startrekonline.com/showpost.php?p=4134312&postcount=218 don'tdrunkimshoot Oddy suggestions
http://forums.startrekonline.com/showpost.php?p=4089895&postcount=128 the only Gal R build I'll ever support still not a fan of the failaxy but at least it's capable of existing in drunk's hands
http://forums.startrekonline.com/showpost.php?p=4117991&postcount=202 Assault Cruiser, Healer / Crowd controller. Also works great with a vorcha.
http://forums.startrekonline.com/showpost.php?p=4212157&postcount=351 The Karfi
http://forums.startrekonline.com/showpost.php?p=4214435&postcount=353 The Voquv
http://forums.startrekonline.com/showpost.php?p=4235230&postcount=366 The Atrox
So here's a handy TOC... at the back end of the thread naturally.
I am currently in a Negh'var::
Com Engineer: EPTA1, EPTS2, ET3, AUXSIF3
LT Com Engineer: EPTS2, RSP1, ES2
Ensign Engineer: EPTA1
Lt Science: ST1, HE2
LT Tactical: TT1, FAW2
Consoles:
Engineer: 2 Neutronium Alloy MK X x2, SIF Generator MK X x1, EPS Flow Regulator MK X x1 (to keep my power up)
Science: Field Generator MKX, Shield Emitter MK X
Tactical: x3 Disrupter Induction Coils MK IX or X
Weapons: 2 Disruptor Dual Beam Banks, 2 Disruptor Beam Arrays (Fore)
(AFT) 4 Disrupter Beam Arrays
Shield: Partrinic Shield MK X
Power Levels (Before buffs):
Weapons: 94/80
Defense: 54/40
Engines: 64/40
Auxillary: 44/40
Power Levels (After Buffs:
Weapons: 125/80
Defense: 104/40
Engines: 94/40
Auxillary: 98/40
All either MK IX or x. This guys only level 45.
Anything I could do better with this character?
thanks for adding my ramblings to the list! someone needs to think of the poor galaxy R loyalists, those that fly it because they love the ship need build advice too, to make it as useful as it can be. if i can prevent one more 1 shot failboat from being built out of it i'll be happy lol.
oh and my odyssey suggestions were more like bortas praise, odyssey reality check
might want to put a link in the op of your compilation post so its easy to find all this centralized info
good selection of powers, basically what my negvar runs. you do want to make sure you weapons energy is maxed to 125 at all times though. make a preset to swap to when you use eps power transfer to be as maxed out as possible. also another preset for maximum aux, minimal weapons. and a preset for max engine power in case you need to run.
in your standard operating power preset with max weapons energy, make sure your engine power is high enough to get your defense score to about 60, which it might be when just set to 25, its got a bonus 10 power to engines built in. any power to engines beyond that is a waist. those EPS consoles are basically worthless to you, go get the borg set console and slot it in its place and your basically fine till you hit level cap and upgrade the quality of your consoles and weapons.
this is truly a 'How to build a Cruiser that is actually worth something' success story, i hope others can learn as much and create as competent of builds as cliftona91 here.
On another note, I am going to ge the Borg Engines, the Borg Deflector DIsh, and the Borg Console because they give bonuses to Hull Repair (and the automated Hull Healing is a life saver, haven't had the automated Shield Regen happen yet, but it should help out as well).
+1 /10 char
Been working on getting the rhythm back with my main engineer/cruiser, been doing alot of the awesome tips that were already running wild in this thread. I've come to a point with this build/ship setup. I've platueaed if you will and no amount of head scratching has given me ideas.
So heres it is, in all its glory:
Excelsior Cruiser:
Fore:
Disruptor BA MK XI [Acc] x2 [CrtD]
Disruptor BA MK XI [CrtD]x3
Disruptor BA MK XI [Acc]x3
Disruotor BA MK XI [Acc]x2 [Dmg]
Aft:
Disruptor BA MK XI [Acc]x3
Disruotor BA MK XI [Acc]x2 [Dmg]
Disruotor BA MK XI [Acc]x2 [Dmg]
Tricobalt Mine Launcher Mk XI [CrtH]x2
Borg Deflector, Borg Engines, Covariant Shield MK X [Cap]x3 or MACO MK XII
Sif Generator MK XI (Blue), Borg Console, Neotronium Ally MK XI (blue)x2
Field Generator x2
Disruptor Induction Coil Mk XI (blue) x3
Weapon, Engine, Aux Batteries + Subspace Field Modulator
LTC Tac: TT1, APB1, Target Shields 3
Com Eng: epw1, eps2, Aux2Sif2, Extends 3
Lt Eng: epw1, eps2
Ens Eng: ET1
Lt Sci: HE1, TSS2
Doffs: 3xShield Distribution Officer (Green), Excomp (Batt Booster), Warp Core Engineer (Green)
Power:
Balanced Wpns Shields
105/80 125/100 92/65
76/50 60/30 100/80
69/35 69/35 65/30
69/35 69/35 61/25
About what I am thinking..is full weapons, switch out the epw1s to epta1s, maybe boost sheild power up to compensate the increase in aux..
Like I said..Im stuck
If you go with APB2, change out APB1 for, BO2. (Actually I like this better than using BO3 since BO2 hits much more frequently)
Target Shields 3 is really kind of a TRIBBLE skill at the moment (Target shields 1 is okay on the off chance you get that lucky disable), as it's drain is gimped, and that's not factoring in the probability of your target having power insulators. It only drains like 56 now or so. That's not enough to down shields with.
I'd ditch both EPTWs since you are an engineer, for 1 EPTA1, and and EPTS1. I would change out your second EPTS2, for an Eng Team 2 so your healing will be much stronger. I would then change your doffs so that you have only 2 shield distribution officers, change out the battery booster, and then with your two free slots, try to get 2 blue maintaince engineers, so you can drop your ET1, for a second EPTA1
I would also consider dropping one Neutronium armor, for a second SIF generator (since you don't have ET3 you will want 2s heals as strong as possible), or possibly change out your Neutronium for an Ablative armor. (since everyone runs phaser, disruptor, or tetryon anyway)
Neat build! If you don't mind some suggestions from a somewhat noob cruiser guy, here's what I would recommend.
Drop the engine battery. I've never understood or liked trying to chase a fella down when i'm flying a cruiser. swap in a shield batt to deal with the occasional phaser proc and to help boost shield power when you're running a lot of power in weapons or aux. The rest of your consoles seem OK though I would agree with Mav, Get more armor specifically ablative but the general neutronium will do.
Ditch the mine launcher. Between faw and the weakness of mines. I just don't see the point of them in a match unless you're in a premade and everyone is spamming them. (Note: DON'T do that. It's lame) Throw another beam array there.
You've been playing long enough to know the benefits of phasers. I'd personally take those over disruptors but if you know what you're dealing with and are ok with it, then stick with them.
I would consider replacing the CritD *3 beam array with one with accuracy or preferably a Dual Beam Bank with Accuracy. I'd suggest the DBB simply because the excelsior is maneuverable enough that you can certainly line it up on most other cruisers/carriers in the game as well as some sci ships and even the occasional escort.
The other reason I recommend the DBB is that I'd agree with Mav, ditch the Target Shields 3. It's a fine power for pve but similar to what Mav said. It's fairly weak in pvp now a days since folks tend to put a high amount of power in both shields and weapons. If you replace that power with BO3 couple it with attack pattern beta you can bring that dual beam bank around and bring the pain to a fella. I used to run a similar setup on my own Excelsior and when Kahless was with me I could even one shot a fella with a good shot/lucky crit.
The downside to this strategy of playing to the Excelsiors maneuverability is that you lose the broadside obviously which in the long run hurts the dps your pounding out. Honestly, it's a fair counterargument one that's hard to argue. But if you just want to broadside stuff you might as well fly the Odd or its lesser cousins the AC and SC. Personally if you're going to fly the excelsior, you should utilize its maneuverability and at least have one DBB up front in my opinion.
In terms of your ltcmdr TAC station you've got several options. For survivability, I used to love doing TT1, Faw2 and APDII. The neat thing about delta is that not only will it help protect you but you can throw it as well which helps make up for Excelsiors less than optimal healing stations. For damage, I like a combo of TT1 APB1 and BO3 or Faw3. See the arguments above to pick which one works best for you.
For your sci slot, i'm of two minds. the layout you have is fine so long as you don't have to worry about being subnuked or scrambled. However, given how common both abilities seem in today's matches between sciscorts, AMS, subnuke doffs (really, cryptic) and what have ya. I try and always have at least a sci team 1 on my boats.
I would run either your existing combo or one a st1 and HE2 combo. Some might say St1 and Tss2 and I wouldn't disagree that's a good combo. However, HE is sort of a required ability as well in my opinion since once needs to be able to clear warp plasma, theta and the occasional harpeng.
In terms of the rest of your layout i'm of two minds.
Plan A:
In your Cmdr Engineering station, i'm going to disagree/agree with Mav a bit. I agree ditch the epw and go for epa. Keep the emergency power to shield2 where it is and swap Aux2sif2 for Extend shields2 and put Aux2sif3 where the extends was.
Yes, I know extends is a great heal, that's why you're keeping the ltcmdr version of it. The problem with extends is that it does nothing to heal yourself. Aux2sif3 can be cast on yourself and on a buddy. More importantly, if you pug a lot, as I do, and I suspect you do, you won't have to see your extends go to waste on fools who evasive 12k from you in a foolish attempt to run. In addition since the excelsior lacks another ltcmdr engineering slot, its beneficial to have a good self heal.
In the lt. engineering slot, get EPS1 and RSP1. You're basically giving up a slightly higher eps for an oh TRIBBLE button. It's a worthwhile change. RSP1 will save your life.
The ensign slot is a fine place to throw engineering team. Alternatively, you can put emergency power to weapons 1 there. If you sync using EPW1 with APB1 and BO3 you can, on occassion make glorious things happen.
Plan B:
As an alternative to that layout, you can also try mounting epa, rsp1, eps3, and Aux2sif3. I'll probably take some flak for this but as I've stated earlier in the thread, I've never been sold on the benefits of slotting an Et3 for yourself or for healing purposes. Sending a fella 10k hull pts doesn't do much good if he's got no shields. While EPS3 isn't a huge jump in damage resistance from the tier 2 version, it's nothing to laugh at either and on a boat which lacks another higher tier engineering power that ability makes a bit of sense. This is actually the combo I used most of the time on my old excelsior and it worked fairly well though I did go back and forth on whether or not to use extend shields 3 over Aux2sif3. I suspect you will as well.
In the lt slot, put emergency power to shields1 and extend shields 1 or alternatively aux2sif1. Yes, in either scenario you're taking a pretty weak version of an awesome heal which would seem to be against the grain of what this thread says a cruiser should be about. Fair enough. But as stated by Mav and by myself on occassion the excelsior isn't really geared to being a healboat cruiser. If you really want to bring the best heals for a team or pug, bring the Odd or if you're cheap the AC or SC. Don't get me wrong, the excelsior can put up impressive heal numbers. Running this exact build I would often times come up as top healer in a pug arena or cap and hold while also doing OK to good damage numbers.
In the ensign engineer slot throw an engineer team 1.
Hope this helps;
Easy
On my 3rd engineer in an excell I am running the tt,bo2, apb2 setup to great effect, admittedly with standard aniprton beams, I'll have to post my toon build as well me thinks
Am chewing recommendations, will be trying to slot things in..test. Rinse. Repeat.
And thank you.
Galor
Omega Deflector, Omega Shields, Borg Engine
Consoles, RCS, SIF, SIF, Neutronium.
Sci Field Emitter, Borg
Tac. Tetryon consoles.
Armament, 4 DBB 4 Turrets. - all tetryon
Cmder Eng, A2SIF3 , ET3, EPTS2, EPTW1.
Lt Cmdr Tac, BO3, FAW2, Tac Team
Lt Eng, EPTS2, EPTW1
Ens Sci, HE1
Lt Sci. Transfer Shield Strength1, Transfer Shield Strength2
Doffs: 2 that reduce engineering team cooldown, 2 Shield distribution, 1 doff with the +energy %chance on EPTX
What I would do/try (keep in mind though I'm not the best cruiser source - but it's worth at least a try) is this:
Use maco shield(I assume you're fed)
Use omega def and engine and Try some flow capacitor consoles
OR use 3 piece Borg for the shield and hull procs
Keep tetryons
Max in flow capacitors so tet glider from 2 pc omega has better drain
Use only 1 ddb for bo3 and the rest beams
Have a replacement boff with faw3 to replace your bo3 and see if you like it.
Replace sif with Borg
If you're puging, and I think you'll almost always will, use eps3 instead of et3 and replace eps2 with rsp1. This gives you an instant shield while under heavy fire plus better shield heal and resistance in case of eps3.
If you go with all beams, ditch rcs and use either another neutronium or an energy type console - probably a disrupter one since almost all klinks use disrupters in pvp.
I don't think the omega shield has much to gain from the 18% shield console, I would use maco and maybe no 18% shield at all, use 2 flow cap consoles for tet glider and see if you like it.
There is no "best" configuration, you have to keep trying various builds and stick with the one you like. Im not saying what i say is the best build, i just wanted to give you another idea For you to try. Also, since galor I think is almost identical to excelsior, follow some advices in this thread for excelsior. I would advise for using the galor phaser disrupter beams, they are decently good with the acc x2 mod and phaser procs.