In another thread, my use of an Atrox class carrier with a tactical officer in what someone called "full zombie mode" was criticized. So, let's discuss the build of the USS Tolerance.
Fore weapons: Dual Tetryon Beam Bank, 2 Photon torpedo launchers
Deflector: Borg
Engine: Borg
Shields. Paratrinic Shield Array
Aft weapons: 3 Tetryon Beam arrays
Technical Consoles: 3x Neutronium Armor.
Science Console: Tachyon Detection Field, Borg Console, 2 x Field Generator
Tactical Consoles: 2 x Tetyron Pulse Generators
Hangars: Best for PvP are, of course, Advanced Dabube Runabouts, but I can get quite sentimental and use the Advanced Stalkers instead.
Boff powers:
Lt Tac: Tactical Team, Beam overload 2.
Lt Cmdr Engineering: Engineering Team 1, Reverse Shield Polarity 1, Aux to Structural 2.
Cmdr Science: Sci Team 1, Transfer Shield Strength 2, Transfer Shield Strength 3, Charged Particle Burst 3
Lt Cmdr Science: Mask Energy Signature, Sci Team 2, Hazard Emitters 3.
As you can see, this works particularily well against Klingon Birds Of Prey.
Mask Energy Signature is not that useful, as I could only use it at the beginning or after the ship was taken out, which does not happen that often. A tractor beam might be better there, and in fac t, I have an alternative Lt Com. with Sci Team 1, Hazard Emitters2 and Tractor Beam 3.
Just as one example what this ship can do (pug against what seemed to be a premade, or at least those guys were very good), click here (link removed).
The match was about equal when I started with my Stalkers, then they had found our weaknesses and I switched to Runabouts after the Tolerance was taken out for the first time. After that, it went better for us. It was along and fun match for me, and for the others, too.
What usually happens is that once the enemy team finds out that I am a tactical captain, they try to focus fire on my ship, but it just takes them too long to make the Tolerance explode, so eventually, they choose another target (or loose quickly) while the other team members pick our target. Yes, the Tolerance is not as good a tank as it would be with a Engineer or Scientist as her captain. But it is still a much better tank than an escort. So, either the ship is
actually working a tank in PvP, or it is a DPS/escort hunter/healer hybrid that scores quite a few kills due to BO2 in combination with the Captain's stacked powers.
Of course, if the other team coordinates much better than mine, then the Tolerance is as much toast as any ship.
Now, I am interested in any constructive comment. ^^
Comments
Run all arrays and use 2 copies of Faw, or go all out on torps and run torp spread 2x
Engy slots - go with 2x EPTS and an extends, or 1 EPTS RSP and extends
I'll let someone else handle the sci slot mess....
P.S. There are way better things to use than the tacheyon grid....like ooohh an emitter console or another field generator
First question I guess is why tac? Point out what abilities are your tac captain powers are helping? A tac buffed bo2 isn't that useful on a carrier that has to keep its nose on target to use its dual beam. I can't even imagine trying to keep my carrier lined up to utilize weapons with a 90 degree arc.
If your really going to insist on using a tac, I'd do as the previous post suggested and run 6 beams and FAW1, beta2. While your tac initiative is up, you can keep these on a global cd for a few rotations. After initiatives ran out, start using your targeting abilities between your FAW and beta cd's
Also, I am not necessarily asking for help, because, as you can see if you have clicked the link, I am relatively happy with its performance. What I am interested in are all kinds of comments.
Engy:
EptS1, rsp1, extend2
Sci:
He1, tss2, tss3, fbp3
He1, repulsor1, st3
Use 2x develop doffs to get your st cd down to global (I run one blue, one purple for a 16 sec cd)
Run the other 3doffs shield distribution for an extra self heal
A tac/auxbatt buffed fbp will help deter ppl from shooting you. The repulsors can be used defensively or offensively to seperate a target from its healer. The rest is heals for you and your team.
Get rid of the tachyon grid, pick up some emitter consoles. For more surviveability, run extra field gens and load a hangar with shield healing drones. For more support, use more emitter consoles and consider throwing a shield repair on your teammate that's under fire
Either A: Change those 2 Torpedoes into Beam Arrays.
Or B: Get a high Yield or Spread and move one of those Torpedoes to the aft.
If I recall correctly, the Paratrinic Shield Array is the Breen Shield.... I'd rather go with the Jem'Hadar shield or the Borg Shield, or the MACO shield in this case. Heck I'd almost rather just buy a Covarent [Cap]x3 Shield instead of that one.. If it's the shield I think it is..
Charged Particle Burst 3 might work on Pugs or NPCs, but it doesn't work very well against Premades that are going to be team healing alot. Especially when you don't have ANY console support to Charged Particle Burst 3. Also if your a Tactical Officer in a Carrier, you should consider swaping it for Photonic Shockwave 3. That way even with out Console Support for increased Damage, your tac buffs will still make it respectable, while at the same time you'll be able to provide a useful function in knocking Extends off Cruisers that happen to get to close to you. Either that, or Viral Matrix 3 for an annoyance opportunity for enemies that enter your front arc weither because you were able to point it there, or they got infront of you. MES I would switch out for Either Tractor Beam 1, or if you are worried about being Focused by a high DPS escort, Jam Sensors 1.
You really don't need RSP on a carrier if you do it right normally. And having an Emergency Power to Shields is usually handy. You might want to consider finding a way to fit it in there. Eitiher by Droping the RSP for Emergency Power to shields 2, or Droping the Aux to Sif for Emergency Power to shields 3, or Enginering Team for Emergency power to Shields 1.
And finally, being a Tactical Captian, you may want to consider eventually changing your Beams out for Anti-proton while in the Carrier. I have seen many Tactical Captians in Cruisers with Antiproton, and this might be where it helps improve your viable DPS abilities.
Everything above is simply suggestions. Take what works for you, discard what doesn't. But don't discard it with out trying it first is all I ask. Good luck.
Same here. Before the Science Resists got toned down abit, I was flying a Torpedo Sci ship that could out DPS most Escorts because of Tractor Repulsors 3. I wasn't actually doing more damage to targets, I was just doing it like FAW does it and spreading more damage out amongst targets.
High healing numbers is also possible in long games with out a dedicated healing cruiser (Who's good at it) and proper cross healing.
Yep, same here. Consoled and spec'd into healing, and ran transphasics and repulsors for bleedthrough. Surprised a pandas team I was on when I outhealed and out damaged e1 on the team. It doesn't fit however due to its lack of hull, and making the escorts work so hard to chase down targets due to repulsors constantly pushing **** out of arc.
FOR ME, It's your function within a team that determines a good build, not what the scoreboard says. This is why I miss sci/sci so much...
Yep. The DBB softens the shields, and the photons then hit the hull - with three purple projectile weapons doffs, it is almost as good as Torp High Yield.
I know, the arc is fairly narrow for a ship with that turn rate. But in team fights, that doesn't play as much a role as one would think, and in fights against cruisers or other carriers, it is not that much of a hindrance either. Sci ships are the most difficult, but remember: This ship is built for the Klingon war, not for the excercises, and there are not that many sci ships in the Klingon fleet.
But it isn't. The Paratrinic Shield array is, if I am not mistaken, the highest cap shield available to federation starships in the game. You get it by doing the mission "Past Imperfect". The Klingon version is received by the Utopia Planitia fleetyard raid and is second only to the honor guard shield in cap, but it has lower regen.
Actually, the main function of PB3 is to decloak BoPs that try to run away. I trigger it when I have verified that the BoP is in my 5 km range with the tachyon detection field.
Yes, that makes that build kind of a one trick pony against battle cloakers, but those are annoyingly common in Ker'rat. Recently, they haven't been so eager to attack me for some reason, though.
Photonic Shockwave is a fine power, too. I had looked into it, but decided that the decloak is more interesting.
A high dps escort is usually not the problem, as it is also quite squishy and will be kept in chek qwith runabouts. Mav was a real exception, according to what I see in space every day, and I suspect the problem in that case was the tactic of the player (me) and not so much the build, actually. I'd have to do 1v1's against the likes of him more often to see if that's correct, though.
The problem is that if I drop one or two hull heals in favor of even more shield healing power, then what do I do against damage that blows through, or damage that got through by some other way? HE3 just isn't sufficient.
And as most PvPers, especially most of the escort tacs out there, use energy weapons almost exclusively, RSP is just too practical to not have it.
Thought about, but tetryon does additional proc damage, too (if only against shields).
Trying? Well, let's say I look into most suggestions if they don't look completely off the mark.
Well, let's just say that my actual number of kills fit well with the actual number of deaths of the opposing team's one escort, as counted while playing.
And this is by far no exception.
Priority 1, You and teammates within 10k of you stay alive.
Priority 2, Debuff/Crowd Control so your team can make stuff blow up easier.
Thats it, aslong as you can do both priority 1 and 2, you are doing a good job. Granted easier said than done but whatever.
My sci loadout.
2x TB1
This lets me toss that extra TB out on something, they are pretty handy.
2x HE2
These give you a nice little hull heal to toss out, EWP is seeming more common lately too so it doubles there aswell.
1x ST3
A good big shield heal, and it removes some debuffs.
1x TSS3
This stacked with ETPS (either your own or your targets) means ALOT of shield resistence and its a pretty good shield heal too.
1x PSW3
Solid kinetic damage, can help with opposing fighter spam, and can knock out ES and the like. In your case its also buffed by tac abilities. I also ran/do run TBR3 depending on my mood.
The engineering loadout.
2x ETPS, 1x Aux2Sif2
EPTS1 and 2 are straight forward. They help keep you alive which is moderately important, I could see running a single ETPS if you really wanted but I've always like two.
Aux2Sif2, most people can take care of there shields, they run ETPS, maybe even a sci team and/or TSS. Most people only run an HE for hull healing so bringing extra hull healing is somewhat important. The fact it has a very low CD and is pretty spammable so you can hand it out like candy is nice too.
Tacticool!
TT1
APB1
Yeah theres all two of them... TT you can drop on someone getting focused (really useful tactic in pugs for people to stupid to distribute themselves) or you can drop it on yourself. All said and done single best tactical ensign ability in game, you are dumb not to run it.
APB is the best damage ability you have a carrier. Your personal dps will never be great, most of the time you will have to shift to weapon power to make the most of an attack ability. APB works with low weapon power, and improves your own damage, your fighters damage, and your teammates damage.
If APB doesn't get tac teamed off, that person will likely get blown up in short order aslong as there is any sort of focus fire going on.
I run 5 or 6 beams depending on if I want to run a lawnchair or not, usually a trico or breen cluster if I choose to.
3pc Borg + Maco, or Jem stuff if feel like being pretty. The survivability of 3pc Borg + Maco is pretty much unrivaled, go farm for mk11 Maco shield if you have to it will really help a decent amount. Jem Shield is a decent option if you are just allergic to STF's or something and it looks pretty (that pretty part is really important).
Consoles
Engie
Armor, EPS, SIF
Sci
Borg, Point Defense (replace with shield console if not applicable), 2x Field Gen
Tac
2x damage booster of choice (I mainly run tet or pol).
Fighters
2x Adv Stalker
1x Adv Runabout 1x Stalker
2x Adv Runabout
Those are my basic setups nowdays for the hangars, mostly I run 2x Stalker unless I see the opposing team has absolutely no carrier at which point swapping to single or double runabout is usually a good call.
I also have 2x Adv Peregrines incase I feel like going "lol phasers".
I've considered picking up some of those shield repair dudes, but can't bring myself to do it. So no insight into them from me sadly.
I feel pretty content with the general build. Sometimes I wish I had ES instead of Aux2Sif but thats like a battle per battle basis where which is actually more useful and from a greed standpoint Aux2Sif is more useful if you get focused. I also have a rather hard time working ES with the whale, most of the time people are "lol spiral up!" and I'm like " ".
Again I'm on an engineer but the basic ideas specially I'm running with on sci and engie stuff is replicatable for you. The tac slots might be abit different for you if you want to work around initiative and thats up to you, but some of your console and boff layouts are really doing you a disservice.
Well, that is a notion I do not share. Ships are not confined to a single role, most of them can do more than one. Even escorts can be support ships with the right setup and captain.
It's a very good option for a sci or engi carrier, I guess, as it helps the fighters, too.
Ah, I would not recommend that. Your DPS on 5 beams isn't much higher than on 4 beams and two something elses due to the power drain.
Actually, I have a stored Mk XII from when I ran the STF's for getting the Borg set (sort of an accidental gain). I find it less useful than a really high cap shield, though.
Don't. They are just not worth the Dil - too little regen for too much hangar slot. They might be useful for the "no win scenario" that is on Tribble for test now, but in pvP, they are either safely ignored or blown away with little effort. Sometimes both.
Such as? Remember that I am DPVing.... even it is on lower levels than your average escort might have as a common value.
Second, did you indeed start this thread to "discuss" your build, or to argue that you have THE best tac/carrier build possible?
Shield repair dones have always been pretty good, and he might have the best Tac carrier in the game.. its the only one i heard of.
It occurs to me that he didnt start this thread to ask for any kind of help or feedback. So far hes been dismissive of every possible idea or suggestion. This is the part where I just nod and smile
for the life of me, i just cannot see a place on any team for a carrier that cannot perma-tank an escort.
its great that this player is out there having fun, you guys know me, its what i'm all about.... but at this point, the OP does not fit any role on the battlefield. a tac officer in a ship not designed to do damage that can be killed by a lone tac scort.
its called being a liability to the team. and honestly, it sounds as if he doesn't mind that at all. its one thing to play the game for your own enjoyment....
but its a far more more meaningfull to the experience to play the game for the team win.
have fun, kill bad guys
-horizon
Tetryon are dumb dump em.
Low regen shields on a carrier with a massive shield mod... is dumb.
2 Forward launchers on a ship with a base turn rate of 5... dumb.
If you run a proper shield you won't need 3 armour units.
Tachyon Detection Field Why waste the slot its one of the most useless units in game.
Again dumb the tetryon... all there good for is shooting soothing baby blue lines around the screen... perhaps you will put your enemies to sleep.
I don't play as much any more but Sentimantal? Are the stalkers not newer .
Beam Overload bad idea.
CPB 3... I guess your going for revel mode... really put a TBR 3 in there as a tac. it protects your fat backside from escorts and does tons of dmg... and slits up healers... or go with the barely anything shield strip and chance to revel someone every 45 sec.
Mask Energy 1... Dumb. You won't fool anyone, + you waste a slot once you engage.
A shuttle craft works well against a BOP... so whats the point of this ship again?
Tractor one in place of the MES would be a better idea... you seem to know that.
Anyway I guess I sound harsh... honestly your build is about a 3 on the threat scale... which any proper team would realize about 20 seconds into the match.. you would be ignored. You would either be the 1st or 5th kill every go... it really depends on 2 things.
If it where a team I was on... if we where running 2 dps.. we would remove you in about 10 seconds. If we where running 1 DPS and a AOE control ship... we would leave you till 5th every engage cause your damage would be easy to ignore and your pets would be no threat. Either way... your not doing much more then a zombie cruiser.
PS 6 Beams > 4 Beams.
So think about what you want to be really good at, and how this ties into your DOffs and choice of pet.
Drop the torps, and DBB, min. 5beams (better 6), or 6 turrets.
Drop TT if you have RSP you won't need it, you need SCi and Eng team to TT comes into cd issues.
Depending on your WEapons layout you have three choices
Turrets: CRF1
Beamboat: 2xF@W
Torp boat: 2xSpread
Consoles accordingly.
drop TDF and grab a consoles that enahnces your Commander Sci ability. Rest are ok.
what he said!
Tets are however cheap to get for [Acc]x2 in D-store, and are what the stalkers use, so should the tac consoles ever properly apply to their dmg you can stick with em.
Dont hold back tell him how you really feel
Also from my experience BO is a poor team power. Even with a good DBB it misses too much. If you are using BO with your regular arrays "You're doing it wrong" --- Jorf. And you really need to buff it well (yeah, I went there) to make it effective, which can't be done in a Kitty Cage.
My apologies if I'm too stupid for you to understand my post.
Make no mistake though, it's still a zombie. It's an even worse zombie in a 1 on 1 situation where all of those skills which might potentially be (but probably aren't being) used on a teammate are for you alone. Any of the previous suggestions would be better for you, and the people you fly with, but choosing to ignore that feedback certainly is an option.
The problem I have is that someone who wants to fly a build that is generally deficient, and who makes the conscious decision to ignore feedback, has no place trying to dictate how everyone else should play. Especially not while refusing to leave their respawn point after being popped one too many times for their liking.
so again slowly...what was that you were saying?
ehehhee
Isnt a Engi Cruiser with 3x RSP comparable to something that flies in PvP without any significant effect on outcome of the match? Both are zombies!
But back to the matter at hand, OP: I would definately use a very high capacity shield combined with 2x EPTS1.
Use 3x RSP so u have 3 backups in case your subnuked 3 times.
Remember, the more shield hitpoints you have, the more worthwhile your RSP's will be!
Try and aim for 15-20K shields with 3 or 4x Shield Cap Consoles MK XII Purple +20% shield cap boost.
2x Tactical team is also a necessity.
kkthxchnk
M*T
Now before I start, let me just say that when you're making a build you need to have a strategy in mind for what you're doing, and while I appreciate that you may have put some thought into this ship the reality is that you built it to do one thing but you goal is completely different. The approach that I'm going to recommend is a more balanced and rounded on and I'll explain it which each step below the quote, please take it all in before writing off anything that I'm saying.
Alright lets start with the Hangars, then move to the weapons then so on and so on...
The Hangars:
You're correct that the Danube runabouts are great for pvp, but that's only for team play (i.e. premades). If you're queuing up solo and running around on the field alone for the most part then you do not what the Danubes in your hangars.
Why do I say this you ask? That would be because they're an annoyance to people, and by that I mean that when you're in a team with even the slightest amount of coordination then the runabouts will serve to lockdown the target and allow the escorts in your group to flay the target alive. However when you're alone and you attack a target by yourself, the runabouts do not produce the dps that you need and the lockdown only serves an annoyance to the target while they tank the damage you're putting out while they wait to get free (or free themselves by kill the runabouts).
If you're solo then you're much better served with either double peregrines or stalkers (or a combination, doesn't matter) as they provide actual dps that you need in that ship.
The Weapons:
This is really where you need to picture what you're trying to do and what you know is going to happen in PvP...
As a carrier you're fat, slow and have a big bulls-eye on your ***, you will not keep people in your frontal arc a lot of the time, it is just the way it is. Now you can certainly plan for when people are in your front arc, but as a carrier you cannot depend on it, to be as blunt as possible, you're not an escort, you're a carrier. As it stands now, all that you have to hit people with when they're not in front of you are three beam arrays.....that's it, and that will not get the job done.
As a carrier you need to be thinking two-fold with your weapon layouts: Firstly the situational offense (what I'm going to do when X or Y happens), and secondly your defensive standpoint. Both of those standpoints need to be in sync with your Bridge Officer layout, but we'll get to that more in the next section.
With your current build (both weapons and Bridge Officers) you're banking everything on keeping the target in front of you, and that's not practical in a carrier regardless of your tractor shuttles. As you're a tac, and taking into consideration what you want to accomplish I would recommend the following:
Fore: 2x Beam Arrays; 1x Torp Launcher
Aft: 2x Beam Arrays; 1x Mine Launcher
Why?
The front weapons permit the offensive measures that you seem to want but I'll explain further in the next section, however along the aft you have a mine launcher to serve as a defense with three main options (chroniton to slow, tricobalt to kill, or tractor mines to slow/stop). Both the forward and aft weapons provide you with a reasonable broadside for when your side is to the enemy is to your side and not in front of you, and it is effective when used in unison with your Hangar dps.
Again I'll explain more in the next section, but overall this setup is more effective than a 6 beam carrier for a tac (and blindingly more effective than your current setup) as you're provided more options overall and you loose nothing overall by not keeping an opponent in your broadside or directly in front of you.
The Powers:
As I mentioned above, you need to be thinking two-fold with your weapons and that the overall strategy needs to be in sync with your BO powers, and sadly you've not done a very good job of this.
The standpoint that you need to understand and accept is that the carriers in this game are nothing like they are in EVE Online, and they certainly are not like real life. In this game they are not mobile strike bases with incredible firepower, but rather they are victory by attrition and active denial. I only say this because currently your carrier is built like a massive gunboat with the fighters to support and hold, while what you should be doing is working together with your fighters while they deliver the final strike(s). Towards that end......
-For the Tactical BO: Using Beam Overload is always a risk as it doesn't hit very often and crits even less than that, and furthermore it doesn't do all that much damage (a normal hit will do what.....7-8k damage from an array before resists, which isn't enough to bring down a pvp facing in many cases) so there is not a lot of value in having the skill. It has been said already in this thread, and the people that have said it are correct that Attack Pattern: Beta is a better choice and while it doesn't feel like you're doing a lot with it, it IS helping you.
Also, having tac team can be helpful in certain situations, but it's always a bad item to mix more than one type of team skill because of cooldowns, so make a choice on what to keep. Regardless of whether you keep your current build or go with my suggestions, you'd be better served by Torpedo Spread 1 as it would allow you to clear spam and/or debuff a target as you enter a fight and have punching power if you get them in your frontal arc.
-For the Eng and Sci BOs: Another thing to remember about carriers is that they have among the worst defense ratings of any ship type, and that means that while your shots will inevitably miss your targets, their shots will not miss you and you need to plan accordingly. To plan for that, you have to be able to have some sort of defensive measure up at all times, but as you're built currently you will have defenses up and running for a maximum of 21 seconds before you're shields are vulnerable to attack......that's all and that's not nearly enough to survive in a floating bulls-eye....
So how is this problem you've got fixed? Well for starters you need Emergency Power to Shields (henceforth to be called EPtS) in shape or form, and preferably two copies of it as you can chain them, which you cannot do with Transfer Shield Strength (TSS). Secondly you should drop either tac team or eng team and commit to only one team skill, and thirdly use only one version of TSS (use 3 as it's the better of your choices).
Additionally, Charged Particle Burst (CPB) is a weak choice for the Cmdr sci slot as it requires you to be in close to the target (where you're weak due to turn rate) and is an offensive ability. You're better served by a more defensive approach such as Scramble Sensors 3(SS3), or Photonic Shockwave (PSW) for the stun and general damage as well as the potential hit fully buffed. Other abilities are useful as well, such as Feedback Pulse or Gravity Well, but you're best served with what I previously mentioned.
You already know that MES isn't good for a carrier, and you're correct that a tractor beam would work better there, but do not use higher than Tractor Beam 1 as there really isn't much point.
The Equipment:
Meh....
The 3-piece Borg set works fine with just about any build, though I don't think you should balk at the MACO shield either as resilient shields are solid and effective in pvp.
The only thing I would change would be the Nebula Console but you paid money for it (or might have) so I understand wanting to use it.
I'm going to say something and please realize that I'm not trying to be mean or rude, but rather I'm trying to put stuff into perspective for you. A decent pvper will wear you down and kill you over time but you'll probably make them feel pressure first; a good pvper won't break a sweat killing you, and the elite pvpers in this game will either ignore you in favor or a more dangerous target or kill you in one pass and mark you as an easy kill for the rest of the team in the future. With your current build you simply have no staying power in a ship that is a magnet to enemy guns or the damage output to make you a threat......
In the match you listed (I'm assuming given your @handle that you were Logimo in that game) you were 4th in damage (as a tac) with the second most deaths, and the only reasons that yall won in the first place is that your team had somebody to abuse for 11 kills and their team had TRIBBLE dps.
Now I'm trying to get you to think about how to approach your ship, while others are straight up giving you the answers, please don't write us off as to not knowing what we're talking about as a few of us who are posting in this thread have been playing/pvping since the game launched and we know what we're talking about on the subject.
welcome back sir.
So, anyone willing to test it in about ten hours and proving me how wrong I am? For example, any confident BoP captain for a 1v1?
Or a 5v5 with me on one side? Really, if what I experience in PUGs using the queue is just so bad, then someone please show me proper play.
The main point others have been trying to make is there are better ways to either make better use of the ship or better use of the captain class. That said if it's what you want to do, play it that way. I've got my own Tac fi build for lolz (mostly just to annoy after I've been annoyed).
Further, while I do use a Tac fi build I acknowledged it's full of borked stuff. It's got advanced Orion Intercepters & Advanced frigs. Both spam cronts and each have their own stacking weapon debuff (Ace Beam&weapon/engine power drain). One of them has HY Trics. That's just the pets. I don't think planning around using OP TRIBBLE is something to brag about (danubes) for my case it's pets&consoles&other gear.
Regardless, any half decent build for that carrier should be able to tank a single bop. This is just common sense based on the Boff & Console layout. I think your 5v5 challenge would be a better idea, but you should have 2 premades go at it. Perhaps switch sides w/a player for a follow up match to see how well you build fits into team vs team environment.
I would be happy to help you out, and I know that a lot of other people in the OPvP channel would be happy to help as well. We're not asses, we've just seen what you're talking about before and people become a little tired of seeing the same stuff over and over again with people saying that it works when we know it doesn't .
As for the ships flown, I have 5 max level characters and none of them are in the BoP as it is simply not my preferred ship type, but the fact of the matter is that the Raptor is every bit as mean as a BoP if not more so, so if you can tank one of those (or my tac's experimental Bortasqu' design ) then then you'd be alright.