What's your opinion on a healboat flying without ET3? but rather with one of the other two?
Like you mean packing ASIF2 instead of ET3? (or ES2)
It is indeed an acceptable replacement, at least if you are running a shield healer/resist builder.
Right now a build I'm working on, is a star cruiser that uses TSS1, ST2. As the toon was a sci she needed maximum resistance so she's got EPTS3 where my ET3 normally sits (now changed it out for RSP2.. yes that is how awesome engis are... you need a bigger thicker green diaper as a sci healer to work around not having MW or RSF!)
So her other LTCmdr slot was taken with ASIF2. Which gives about 7k hull points with 3SIF generators, and full aux. And +50 damage resistance.
Tac Team, APD1
EPTS1, EPTS2, ASIF2, ES3
EPTA1, ES1, RSP2
TSS1, ST2
Tractor beam is her current layout.
Also it's worth pointing out that naturally the Oddy does indeed do everything the star cruiser can and more, so if you are runnning say Sci Team 3 in your lt cmdr slot, I really don't recommend ET3 since it will interfere with your ST3 CD, so ES2 or ASIF2 is more than acceptable.
Thank you that def helps me out a lot. I just find ET3 so lack luster now, most people are like 'nooo you need it'. The only time I need it is to save someone from a burst spike, but they die eventually anyway.
All in all im trying to compare (in a primary healboat sci oddy), with a ltc uni slot, where one has an engi and the other has a sci. my thinking is the sci oddy with a sci in the ltc uni has more healing capacity overall, whereas the sci oddy with an engi in the ltcom slot still has good healing capacity, but is also more tanky against focus fire... i dono, rambling atm :rolleyes:
You have been busy Mavairo. Good job!
With my fed engineer Im currently running the Ferengi D'kora ship. It is made especially to assist groups by clearing spam and reduce damage output of opponents with the subnuc doff combined with FAW.
Weapons:
Rapid Fire Missile Launcher
3x DBB
3x BA
Concentrated Tachyon Mine Launcher (or 4th BA)
Equipment:
Omega Shield
Omega Engine
Borg Deflector
Consoles:
Eng: 1x RCS, 1x neutronium alloy
Sci: Battlemode3000, Borg, Field Generator
Tac: 3x energy type console
(4) BEAM ARRAYS {though one could put 2 DBB + 2 beam arrays instead}
(4) Turrets
Energy type: Phasers(for the proc rate) / Phased Polarons (for the drain/Proc)/ Tetryons (for the drain)
Omega Deflector (2 part for the Tetflyer)
Omega Engines
Borg Shields (for heal proc with console)
or
KHG shields
(20) Aux batts (20) Eng batts (1) Subspace field modulator (20) Shield batts
(2) Nuetronium armor (1) SiF generator (1) plasmodic leech
(1) Shield Field Amplifiers or (1) Field generators (1) Borg console
(4) energy consoles
DOffs
(1) Energy Weapons officer (cannons)
(1) Energy Weapons officer (beams)
(2) Technicians
(1) Warp Core Engineer
or
(2) Damage Control Officer
(1) Warp Core Engineer
(2) Technicians
cycle EPTS1+EPTS1+ A2EB1+ (A2EB2)+ ApD1+BFAW1+CSV1+(BFAW3/BTS:X3)+ A2SIF3 on a keybind to keep them constant.
save BO3 + apa+TacFleet+GDF for high power strikes. Time with A2EB1 usage.
If using EXTS2 + HE2 for heals to teammates. Pop and Aux Batt for best effect for when A2EB1 is running.
If using RSP2, use with TT1 for fast shield recovery.
use TB1 to grab those pesky escorts.
Otherwise the skilling for this build is without torps but heavy on the anti- drain and anti-CC/Stun skills to ensure long life in combat.
With 9s in Flow Capacitor and Power Insulators, 6s in Inertial dampners and Sensors, you should be well protected against drains, stuns, holds and scrambles thus minimizing thier effects upon you.
This points to the purpose of the build to offer DPS support, light healing and to do so while loitering as long as possible on the battle field.
I really don't like any of the cruiser specs linked on the first page. (link)
Building cruiser is easy in my (boring?) mind:
Two EPtS
Engineering Team
Aux to SIF
Extend
Then fill the remaining slots with
EPtW
RSP
then 100weapon power with 8 beams.
.The Spanish Inquisition. TSI -- Star Trek Online PvP Vidoes (Youtube) /channel_join OrganizedPVP If you are interested in learning PVP, looking for a team, or a private match.
(4) BEAM ARRAYS {though one could put 2 DBB + 2 beam arrays instead}
(4) Turrets
Energy type: Phasers(for the proc rate) / Phased Polarons (for the drain/Proc)/ Tetryons (for the drain)
Omega Deflector (2 part for the Tetflyer)
Omega Engines
Borg Shields (for heal proc with console)
or
KHG shields
(20) Aux batts (20) Eng batts (1) Subspace field modulator (20) Shield batts
(2) Nuetronium armor (1) SiF generator (1) plasmodic leech
(1) Shield Field Amplifiers or (1) Field generators (1) Borg console
(4) energy consoles
DOffs
(1) Energy Weapons officer (cannons)
(1) Energy Weapons officer (beams)
(2) Technicians
(1) Warp Core Engineer
or
(2) Damage Control Officer
(1) Warp Core Engineer
(2) Technicians
cycle EPTS1+EPTS1+ A2EB1+ (A2EB2)+ ApD1+BFAW1+CSV1+(BFAW3/BTS:X3)+ A2SIF3 on a keybind to keep them constant.
save BO3 + apa+TacFleet+GDF for high power strikes. Time with A2EB1 usage.
If using EXTS2 + HE2 for heals to teammates. Pop and Aux Batt for best effect for when A2EB1 is running.
If using RSP2, use with TT1 for fast shield recovery.
use TB1 to grab those pesky escorts.
Otherwise the skilling for this build is without torps but heavy on the anti- drain and anti-CC/Stun skills to ensure long life in combat.
With 9s in Flow Capacitor and Power Insulators, 6s in Inertial dampners and Sensors, you should be well protected against drains, stuns, holds and scrambles thus minimizing thier effects upon you.
This points to the purpose of the build to offer DPS support, light healing and to do so while loitering as long as possible on the battle field.
The Bortas is too Fat for cannons. the turrets they do nothing! Ditch them for 4 arrays.
Consequently, put in Tac Team, and put FAW2 in your tac slot
A2eB1? Aux to bat? You have plenty of tac and engi slots... so ask youself (I am assuming technician doffs)
Just go phasers if you have them. they are Op and probably will never be changed to be otherwise.
well, i think ill go into detail with my tac excelsior 8 beam array/4single cannon, 4 turret build
it requires having 16 expensive, high end weapons though. since this build relies heavily on the tetryon glider for maximum effect, and tetryon proc on top of that, i recommend tetryon weapons too. they are relatively cheap to get, and single cannons are the least popular and cheapest weapon on the exchange. at least acc2 beams are a must, but are thankfully easy to get from the D store.
i managed to score 4 acc3 tetryon single cannons and couldn't be more happy with them. they never miss even bops running evasive maneuvers and they just whittle your opponent down to nothing. as for turrets, those are always hilariously expensive. if you can find at least acc2 mkXI turrets for reasonable, consider checking out as blue acc2. the actual damage difference between a blue MKIX acc2 and a MKXII acc3 is only about 5 or 6 damage a shot.
whether your running beams or cannons, the station powers will be basically the same, except for tactical of course.
i suppose i could swap ET2 and RSP2 for ET3 and RSP1, but i find them quite adequate how they are now. RSP2 lasts so long now that i could go grab a beer and come back before it wears off. the ~8000 hull heal from ET2 is plenty, backed up by A2S3 and HE1
i run omega deflector and engine and maco shield. the omega deflector and engine are proboly the best in game, with or without glider. the omega engine has the best turn rate boost you can find on a hyper engine, and the deflector boosts your accuracy very noticeably. the maco shield is great too of course, 15% of the damage dealt to it basically goes away, thats damage you don't have to heal, and you get your energy levels boosted by just being shot at. i have also found its completely unnecessary to run field generators with it, its max capacity isn't that great to begin with so the return isn't as good as it would be with a cov shield. i run 2 flow cap consoles instead to maximize glider and proc damage.
for consoles its 3 energy damage in tactical of course, and engineering 2 armor consoles depending on what is being shot at you most, the borg consoles, and when your using cannons a turn console, and when your using beams an eps console
for doffs i run 2 blue conn doffs for TT, and 3 green shield distribution doffs. ya im poor i know. ideally they would all be purple. i have dropped TSS from my stations completely, its a bit greedy but seeing as the doff proc for brace for impact is equivalent to TSS 10, i had enough incentive to go without it.
my weapons power level unbuffed by skills tops out at 123, ad EPtW1 and its in the 140s. a weapons power in the 150s is ideal for maximum energy dps, higher then that becomes a waste, and your sacrificing a lot for your build to run weapons power higher then that full time.
if your in the middle of a cannon alpha strike and you see your weapons power dip below 90, use a weapons battery. really, use a weapons battery is the answer for every 'if' question you could possibly have with this build. exposed hull taking between 1700 and 1200 damage per rapid fire single cannon shot is a death sentence. always throw a tractor beam on someone your gunning for too of course. lack of defense score causes a silly amount of crits.
when the beam mood strikes you, don't bother with faw. if theres more then 1 person in range you do less damage to your target then you would just shooting at him without faw. though the rule of thumb is don't bother with BO unless your using a DBB, i gave it a shot and was incredibly surprised by how useful it turned out being. your not going to 1 shot anyone, but when you have them on the ropes, and their shields are nothing but slivers, a good 6-10k instant damage puts an abrupt end to your opponent. i BO hit every 30 seconds in a fight doesn't amount to much, but when you are dealing significant damage over time and you hit him with BO every 15 second, its hard to defend against for long.
pre loading BO2 at all times, waiting for someone to decloak and then hiting them with BO2 followed by BO3 with a weapons battery in between will turn the tables very quickly on your would be attacker. i find myself getting a kill exactly 15 seconds later in that situation pretty often, fancy that. when you have to run, and theres a good chance that escort is going to catch up to you, they arent expecting a BO3 to the face. runing and buyng a couple seconds for a heal cooldown to end, a weapons battery because your in high engine power mode, and a BO3 have got me more kills then i can count.
the glider is the cure for zombie cruisers. thanks to it and my tet weapons, i can deal shield damage to any ship faster then it can heal its self. theres no need to try to DEM or warp plasma someone to death with shield bleed damage when you can all but remove someones shields in a mater of seconds. the only effective counters are RSP and distro doff proc.
this ship with ether weapons load out can deal far beyond stranded cruiser pressure damage, wile having an extreme amount of survivability, and contribute a large amount of hull heals for the team. thanks to that great huper engine you can out run escorts with the borg engine.
beams work best against klingons, the pre loaded bo is a cloaked ships worst nightmare, and a speedy bop can never maneuver into the blind spot of a beam array BO3. the single cannons are great for burning up even the heartiest of slow turning federation hit point boats. you cant go wrong with ether, and its always a ton of fun to fly.
id go so far as to say its THE best dueling setup for a cruiser, wile not being useless to a team. and the most fun to fly period, for me at least. captain kirk would be proud :cool:
cool thanks. reserved for future duel heavy cannon/ beam array tac vorcha, switchable on the fly like the above excelsior
mav, did you see this table i posted a few pages back? it might have got lost in your thread reconstruction. it illustrates the effect of weapons damage with energy levels above 125
ah so it is. the guy that made it really deserves some credit, i don't recall his name though :redface: to bad he did the test with an escort and not a cruiser so he could have used 8 beam instead of 7. the ideal power level might by 149 for 7 beams, but for 8 beams it might be a bit higher.
Would you say your build would be more effective with a tac or engi captain?
after 2 and a half years, it couldn't be more clear to me that engineers cant deal significant damage and cant deal decisive damage no mater what. they have no ability that bumps their damage, its always constant and low. nadion levels it out a bit, but thats nothing compared to most of your shots dealing above 1000 damage with a simple click of APA, the tac captains main ability.
your best sticking a tac captain in that build. for an engineer it would merely be a poor healer and support ship, giving up a large amount of healing capacity for a relatively small amount of additional damage dealing, that will get washed away by the waves of team healing like it wasn't there in the first place. the excelsior is a ship for a tactical captain, no engineer should be in one imo, your less effective at the only thing your good at in an excelsior vs every other cruiser choice.
swinging for the fences on weapon energy only significantly increases dps when their are damage buffs stacked on your already high damage average shot. then it becomes extreamly beneficial. engineers are best at manipulating energy, but with nothing past 125 adding a modifier to the damage, it only increases average shot damage.
it really ends up being pointless for them, they have 2 free self heals, and 2 energy manipulating skills that you have to squint extreamly hard to notice a huge benefit from. aux based heals are more potent with eps transfer, you move a bit faster but your already flying at a speed that maxes your defense score (right? you are doing that right?), shields are a bit harder and average shot damage is ~3% higher. with nadiaon average shot damage is proboly ~5-10% higher. woopty do. asspull numbers, but ive never been able to notice a real difference when using these.
technically they are the best healers, they can give the most heals because they have their innate ones to fall back on. but as far as heals that can be cast on the team, a sci captain and tac captain can use those same heals in those same ships. at least science has sensor scan and subnuke, and tacs have 3 potent damage multipliers and FOMM. engineers are just more annoying when you shoot at them cause they got 2 more heals, they are like easy mode, training wheels so you are extra protected from scratching your knee during game play. basically, as they are now, i think they are absolutely worthless.
having a few sci captains around is helpful for the ever devastating subnuke, but other wise, a tac captain is best in every ship type. their damage buffs GREATLY effect the damage of science abilities that deal kinetic and i think feedback damage, they can make possible cruisers like the one i went into detail about a couple of posts ago, and of course in escorts, the damage potential is just enormous.
the only place i thing an engineer has worth is somewhat useful is in a carrier. carriers don't have quite the same array of heals that can keep cruisers alive so well, and they are just so slow and vulnerable, and a lot more squishy then you think. the tac captains abilities dont effect what your pets do, so using a captain that has no tac buffs doesn't cost you damage. if not in a carrier, stick him in an escort. your damage will be disappointing but you will be hard to kill, extreamly hard to kill if you have the right doffs. but not dieing doesn't exactly advance you toward victory the same way killing does
people really need to not mention engineers around me...
The Bortas is too Fat for cannons. the turrets they do nothing! Ditch them for 4 arrays.
I was hoping for the increased Proc rate under CSV1, but I can lose them.
A2eB1? Aux to bat? You have plenty of tac and engi slots... so ask youself (I am assuming technician doffs)
Husanaks advice from another thread to allow me to carry a heal (exts2) for groups play.
Are you suggesting I stack EPTS1&2 and EPTW1(X2) instead?
Yes, the current DOff set-up is (2) Tech, (1) Warp core Engineer, (2) Shield DOffs
If I went with stacked EPTS/EPTW I would change it to (1) WCE (2) Shield DOffs (2) Damage Control DOffs.
Thoughts?
Just go phasers if you have them. they are Op and probably will never be changed to be otherwise.
True, which is why I use them at times. I too do not expect them to be balanced anytime soon by Borticus.
Just to get your weapons over 125, and to keep your aux at a higher passive level
Between the two though I would sac Aux performance to boost Flow Capacitors.
Weapon power over 125 right now Matters again (thanks to some moron who will not be mentioned... he's the head of the systems team). So you want your weapon power as high as you can get it without compromising your build
Yeah, there's not enough proc rate to really justify the loss of beam damage This also makes your skill suite more efficient.
No ASIF because it interferes with your Aux to batts. Might as well keep the chain perfect as possible.
Useful thread for a beginner like me. Thank you guys though the first post isn't easy to read through with all the ability names.
It will get easier to read (not just cause your experience will grow) once I do some Bolding, underlining and intending of specific sections of posts like I had with the old thread. I will be doing Editing on server down times, or else whenever I feel I do not have the ability to really get in game.
I was thinking about coming back to see what's become of PvP and I was looking for a viable build to upgrade to. I don't know how my dusty Season 4 Star Cruiser heal bot would do these days. I was actually interested in the Oddy, though I gave up playing the waiting game with Cryptic before they got around to releasing it =/
Gonna have to play around with all the new consoles, gear sets, Doffs, oi....
Star Cruisers are still good at what they do, healboating.
However the extra sci slots and bonuses to aux and shields that the sci oddy makes it the better healboat. (at least until those new Fleet Star Cruisers come out... deeeeeamn )
you can still run whatever setup i think, but rsp has made a comeback
I?m been reading this all from the begin of the first topic and now this on , and need to read again to understand some things better but i thank all for the great class i having reading this .
Now i now that many do not like the ody but i have one Tac Ody and is what i use and would like to get the best of her that i can get.
So i ask for what i would change in this build up. Thanks in advance.
I?m a Tac captain
My Skills Advice if i need to respec them.
Comments
Like you mean packing ASIF2 instead of ET3? (or ES2)
It is indeed an acceptable replacement, at least if you are running a shield healer/resist builder.
Right now a build I'm working on, is a star cruiser that uses TSS1, ST2. As the toon was a sci she needed maximum resistance so she's got EPTS3 where my ET3 normally sits (now changed it out for RSP2.. yes that is how awesome engis are... you need a bigger thicker green diaper as a sci healer to work around not having MW or RSF!)
So her other LTCmdr slot was taken with ASIF2. Which gives about 7k hull points with 3SIF generators, and full aux. And +50 damage resistance.
Tac Team, APD1
EPTS1, EPTS2, ASIF2, ES3
EPTA1, ES1, RSP2
TSS1, ST2
Tractor beam is her current layout.
Also it's worth pointing out that naturally the Oddy does indeed do everything the star cruiser can and more, so if you are runnning say Sci Team 3 in your lt cmdr slot, I really don't recommend ET3 since it will interfere with your ST3 CD, so ES2 or ASIF2 is more than acceptable.
All in all im trying to compare (in a primary healboat sci oddy), with a ltc uni slot, where one has an engi and the other has a sci. my thinking is the sci oddy with a sci in the ltc uni has more healing capacity overall, whereas the sci oddy with an engi in the ltcom slot still has good healing capacity, but is also more tanky against focus fire... i dono, rambling atm :rolleyes:
Chillax. No Ego. No Drama.
Like my alien? Watch THE VIDEO
Need custom graphics for you or your fleet? Click HERE
With my fed engineer Im currently running the Ferengi D'kora ship. It is made especially to assist groups by clearing spam and reduce damage output of opponents with the subnuc doff combined with FAW.
Weapons:
Rapid Fire Missile Launcher
3x DBB
3x BA
Concentrated Tachyon Mine Launcher (or 4th BA)
Equipment:
Omega Shield
Omega Engine
Borg Deflector
Consoles:
Eng: 1x RCS, 1x neutronium alloy
Sci: Battlemode3000, Borg, Field Generator
Tac: 3x energy type console
Boffs:
Lt. Com. Tac: FAW1, APB1, FAW3
Ens. Tac: TT
Com. Eng: EPTW1, EPTS2, ES2, ASIF3
Lt. Eng: EPTW1, EPTS2
Lt. Sci: HE1, TSS2
Doffs:
2x conn tact team doff (reduces TT cooldown, effectively means running 2 copies of TT)
2x conn evasive officer (reduces evasive cooldown from 45 to 30 sec)
Subnuc doff
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
All Input is welcome.
BortasQu Command BC: tactical toon
BFAW1 CSV1
EPTS1 A2EB1 (A2EB2/EXTS2/RSP2/ET3) A2SIF3
TB1 HE2
TT1 ApD1 (B03/BTS:X3/BFAW3)
EPTS1
(4) BEAM ARRAYS {though one could put 2 DBB + 2 beam arrays instead}
(4) Turrets
Energy type: Phasers(for the proc rate) / Phased Polarons (for the drain/Proc)/ Tetryons (for the drain)
Omega Deflector (2 part for the Tetflyer)
Omega Engines
Borg Shields (for heal proc with console)
or
KHG shields
(20) Aux batts (20) Eng batts (1) Subspace field modulator (20) Shield batts
(2) Nuetronium armor (1) SiF generator (1) plasmodic leech
(1) Shield Field Amplifiers or (1) Field generators (1) Borg console
(4) energy consoles
DOffs
(1) Energy Weapons officer (cannons)
(1) Energy Weapons officer (beams)
(2) Technicians
(1) Warp Core Engineer
or
(2) Damage Control Officer
(1) Warp Core Engineer
(2) Technicians
or
(1) Damage Control officer
(1) Warp Core Engineer
(2) Technicians
(1) Tractor Beam officer
cycle EPTS1+EPTS1+ A2EB1+ (A2EB2)+ ApD1+BFAW1+CSV1+(BFAW3/BTS:X3)+ A2SIF3 on a keybind to keep them constant.
save BO3 + apa+TacFleet+GDF for high power strikes. Time with A2EB1 usage.
If using EXTS2 + HE2 for heals to teammates. Pop and Aux Batt for best effect for when A2EB1 is running.
If using RSP2, use with TT1 for fast shield recovery.
use TB1 to grab those pesky escorts.
Otherwise the skilling for this build is without torps but heavy on the anti- drain and anti-CC/Stun skills to ensure long life in combat.
SKILLS:BortasQu Tactical Build
With 9s in Flow Capacitor and Power Insulators, 6s in Inertial dampners and Sensors, you should be well protected against drains, stuns, holds and scrambles thus minimizing thier effects upon you.
This points to the purpose of the build to offer DPS support, light healing and to do so while loitering as long as possible on the battle field.
R.I.P
Building cruiser is easy in my (boring?) mind:
Then fill the remaining slots with
then 100weapon power with 8 beams.
TSI -- Star Trek Online PvP Vidoes (Youtube)
/channel_join OrganizedPVP If you are interested in learning PVP, looking for a team, or a private match.
Chillax. No Ego. No Drama.
Like my alien? Watch THE VIDEO
Need custom graphics for you or your fleet? Click HERE
*facepalm*
I will fix my sig. After my workout.
The Bortas is too Fat for cannons. the turrets they do nothing! Ditch them for 4 arrays.
Consequently, put in Tac Team, and put FAW2 in your tac slot
A2eB1? Aux to bat? You have plenty of tac and engi slots... so ask youself (I am assuming technician doffs)
Just go phasers if you have them. they are Op and probably will never be changed to be otherwise.
Ditch the beam and cannon doffs for Shield Distribution doffs. (it's not like you are in a Vorcha that's using DHCs) Or go one Shield Distribution, and one more Technician.
http://www.stoacademy.com/tools/skillplanner/index.php?build=roachmavmod_0
Also this will work for a skill spec better overall.
it requires having 16 expensive, high end weapons though. since this build relies heavily on the tetryon glider for maximum effect, and tetryon proc on top of that, i recommend tetryon weapons too. they are relatively cheap to get, and single cannons are the least popular and cheapest weapon on the exchange. at least acc2 beams are a must, but are thankfully easy to get from the D store.
i managed to score 4 acc3 tetryon single cannons and couldn't be more happy with them. they never miss even bops running evasive maneuvers and they just whittle your opponent down to nothing. as for turrets, those are always hilariously expensive. if you can find at least acc2 mkXI turrets for reasonable, consider checking out as blue acc2. the actual damage difference between a blue MKIX acc2 and a MKXII acc3 is only about 5 or 6 damage a shot.
whether your running beams or cannons, the station powers will be basically the same, except for tactical of course.
TT1, CRF1, CRF2/TT1, BO2, BO3
EPtW1, EPtS2, RSP2, A2S3
EPtW1, ET2
EPtS1
HE1, TracBeam2
i suppose i could swap ET2 and RSP2 for ET3 and RSP1, but i find them quite adequate how they are now. RSP2 lasts so long now that i could go grab a beer and come back before it wears off. the ~8000 hull heal from ET2 is plenty, backed up by A2S3 and HE1
i run omega deflector and engine and maco shield. the omega deflector and engine are proboly the best in game, with or without glider. the omega engine has the best turn rate boost you can find on a hyper engine, and the deflector boosts your accuracy very noticeably. the maco shield is great too of course, 15% of the damage dealt to it basically goes away, thats damage you don't have to heal, and you get your energy levels boosted by just being shot at. i have also found its completely unnecessary to run field generators with it, its max capacity isn't that great to begin with so the return isn't as good as it would be with a cov shield. i run 2 flow cap consoles instead to maximize glider and proc damage.
for consoles its 3 energy damage in tactical of course, and engineering 2 armor consoles depending on what is being shot at you most, the borg consoles, and when your using cannons a turn console, and when your using beams an eps console
for doffs i run 2 blue conn doffs for TT, and 3 green shield distribution doffs. ya im poor i know. ideally they would all be purple. i have dropped TSS from my stations completely, its a bit greedy but seeing as the doff proc for brace for impact is equivalent to TSS 10, i had enough incentive to go without it.
my weapons power level unbuffed by skills tops out at 123, ad EPtW1 and its in the 140s. a weapons power in the 150s is ideal for maximum energy dps, higher then that becomes a waste, and your sacrificing a lot for your build to run weapons power higher then that full time.
if your in the middle of a cannon alpha strike and you see your weapons power dip below 90, use a weapons battery. really, use a weapons battery is the answer for every 'if' question you could possibly have with this build. exposed hull taking between 1700 and 1200 damage per rapid fire single cannon shot is a death sentence. always throw a tractor beam on someone your gunning for too of course. lack of defense score causes a silly amount of crits.
when the beam mood strikes you, don't bother with faw. if theres more then 1 person in range you do less damage to your target then you would just shooting at him without faw. though the rule of thumb is don't bother with BO unless your using a DBB, i gave it a shot and was incredibly surprised by how useful it turned out being. your not going to 1 shot anyone, but when you have them on the ropes, and their shields are nothing but slivers, a good 6-10k instant damage puts an abrupt end to your opponent. i BO hit every 30 seconds in a fight doesn't amount to much, but when you are dealing significant damage over time and you hit him with BO every 15 second, its hard to defend against for long.
pre loading BO2 at all times, waiting for someone to decloak and then hiting them with BO2 followed by BO3 with a weapons battery in between will turn the tables very quickly on your would be attacker. i find myself getting a kill exactly 15 seconds later in that situation pretty often, fancy that. when you have to run, and theres a good chance that escort is going to catch up to you, they arent expecting a BO3 to the face. runing and buyng a couple seconds for a heal cooldown to end, a weapons battery because your in high engine power mode, and a BO3 have got me more kills then i can count.
the glider is the cure for zombie cruisers. thanks to it and my tet weapons, i can deal shield damage to any ship faster then it can heal its self. theres no need to try to DEM or warp plasma someone to death with shield bleed damage when you can all but remove someones shields in a mater of seconds. the only effective counters are RSP and distro doff proc.
this ship with ether weapons load out can deal far beyond stranded cruiser pressure damage, wile having an extreme amount of survivability, and contribute a large amount of hull heals for the team. thanks to that great huper engine you can out run escorts with the borg engine.
beams work best against klingons, the pre loaded bo is a cloaked ships worst nightmare, and a speedy bop can never maneuver into the blind spot of a beam array BO3. the single cannons are great for burning up even the heartiest of slow turning federation hit point boats. you cant go wrong with ether, and its always a ton of fun to fly.
id go so far as to say its THE best dueling setup for a cruiser, wile not being useless to a team. and the most fun to fly period, for me at least. captain kirk would be proud :cool:
mav, did you see this table i posted a few pages back? it might have got lost in your thread reconstruction. it illustrates the effect of weapons damage with energy levels above 125
https://docs.google.com/spreadsheet/pub?key=0Asu87Jb5VCBgdHFKbmdpZjlEMHk3YUhfNGRTbllNY0E&output=html
extreamly important information to any ship that wants to maximize energy weapons damage
ah so it is. the guy that made it really deserves some credit, i don't recall his name though :redface: to bad he did the test with an escort and not a cruiser so he could have used 8 beam instead of 7. the ideal power level might by 149 for 7 beams, but for 8 beams it might be a bit higher.
Chillax. No Ego. No Drama.
Like my alien? Watch THE VIDEO
Need custom graphics for you or your fleet? Click HERE
after 2 and a half years, it couldn't be more clear to me that engineers cant deal significant damage and cant deal decisive damage no mater what. they have no ability that bumps their damage, its always constant and low. nadion levels it out a bit, but thats nothing compared to most of your shots dealing above 1000 damage with a simple click of APA, the tac captains main ability.
your best sticking a tac captain in that build. for an engineer it would merely be a poor healer and support ship, giving up a large amount of healing capacity for a relatively small amount of additional damage dealing, that will get washed away by the waves of team healing like it wasn't there in the first place. the excelsior is a ship for a tactical captain, no engineer should be in one imo, your less effective at the only thing your good at in an excelsior vs every other cruiser choice.
swinging for the fences on weapon energy only significantly increases dps when their are damage buffs stacked on your already high damage average shot. then it becomes extreamly beneficial. engineers are best at manipulating energy, but with nothing past 125 adding a modifier to the damage, it only increases average shot damage.
it really ends up being pointless for them, they have 2 free self heals, and 2 energy manipulating skills that you have to squint extreamly hard to notice a huge benefit from. aux based heals are more potent with eps transfer, you move a bit faster but your already flying at a speed that maxes your defense score (right? you are doing that right?), shields are a bit harder and average shot damage is ~3% higher. with nadiaon average shot damage is proboly ~5-10% higher. woopty do. asspull numbers, but ive never been able to notice a real difference when using these.
technically they are the best healers, they can give the most heals because they have their innate ones to fall back on. but as far as heals that can be cast on the team, a sci captain and tac captain can use those same heals in those same ships. at least science has sensor scan and subnuke, and tacs have 3 potent damage multipliers and FOMM. engineers are just more annoying when you shoot at them cause they got 2 more heals, they are like easy mode, training wheels so you are extra protected from scratching your knee during game play. basically, as they are now, i think they are absolutely worthless.
having a few sci captains around is helpful for the ever devastating subnuke, but other wise, a tac captain is best in every ship type. their damage buffs GREATLY effect the damage of science abilities that deal kinetic and i think feedback damage, they can make possible cruisers like the one i went into detail about a couple of posts ago, and of course in escorts, the damage potential is just enormous.
the only place i thing an engineer has worth is somewhat useful is in a carrier. carriers don't have quite the same array of heals that can keep cruisers alive so well, and they are just so slow and vulnerable, and a lot more squishy then you think. the tac captains abilities dont effect what your pets do, so using a captain that has no tac buffs doesn't cost you damage. if not in a carrier, stick him in an escort. your damage will be disappointing but you will be hard to kill, extreamly hard to kill if you have the right doffs. but not dieing doesn't exactly advance you toward victory the same way killing does
people really need to not mention engineers around me...
R.I.P
Between the two though I would sac Aux performance to boost Flow Capacitors.
Weapon power over 125 right now Matters again (thanks to some moron who will not be mentioned... he's the head of the systems team). So you want your weapon power as high as you can get it without compromising your build
Yeah, there's not enough proc rate to really justify the loss of beam damage This also makes your skill suite more efficient.
No ASIF because it interferes with your Aux to batts. Might as well keep the chain perfect as possible.
I thought A2EB was on the Emergency powers global CD and it did not run CD with A2Sif?
R.I.P
I keep thinking it did though.
Might want to double check me.
Edit: Though this information has not been updated in the Bridge Officer tooltips.
[SIGPIC][/SIGPIC]
Thanks for the clarification.
It will get easier to read (not just cause your experience will grow) once I do some Bolding, underlining and intending of specific sections of posts like I had with the old thread. I will be doing Editing on server down times, or else whenever I feel I do not have the ability to really get in game.
I define control ships, on cruisers by their secondary role.
Example, LTC sci Oddys with TBR2, GW1 (GW got a boost again recently yay) or scramble 2 have controller sub role tendencies.
Also if you go and put Tractor in as well with the above it also firmly cements the role.
I was thinking about coming back to see what's become of PvP and I was looking for a viable build to upgrade to. I don't know how my dusty Season 4 Star Cruiser heal bot would do these days. I was actually interested in the Oddy, though I gave up playing the waiting game with Cryptic before they got around to releasing it =/
Gonna have to play around with all the new consoles, gear sets, Doffs, oi....
TRIBBLE.
However the extra sci slots and bonuses to aux and shields that the sci oddy makes it the better healboat. (at least until those new Fleet Star Cruisers come out... deeeeeamn )
you can still run whatever setup i think, but rsp has made a comeback
suggestion
abilities:
es3, et3, auxtosif3 or 2
eps 3 + eps 1 or some other combo
tss2, he1, ph?
apd1, some tac ability
rsp1 or 2, and another ept something 1
the usual :P
Chillax. No Ego. No Drama.
Like my alien? Watch THE VIDEO
Need custom graphics for you or your fleet? Click HERE
Now i now that many do not like the ody but i have one Tac Ody and is what i use and would like to get the best of her that i can get.
So i ask for what i would change in this build up. Thanks in advance.
I?m a Tac captain
My Skills Advice if i need to respec them.
My Settings are those Build up
Fore Weapons :
[Antiproton Beam Array Mk XI [Acc] [CrtH] [Borg]]
[Dual Antiproton Beam Bank Mk XI [Acc] [Dmg]x2]
[Dual Antiproton Beam Bank Mk XI [Acc] [Dmg]x2]
[Antiproton Beam Array Mk XI [Acc] [CrtH] [Dmg]]
Deflector:
[Positron Deflector Array Mk XII [Def] [DefD] [DefF]]
+18 Shield Emitters
+18 structural Integrity
+26 Shield system
+8.8 Flow capactiors
+8.8 Inertial Dampers
Impulse:
[Aegis Hyper-Impulse Engines]
Shield:
[M.A.C.O. Resilient Shield Array Mk XII]
Aft Weapons:
[Antiproton Beam Array Mk XI [Acc] [CrtH] [Dmg]]
[Antiproton Beam Array Mk XI [Acc] [CrtH] [Dmg]]
[Antiproton Beam Array Mk XI [Acc] [CrtH] [Dmg]]
[Antiproton Beam Array Mk XI [Acc] [CrtH] [Dmg]]
Devices
[Subspace Field Modulator]
[Battery - Shields and Engines]
Engineering Consoles:
[Console - Engineering - EPS Flow Regulator Mk XII]
[Console - Engineering - Tetraburnium Hull Armor Mk X]
[Console - Engineering - Tetraburnium Hull Armor Mk X]
[Console - Engineering - Emergency Force Fields Mk XII]
Science Consoles:
[Console - Science - Field Generator Mk XI]
[Console - Science - Field Generator Mk XI]
[Console - Science - Shield Emitter Amplifier Mk XI]
Tactical Consoles
[Console - Universal - Assimilated Module]
[Console - Tactical - Antiproton Mag Regulator Mk XI]
[Console - Tactical - Antiproton Mag Regulator Mk XI]