After all the negative towards Tanking, And I myself being one of the Whiners.
I decided to Just go for it and have fun. And so far have not been a hinderance to any STF I joined.
And at least on Infected Space, Its just cool to help get Generators to 10%, Sit above the Transformer and Fire at will. Pop em all together.
I run 3 toons, Wanted them all to play Different, Was bugging me I had all 3 in an Escort.
So now got a Tac in an Escort, Eng in a Cruiser, Klink Eng in a Karfi Carrier.
Engineer Carrer
Fleet Star Cruiser.
Fore: 3 Phaser Arrays, 1 DBB Phaser Array
Aft: 4 Phaser Arrays
Maco Def MX XII
Borg Engine
Maco Shield MK XII
Eng, Borg Uni, PDS Uni, 2 X Nuetronium Mk XI
Sci, Vent Theta Uni, Particle Gen Mk XI, 2 X Field Gens Mk XI
Tac, 2 X Phaser Relays MK XI
Boffs,
Tac: Tac Team, Fire at Will II
Eng: EPTW 1, AuxTSIField 1, EPTS 3, Eject WP 3
Eng: EPTW 1, RSP, EPTS 3
Sci: Pol Hull, Hazzard II
Sci: Tractor I
Doffs, 3 Tac Team Doffs (Global Tac CD)
1 Energy Weapons Officer, 1 Nurse
The point is to try and hold them still,
Use Evasive, Coat them in Warp Plasma and flip broadside, Or Vent Theta, Repeat.
I loved doing this in the early days then lost my way in a quest for more DPS! lol
Grounded my gear with the Defiant, And now back to having fun as a pure tank,
And doing the best DPS I could outta my favorite ship, the Star Cruiser.
But, I'm a tank first and foremost.
To me the Fleet Star Cruiser, with the Nomad Nacels and Hull. And whatever option raised the Nacells up. Looks Badass.
http://i448.photobucket.com/albums/qq205/Hanika666/StarCruiser1.jpg
When looking at the combat log is the parenthisis the actual damage you do?
[Combat (Self)] officer Warp Plasma deals 1252 (708) Plasma Damage(Critical) to Tactical Cube with Warp Plasma.
[Combat (Self)] Your Phaser Array deals 1145 (791) Phaser Damage to Tactical Cube.
[Combat (Self)] officer Warp Plasma deals 1225 (693) Plasma Damage(Critical) to Tactical Cube with Warp Plasma.
[Combat (Self)] Your Phaser Array dealt 1737 (2710) shield damage to Tactical Cube.
Comments
You are going the maneuverability approach, ok. Personally I would use RSP1 instead of Aux2Damp, upgrade Aux2SIF1 to 2 and downgrade 1 EPtS3 to 2, but that's personal taste I guess. Also if you like more damage, use DEM3 instead of Warp Plasma. You already have the Theta console and TB/TBR, so crowd control is available.
As for DOFFs...
Technician DOFFs only work with Aux2Battery, if you don't use this skill you won't need the DOFF.
Try to get at least 2 rare Conn Officers, if you really need the Tac Team cooldown reduction this will save you 1 spot.
Two or even 3 Shield Distribution Officers are IMHO the better choice here. They'll basically provide you with a free RSP. It's also not bad to put some points into Flow Capacitors, which will enhance the effect.
Get rid of the Tractor Beam DOFF. The shield drain looks nice on paper, but without a dedicated shield drain build you won't see any noticable improvement.
With 4 EPtX powers get 1 (very rare) Warp Core Engineer. This will boost your power levels quite often.
If you have access to, use the Maintenance Exocomp. Cruiser eat batteries like breakfast cereals and the additional boni you get with this DOFF are quite nice.
Try to get a rare Energy Weapons Officer for beam special attacks (not the subsystem targeting 1), this will basically give you a second FaW2.
decker999
Join Date: Aug 2010
Same goes for Aux to Damp instead of RSP. I played 8+ ESTF's yesterday and only died once, and at that moment have no Idea what killed me, I was insta popped. The rest of the time I never had need of Hazard or RSP. That goes for holding the Gate and Tac Cubes Agrro.
Wish there was better things to add, I may add DEM, but never saw it do much in the past. Which is why I wanted EWP, try to have more fun in a cruiser. I Used to run AuxTSIField 3, Really wish they'd add more Skills at Comander level. Odd theres really not many choices.
Thanks for the Info on Doffs, Doffs are one thing I havent kept up on. Id like to get Fire at will more cycles. I'll go check that out.
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.
Hmmm, sure you can either take HE, an ability that not only ends plasma DoTs, provides huge amounts of heal and resists with high aux power even on ensign level and can also be used on others or use more of your console slots for armor and/or more of your heals on your own than necessary.
Guess what, as tank/healer I'll use HE in conjunction with Aux2SIF and maybe ET. Cruisers never should be only 1 thing, if they are they'll fail horrible. You are not only a tank, you also need some basic heals to throw at your team mates in case of emergency. Same for only healers or only damage dealers.
decker999
Join Date: Aug 2010
If I can be a tac captain in an escort specced into threat where I have threat 90% of the time, Yet I can tank what comes at me, and yet rarely die. Then a healer is not needed. Helpful...yes.
Next purchase is to respec outta threat for that toon. lol
Granted Im talking only one thing at a time. Where as the build I listed above is all about taking as much fire from as many enemies as are around. A tank, Not a Tank/Healer. If I'm doing my job right everything in the area is mad at me and ignoring everyone else around. Im the only one that needs to be healed.
I did play Tank/Healer for awhile. A cruiser doesn't mean you gotta be both.
That said I did die once earlier in an STF, where Hazard woulda helped, and as I respawned and headed back to the fight, 2 of the Other team members died. Wouldn't have happened if I was still out there taking it like I was. So Ill prob swap out Tractor II for hazard II.
Having a Tractor at the ready is nice but not as nice as staying in the fight.
Had one game where as Escort kept getting low on Health stealing my threat, And died a few times, Sent him a message and yeah he was specced into threat. Also noticed he wasnt repairing ANY of his damaged systems. Musta had at least 4-5 Stacked up.
why do people INSIST on flying beam boats, having that many phasers the DPS is the same as firing 3 phasers beam arrays.
the DPS is a Bell Curve folks the Magic number is about 5/6 depending on your build and whether you use a Dual Beam Bank.
Having that many phasers your DPS is TRIBBLE, I know your Tanking and not DPS but still having the proper weapon set up won't TRIBBLE your power levels.
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But with an Enginner.
My Power only drops below 70 when Fire at will is running and theres many enemies to hit. But with EPS, Nadion, EPTW, etc. I personally don't see it. I suppose I could use the Parser and See the DPS difference of 3 Beams to 7. 5-6, etc.
As it is, Between fire at will barrages Im suiciding into the enemy with Evasive, Tractor and Eject Warp or Vent Theta, so I dont care what my power levels are until I come to full broadside again.
Thats the next step, make sure Im getting as much DPS with this setup.
I did switch out Aux2Damp for RSP, and Tractor II for Hazard II. Plus got the Beam Weapon Doffs. And tossed in a Nurse to see how that works. Hell the Oddy was ridiculous when it came to Losing Crew, that would be a good test for the Nurse. lol
Um no . damage is not a bell curve. Increasing the number beam weapons does increase your DPS for each additional weapon. But there are diminishing returns on additional DPS for each additional beam weapon due to increased weapon power drain. The sweet spot is 6 Beam arrays. the 7th and 8th beams additional DPs is really diminised due to the extreme power drain. But 7 and 8 beams will do more DPS then just 6 beams.