If you want an all human crew, your either gonna have to go through the exchange or trade with buddies.
I run a Excelsior, love it (+7 to all power settings FTW).
Here is my current build:
Fore Weapons: 3 Fleet Advanced Disruptor Beam Arrays (Dmg x3 and Acc) and a Wide Angle Quantum Launcher
After Weapons: 3 Fleet Advanced Disruptor Beam Arrays (Dmg x3 and Acc) and a Fleet Advanced Quantum Launcher (Dmg x3 and Acc)
MACO Deflector MK XII
Borg Subtranswarp Engines
MACO Shields MK XII
Engineering Consoles: EPS, Borg Console, Armor (Depends on what I'm doing) and either an RCS or Plasma (experimenting with which I like more)
Science Consoles: 2x Field Generators
Tactical Consoles: 3x Disruptor Consoles
BOFF layout:
Lt.Cmdr. Tactical: Tac Team 1, Beam Fire At Will 2, Torp Spread 3
Cmdr. Engineer: EPtoS, Aux to Dampers, Directed Energy Mod, Aux to Structure 3
Lt. Engineer: Eng Team 1, Revers Shield Polarity
Ensign Engineer: EPtoW
Lt. Science: Hazard 1, TSS
A really fun ship to fly, can't wait for a Fleet Version.
Hi, my name is: Elim Garak, Former Cardassian Oppressor
LTS, here since...when did this game launch again?
I fly the excel myself with my main. It's still my favorite ship due to my playstyle.
The problem with it is it's simply been outclassed via all the P2W escorts that have been added to the game since F2P along with the nerfs to beams/healing that came with F2P/skill-box revamps as well. With a tac in an excel flying the typical 6 beam-boat, I used to get about 800K damage in the typical PVP match (along with 400-500 healing. Almost the damage of what the best escorts were doing at the time. Now, it's more like 200K damage with 300-400K healing. That will not keep up with all the added damage from escorts. So, my excel is now limited to PVE content only. If, and to tell the truth few and far between as I just really do not like melting stuff with an escort that runs the same exact resists as my excel (way to over-powered for me), I decide to actualy take part in PVP gameplay, I fly an eng in a "fleet version" patrol escort as PVP is all about the DPS now. "Tanking" is now sub-par unless you fly an eng in a "Pay-to-Live" crusier that has DPS of almost 0 with a turn rate of not much better. Sad, but true.
Beams need to go back to the 95% inherent ACC rating as the change for beams needing ACC is the basic Cryptic "over-nerf", ev1 now running evade with their pilot skills making APs almost worthless as they only come in ACC X1, and a 10 console version of the excel/sov needs to be implimented, fleet or otherwise. They had the perfect chance to add this with the new sov but for some reason decided against it. That's about the only thing that will put up the excel back to it's former PVP glory.
It was a great ship and a balance between the "heal crusier" and the escort. But, it's just taken way too many NERFs while escort damage has received large damage buffs/resist buffs, all at the same time.
The turn rate in game for the Regent is much worse than the Excel' (avg 2.5 degress difference with the same setup). The cannon/turret setup needs to keep a target within the front 180 and if you need to turn a second to give a new shield, your having to reaquire the arc more aggresively. Also changes in throttle are more sensitive in the Regent.
I rarely suggest a BA style broadside ship, but the Regent and its 190' torp really calls for it.
Comments
I run a Excelsior, love it (+7 to all power settings FTW).
Here is my current build:
Fore Weapons: 3 Fleet Advanced Disruptor Beam Arrays (Dmg x3 and Acc) and a Wide Angle Quantum Launcher
After Weapons: 3 Fleet Advanced Disruptor Beam Arrays (Dmg x3 and Acc) and a Fleet Advanced Quantum Launcher (Dmg x3 and Acc)
MACO Deflector MK XII
Borg Subtranswarp Engines
MACO Shields MK XII
Engineering Consoles: EPS, Borg Console, Armor (Depends on what I'm doing) and either an RCS or Plasma (experimenting with which I like more)
Science Consoles: 2x Field Generators
Tactical Consoles: 3x Disruptor Consoles
BOFF layout:
Lt.Cmdr. Tactical: Tac Team 1, Beam Fire At Will 2, Torp Spread 3
Cmdr. Engineer: EPtoS, Aux to Dampers, Directed Energy Mod, Aux to Structure 3
Lt. Engineer: Eng Team 1, Revers Shield Polarity
Ensign Engineer: EPtoW
Lt. Science: Hazard 1, TSS
A really fun ship to fly, can't wait for a Fleet Version.
LTS, here since...when did this game launch again?
The problem with it is it's simply been outclassed via all the P2W escorts that have been added to the game since F2P along with the nerfs to beams/healing that came with F2P/skill-box revamps as well. With a tac in an excel flying the typical 6 beam-boat, I used to get about 800K damage in the typical PVP match (along with 400-500 healing. Almost the damage of what the best escorts were doing at the time. Now, it's more like 200K damage with 300-400K healing. That will not keep up with all the added damage from escorts. So, my excel is now limited to PVE content only. If, and to tell the truth few and far between as I just really do not like melting stuff with an escort that runs the same exact resists as my excel (way to over-powered for me), I decide to actualy take part in PVP gameplay, I fly an eng in a "fleet version" patrol escort as PVP is all about the DPS now. "Tanking" is now sub-par unless you fly an eng in a "Pay-to-Live" crusier that has DPS of almost 0 with a turn rate of not much better. Sad, but true.
Beams need to go back to the 95% inherent ACC rating as the change for beams needing ACC is the basic Cryptic "over-nerf", ev1 now running evade with their pilot skills making APs almost worthless as they only come in ACC X1, and a 10 console version of the excel/sov needs to be implimented, fleet or otherwise. They had the perfect chance to add this with the new sov but for some reason decided against it. That's about the only thing that will put up the excel back to it's former PVP glory.
It was a great ship and a balance between the "heal crusier" and the escort. But, it's just taken way too many NERFs while escort damage has received large damage buffs/resist buffs, all at the same time.
Fore Weapons - 4x cannons
Aft Weapons - 4x turrets
Deflector - Borg or MACO
Engine - Borg
Shield - MACO
Engineering consoles - 1x Borg, 1x RCS, 2x Neutronium
Science consoles - 2x field generators
Tactical consoles - 3x whatever energy type you're using.
Lt universal/science - hazard emitters 1, transfer shield strength 2
Lt Cmdr Tactical - tactical team 1, cannon rapid fire 1, cannon rapid fire 2.
Rest whatever you like.
That build should rip through NPCs, especially if buffed by directed energy modulation and tactical captain buffs.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
The Excel runs the cannon/turret setup much better than the Regent does. I am thinking the Regent is more of a:
Front: 2xBA, 2xDBB
Rear: 3xBA, 1x Wide angle quantum launcher
The turn rate in game for the Regent is much worse than the Excel' (avg 2.5 degress difference with the same setup). The cannon/turret setup needs to keep a target within the front 180 and if you need to turn a second to give a new shield, your having to reaquire the arc more aggresively. Also changes in throttle are more sensitive in the Regent.
I rarely suggest a BA style broadside ship, but the Regent and its 190' torp really calls for it.