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My Advance Heavy Cruiser Build ...

jim940jim940 Member Posts: 178 Arc User
edited September 2012 in Federation Discussion
So I figured I'd post it and get some suggestions, but this is my set up so far (but as always slowly upgrading the Mk's as I go along).

In front I have Dual Disruptor Beam Banks.
  • Currently all Mk XI with [Dmg]x3.
Total DPS of ~1,700 DPS.

In the back I have Disruptor Beam Arrays.
  • 2 are Mk XI with [Dmg]x2
  • 1 is a Mk XI [Dmg]x3
  • 1 is Mk XII [Dmg]x3
with a total DPS of ~1270 DPS.

The "fundamentals" are.
  • The Deflector is Borg.
  • The Shields is Aegis.
  • The Engines is Borg.

I don't tend to use many devices.

Engineering Consoles I have currently.
  • Transwarp Computer
  • Ablative Hull Armor Mk XII (+30 for Phaser, Disruptor, Plasma, and Tetryon Damage resistances)
  • Tetraburnium Hull Armor Mk XI (two of them) (+52.4 (total) Plasma, Tetryon, Polaron and Antiproton Damage resistances)

The Science Consoles are currently
  • Subspace Jumper
  • Borg Assimilated Console


The Tactical Consoles are
  • Two Disruptor Induction Coil Mk X (+24.4% Disruptor Damage)
  • One Disruptor Induction Coil Mk X (+26.2% Disruptor Damage)
Giving me a total of +75% Disruptor Damage.

So that means in front I can do a total of 1,500 DPS, and in the rear I can do a total of 1,125 DPS.

My Bridge Officers are set up with

Lt. Cmdr Tactical Station
  • Beam Array: Fire at Will I
  • Target Shield Subsystems II
  • Beam Overload III

Cmdr Engineering Station
  • Emergency Power to Engines I
  • Extend Shields I
  • Aux Power to Structural Integrity Field II
  • Aceton Beam II

Lt Engineering Station
  • Engineering Team I
  • Boarding Party I

Ensign Engineering Station
  • Emergency Power to Weapons I

Lt Science Station
  • Science Team I
  • Tractor Beam II

My Items in my menu bar
  • Engineering Fleet I
  • Miracle Worker II
  • Nadion Inversion III
  • Rotate Shield Frequency III
  • EPS Power Transfer III
  • Abandon Ship II
  • Brace for Impact III
  • Evasive Maneuvers III
  • Fleet Support I
  • Subspace Jump

What do you guys think?

Jim
Post edited by jim940 on

Comments

  • edited September 2012
    This content has been removed.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2012
    I'm curious, do you run STFs, are you in a fleet, any of that fun stuff? STFs can net you high mk, Borg-specific gear (and it ain't bad for other stuff). and a good fleet can help you get outfitted, along with giving you people to do stuff with.

    Anywho...let's get going...

    Deflector/shield/engines, those are fine. I'd say MACO shields if you have em, even mk X is good.

    Consoles...I REALLY recommend Neutronium alloys, or at least take off the Tranwarp Computer (trust me, not that useful for missions and STFs), and put on a Monotanium, it'll save you a LOT of trouble. Your tactical consoles are ok as is. I'd also say at least buy a Field Generator, even if you don't use it, just so you can have one to up your shield strength sometimes if you feel like you need it.

    As for weapons, I've always felt Beam Arrays are generally better, like 3 in front, 3 in the back, with a fore torpedo, and then either a mine or an aft torpedo. That's just me, but all energy, even if you are mostly firing fore or aft, can still be very draining. Especially with FAW and BO 3. DBBs aren't bad though if you have nothing else.

    On the other end of the spectrum, the Excelsior is great to run a single cannon/turret build with. Especially like 3 single cannons, 4 turrets, and a torpedo in the front, or a DBB for BO 3, etc. For the BOFF recommendations, I'll stick to you using your beams though.

    With that...

    Lt. Sci: Transfer Shield Strength 1, and Hazard Emitters 2 is a better combo, because Sci team shares cooldown with the other two 'team' abilities. Plus both of these heals can still be given to others.
    Cmdr engineer: E-power to Shields 1, Reverse Shield Polarity 1, Aux to structural 2, Eject Warp Plasma 3
    Lt. engineer: E-power to X 1, Reverse Shield Polarity 1
    Ensign engineer: Engineering Team
    Lt. Cmdr Tactical: Tactical Team 1 (this one is vital), Fire at will 2, and then an abillity of your choosing, such as Attack Pattern Beta 2, AP Omega 1, torpedo spread 3, etc. Beam Overload 3 is really only good with DBBs.

    So, there's my thoughts for you.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • stofskstofsk Member Posts: 1,744 Arc User
    edited September 2012
    mimey2 wrote: »
    Lt. Sci: Transfer Shield Strength 1, and Hazard Emitters 2 is a better combo, because Sci team shares cooldown with the other two 'team' abilities. Plus both of these heals can still be given to others.
    I'd say Polarise Hull 1 is better than TSS1, your recommendations already come with a ton of other shield-heal related skills on the engineering side, including two RSPs which might even be overkill. But there's nothing to really counter tractor beam holds (granted, only really an issue if he intends to go into STFs or PVE) and PH1 also has a lot of DR to boot.
  • orondisorondis Member Posts: 1,447 Arc User
    edited September 2012
    It's an excelsior, so it'd work excellently with 4x cannons (or 3 if you want to take a torpedo) and 4x turrets. Make sure to keep them buffed cycling cannon rapid fire 1 and 2 and you'll do the most damage a cruiser can do without it equipping dual heavy cannons.

    Throw in directed energy modulation if you want to add even more damage to it.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • jim940jim940 Member Posts: 178 Arc User
    edited September 2012
    mimey2 wrote: »
    I'm curious, do you run STFs, are you in a fleet, any of that fun stuff? STFs can net you high mk, Borg-specific gear (and it ain't bad for other stuff). and a good fleet can help you get outfitted, along with giving you people to do stuff with.

    I do play STF's often, and used to have a full Mk XI set on the ship, then decided to try something different, hence this loading. As for a fleet, I'm the leader of GBC-CCET.

    I don't know, ever really focused on how to properly build up a ship, seeing as its just not something I've done on MMORPG's, not to extent my friends and brother do any ways.

    Most of the time torpedoes do not bother me too much, which is why I've not put any Torpedo specific consoles on board, and instead focused on a variety of energy damage. I find I can shoot most torpedoes fired towards me in STF's and missions. Or just simply avoid them.
    stofsk wrote: »
    But there's nothing to really counter tractor beam holds (granted, only really an issue if he intends to go into STFs or PVE) and PH1 also has a lot of DR to boot.

    I might be wrong but "Emergency Power to Engines I" counters tractor beam holds. Or at least they get me moving in STF's after being locked on. :confused:

    Also what is PH1?
    orondis wrote: »
    It's an excelsior, so it'd work excellently with 4x cannons (or 3 if you want to take a torpedo) and 4x turrets. Make sure to keep them buffed cycling cannon rapid fire 1 and 2 and you'll do the most damage a cruiser can do without it equipping dual heavy cannons.

    Thanks for the heads up.

    Jim
  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    nope, that setup is not gonna let you rock elite stfs...
    i suggest you do some reading on some of the good cruiser guids on the forum.

    first you should ask yourself: do i want to tank, or do i want to deal dmg...if it is the second, you might wanna consider an escort or a tactical captain. (escorts with engi captains are very tanky, and can tank anything in elite stfs)

    get borg weapons...MKXII, the weapons you use are below stf elite standard.
    and get a maco shield, aegis is not gonna give you anything without atleast a second piece, but the maco shield does.

    many, many more things to consider, which are sub optimal with your build and it would take the better part of my evening to point it out and explain why your choices are not good.
    Go pro or go home
  • piwright42piwright42 Member Posts: 0 Arc User
    edited September 2012
    PH1=Polarize Hull 1.
    If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
    They taste the same.
  • jim940jim940 Member Posts: 178 Arc User
    edited September 2012
    baudl wrote: »
    nope, that setup is not gonna let you rock elite stfs...

    Right. :rolleyes:
    baudl wrote: »
    escorts with engi captains are very tanky, and can tank anything in elite stfs

    I already tank rather well in Elite STF's in space missions. The three engineering consoles mean I have a +82.4 Resistance to the plasma damage that the Borg cause.
    baudl wrote: »
    get borg weapons...MKXII, the weapons you use are below stf elite standard.

    Borg Weapons are 293 Disruptor Damage, at 234.4 DPS. Meaning one volley every 1.25 seconds.

    Which means, the extra 1000 Borg damage I can possibly get is every 16.7 seconds per gun, or a mere bonus of 60 DPS per second. And that is just Borg alone. So I'm looking at 294.4 DPS with Borg gear per gun, verses 242 DPS I'm currently, so only a 50 DPS boost. Which seems like a lot at first, but considering I'm stacked up with Disruptor Induction Coil consoles, that is a additional bonus of 75%, or hitting at 423 DPS Borg weapons or not per Dual Beam Bank.
    baudl wrote: »
    and get a maco shield, aegis is not gonna give you anything without atleast a second piece, but the maco shield does.

    It does, but its a trade off, slightly higher regeneration rate for lower initial shield strength.
    baudl wrote: »
    many, many more things to consider, which are sub optimal with your build and it would take the better part of my evening to point it out and explain why your choices are not good.

    Please do, because unlike others here who offered constructive criticism, you have not.
    piwright42 wrote: »
    PH1=Polarize Hull 1.

    Thanks

    Jim
  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    you miscalculating that one [acc] modifier is worth 2 [dmg] in overall dmg and you get an additional [critD] ontop they are one mark higher meaning already one and a half [dmg] modifiers.
    [dmg] modifiers are the weakest modifiers in this game for space combat, but if you like them, get atleast the fleet advanced versions.

    problem with the resistance consoles is, that they only work for the bleed through dmg and if you lost your shields, and that should not happen anyway.

    and the maco shield is no way a trade off against a aegis shield. this is a completely wrong assumption. maybe with the 2 piece bonus it wouldn't be that wrong, but the 20% plasma resistance (that actually work while shielded) outweigh any higher shield point rating by many, many miles. additionaly to that it increases your power levels while fired upon, which means little more shield resistance, movement, weapon power, and aux power. In a cruiser you should aim for "beeing shot at" in PVE anyway.
    resistance consoles have a diminishing return anyway, so i'm not sure if you actually reach above 80% resistance to plasma. so remove 2 resistance consoles, you really only need one. sci console slot should house atleast 1 field generator.

    atleast one tactical team should be in your setup to keep shield facings up (add DOFFs that reduce tactical team cooldowns)

    next thing: you are not flanking your target if you use DBB in front...meaning your rear beams are useless during your frontal attack run. use turrets instead. and if you think that thought further, why not get a complete cannon build? there are some excellent cannon excelsior guids somewhere here on the forums.

    aceton beam 2? really? srsly, switch AUXtoSIF 2 into the commander slot (AUXtoSIF3) and get (if you must have it) aceton 1. has a much shorter cooldown anyway and the dmg is ignorable low to begin with on all 3 versions.

    sci boff slot should be HE1 and TSS2 or the other way round (i prefer this way)
    for the tac boff slot i would use something like TT1, BO2, APOmega1 or TT1, CRF1, APDelta2/beta2
    engi boff should have one RSP1 or 2 (i prefer RSP1) and atleast 1 version of EPtS 1, 2 or 3

    those things i postet are not my opinion, they are more or less proven facts. Calculations have been made for this by others, use their experiance and information.
    you defend your build and your choices, but you made those choices based on misinformation and wrong assumptions.

    also, do not underestimate devices. if you have access to a red matter capacitator, use it allways. Subspace field modulator is a must have on any cruiser. deuterium surplus is a emergency evasive maneuvers if your own is on CD. those devices can really make a hell of a difference if used correctly.

    i didn't give much constructive critique, because there is nothing really to pick up from...80% of what i see is bad boff choices or gear choices.
    as i said before, read through some of the existing cruiser guides. The guys who wrote them really know what they are doing, you won't be disapointed with the results.


    PS: also you should be aware, that if you post your own build on the official forum, you are getting the negative feedbacks despite how well thought out your build is in your opinion. Even close to perfect builds will get negative feedback. And with obvious flaws like you present them, i wonder how many more negative reviews you will get.

    in general i agree with the comment mimey2 wrote. But i want to point out again that your weapon choice is very poor.
    Go pro or go home
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited September 2012
    baudl wrote: »
    80% of what i see is bad boff choices or gear choices.

    i agree with the post above...

    /\
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2012
    Honestly, yes that is true I have a lot of shield heals, but in ANY PvE, you are gonna lose shields quickly, no matter how much you have of them. Plus Polarize Hull does share cooldown with Hazard Emitters. So between an E-power to shields, and a Rotate Shield Frequency, you can make your shields VERY tough to get through, and by the time they run out, you can either use another shield heal, or use your tactical team to start getting your shields where you need them.

    Also, Attack Pattern Omega 1 can also get you out of tractor beams just as easily.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    mimey2 wrote: »
    Also, Attack Pattern Omega 1 can also get you out of tractor beams just as easily.

    and buffs your speed, turnrate, def, resistance and firepower ontop of that
    Go pro or go home
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited September 2012
    jim940 wrote: »
    So I figured I'd post it and get some suggestions, but this is my set up so far (but as always slowly upgrading the Mk's as I go along).

    In front I have Dual Disruptor Beam Banks.
    • Currently all Mk XI with [Dmg]x3.
    Total DPS of ~1,700 DPS.

    In the back I have Disruptor Beam Arrays.
    • 2 are Mk XI with [Dmg]x2
    • 1 is a Mk XI [Dmg]x3
    • 1 is Mk XII [Dmg]x3
    with a total DPS of ~1270 DPS.

    The "fundamentals" are.
    • The Deflector is Borg.
    • The Shields is Aegis.
    • The Engines is Borg.

    I don't tend to use many devices.

    Engineering Consoles I have currently.
    • Transwarp Computer
    • Ablative Hull Armor Mk XII (+30 for Phaser, Disruptor, Plasma, and Tetryon Damage resistances)
    • Tetraburnium Hull Armor Mk XI (two of them) (+52.4 (total) Plasma, Tetryon, Polaron and Antiproton Damage resistances)

    The Science Consoles are currently
    • Subspace Jumper
    • Borg Assimilated Console


    The Tactical Consoles are
    • Two Disruptor Induction Coil Mk X (+24.4% Disruptor Damage)
    • One Disruptor Induction Coil Mk X (+26.2% Disruptor Damage)
    Giving me a total of +75% Disruptor Damage.

    So that means in front I can do a total of 1,500 DPS, and in the rear I can do a total of 1,125 DPS.

    My Bridge Officers are set up with

    Lt. Cmdr Tactical Station
    • Beam Array: Fire at Will I
    • Target Shield Subsystems II
    • Beam Overload III

    Cmdr Engineering Station
    • Emergency Power to Engines I
    • Extend Shields I
    • Aux Power to Structural Integrity Field II
    • Aceton Beam II

    Lt Engineering Station
    • Engineering Team I
    • Boarding Party I

    Ensign Engineering Station
    • Emergency Power to Weapons I

    Lt Science Station
    • Science Team I
    • Tractor Beam II

    My Items in my menu bar
    • Engineering Fleet I
    • Miracle Worker II
    • Nadion Inversion III
    • Rotate Shield Frequency III
    • EPS Power Transfer III
    • Abandon Ship II
    • Brace for Impact III
    • Evasive Maneuvers III
    • Fleet Support I
    • Subspace Jump

    What do you guys think?

    Jim

    I'm not going to bother with the weapons since it clearley works for you. I would also like others have, suggest the neutronium alloy consoles. You will find that 2 neutronium alloy's equal the damage resistances of 1 energy specific console and 1 monotanium alloy but grant that benifit across all energy types. if you replaced both your tetraburnium consoles with neutronium you would get the a higher bonus than just one but also a kenitic resistance. But thats up to you.

    The transwarp computer is meh if you have nothing better why not but still.
    The maco shield is superior to the aegis simply because ontop of its 20% plasma resistance it also has a 10% resistance to all other energy types.

    I would also suggest an attack pattern, probably delta or omega depends on which slot you want to do without. and other than the actual damage there is no difference between aceton beam I,II, or III so oyu could slot the more powerful aux2sif and still keep the damage reduction of AB.

    It's odd that you aren't using many healing abilitys but if you have been sucessful in staying alive more power to you.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • stofskstofsk Member Posts: 1,744 Arc User
    edited September 2012
    mimey2 wrote: »
    Honestly, yes that is true I have a lot of shield heals, but in ANY PvE, you are gonna lose shields quickly, no matter how much you have of them. Plus Polarize Hull does share cooldown with Hazard Emitters. So between an E-power to shields, and a Rotate Shield Frequency, you can make your shields VERY tough to get through, and by the time they run out, you can either use another shield heal, or use your tactical team to start getting your shields where you need them.

    Also, Attack Pattern Omega 1 can also get you out of tractor beams just as easily.

    Yes I agree it is a trade-off, but PH1 gives a better DR bonus than APO1 (at least I think it does), which is a LtCommdr slot compared to PH's ensign sci. Both give immunity to holds, and APO1 gives a slight boost to damage and the boost to movement, but the movement boost isn't all that hot - you can get the same from evasive and/or deuterium burn (and he's talking about a cruiser so there's enough device slots to spare for the latter, and both of which have a better movement/defence boost anyway). The LtCommdr slot might be better used for stuff like TS3, THY3, BO3, FAW3, or another attack pattern not considered is APD2 (which gives a comparable DR buff to PH1 as well as a DR debuff towards whatever target's attacking you), or APB2 (more team friendly). Also, if he's going for Attack Patterns, shouldn't his skills be set up to reflect that? Not sure if that's the case. Outside of tactical characters, I'm not sure how worthwhile it would be to do so.

    While PH does start a cooldown on HE, and you're right that is an important thing to take note of, I personally don't find this to be that onerous. For a cruiser, he should be able to tank through a bit of plasma fire, so HE being on cooldown can be managed, but being tractor-locked by a cube (if he's doing STFs), can spell disaster. At least for me, I want to be able to move and gtfo if I need to.

    As for shields, yes you do find yourself in situations where shields get torn down quite quickly, but you have him with two RSPs - that should more than adequately save him in such a scenario.

    TSS is good if you want to support the team though, so that's a step in its favour. I'm not sure if Extend Shields is better though (he's got it as one of his Eng LT skills) - it seems to give better DR bonus, but less shield regen, but the shield regen lasts longer - but TSS can be used on yourself too, sooo... I dunno.
    jim940 wrote: »
    I might be wrong but "Emergency Power to Engines I" counters tractor beam holds. Or at least they get me moving in STF's after being locked on. :confused:
    I don't know, according to the wiki it doesn't, but I think the other point that could be made is you might want an extra EPtS or EPtW instead.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2012
    stofsk wrote: »
    Yes I agree it is a trade-off, but PH1 gives a better DR bonus than APO1 (at least I think it does), which is a LtCommdr slot compared to PH's ensign sci. Both give immunity to holds, and APO1 gives a slight boost to damage and the boost to movement, but the movement boost isn't all that hot - you can get the same from evasive and/or deuterium burn (and he's talking about a cruiser so there's enough device slots to spare for the latter, and both of which have a better movement/defence boost anyway). The LtCommdr slot might be better used for stuff like TS3, THY3, BO3, FAW3, or another attack pattern not considered is APD2 (which gives a comparable DR buff to PH1 as well as a DR debuff towards whatever target's attacking you), or APB2 (more team friendly). Also, if he's going for Attack Patterns, shouldn't his skills be set up to reflect that? Not sure if that's the case. Outside of tactical characters, I'm not sure how worthwhile it would be to do so.

    To be fair, I did mention a lot of those Lt. Cmdr tac abilities in my first post. I only rementioned APO because of the tractor beam thing.

    I generally, as a personally thing avoid too many shared cooldowns, at least not without having DOFFs to make up for it.

    Extend shields IS good for a lot of things, it's more a matter of, 'is he/am I using it enough, or is it just taking up space?'
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    APOmega is mainly for escorts, but it is a very, very strong ability. Most cruiser don't even have the possibility to use it. Excelsior does. However, since a cruiser can take much more beating and a plasma fire is not really something that should bother a cruiser, PH instead of HE is valid, and the only option for the majority of cruisers to get out of TB. AUX to SIF 3 can easily cover for that loss of healing.

    On the other hand, a cruiser should not even bother with being tractored, it sucks, but your defensive abilities should keep you alive during the duration of the tractor. An escort does not have that luxury. It may result in not fireing on anything because your escort looks in the wrong direction. A beam cruiser with wide fireing arcs does not have this problem, or should not have it.

    extend shields is kind of a tricky thing, and should not be compared with TSS, since TSS is usable on you and your party, extend shields is only for others. Mayor downside of this otherwise very good group ability. You may end up never using it if you, as a tank cruiser, keep the aggro on you. But it is very usefull in PVP anyway, but so is TSS.
    A support cruiser should have both, a tank cruiser needs only TSS. I usually use 2 engi BOFFs for the same slot, one with extend shields in the ltdcmdr slot for support and PVP and the other one with aceton beam 1 to tank stfs
    Go pro or go home
  • jim940jim940 Member Posts: 178 Arc User
    edited September 2012
    I'm not going to bother with the weapons since it clearley works for you.

    It works okay, I used to run the 360* turrets like I've seen others use, but then realized I tend to get right into the middle of the fight, at which point the beam weapons are doing significantly more damage then turrets would especially once I end up in a position using Fire At Will or when I end up needing to turn to face the enemy.
    I would also like others have, suggest the neutronium alloy consoles. You will find that 2 neutronium alloy's equal the damage resistances of 1 energy specific console and 1 monotanium alloy but grant that benifit across all energy types. if you replaced both your tetraburnium consoles with neutronium you would get the a higher bonus than just one but also a kenitic resistance. But thats up to you.

    I am taking a look at that. :D
    The transwarp computer is meh if you have nothing better why not but still.

    Just kept it in its place after I got the retrofit because I was transwarping around the map a lot (especially during Tour the Universe etc). Have not gotten around to replace it with anything else.
    The maco shield is superior to the aegis simply because ontop of its 20% plasma resistance it also has a 10% resistance to all other energy types.

    That makes sense, reason I have the Aegis is because I've had it since I bought it off the market when I got the Retrofit. I have never actually gotten the Shield drop in a STF yet.
    It's odd that you aren't using many healing abilitys but if you have been sucessful in staying alive more power to you.

    I currently have 6 healing abilities, excluding Extend Shields which is for others. How many more are there? :o
    mimey2 wrote: »
    Extend shields IS good for a lot of things, it's more a matter of, 'is he/am I using it enough, or is it just taking up space?'

    I've been using it often, Medical Officers seem to be the healers of ground missions, but Extend Shields is good for space and its not too shabby. Cure Space, the Fleet Missions protecting freighters etc. I can keep it on what ever freighters are taking the more damage as we eliminate the enemy.

    I have not lost a freighter to a enemy in Star Base Fleet Defence yet. :D

    Which is 99% of the reason I've kept that power it as is. Doesn't help me but has worked well to help team mates and freighters.

    Jim
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited September 2012
    jim940 wrote: »
    I currently have 6 healing abilities, excluding Extend Shields which is for others. How many more are there? :o
    (snip)
    Jim

    Most people chain EPTS1 in their ensign slots to maximize the shield damage resistance and regen rate. Your native powers while great tend to be on longer cool downs and most people tend to dismiss engineering team alltogether unless they are dedicated healboats.

    I find that on my oddy (which I run at an extreme tactical slant) needs 2 epts1's 1 he2 1 TSS1 1 aux2sif3 and RSP1. This keeps me alive but somtimes just barely.
    As a time traveller, Am I supposed to pack underwear or underwhen?

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  • jim940jim940 Member Posts: 178 Arc User
    edited September 2012
    I got the MACO shield. :D

    Jim
  • insanerandomnesinsanerandomnes Member Posts: 228 Arc User
    edited September 2012
    Most people chain EPTS1 in their ensign slots to maximize the shield damage resistance and regen rate. Your native powers while great tend to be on longer cool downs and most people tend to dismiss engineering team alltogether unless they are dedicated healboats.

    I find that on my oddy (which I run at an extreme tactical slant) needs 2 epts1's 1 he2 1 TSS1 1 aux2sif3 and RSP1. This keeps me alive but somtimes just barely.

    I actually run with dual engineering teams, one ET1 and an ET3, and I find that I like too switch it out when my shields go down from the borg drain. This lets me stay alive even without my shields up, and allows others too get back too me if I'm taking too much damage, or lets me get my shield powers off of cooldown, and spam them all at once.

    And the extra 12k of hull is significant. If I'm staring at 70% hull and I hit ET3 it jumps back upto 100%.
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  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited September 2012
    I actually run with dual engineering teams, one ET1 and an ET3, and I find that I like too switch it out when my shields go down from the borg drain. This lets me stay alive even without my shields up, and allows others too get back too me if I'm taking too much damage, or lets me get my shield powers off of cooldown, and spam them all at once.

    And the extra 12k of hull is significant. If I'm staring at 70% hull and I hit ET3 it jumps back upto 100%.

    As I said, most people. Out of curiousity what are you running? Whats your build?
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2012
    jim940 wrote: »
    I got the MACO shield. :D

    Jim

    Congrats on it. I'm curious, which MK did you get?
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • jim940jim940 Member Posts: 178 Arc User
    edited September 2012
    Just MkX because I got the recruit drop.

    Jim
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2012
    jim940 wrote: »
    Just MkX because I got the recruit drop.

    Jim

    Ah ok, even so, the Mk X is a great shield.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
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