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Recluse build advices

kutyxkutyx Member Posts: 5 Arc User
edited October 2012 in Federation Discussion
i want to build a recluse with a tactical boff in universal slot for al types (sci, tac, eng,) capitans.
and i want your advices, and your opinion for the best build for a recluse for all types of capitans


thank you :D
Post edited by kutyx on

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  • razellisrazellis Member Posts: 176 Arc User
    edited October 2012
    kutyx wrote: »
    i want to build a recluse with a tactical boff in universal slot for al types (sci, tac, eng,) capitans.
    and i want your advices, and your opinion for the best build for a recluse for all types of capitans


    thank you :D

    ...that's no small order and I wouldn't really recommend it. That said if you're going down that road a generic load out of 3x borg,1x Maco, 6xbeam array, 1xwide angle torpedo, 1x Dual Beam bank and the following skills should work well.

    Tac1: TT:1,T:spread2, AP: Omega1
    Tac2: TT:1,T:spread2,
    Tac3: B: overload 1
    Eng1: EPtW:1, EPTS2, RSP 2, Aux2Str 3
    Eng2: EPtW:1, EPTS2

    This build will work pretty consistently in PVP and PVE but will favor the engineer and the Tac officer because of Beam Overload.

    If you can set up a Macro for TT:1, EPTS:2, EPTW:1,T:spread and Aux2str3 you'll just need to focus on piloting. I'm not a fan of B:FAW in PVP or STF's, it's random targeting and increased power drain results in a lot of wasted DPS and it's preference for shooting down small things results in a lot of agg from Acetone assimilaters.
  • dareaudareau Member Posts: 2,390 Arc User
    edited October 2012
    Okay, here goes a shot...

    Recluse:

    3/3 weapons loadout. Either 4x arrays (preferably tetryon-based) two torps of choice in 2/1 fore & rear lineup (I go Tholian on the front and quantum on the rear) or 2xDBB/Torp nose 2xturret/torp tail.

    I prefer the torp on the rear over a third energy weapon to keep energy levels high for the remaining 4 weapons. Also, I am not quite practiced with mines, but they can go in place of the rear torp also. YMMV.

    BOffs:
    Universal (Tac): BFaW(BO)I / TT /AP: D/AP:B
    LtCmdr Sci: Tractor Beam I / TSS II / HE
    LtCmdr Eng: EPtS I (Eng Team) / EPtS II / Aux2Sif
    Ens Tac: HY Torp I
    Ens Sci: Polarize Hull

    Thoughts: The High yield should ensure 100% proc rate from the fancy Tholian torp. Low end beam skill of choice to enhance damage, the universal tac team, then Delta and Beta for damage enhancements. Tractor beam locks targets down, polarize hull to escape the occasional tractor beam and or other torture, 3 shield heals & 2 hull heals to take advantage of the tankiness of the ship.

    Consoles are player's choice, though I slot the tholian fighter enhancement console in an engineering slot and the borg console in an tactical slot. Science consoles are player's choice, most likely shield enhancers, remaining tac slots are devoted to weapons, and I strongly recommend 2 RCS consoles (mixed blue/green Mk X RCS yields an in-combat turn rate of 9, which is base level of the DSSV. This slowish turn rate is the main reason I'm not recommending DHCs on the front, but if you are a cannon fiend, definitely DHCs so that the volley fires quicker and slide TT down to I and insert CRF/CSV I in the second slot of the Tac universal...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
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