Admiral
Space Energy weapon specialization 9. Starship Armor Reinforcements 3. Starship Aux performance 3 Starship Weapon Performance 9
Ground
Combat Armor 6
Loadout: (all polaron)
Fore: Two dual cannons XII [acc]x2[CrtH] , one DHC [acc][CrtH]x2, one DHC [acc]x2[CrtD]
Aft: Two Turrets XII [acc]x3, one turret [acc]x2[CrtH]
Engine: Jem
Deflector: Jem
Shields: Jem
Devices, engine batteries, shield batteries
Eng consoles: Borg, RCS XII purple, Neutronium XII x2 ( blue, purple)
Sci Field Generator XII purple
Tac: polaron XII x5 purple
I like your build overall. There is just one thing that would like to say. For your Sci LT slot. Have you tried switching the places of TSS and HE? I have found that they work better the other way. My 2 cents.
I did testing with my Atrox on it. HE seems to not change much at each spot. Meaning the Ensign version was about the same as the LT. On the other hand, the TSS was hugely better at the LT and the best at LTC. With the Atrox I run TSS 2 and TSS 3. Give it a try and hope it helps.
See, that's why I put this up, to pick the brains of other players to see if I can improve upon the build. Thanks. I can switch one of the TT conn doffs out for one that reduces evasive maneuvers, since there nothing else to put into that ensign tac boff slot that would be useful to me.
If you run two tac teams their really is no need to use any tac team doffs,
Activating first tac team puts itself on a 30 sec cool down and second tac team on a 15 sec cool down. The second tac teams cool down can't be lower than 15 secs.
So having 1 tac team doff will shave a few secs of the first tac team but the second tac team will still be available before the first.
Activating second tac team puts itself on a 30 sec cool down and first tac team on a 15 sec cool down.
update. Took a two points from inertial dampers and one from grenades and put them in flow capacitors to aid the polaron power drain. Switched out the 2 dual cannons for 2 DHC XII [CrtH]x2 [Dmg]. I'll probably change those again later when I can afford some with [Acc]. Changed the RCS console out for the Romulan Zero Point Console. (+1.8% crit chance.) Switched from the Jem Shield to the Advanced Fleet Covariant XII [Cap]x3 [Reg]. Switched out one of the TT conn officers (redundant with 2 tac teams) and replaced it with one that reduced evasive maneuvers cooldown. Swapped the HAZ and TSS (now HAZ1 and TSS2.)
they are useless when flying with two TTs or two CRF/CVR. You will still have a 5 second window, whereTT or CRF isnt running. Those DOFFs are only good for one TT/CRF.
they are useless when flying with two TTs or two CRF/CVR. You will still have a 5 second window, whereTT or CRF isnt running. Those DOFFs are only good for one TT/CRF.
post 8 doesn't actually address the cannon doff issue. I *think* you can only actively use 2 cannon abilities because they all cause a 15 second cooldown, however, if a cannon doff changes that it would seem to be the best choice in addition to what I say below.
It seems like the build would really like a second attack pattern boff, but those are well, expensive so you're kind of constrained by what you can afford at the moment.
Comments
Kyle
Kyle
You can't reduce the global cool down.
The point of using two purple con doffs is that you only have to use one tac team.
≡/\≡
Activating first tac team puts itself on a 30 sec cool down and second tac team on a 15 sec cool down. The second tac teams cool down can't be lower than 15 secs.
So having 1 tac team doff will shave a few secs of the first tac team but the second tac team will still be available before the first.
Activating second tac team puts itself on a 30 sec cool down and first tac team on a 15 sec cool down.
≡/\≡
The main difference is that I run a second APB instead of the CSV.
APB has a CD of 30 secs and a global of 15, APO has a CD of 60 sec and a global of 15 secs,
So you can have APB up pretty much all the time and APO when needed.
≡/\≡
2x purple conn officers (reduces TT cooldown 8 seconds each)
they are useless when flying with two TTs or two CRF/CVR. You will still have a 5 second window, whereTT or CRF isnt running. Those DOFFs are only good for one TT/CRF.
Read post #8
post 8 doesn't actually address the cannon doff issue. I *think* you can only actively use 2 cannon abilities because they all cause a 15 second cooldown, however, if a cannon doff changes that it would seem to be the best choice in addition to what I say below.
It seems like the build would really like a second attack pattern boff, but those are well, expensive so you're kind of constrained by what you can afford at the moment.