Right, so I'm an Engineering character, I don't PvP much (at least, competitively; sometimes I'll have a match with a friend or fleet member, though I'm more of a team player). I've got 12 Bridge Officers, four of each career. Two of each are Commanders, the other two, Lieutenant Commanders.
To summarize that, I've got the following:
x2 Lieutenant Commander Tacticalx2 Commander Tacticalx2 Lieutenant Commander Engineeringx2 Commander Engineeringx2 Lieutenant Commander Sciencex2 Commander Science
I'm trying to get a universal build together for those Bridge Officers alone so that I don't need to keep changing skills every time I switch ship. At the moment, I've got the following:
Tac Cmd #1: Tactical Team 1, Target Auxiliary Subsystems 2, Cannon: Rapid 2, Attack Pattern Omega 3
Tac Cmd #2: Beam: FAW 1, Attack Pattern Beta 1, Torpedo Spread 3, Cannon: Scatter Volley 3
Tac Lt. Cmd #1: Beam: FAW 1, Attack Pattern Delta 1, Torpedo: High Yield 3, N/A
Tac Lt. Cmd #2: Torpedo Spread 1, Beam: FAW 2, Target Engines Subsystems 3, N/A
Typically, if I'm flying a Cruiser with a Lt. Cmd Tactical slot, I'll be using my
Tac Lt. Cmd #1 as the primary Tactical Boff. Tactical ships will likely rotate my
Tac Cmd #1 and
Tac Cmd #2 whilst having my
Tac Lt. Cmd #2 as secondary.
Eng Cmd #1: Engineer Team 1, Reverse Shield Polarity 1, Axillary Power to Structural 2,
Directed Energy Modulation 3
Eng Cmd #2: EPt Weapons 1, Axillary Power to Dampeners 1, EPt Shields 3, Extend Shields 3
Eng Lt. Cmd #1: Engineer Team 1, Axillary Power to Structural 1, EPt Shields 3, N/A
Eng Lt. Cmd #2: EPt Shields 1, Engineer Team 2, Axillary Power to Battery 2, N/A
This is set up more for STF's and PvE hence the lack of Aceton Beam, Boarding Party and Eject Warp Plasma, though I am contemplating opting out Directed Energy Modulation 3 for one of the
offensive skills. My
Eng Cmd #2 would be my main focus here for a Cruiser, whilst
Eng Cmd #1 would be the escort focus (if I had an escort with up to the Lt. Cmd Boff slot). Both my
Eng Lt. Cmd slots are suited to filling in wherever they're needed, the 2nd of which is more geared toward an Escort build.
Sci Cmd #1: Science Team 1, Tractor Beam 2, Hazard Emitters 3, Viral Matrix 3
Sci Cmd #2: Polarize Hull 1, Hazard Emitters 2, Photonic Officer 2, Energy Siphon 3
Sci Lt. Cmd #1: Science Team 1, Tachyon Beam 2, Scramble Sensors 2, N/A
Sci Lt. Cmd #2: Shield Strength 1, Tractor Beam Repulses 1, Science Team 3, N/A
This is to accommodate an average science build, though any science skills I use will most likely be through escorts or cruisers. I've tried to accommodate them best I can whilst having a variety should I choose a more scientific-orientated ship at a later date.
Content as
Bold is subject to change. Wouldn't mind some input here, see what others make of my attempt, and to also see what changes would be recommended. If you're going to suggest changes though, I'd ask that you state why else the change if no help to me.
Edit: Just to give people some idea of the ships I'll be flying:
Definite:
- Galor Class Cruiser
- Chel Grett Class Cruiser
- Fleet Patrol Escort
- Fleet Assault Cruiser (Sovereign/Regent)
Possibles:
- Fleet Advanced Heavy Cruiser Retrofit (Excelsior)
- Fleet Advanced Research Vessel Retrofit (Nebula)
- Fleet Heavy Escort Carrier (Akira)
- Odyssey Star Cruiser (non-specific)
Thanks!
Comments
try to gain a basic understanding there
good luck!