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Seeking Advice for a Curiser Captain Build

wetworth1wetworth1 Member Posts: 36 Arc User
I have recently been playing after a long absence and was going to start a new character. I was hoping some of the vets would be so kind as to offer their advice on my skills build.

http://www.stoacademy.com/tools/skillplanner/index.php?build=Ambassador_815

I plan on using the new Ambassador Cruiser (then fleet/c-store when available) as a tank or healer.

My weapons layout is going to be:

Fore: 2x Beam, Dual Beam, Quantum Torp
Aft: 3x Beam, Quantum Torp

I haven't gotten as far as to decide the doffs, boffs and consoles that I should be using. My Captain traits are Accurate, Elusive, Techie and Warp Theorist.

Thanks for any help you may offer.
[SIGPIC][/SIGPIC]

Comments

  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    Recommendations:
    Choose another ship. Ambassador is inferior to too many other cruisers in too many ways.

    As for your skills? Ditch inertial dampeners completely. Also lose 3 points in impulse thrusters. You can also drop to 7 on all subsystem performance skills, since they only give one more point than at 9. Boost power insulators up to 6, put at least 6 points into armor reinforcements (unless you like dying to torps), and if you intend on being a tank, put points into threat control.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=blarghonk_0

    Altered build. Gives you better tanking ability, and also slightly alters a few things. Should allow you to do what you want.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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