However I do recommend an Aux2Batt build with 3 very rare Technicians. With some good skill timings it can be very potent.
It catches everyone. For the longest time I was running around with a purple tech DOff and wondering why nothing had reduced CD. Was quite annoyed when I finally looked at the full tooltip and saw Aux2Batt was required.
Shields: MACO mk XII
Deflector: MACO mk XII
Engine: MACO mk XII OR Borg mk XII (if you want the extra 5 engine power, since other than that the engines are very similar in performance)
Devices: Deuterium Surplus, Subspace Field Modulator, Large Shield Battery, Large Weapons Battery
Consoles:
Tactical: Disruptor Induction Coil mk XII (blue)x4
Engineering: Neutronium Alloy mk XII (blue)x2, Monotanium Ally mk XII (purple), RCS Accelerator mk XI (blue)
Science: Assimilated Module, Zero Point Energy Conduit
General Usage:
Slapping cruiser. You run in, hit your tactical buffs, and beat the snot out of everything. It works pretty well, all things considered. It's BOff layout combined with it's already impressive base stats gives it quite a lot of survivability and durability, and it's consoles and equipment just adds to that. This build has been called virtually indestructible by others in my fleet (at least as ESTFs go), and I have used to to tank gateways from the start of the fight to their deaths 1.6 mil hp later. I have also done the same with Tactical cubes. However, you will still deal quite a bit of damage while tanking, especially with a disruptor breach on your target.
Try it out, if you like it, cool, if not, oh wells.
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.
I'm sorry, noob question, but...would you mind filling me in on what those abbreviations stand for?
Yeah, np.
BOff: Bridge Officer
TS1: Tactical Team 1
BFAW2: Beam Fire At Will 2
APO1: Attack Pattern Omega 1
TT1: Tactical Team 1
ET1: Engineering Team 1
EPtW2: Emergency Power to Weapons 2
EPtS3: Emergency Power to Shields 3
Aux2SIF3: Auxiliary to the Structural Integrity Field 3
HE1: Hazard Emitters 1
TSS2: Transfer Shield Strength 2
Field Generator MK XII blue , Tachyokinetic converter
4xPhaser Relais Mk XI purple
For Boff Powers i use:
Tac LTC: Tactical Team I , Torpedo Spread II , Beam Overload III
Eng COM: Emergency Power to Weapons I, Auxiliary to battery I, Directed Energy Modulation II, Reverse Shield Polarity III
Eng LT, Engineering Team I , Auxiliary to battery I
Eng ENS: Emergency Power to Shields I
SCI LT: Science Team I, Feedback Pulse I
Doffs Space: 3x Doff forAuxiliary to battery officer, Doff for DEM wich reduces Energy drain, Doff for reduced cooldown for transwarp
Alternativly for Borg STFs i have a Doff that increases damage against Borg.
Okay, for those who say cruiser players won't publish their build, here is mine:
N.C.C. 91964-A, U.S.S. Cutlass, Fleet Excelsior Cruiser
Kaylee Frye: Human Engineer:
Traits:
Creative, Techie, Leadership, Teamwork
Doffs:
1x Blue Conn, officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Green Conn officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Purple Proj? Weaps? Officer: Chance to reduce recharge time for torps?
1x Purple Exocomp: Additional Buffs based on type of battery activated
1x Green Maintenance Officer: Recharge time reduced for eng team and buff when ET used
Devices:
Rechargeable Shield Battery
Suspace Field Modulator, Devidian phasing device
Deuterium Tank
Weapons Battery
Working on getting three purple tech' doffs and doing the aux'batt'/EPTBatt' trick
But is your cruiser build suited for PVP or PVE? Just skimread your post, and a lot of good Engineering BOFF ability slots are wasted on Engineering Teams, EPtE, etc. There's not even a Tactical Team ability listed in the Tactical slot, and this is a staple ability, even in PVE.
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
Missing the good ol' days of PvP: Legacy of Romulus to Season 9 My List of Useful Links, Recently Updated November 25 2017!
You have 2 DCEs, but 4 emergency powers, a 3rd DCE and you could do
EPTW 1
EPTW 1
EPTS 3
And have almost guaranteed perma EPTS 3 coverage, while picking up 2 free lieutenant slots that you could use for stuff like Aux to Damps, RSP, Extends, etc.
Alternatively drop the DCEs all together, EPTS 2 vs. EPTS 3 isnt that huge.
EPTW 1 > EPTS 2 > ET 3 > Aux to SIF 3
EPTW 1 > EPTS 2
You pick up a massive hull heal in ET3, and you pick up 2 DOFF slots (2x maint Eng would be a good alternative, for ET3 every 15s + Aux to SIF 3 every 15s for truly huge hull heal bursts on yourself or allies).
But is your cruiser build suited for PVP or PVE? Just skimread your post, and a lot of good Engineering BOFF ability slots are wasted on Engineering Teams, EPtE, etc. There's not even a Tactical Team ability listed in the Tactical slot, and this is a staple ability, even in PVE.
None taken. To be honest, neither/both. You are aware that you have played next to this setup, right? I throw out a bunch of heals to buddies or end up as a punching bag so thats why I have engineer teams 2 and three. The EPTE is so I can get a little bit more go with Evasive instead of using full impulse and having drain.
I'm planning my redo when I get my three purple technician doffs to the staple build for aux2batt/Emergpower2aux setup but I only have one purple tech doff at the moment.
Other than that, what were you thinking I should do?
And in theory, you would be very tough to kill. However, the issue is this:
1) Running more than one Engineering Team means you are intending to cycle them, which causes CDs on all other {XXXX} Teams.
2) Tactical Team offers protection via shield redistribution, where Engineering Team only offers clearing of disabled subsystems and a large hull heal. Escorts can rip through your ship's shields and hull without having Tactical Team moving your shields around.
3) Having Engineering Team taking up higher Engineering BOFF slots causes problems, as you don't have as much access to Aux to SIF, etc. It gimps you in that way. Aux to SIF is very useful in its medium heal, quick CD. Running two is just crazy
Also, your shield consoles should be Shield Emitter Amplifier and Emitter Array. Emitter Array essentially increases how much shield points you gain by using TSS or Extend Shields. Very useful console. SEA is good for shield regen rate, and if you are using a covariant shield such as the MACO shields, this will offset the below average regeneration rate. I suppose you could run the field emitter, I will test that when the servers go back up.
Additionally, I suggest for a cruiser build, running max power in shield points and the rest mostly in Auxiliary. This will bump up your effectiveness in team heals.
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
Missing the good ol' days of PvP: Legacy of Romulus to Season 9 My List of Useful Links, Recently Updated November 25 2017!
I am a Tactical Officer. I have found flying what are ostensibly the 'Engineer' classes of ships with a tactical skillset is diverse enough to be a real value in the dps department, if only in bursts, while still tanking.
I run the Breen Mk XI Absolute Zero set.
Fore: 3x Fleet Mk XII phaser arrays, all +2 crit chance. Wide angle quantum torpedoes
Aft: 3x Fleet Mk XII phaser arrays, all +2 crit chance. Mk XI quantum torpedoes
All of my doffs reduce skill recharge time.
All of my consoles are phaser and beam weapon buffs with a quantum buff and a shield recharge buff. All Mk XI of varying colours. I use the borg uni console for resistance.
I used both Riker and Picard maneuvers for a while, but teleport seems kind of useless for a tank and the metreon gas got nerfed to the point of uselessness. Although it was something to behold before that.
Most of my skills are damage buffs. Alpha pattern and tac team being good ones. Fire at will and torpedo spread with siphon and engineering boarding party will kill any ship I've encountered. Along with whatever else is in the vicinity. Exchange the boarding party with an aceton beam and it will demolish a squad of Bird of Prey with a couple of Raptors. Destroy them. In one fly by. THAT is why I play this game.
Since the server is down I figured I'd make a post. I'm a Joined Trill who has Astrophysics and Warp Core Engineer. I'm also a Science Officer so I have Sensor Scan and Subnuke etc.
Engineer Cmdr: Emergency Power to Shields 1, Reverse Shield Polarity 1, Emergency Power to Shields 3, Auxiliary Power to Structural Integrity Field 3
Engineer Lt: Emergency Power to Weapons 1, Reverse Shield Polarity 1
Rare Conn Officer with - 6 to Tactical Team Recharge Timex3 / Rare Warp Core Engineer / Rare Energy Weapons Tactical Officer with - to Beam Target System recharge time
Rear Weapons: MkXI Phase Beam Bank (Acc,Dmg x2)x3; Borg Cutting Beam.
MkXI Assimilated Borg gear, Deflector Shield and Engines.
Devices: Weapon, Shield, Engine, Auxilary batteries. (I tend to not use them.)
Eng Consoles: MkXI blue EPS Flow Console, Zero Point Energy Console, MkXI blue Neutronium Armor x2.
Sci Consoles: MkXI blue Emitter Array, Assimilated Module.
Tac Consoles: MkX blue Phaser Relay x3.
Boff layout:
Lt. Cmdr Tac: Tac Team I, Hi Yield Torp II, Beam Fire at Will III.
Cmdr Eng: EmPower to Weapons I, EmPower to Shields II, Reverse Shield Polarity II, Aux to SIF III.
Lt. Eng: Eng Team I, EmPower to Shields II.
Ens. Eng: EmPower to Engines I
Lt. Sci: Polarize Hull I, Hazard Emitters II.
Doffs:
Rare (blue) Projectile Weapons Officer, (Reduce Torp cooldown)
Uncommon (green) Warp Core Engineer, (Additional Power on use of "EmPower to" abilities.)
Rare (blue) Damage Control Engineer, (Reduce cooldown of "EmPower to" abilities.)
Very Rare (purple) Astrometrics Scientist. (Reduce cooldown of Transwarp.)
Power Levels:
Weapons: 100/127~
Shields: 50/78
Engines: 25/54
Auxiliary: 25/55
Plans for improvement:
Procure Fleet version.
Switch Quantum with Romulan Torp launcher and try out switching Tac Boff abilities, High Yield II to Beam Fire at Will II and Beam Fire at Will III with Attack Pattern Beta II.
Switch to Romulan Plasma Beams when available, along with suitable MkXI (blue) equivalent Tac consoles (Plasma to sync with Romulan Energy Harness.) Same setup (with room for the Experimental one.)
Procure Very Rare Warp Core Engineer, Damage Control Engineer Doffs.
Get the right type of Shield Sci consoles. (FIELD emitter, not Emitter Array doofus.)
Additional items as they occur to me.
---
Currently I am happy with the above build, being able to place 2nd/3rd in most PuG Stf's where that matters.
I know when to use Beam Fire at Will so that it only hits what I want and I keep targets in my broadside arcs with no problems. I don't like Aux2Batt builds for the same reason I don't like being in an escort: I like doing more than looking at my ability tray. I could get away with only 1 EmPower to Shields II with normal STF's but during Elites I find I have to cycle that ability more.
I also mainly use Tac Team as a 'Clear Tac Debuff' ability than damage buff/shield facing buff. Mainly because when I DO use it for the Shield Facing, I get hit with an Assimilate Ship and have to wait it out and suffer it rather than mostly ignoring it.
How often do you change your subsystem power settings in the middle of combat?
Even though snoggy has a point (EPS Flow consoles aren't effective enough to warrant a console slot), I do have to say that changing power settings in combat has boosted by effectiveness in PVP and/or PVE by about 25-50%.
I'm running Aux2Bat on my cruiser. When I am supporting the team, I have power levels set to the Balanced tab (although its not balanced, power base levels are 50/55/25/70 (off of memory)). When using Aux2Bat, I experience a small cycle where my shield and weapons power levels are high, then a cycle where the power "sloshes" back into Auxiliary. However, when the enemy team starts gunning for me, I switch the power levels to Shields (all power into shields, the rest into Auxiliary), abandon the Aux2Bat, and start using all of my heals, including the ones that run off of the now-free Auxiliary power. It's made a dramatic difference in heals and survivability.
Note that my build is nowhere close to perfect, and someone who is superb at ship micromanagement may be able to really excel from changing power settings to reflect different states in a battle.
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
Missing the good ol' days of PvP: Legacy of Romulus to Season 9 My List of Useful Links, Recently Updated November 25 2017!
How often do you change your subsystem power settings in the middle of combat?
Not often enough to warrant using it. I was testing to see if it affected the 'all power to engines' effect of Full Impulse. From my observations it doesn't, so I've switched it over to a Field Emitter (+Shield power) rare console.
It might not be worth using in the slot but it's better than an empty slot! (Came back to the game not too long ago and I boggled at some of my console layout.)
Engineering
Very Rare Neutronium Alloy Mk XI
Assimilated Console
Zero Point Energy Conduit
Tachyo-Kinetic Converter
Science
3 x Romulan Emitter Array Mk XII [-Threat] [Plasma Damage]
Tactical
3 x Very Rare Plasma Infuser Mk XII
Devices
Subspace Field Modulator
Jevonite Hardpoints
Deuterium Surplus
Weapons Battery
Bridge Officers
Engineering
EPTW 1, EPTS 2, ET 3, ATS 3
Science
PH 1, HE 2, TSS 3
(Both Sci and Eng are human with Leadership trait.)
Tactical
TT 1
BO 1, THY 2
BFAW 1, APB 1
(All three Tac are Romulan with Romulan Operative Trait)
Total crit chance: 13.9%
Doffs
- Warp Core Engineer [Chance to boost all power levels with emergency power to subsystem]
- Energy Weapons Officer [Chance to reduce beam special attack cooldown]
- Projectile Weapons Officer [Chance to reduce torpedo cooldown]
- Conn Officer [Reduces tactical team cooldown]
- Anti-Borg/Anti-Tholian Space Warfare Specialist
- Or, Damage Control Engineer [Chance to reduce Emergency power to subsystem cooldown]
Energy Levels
Weapons: 100/125
Shields: 25/52
Engines: 25/52
Aux: 50/83
Reputation Bonuses
- Precision [Increases Critical Hit Chance by 3% in space combat].
- Sensor Targeting Assault [5% Chance to Placate for 6 seconds on a critical hit].
- Omega Weapon Training [+30 to starship weapon training].
- Omega Graviton Amplifier [2.5% chance for each weapon to deal kinetic damage that ignores shields]
I consider this superior to the Fleet Advanced Heavy Cruiser due to the much increased crit chance that comes with the three Romulan tactical boffs as opposed to the single tactical boff for the Fleet Excelsior. The tradeoff is a loss of roughly 40 damage per plasma beam per hit. Critical chance means 1 in 7 hits will crit. Damage often reaches the 1400 range per beam weapon with APB active, not counting the frequent criticals which usually hit for at least 2200. Mask Energy field from Adapted MACO set keeps hyper-plasma torpedoes from being shot down and provides defense and stealth bonus for other players in teams. All the aux-fueled heals makes my tank unbreakable by npcs up to the red alert unimatrix ships. Also lets me work as a good healboat for teammates.
DOFFS:
2x Very Rare TT cooldown conn officers
3x Rare Damage control Engineers (reduce emergency power to subsystem cooldown....handy for when i TRIBBLE up my timing )
NPC ships....just...melt. I do plan on replacing the tetryon items with disruptor, or antiproton as i can afford it, but I have been overall very pleased with what this build can do.
Rom Rep Bonus: +30 to Shields Systems, 20% to regain +1,800 shields when critically hit.
Nukara Rep Bonus: 5% Hull, 20% of Aux to Shield Perf, Shield Integrity, Hull Plating
Omega Rep Bonus: +30 Weapon Training, 288 Shield Reg/6 seconds
Rom Set Bonus: +7.6% Plasma Dmg, +15 EPS, Rom Beam BO
Notes:
I am quite proud of my build which works best in PVE (Elite) and I can hold my own in PvP.
There are parts of my build that are "in-progress" meaning I'm just waiting for Elite or saving up for the purple versions.
I highly recommend the Romulan Set Torpedo; I used to use all beams but this torpedo is ridiculously fun since it shoots 3, I say THREE plasma torpedoes in one volley every 6-8 secs!
Deflector: Jem'Hadar
Engine: Jem'Hadar
Shield: Maco (will go Jem'Hadar when I decide to get another 200 lobi)
Eng Consoles: Fleet Neut (+turn), Mono, Zero Point, Nukara
Sci Consoles: Fleet Flow Capacitor (PLA, +Th), Borg, Tachyo
Tac: Polaron Dmg
Warp Core: W to E, +E
Power: 100/70/15/15 (125/95/52/41)
Ens Sci: TSS or TB
Lt Sci: TB1, HE 2
Lt Tac: Tac Team 1, APB 2
Lt Cmdr Tac: Tac Team 1, APB 2, FaW 3
Cmdr Eng: EpTS 1, DEM 1, EpTW 3, RSP 3
Doffs: 2x DCE, 1x WCE, 1x TB (Im missing one just realized LOL)
Don't like DEM but not much better to choose from offensively and he survives just fine. Tactical captain btw and still carries Estf Pugs like a champ and even tanks CE with over 100 stacks without issue. Thinking about getting the +ACC con doffs for 'em.
Tac Consoles: Vulnerability Locator Mk XII [+AP] X2
BOFFs:
Lt. Cmnd Uni - Eng Borg: EptS, EngT 2, EptS 3
* Ensign Uni - Sci Saurian: PH
or
* Ensign Uni - Tac Saurian: Torp Spread Lt. Tac - Vet Human: TT, BO 2 Cmnd Eng - Saurian: EngT, RSP, Aux2SIF 2, EPW 3 Lt. Sci - Saurian: TSS, HE 2
DOFFs: Shield Distribution Officer (B4I variant) Damage Control Eng (Aux2SIF variant) Damage Control Eng (Ept e.c.t. variant) Maintenance Eng (EngT variant) Warp Core Eng (Ept e.c.t variant)
This is my current build, not optimal by my desires, but it is very functional in PvE solo play. If there is one thing I would want to *best* in, it would be the Warp Core - I just can't wrap my head around that part of the game. The Voth cruiser WC looks neat to me though.
I'm also considering swapping out Aegis with Nukara (easiest Set to acquire), but I really Really REALLY like the Spiral Waves. I'm on the fence to commit the Rep, but every day I lean further away from that grind ... or any other frankly.
---
Excelsior-class - Advanced Heavy Cruiser Refit - USS Solaris
*Build details in sig*
Comments
It catches everyone. For the longest time I was running around with a purple tech DOff and wondering why nothing had reduced CD. Was quite annoyed when I finally looked at the full tooltip and saw Aux2Batt was required.
Anyways, new build:
Fleet Assault Cruiser Refit
Weapons:
Fore: Disruptor Beam Array mk XII [acc] [crtd] [crth]x3, Wide Angle Quantum Torpedo Launcher
Aft: Disruptor Beam Array mk XII [acc] [crtd] [crth]x3, Kinetic Cutting Beam
Shields: MACO mk XII
Deflector: MACO mk XII
Engine: MACO mk XII OR Borg mk XII (if you want the extra 5 engine power, since other than that the engines are very similar in performance)
Devices: Deuterium Surplus, Subspace Field Modulator, Large Shield Battery, Large Weapons Battery
Consoles:
Tactical: Disruptor Induction Coil mk XII (blue)x4
Engineering: Neutronium Alloy mk XII (blue)x2, Monotanium Ally mk XII (purple), RCS Accelerator mk XI (blue)
Science: Assimilated Module, Zero Point Energy Conduit
BOff Layout:
LtCmdr Tactical: TS1, BFAW2, APO1
Ens Tactical: TT1
Cmdr Engineering: ET1, EPtW2, EPtS3, Aux2SIF3
Lt Engineering: EPtS1, EPtW2
Lt Universal: HE1, TSS2
DOffs:
Conn Officer (TT cd red) x2
DCE x2
WCE x1
Note: All purple
General Usage:
Slapping cruiser. You run in, hit your tactical buffs, and beat the snot out of everything. It works pretty well, all things considered. It's BOff layout combined with it's already impressive base stats gives it quite a lot of survivability and durability, and it's consoles and equipment just adds to that. This build has been called virtually indestructible by others in my fleet (at least as ESTFs go), and I have used to to tank gateways from the start of the fight to their deaths 1.6 mil hp later. I have also done the same with Tactical cubes. However, you will still deal quite a bit of damage while tanking, especially with a disruptor breach on your target.
Try it out, if you like it, cool, if not, oh wells.
I'm sorry, noob question, but...would you mind filling me in on what those abbreviations stand for?
Yeah, np.
BOff: Bridge Officer
TS1: Tactical Team 1
BFAW2: Beam Fire At Will 2
APO1: Attack Pattern Omega 1
TT1: Tactical Team 1
ET1: Engineering Team 1
EPtW2: Emergency Power to Weapons 2
EPtS3: Emergency Power to Shields 3
Aux2SIF3: Auxiliary to the Structural Integrity Field 3
HE1: Hazard Emitters 1
TSS2: Transfer Shield Strength 2
DOff: Duty Officer
DCE: Damage Control Engineer
WCE: Warp Core Engineer
Anything else?
Rear weapons: 3x fleet advanced phaser beam arrays (ACC), 1 Fleet Quantumtorpedo (ACC)
Deflector, Engine, Shields: MACO Mk XI
Devices: Weapon-battery, Shield-battery, Aux-Battery, Subspace-field-modulator
(Whenever i can get them ill ither take the large battery versions of the above or the double batteries like Shield+Aux -Battieries.
Consoles: Transwarp-Computer, Borg-assimilated module, Phaser-point-defense-system,
Zero-point-enery-conduit
Field Generator MK XII blue , Tachyokinetic converter
4xPhaser Relais Mk XI purple
For Boff Powers i use:
Tac LTC: Tactical Team I , Torpedo Spread II , Beam Overload III
Eng COM: Emergency Power to Weapons I, Auxiliary to battery I, Directed Energy Modulation II, Reverse Shield Polarity III
Eng LT, Engineering Team I , Auxiliary to battery I
Eng ENS: Emergency Power to Shields I
SCI LT: Science Team I, Feedback Pulse I
Doffs Space: 3x Doff forAuxiliary to battery officer, Doff for DEM wich reduces Energy drain, Doff for reduced cooldown for transwarp
Alternativly for Borg STFs i have a Doff that increases damage against Borg.
N.C.C. 91964-A, U.S.S. Cutlass, Fleet Excelsior Cruiser
Kaylee Frye: Human Engineer:
Traits:
Creative, Techie, Leadership, Teamwork
Space Skills:
Lt: 0,9,0,0,9,0,9
Lt.Cmdr.: 9,0,9,3,9,3,6
Cmdr.: 9,9,9,9,9,0,0
Cpt.: 0,0,6,6,9,0,0
Adm.: 6,0,6,6,6,0,0
Weapons:
Front: 1 x Wide Angle Q-Torp, 3x Adv? Fleet Phaser Cannon MkXII (DMGx3,Acc)
Aft: 3x Adv Fleet Phaser Turret Mk XII (Dmgx3,Acc), 1x Kinetic Cutting Beam
Consoles:
Tac: 4x Phaser Relay MkXII (blue)
Engi: Neutronium MkXII (blue),Neutronium MkXI (blue), RCS Accelerator MKXII (blue), Tackyokinetic Converter
Sci: Borg Console Mk XI, Field Gen? Mk XII(blue)
Boff Stations:
Lt CMDR tac: HYT1, CRF1, CRF2
CMDR engi: EPTS1,ET2,ET3,DEM3
Lt engi: EPTS1,AuxSIF
Ens engi: EPTE1
Lt sci: PH1,TSS2
Power:
Weapons: 123
Shields: 79
Engines: 58
Aux: 58
Turn Rate: 16.3 at 100% power (not full impulse)
Doffs:
1x Blue Conn, officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Green Conn officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Purple Proj? Weaps? Officer: Chance to reduce recharge time for torps?
1x Purple Exocomp: Additional Buffs based on type of battery activated
1x Green Maintenance Officer: Recharge time reduced for eng team and buff when ET used
Devices:
Rechargeable Shield Battery
Suspace Field Modulator, Devidian phasing device
Deuterium Tank
Weapons Battery
Working on getting three purple tech' doffs and doing the aux'batt'/EPTBatt' trick
But is your cruiser build suited for PVP or PVE? Just skimread your post, and a lot of good Engineering BOFF ability slots are wasted on Engineering Teams, EPtE, etc. There's not even a Tactical Team ability listed in the Tactical slot, and this is a staple ability, even in PVE.
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!
You get very little return for EPTW 2 vs. 1.
You have 2 DCEs, but 4 emergency powers, a 3rd DCE and you could do
EPTW 1
EPTW 1
EPTS 3
And have almost guaranteed perma EPTS 3 coverage, while picking up 2 free lieutenant slots that you could use for stuff like Aux to Damps, RSP, Extends, etc.
Alternatively drop the DCEs all together, EPTS 2 vs. EPTS 3 isnt that huge.
EPTW 1 > EPTS 2 > ET 3 > Aux to SIF 3
EPTW 1 > EPTS 2
You pick up a massive hull heal in ET3, and you pick up 2 DOFF slots (2x maint Eng would be a good alternative, for ET3 every 15s + Aux to SIF 3 every 15s for truly huge hull heal bursts on yourself or allies).
None taken. To be honest, neither/both. You are aware that you have played next to this setup, right? I throw out a bunch of heals to buddies or end up as a punching bag so thats why I have engineer teams 2 and three. The EPTE is so I can get a little bit more go with Evasive instead of using full impulse and having drain.
I'm planning my redo when I get my three purple technician doffs to the staple build for aux2batt/Emergpower2aux setup but I only have one purple tech doff at the moment.
Other than that, what were you thinking I should do?
1) Running more than one Engineering Team means you are intending to cycle them, which causes CDs on all other {XXXX} Teams.
2) Tactical Team offers protection via shield redistribution, where Engineering Team only offers clearing of disabled subsystems and a large hull heal. Escorts can rip through your ship's shields and hull without having Tactical Team moving your shields around.
3) Having Engineering Team taking up higher Engineering BOFF slots causes problems, as you don't have as much access to Aux to SIF, etc. It gimps you in that way. Aux to SIF is very useful in its medium heal, quick CD. Running two is just crazy
Also, your shield consoles should be Shield Emitter Amplifier and Emitter Array. Emitter Array essentially increases how much shield points you gain by using TSS or Extend Shields. Very useful console. SEA is good for shield regen rate, and if you are using a covariant shield such as the MACO shields, this will offset the below average regeneration rate. I suppose you could run the field emitter, I will test that when the servers go back up.
Additionally, I suggest for a cruiser build, running max power in shield points and the rest mostly in Auxiliary. This will bump up your effectiveness in team heals.
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!
Regent Assault Cruiser
I am a Tactical Officer. I have found flying what are ostensibly the 'Engineer' classes of ships with a tactical skillset is diverse enough to be a real value in the dps department, if only in bursts, while still tanking.
I run the Breen Mk XI Absolute Zero set.
Fore: 3x Fleet Mk XII phaser arrays, all +2 crit chance. Wide angle quantum torpedoes
Aft: 3x Fleet Mk XII phaser arrays, all +2 crit chance. Mk XI quantum torpedoes
All of my doffs reduce skill recharge time.
All of my consoles are phaser and beam weapon buffs with a quantum buff and a shield recharge buff. All Mk XI of varying colours. I use the borg uni console for resistance.
I used both Riker and Picard maneuvers for a while, but teleport seems kind of useless for a tank and the metreon gas got nerfed to the point of uselessness. Although it was something to behold before that.
Most of my skills are damage buffs. Alpha pattern and tac team being good ones. Fire at will and torpedo spread with siphon and engineering boarding party will kill any ship I've encountered. Along with whatever else is in the vicinity. Exchange the boarding party with an aceton beam and it will demolish a squad of Bird of Prey with a couple of Raptors. Destroy them. In one fly by. THAT is why I play this game.
SET PHASERS TO FUN
Ferengi D'Kora class Marauder Cruiser
Armaments
Fore: Ferengi Rapid Fire Missiles / Polarized Disruptor Beam Array Mk12 / Polarized Dual Disruptor Cannons Mk12x2
Aft: Polarized Disruptor Turret Mk11x2 / Polarized Disruptor Turret MK12 / Borg Cutting Beam
Bridge Officers
Tactical Lt Cmdr: Beam Target Shield 1, Attack Pattern Beta, Beam Target Shield 3
Tactical Ensign: Tactical Team 1
Science Lt: Hazard Emitters 1, Tractor Beam Repulsors 1 or Tractor Beam 2
Engineer Cmdr: Emergency Power to Shields 1, Reverse Shield Polarity 1, Emergency Power to Shields 3, Auxiliary Power to Structural Integrity Field 3
Engineer Lt: Emergency Power to Weapons 1, Reverse Shield Polarity 1
Equipment
Borg Mk11
Engineering Consoles: D'Kora Battle Console, Assimilated Universal Module, Isometric Charge Console, Neutronium Alloy Mk12
Science Consoles: Field Generator Mk12 +17.5%x3
Tactical Consoles: Disruptor Damage Booster Mk 11x3
Devices
Subspace Modulator / Deployable Turret / Aux Battery / Weapons Battery
Duty Officers
Rare Conn Officer with - 6 to Tactical Team Recharge Timex3 / Rare Warp Core Engineer / Rare Energy Weapons Tactical Officer with - to Beam Target System recharge time
Human with Accurate and Leadership.
Advanced Heavy Cruiser Retrofit (Excelsior)
Fore Weapons: MkXI Phaser Dual Beam Bank (Acc, Dmg x2); MkXI Phaser Beam Bank (Acc, Dmg x2)x2, MkXI Quantum Torpedo Launcher (Acc,Dmg x2).
Rear Weapons: MkXI Phase Beam Bank (Acc,Dmg x2)x3; Borg Cutting Beam.
MkXI Assimilated Borg gear, Deflector Shield and Engines.
Devices: Weapon, Shield, Engine, Auxilary batteries. (I tend to not use them.)
Eng Consoles: MkXI blue EPS Flow Console, Zero Point Energy Console, MkXI blue Neutronium Armor x2.
Sci Consoles: MkXI blue Emitter Array, Assimilated Module.
Tac Consoles: MkX blue Phaser Relay x3.
Boff layout:
Lt. Cmdr Tac: Tac Team I, Hi Yield Torp II, Beam Fire at Will III.
Cmdr Eng: EmPower to Weapons I, EmPower to Shields II, Reverse Shield Polarity II, Aux to SIF III.
Lt. Eng: Eng Team I, EmPower to Shields II.
Ens. Eng: EmPower to Engines I
Lt. Sci: Polarize Hull I, Hazard Emitters II.
Doffs:
Rare (blue) Projectile Weapons Officer, (Reduce Torp cooldown)
Uncommon (green) Warp Core Engineer, (Additional Power on use of "EmPower to" abilities.)
Rare (blue) Damage Control Engineer, (Reduce cooldown of "EmPower to" abilities.)
Very Rare (purple) Astrometrics Scientist. (Reduce cooldown of Transwarp.)
Power Levels:
Weapons: 100/127~
Shields: 50/78
Engines: 25/54
Auxiliary: 25/55
Plans for improvement:
Procure Fleet version.
Switch Quantum with Romulan Torp launcher and try out switching Tac Boff abilities, High Yield II to Beam Fire at Will II and Beam Fire at Will III with Attack Pattern Beta II.
Switch to Romulan Plasma Beams when available, along with suitable MkXI (blue) equivalent Tac consoles (Plasma to sync with Romulan Energy Harness.) Same setup (with room for the Experimental one.)
Procure Very Rare Warp Core Engineer, Damage Control Engineer Doffs.
Get the right type of Shield Sci consoles. (FIELD emitter, not Emitter Array doofus.)
Additional items as they occur to me.
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Currently I am happy with the above build, being able to place 2nd/3rd in most PuG Stf's where that matters.
I know when to use Beam Fire at Will so that it only hits what I want and I keep targets in my broadside arcs with no problems. I don't like Aux2Batt builds for the same reason I don't like being in an escort: I like doing more than looking at my ability tray. I could get away with only 1 EmPower to Shields II with normal STF's but during Elites I find I have to cycle that ability more.
I also mainly use Tac Team as a 'Clear Tac Debuff' ability than damage buff/shield facing buff. Mainly because when I DO use it for the Shield Facing, I get hit with an Assimilate Ship and have to wait it out and suffer it rather than mostly ignoring it.
Even though snoggy has a point (EPS Flow consoles aren't effective enough to warrant a console slot), I do have to say that changing power settings in combat has boosted by effectiveness in PVP and/or PVE by about 25-50%.
I'm running Aux2Bat on my cruiser. When I am supporting the team, I have power levels set to the Balanced tab (although its not balanced, power base levels are 50/55/25/70 (off of memory)). When using Aux2Bat, I experience a small cycle where my shield and weapons power levels are high, then a cycle where the power "sloshes" back into Auxiliary. However, when the enemy team starts gunning for me, I switch the power levels to Shields (all power into shields, the rest into Auxiliary), abandon the Aux2Bat, and start using all of my heals, including the ones that run off of the now-free Auxiliary power. It's made a dramatic difference in heals and survivability.
Note that my build is nowhere close to perfect, and someone who is superb at ship micromanagement may be able to really excel from changing power settings to reflect different states in a battle.
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!
For PvE swap to DHCs & turrets.
For PvP swap to Single Cannons & Turrets.
Both are better choices than Beam Arrays at this point in the game environment.
Not often enough to warrant using it. I was testing to see if it affected the 'all power to engines' effect of Full Impulse. From my observations it doesn't, so I've switched it over to a Field Emitter (+Shield power) rare console.
It might not be worth using in the slot but it's better than an empty slot! (Came back to the game not too long ago and I boggled at some of my console layout.)
Weapons
Fore
Experimental Plasma Beam Array
Fleet Advanced Plasma Beam Array x2 [ACC] [DMGx3]
Hyper-Plasma Torpedo Launcher
Aft
Fleet Advanced Plasma Beam Array x2 [ACC] [DMGx3]
Borg Cutting Beam
Wide Angle Quantum Torpedo Launcher
Shields/Engine/Deflector
Adapted MACO Mk XII Set
Consoles
Engineering
Very Rare Neutronium Alloy Mk XI
Assimilated Console
Zero Point Energy Conduit
Tachyo-Kinetic Converter
Science
3 x Romulan Emitter Array Mk XII [-Threat] [Plasma Damage]
Tactical
3 x Very Rare Plasma Infuser Mk XII
Devices
Subspace Field Modulator
Jevonite Hardpoints
Deuterium Surplus
Weapons Battery
Bridge Officers
Engineering
EPTW 1, EPTS 2, ET 3, ATS 3
Science
PH 1, HE 2, TSS 3
(Both Sci and Eng are human with Leadership trait.)
Tactical
TT 1
BO 1, THY 2
BFAW 1, APB 1
(All three Tac are Romulan with Romulan Operative Trait)
Total crit chance: 13.9%
Doffs
- Warp Core Engineer [Chance to boost all power levels with emergency power to subsystem]
- Energy Weapons Officer [Chance to reduce beam special attack cooldown]
- Projectile Weapons Officer [Chance to reduce torpedo cooldown]
- Conn Officer [Reduces tactical team cooldown]
- Anti-Borg/Anti-Tholian Space Warfare Specialist
- Or, Damage Control Engineer [Chance to reduce Emergency power to subsystem cooldown]
Energy Levels
Weapons: 100/125
Shields: 25/52
Engines: 25/52
Aux: 50/83
Reputation Bonuses
- Precision [Increases Critical Hit Chance by 3% in space combat].
- Sensor Targeting Assault [5% Chance to Placate for 6 seconds on a critical hit].
- Omega Weapon Training [+30 to starship weapon training].
- Omega Graviton Amplifier [2.5% chance for each weapon to deal kinetic damage that ignores shields]
I consider this superior to the Fleet Advanced Heavy Cruiser due to the much increased crit chance that comes with the three Romulan tactical boffs as opposed to the single tactical boff for the Fleet Excelsior. The tradeoff is a loss of roughly 40 damage per plasma beam per hit. Critical chance means 1 in 7 hits will crit. Damage often reaches the 1400 range per beam weapon with APB active, not counting the frequent criticals which usually hit for at least 2200. Mask Energy field from Adapted MACO set keeps hyper-plasma torpedoes from being shot down and provides defense and stealth bonus for other players in teams. All the aux-fueled heals makes my tank unbreakable by npcs up to the red alert unimatrix ships. Also lets me work as a good healboat for teammates.
Ship: Advanced Heavy Cruiser Retrofit
Fore Weapons: 2X Phased tetryon BA Mk XII [ACC]X2 , 1X Tetryon BA Mk XII [ACC][crthX2], 1X MkXI very rare Quantum torpedo [acc][crtdx2]
Aft Weapons: 2X Tetryon BA Mk XII [ACC][crthX2], 1X Phased tetryon BA Mk XII [ACC]X2, 1X MkXI rare Quantum torpedo [acc][crtd]
Shield, Deflector, Engine: Aegis
Eng Consoles: Assimilated Module, Tachyokinetic Converter, Neutronium, Resonance Cascade module.
Science consoles: 2x MkXI rare Field Generator
Tactical consoles: 3x mkXII rare Tetryon Pulse Generator
Devices: Subspace Field Modulator, Shield battery, engine battery, aux battery
Stations:
Lt Com Tac: TT1, BFAW 2, torp spread 3
Com Eng: EPtW1, RSP1, EptS3, Aux2SIF3
Lt Eng: EPtW1, EPtS2
Ens Eng: ET1
Lt Sci: HE1, TSS2
DOFFS:
2x Very Rare TT cooldown conn officers
3x Rare Damage control Engineers (reduce emergency power to subsystem cooldown....handy for when i TRIBBLE up my timing )
NPC ships....just...melt. I do plan on replacing the tetryon items with disruptor, or antiproton as i can afford it, but I have been overall very pleased with what this build can do.
Derrick - Fed Eng
Ship: U.S.S. JIM RAYNOR (Fleet Assault Cruiser Refit)
Engineering Captain
Hull: 62,066
Shields: 11,690
Base Accuracy: 25%
Base CritH: 5.2%
Base CritD: 59.2%
Fore Weapons:
Aft Weapons:
Shields: Elite Fleet Covariant Shield [ResA][Adapt]
Deflector: Purple Positron MKXII [ShdS] [Em] [Ins]
Engine: The Nukara Set Engine
Warp Core: Field Stabilizing MKXI Blue [EFF] [W->S]
Devices:
- Weapon Battery
- Engine Battery - Large
- Shield Battery
- Subspace Field Mod
Inventory Device: Nimbus Distress CallConsoles (Work In-Progress):
BOFFS:
DOFFS (Work In-Progress)
Offensive Subsystems (with bonuses): (127)/100/35/72
Subsystems (setting): 95/45/15/45
Rom Rep Bonus: +30 to Shields Systems, 20% to regain +1,800 shields when critically hit.
Nukara Rep Bonus: 5% Hull, 20% of Aux to Shield Perf, Shield Integrity, Hull Plating
Omega Rep Bonus: +30 Weapon Training, 288 Shield Reg/6 seconds
Rom Set Bonus: +7.6% Plasma Dmg, +15 EPS, Rom Beam BO
Notes:
Comments and Feedback Appreciated!
USS Casper Tactical Oddessy
Front: 4x Adv Fleet Polaron BAs
Aft: 3x Phased Polaron BAs, Cutting Beam
Deflector: Jem'Hadar
Engine: Jem'Hadar
Shield: Maco (will go Jem'Hadar when I decide to get another 200 lobi)
Eng Consoles: Fleet Neut (+turn), Mono, Zero Point, Nukara
Sci Consoles: Fleet Flow Capacitor (PLA, +Th), Borg, Tachyo
Tac: Polaron Dmg
Warp Core: W to E, +E
Power: 100/70/15/15 (125/95/52/41)
Ens Sci: TSS or TB
Lt Sci: TB1, HE 2
Lt Tac: Tac Team 1, APB 2
Lt Cmdr Tac: Tac Team 1, APB 2, FaW 3
Cmdr Eng: EpTS 1, DEM 1, EpTW 3, RSP 3
Doffs: 2x DCE, 1x WCE, 1x TB (Im missing one just realized LOL)
Don't like DEM but not much better to choose from offensively and he survives just fine. Tactical captain btw and still carries Estf Pugs like a champ and even tanks CE with over 100 stacks without issue. Thinking about getting the +ACC con doffs for 'em.
Keep em coming guys!
Sci Odyssey
Deflector:Assimilated Deflector Array Mk XII
Engine: Assimilated Subtranswarp Engines Mk XII
Warp Core: Obelisk Subspace Rift Warp Core
* M.A.C.O. Resilient Shield Array Mk XII
or
* Elite Fleet Adaptive Resilient Shield Array Mk XII [Cap]x2 [ResB] [Adapt]
Fore:
Chroniton Dual Beam Bank
Voth Antiproton Dual Beam Bank Mk XII [Acc]x2 [CrtD]
Advanced Fleet Antiproton Dual Beam Bank Mk XII [Acc]x2 [Dmg]x2
Chroniton Torpedo Launcher Mk XII [CrtD] [CrtH]x2
Aft:
Voth Antiproton Beam Array Mk XII [Acc]x2 [CrtH]
Omni-Directional Antiproton Beam Array
Kinetic Cutting Beam
Chroniton Mine Launcher Mk XII [CrtD]x2 [CrtH]
Devices:
Prototype Ablative Jevonite Hardpoints
Shields Battery
Red Matter Capacitor
Subspace Field Modulator
Eng Consoles:
Cheveron Separation
*Work Bees
or
*Hydrodynamics Compensator
Enhanced RCS Accelerator Mk XII [ResAll]
Enhanced Neutronium Alloy Mk XII [+HullRep]
Sci Consoles:
Tachyokinetic Converter
Assimilated Module
Nukara Particle Converter
Plasmonic Leech
Tac Consoles:
Vulnerability Locator Mk XII [+AP] X2
BOFFs:
Lt. Cmnd Uni - Eng Borg: EptS, EngT 2, EptS 3
* Ensign Uni - Sci Saurian: PH
or
* Ensign Uni - Tac Saurian: Torp Spread
Lt. Tac - Vet Human: TT, BO 2
Cmnd Eng - Saurian: EngT, RSP, Aux2SIF 2, EPW 3
Lt. Sci - Saurian: TSS, HE 2
DOFFs:
Shield Distribution Officer (B4I variant)
Damage Control Eng (Aux2SIF variant)
Damage Control Eng (Ept e.c.t. variant)
Maintenance Eng (EngT variant)
Warp Core Eng (Ept e.c.t variant)
Skill Tree & Reputation:
http://skillplanner.stoacademy.com/?build=indafacedualbbengscioddy_7747
Traits:
Accurate
Helmsman
Astrophysicist
Intense Focus
Efficient Captain
Elusive
Techie
Warp Theorist
Grace Under Fire
I'm also considering swapping out Aegis with Nukara (easiest Set to acquire), but I really Really REALLY like the Spiral Waves. I'm on the fence to commit the Rep, but every day I lean further away from that grind ... or any other frankly.
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Excelsior-class - Advanced Heavy Cruiser Refit - USS Solaris
*Build details in sig*
Fore Weapons
- Spiral Wave Beam Array x3
- Rapid Fire Missile Launcher
Aft Weapons
- Spiral Wave Beam Array x3
- Tractor Beam Mine
Deflector/ Impulse/ Shields - Aegis
Warp Core - Hyper Injection Mk XI [Rep][E->S][Trans]
Engineering Consoles
- Theta Radiation Vents
- Tachyokinetic Converter
- Isometric Charge
- Plasmonic Leech
Science Consoles
- Field Generator
- Emitter Array
Tactical Consoles
- Disruptor Induction Coil x3
Lt. Commander Tactical station
- Target Shield Subsystems I
- Beam Array: Fire At Will II
- Attack Pattern: Beta II
Ensign Engineering station
- Em. Power to Shields I
Lieutenant Engineering station
- Em. Power to Weapons I
- Aux. Power to Battery I
Commander Engineering station
- Em. Power to Shields I
- Reverse Shield Polarity I
- Directed Energy Modulation II
- Aceton Beam II
Lt. Commander Science station
- Polarize Hull I
- Feedback Pulse I