Kamarag may work better as a DPS cruiser because of the boff layout gives you more flexibility and it turns 'slightly' better.
Probably ought to provide more information though. Are you looking to build something on the cheap and easy to use? Going all-in on reputation gear? A pure gunship? A support tank with teeth? Even something as simple as 'DHCs on a battlecruiser,' there are a lot of ways to go.
Kamarag may work better as a DPS cruiser because of the boff layout gives you more flexibility and it turns 'slightly' better.
Probably ought to provide more information though. Are you looking to build something on the cheap and easy to use? Going all-in on reputation gear? A pure gunship? A support tank with teeth? Even something as simple as 'DHCs on a battlecruiser,' there are a lot of ways to go.
Lookin for cheap and easy , not going to advance too much my kling beacuse of the romulan faction
Well a simple Mirror Vorcha I used on a mule character is reasonably effective. Its not especially awesome at anything but it was cheap to put together, straightforward to use, handles anything from ESTFs to the CE, and worked well enough that it convinced me to splurge on a full Tor'kaht for another character. Adjusted for a Kamarag I'd set it for
Deflector: Positron Deflector Array
Engines: Efficient Impulse Engines (from Second Star To The Right)
Shield: Resilient Shield Array (Cap)(Pla)(Reg)
Power Settings: 95/40/25/40
Weapons
Fore: 3 Plasmonic Disruptor Dual Heavy Cannons (from Second Star To The Right), Quantum Torpedo
Aft: 3 Disruptor Turrets, Kinetic Cutting Beam (I splurged there)
Consoles
Eng: SIF Generator, RCS Accelerator, 2 Neutronium
Science: Emitter Array, Assimilated Module (Had from when it was free)
Tac: 3 Disruptor Coils
Cmdr Eng
EPTW1, EPTS2, Extends 2, Aux2SIF3
LtCmdr Sci
PH1, HE2, GW1
LtEng
EPTW1, EPTS2
LtTac
2 Boffs to swap for situation, one with TS1, CSV1, one with THY1, CRF1
Ens Tac
TT1
Basically its a 'fat escort' that can take the big hits, do a little CC here and healing there, and still put out enough firepower to carry your own weight in team missions. Its not a monster ubership or anything, but its cheap, simple, and adequately effective.
Well a simple Mirror Vorcha I used on a mule character is reasonably effective. Its not especially awesome at anything but it was cheap to put together, straightforward to use, handles anything from ESTFs to the CE, and worked well enough that it convinced me to splurge on a full Tor'kaht for another character. Adjusted for a Kamarag I'd set it for
Deflector: Positron Deflector Array
Engines: Efficient Impulse Engines (from Second Star To The Right)
Shield: Resilient Shield Array (Cap)(Pla)(Reg)
Power Settings: 95/40/25/40
Weapons
Fore: 3 Plasmonic Disruptor Dual Heavy Cannons (from Second Star To The Right), Quantum Torpedo
Aft: 3 Disruptor Turrets, Kinetic Cutting Beam (I splurged there)
Consoles
Eng: SIF Generator, RCS Accelerator, 2 Neutronium
Science: Emitter Array, Assimilated Module (Had from when it was free)
Tac: 3 Disruptor Coils
Cmdr Eng
EPTW1, EPTS2, Extends 2, Aux2SIF3
LtCmdr Sci
PH1, HE2, GW1
LtEng
EPTW1, EPTS2
LtTac
2 Boffs to swap for situation, one with TS1, CSV1, one with THY1, CRF1
Ens Tac
TT1
Basically its a 'fat escort' that can take the big hits, do a little CC here and healing there, and still put out enough firepower to carry your own weight in team missions. Its not a monster ubership or anything, but its cheap, simple, and adequately effective.
reginamala78's build suggestion is good, but I'll adjust it from my own experience with the Kamarag (I don't own a Mirror Vor'Cha, so I'll leave that for others to comment on). The main point of my build is make efficient use of every cheap piece of gear, and as such, I won't use any STF gear in it.
Deflector: Positron Deflector Array
Engines: Jem'Hadar Combat Impulse Engines XI
Shield: Jem'Hadar Resilient Shields XI
Power Settings: 95/40/25/40
(Reasoning for this: 2/3 Jem'Hadar set bonus gives extra polaron dmg and the power insulation buff is great for STFs. Jem'Hadar engines are the best and easiest to attain for the offensive-minded player and the Jem'Hadar shield gives absorption, all energy resist and kinetic resist which are phenomenal for efficient use of items on the cheap. The 3/3 of bonus of Antiproton sweep is nice, but the extra survivability of a positron deflector is too hard to pass up.)
Weapons
Fore: 2 Polaron DHC, 1 Polaron DC, 1 Photon Torpedo launcher
Aft: 4 Polaron Turrets (for STFs) or 3 Polaron Turret + 1 Photon Mines (Chroniton projectiles are another way to go in this build to help keep your target in the firing arc, I just personally prefer Photon projectiles for the reload speed)
(Reasoning for this: Power management is something you'll have to pay attention to without luxury consoles like Zero-Point and Assimiliated, so I threw in 1 DC instead of DHC to help deal with that slightly. Polaron synergizes dmg with the Jem 2/3 set to get some extra juice. Mixing in projectiles instead of an all-energy setup greatly helps with power management, plus, I'm just a huge fan of mines with my playstyle.)
(Reasoning for this: I pretty much kept everything the same from reginmala's suggestions here except swapping disruptor coils for polaron and swapping out the Assimilated module for a cheaper second emitter array. You could also swap out one of the emitter arrays for a power insulation console when doing STFs.)
Cmdr Eng: EPTW1, EPTS2, Aux2SIF2, DEM3 Lt Eng: EPTS1 or EPTW1, Aux2Damp1 LtCmdr Sci: HE1, TSS2, TBR2 or CPB2 Lt Tac: 2 Boffs to swap for situation, one with TS1, CSV1, one with THY1, CRF1 Ens Tac: TT1
(Reasoning for this: Here's where I really diverge from reginamala's build. One of the best parts of the Kamarag is the LTC Sci slot and it seems a waste not to put at least one offensive ability in there. Tractor Beam repulsors does nice kinetic dmg and helps keep targets in front of your cannons. A more mobile option is Charged Particle Burst and it synergizes well with laying your mines.
If possible, I usually prefer Aux2Damp instead of Polarize Hull for the turn rate boost it gives, especially because you don't have a slot for AP Omega on a Kamarag. DEM3 is just a good damage boosting skill, so I took that as the Cmdr ability to provide a more offensive focus instead of Aux2SIF3. I kept his Tac suggestions the same because they're the simplest way to do it. I've tried a few beam overload builds on the Kamarag, but if doing things cheaply, best to keep it 100% cannon.)
"Nihil aliud scit necessitas quam vincere." -Syrus
The only thing about Hull Armors, is actually using them, even for full kinetic, for example, when you take hits via Torpedos, the difference in damage doesn't seem that noticable at all.
I'd forego the Neutroniums in favor of an Aceton Assimiliator, and an subspace jump.
I'd also drop the Photon torpedo in favor of another DHC
and drop a turret in favor of a Kinetic Cutting beam.
Good call I forgot about the Jem'hadar stuff with polarons. Another dozen missions in so I was thinking more immediately available, but yeah the JH set is maybe the best non-STF/Fleet stuff around. Just more work to get.
The only thing about Hull Armors, is actually using them, even for full kinetic, for example, when you take hits via Torpedos, the difference in damage doesn't seem that noticable at all.
I'd forego the Neutroniums in favor of an Aceton Assimiliator, and an subspace jump.
I'd also drop the Photon torpedo in favor of another DHC
and drop a turret in favor of a Kinetic Cutting beam.
All true, but we're trying to keep it cheap (hence the lack of a Leech or other pay consoles). I do notice a difference if I go no armor, hence a neutronium or two to cover all the bases, but yeah don't want to overdo it (since obviously the best defense is never taking hull hits to begin with). And lastly torps have their uses against the big unshielded targets in the CE or ESTFs, and if swapping in a Chroniton torp you can even use TS as a poor-mans CC tool.
Its not about being the BEST ship, its about one thats easy to gear, easy to use and still effective and fun.
The only thing about Hull Armors, is actually using them, even for full kinetic, for example, when you take hits via Torpedos, the difference in damage doesn't seem that noticable at all.
I'd forego the Neutroniums in favor of an Aceton Assimiliator, and an subspace jump.
I'd also drop the Photon torpedo in favor of another DHC
and drop a turret in favor of a Kinetic Cutting beam.
All true, but we're trying to keep it cheap (hence the lack of a Leech or other pay consoles). I do notice a difference if I go no armor, hence a neutronium or two to cover all the bases, but yeah don't want to overdo it (since obviously the best defense is never taking hull hits to begin with). And lastly torps have their uses against the big unshielded targets in the CE or ESTFs, and if swapping in a Chroniton torp you can even use TS as a poor-mans CC tool.
Hell yes, 100%. Adding in torps is more versatile and power-efficient. Plus, Chronitons are underrated.
Good call I forgot about the Jem'hadar stuff with polarons. Another dozen missions in so I was thinking more immediately available, but yeah the JH set is maybe the best non-STF/Fleet stuff around. Just more work to get.
Agreed that your shield/engines suggestions are easier to obtain. But, KDF does reach the 2800 missions fairly quickly, so that was my logic there.
Comments
Probably ought to provide more information though. Are you looking to build something on the cheap and easy to use? Going all-in on reputation gear? A pure gunship? A support tank with teeth? Even something as simple as 'DHCs on a battlecruiser,' there are a lot of ways to go.
Lookin for cheap and easy , not going to advance too much my kling beacuse of the romulan faction
Deflector: Positron Deflector Array
Engines: Efficient Impulse Engines (from Second Star To The Right)
Shield: Resilient Shield Array (Cap)(Pla)(Reg)
Power Settings: 95/40/25/40
Weapons
Fore: 3 Plasmonic Disruptor Dual Heavy Cannons (from Second Star To The Right), Quantum Torpedo
Aft: 3 Disruptor Turrets, Kinetic Cutting Beam (I splurged there)
Consoles
Eng: SIF Generator, RCS Accelerator, 2 Neutronium
Science: Emitter Array, Assimilated Module (Had from when it was free)
Tac: 3 Disruptor Coils
Cmdr Eng
EPTW1, EPTS2, Extends 2, Aux2SIF3
LtCmdr Sci
PH1, HE2, GW1
LtEng
EPTW1, EPTS2
LtTac
2 Boffs to swap for situation, one with TS1, CSV1, one with THY1, CRF1
Ens Tac
TT1
Basically its a 'fat escort' that can take the big hits, do a little CC here and healing there, and still put out enough firepower to carry your own weight in team missions. Its not a monster ubership or anything, but its cheap, simple, and adequately effective.
Ok thx for the tips!!
Deflector: Positron Deflector Array
Engines: Jem'Hadar Combat Impulse Engines XI
Shield: Jem'Hadar Resilient Shields XI
Power Settings: 95/40/25/40
(Reasoning for this: 2/3 Jem'Hadar set bonus gives extra polaron dmg and the power insulation buff is great for STFs. Jem'Hadar engines are the best and easiest to attain for the offensive-minded player and the Jem'Hadar shield gives absorption, all energy resist and kinetic resist which are phenomenal for efficient use of items on the cheap. The 3/3 of bonus of Antiproton sweep is nice, but the extra survivability of a positron deflector is too hard to pass up.)
Weapons
Fore: 2 Polaron DHC, 1 Polaron DC, 1 Photon Torpedo launcher
Aft: 4 Polaron Turrets (for STFs) or 3 Polaron Turret + 1 Photon Mines (Chroniton projectiles are another way to go in this build to help keep your target in the firing arc, I just personally prefer Photon projectiles for the reload speed)
(Reasoning for this: Power management is something you'll have to pay attention to without luxury consoles like Zero-Point and Assimiliated, so I threw in 1 DC instead of DHC to help deal with that slightly. Polaron synergizes dmg with the Jem 2/3 set to get some extra juice. Mixing in projectiles instead of an all-energy setup greatly helps with power management, plus, I'm just a huge fan of mines with my playstyle.)
Consoles
Eng: SIF Generator, RCS Accelerator, 2 Neutronium
Sci: 2 Emitter Array
Tac: 3 Polaron Phase Modulators (Or 2 Polaron Phase Modulators + 1 Photon Detonation Assembly for Crystalline event)
(Reasoning for this: I pretty much kept everything the same from reginmala's suggestions here except swapping disruptor coils for polaron and swapping out the Assimilated module for a cheaper second emitter array. You could also swap out one of the emitter arrays for a power insulation console when doing STFs.)
Cmdr Eng: EPTW1, EPTS2, Aux2SIF2, DEM3
Lt Eng: EPTS1 or EPTW1, Aux2Damp1
LtCmdr Sci: HE1, TSS2, TBR2 or CPB2
Lt Tac: 2 Boffs to swap for situation, one with TS1, CSV1, one with THY1, CRF1
Ens Tac: TT1
(Reasoning for this: Here's where I really diverge from reginamala's build. One of the best parts of the Kamarag is the LTC Sci slot and it seems a waste not to put at least one offensive ability in there. Tractor Beam repulsors does nice kinetic dmg and helps keep targets in front of your cannons. A more mobile option is Charged Particle Burst and it synergizes well with laying your mines.
If possible, I usually prefer Aux2Damp instead of Polarize Hull for the turn rate boost it gives, especially because you don't have a slot for AP Omega on a Kamarag. DEM3 is just a good damage boosting skill, so I took that as the Cmdr ability to provide a more offensive focus instead of Aux2SIF3. I kept his Tac suggestions the same because they're the simplest way to do it. I've tried a few beam overload builds on the Kamarag, but if doing things cheaply, best to keep it 100% cannon.)
I'd forego the Neutroniums in favor of an Aceton Assimiliator, and an subspace jump.
I'd also drop the Photon torpedo in favor of another DHC
and drop a turret in favor of a Kinetic Cutting beam.
Good call I forgot about the Jem'hadar stuff with polarons. Another dozen missions in so I was thinking more immediately available, but yeah the JH set is maybe the best non-STF/Fleet stuff around. Just more work to get.
All true, but we're trying to keep it cheap (hence the lack of a Leech or other pay consoles). I do notice a difference if I go no armor, hence a neutronium or two to cover all the bases, but yeah don't want to overdo it (since obviously the best defense is never taking hull hits to begin with). And lastly torps have their uses against the big unshielded targets in the CE or ESTFs, and if swapping in a Chroniton torp you can even use TS as a poor-mans CC tool.
Its not about being the BEST ship, its about one thats easy to gear, easy to use and still effective and fun.
Hell yes, 100%. Adding in torps is more versatile and power-efficient. Plus, Chronitons are underrated.
Agreed that your shield/engines suggestions are easier to obtain. But, KDF does reach the 2800 missions fairly quickly, so that was my logic there.
Cheers to that sentiment!