So, after a lot of advice from forum-goers in my other thread, I decided to pick up a Fleet LRSV-R. I currently have it set up as a space tank with a lot of healing potential and some CC ability, but I'm hoping to get some advice on either how to optimize my space tanking build, or some input on other builds that people have had success with in the Fleet LRSV-R and that make it shine in the Vesta-dominated Science market.
Link to my current build
here.
For DOffs, I'm currently running a Very Rare Gravimetric Scientist, two Very Rare Conn Officers (reduced cooldown on Tactical Team), and two Rare Energy Weapon Officers (reduced cooldown on beam special attacks). Gravimetric Scientist is an obvious choice, I think, and the Conn Officers mean that I have Tac Team up as often as if I had two copies, which is almost necessary for tanking due to the shield transfer speed that they give.
I generally don't invest in Starship Subsystem Repair because a) I run all Human BOff crews, and b) I have the Red Matter Capacitor. Between those two things, disabled subsystems are generally not an issue that I have to worry about much.
Any critique/advice/inspirational builds of your own would be much appreciated. Help me make my Fleet LRSV-R stand out from the Vestas!
__________________________________________________
Joined January 2010.
In regard to hating Star Trek 2009:
IDIC fail.
Comments
Also your consoles seem off. There's two ablative generators in your link. That can't happen. And you have three field generators, and I don't know I thought that didn't work anymore?
I'd toss an RCS Console up in that Engineering Area. Because it's getting buffed. And turning is good in pretty much any space combat.
But if not that then more armor.
And for science I'd try something else other than three field generators. Maybe something to boost Gravity Well? Maybe more emitter arrays?
Here's a link to a build with corrected consoles due to my copy/paste error. I've also fixed the link in the first post to reflect the correction.
Dual Beam Banks seem, to me, like an all-or-nothing proposition. I'm either going to want three of them up front with the wide angle Q-torp and two turrets on the back, or I'm going to want to go with full broadside firepower. As it stands, the ship is also maneuverable enough to maintain a broadside, and that allows for maintaining both a continuous firing solution and continuous movement, the latter of which is really one of your best defenses in this game.
I tested the Field Generators in system space before I bought more than one of them, and each one adds just under 2k shield health per facing with my current setup, so they're working and they're adding a ton of shield health. The only reason that I sacrificed a fourth one for the Emitter Array is that having ~20k shield health on each facing and no way to significantly heal any of it seemed... dubious to me.
I haven't checked out the changes on Tribble/Redshirt yet, and may not before the expansion hits, so I'll jump that hurdle when I get there.
Joined January 2010.
In regard to hating Star Trek 2009:
Science ships are so nimble that it's very easy to keep the target in the DBB arc and they coincide very nicely with almost all Sci abilities. Now then, I had to get turrets for Aft weapons - which I initially hated to do - but that turned out to be great as I *always* had three weapons pinging away the target no matter the facing. If turning to face, once my Fore weapons came online ... "Pow! Right in the kisser." ... then a Torp add Kapow!
I play a Cruiser in solo play and love Love LOVE broadsides, but for a Sci ship I tried a different loadout and it works like a charm. You're right: it's an all-or-nothing situation and I recommend you give the DBB/turrets a try. I can't guarantee they are better - but they are worth trying.
Good luck and thank you for sharing your build! It's given me some ideas
"There is coffee in that nebula." - Kathryn Janeway
My rihansu character: S'tarleya ch'Rihan Rahaen'fvil, commander of warbird Hnoiyika
With your setup as-is, you're going to find yourself bouncing between an aux-heavy power scheme and a weapons-heavy scheme, or foregoing shield power to fuel both at an appropriate level (which means your EPtS is just buffing you to a normal, non-tanky, resistance/regen level). Your RMC and its 20 seconds of extra power every three minutes just isn't going to cut it, especially not using MACO shields, and frankly you'll find yourself probably using it to shore up lost reserves more often than not Broadsiding is extremely power-hungry, and without the boff abilities and power setting to feed it you're doing jack squat for damage.
I tried a broadsiding setup back when I was flying a mirror DSSV, and frankly found it a liability more often than not. Even a cannon/turret setup for its heightened power efficiency will probably do you better than broadsiding with a science vessel.
Science vessels are nimble enough to keep enemies in your frontal arc, and DBB's are much easier when it comes to power requirements than most. Plus, your offensive science boff abilities require a frontal (or at least, once LoR launches a semi-frontal) arc positioning anyways, which is going to limit the effectiveness of broadsiding.
The Intrepid retrofit does offer you one possibility you might explore, however: torp/mine boat. Ablative generators only offline energy weapons. And, BO2 with a DBB reliably knocks down facing shields (and works with TSS), and allows you to only worry about weapons power when you need to knock down shield facings, while feeding the rest of it into aux and shields. Just a thought.
Spock's Brain.
Skill Planner