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Scimitar builds

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    mimey2 wrote: »
    And that is why I LOVE playing my Orion sci in her BoP WAY more than my Klingon tac.

    Sci Alien in a Hegh'ta with 4x Sci BOFFs... does not perform the typical decloak alpha. If I ever killed anybody with him by himself...well, they should feel bad. However, decloaking in tandem with a Tac in their BoP - is definitely fun. Or decloaking on somebody that's trolling 4-5 guys in Ker'rat...that's definitely fun. He's the only toon that I got /zone grumbles about regularly...every now and again I'd see them while on my Eng in his Chel flying around going wheeeeee - but yeah, the Sci Hegh'ta w/ 4x Sci is where I usually saw /zone grumbles.
  • doomiciledoomicile Member Posts: 3 Arc User
    edited July 2013
    aetam1 wrote: »
    Considering the difference in size that could be a rather bloody mating. Ok depends who the female is I guess.

    Well, Andorian females are more aggressive.
    [SIGPIC][/SIGPIC]
  • rudiefix1rudiefix1 Member Posts: 420
    edited July 2013
    I was thinking to put my reman sci into a B'rel, have it fitted with Cmrd,LTC,LT sci and LT tac. Like a real stealth bomber, an infiltrator.

    But no klink ships for rommies at admiral level.:mad:
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
  • aetam1aetam1 Member Posts: 228 Arc User
    edited July 2013
    Something got me thinking:
    The two-piece set bonus gives the ship Rapid Maneuvering Thrusters, which increases the ship?s turn rate. In addition, it allows the Scimitar to maintain the turn bonus from cloaking after exiting cloak for the duration of their Cloaking Ambush.

    Reman Infiltrator trait:

    After Decloaking, increase the duration of your Ambush damage boost by 7.5
    (there is a superior version with 10sec I think)

    Does this trait work for the turn bonus? Cloaking adds something like 15 turn to my D'Deridex. If Infiltrator works with the two-piece bonus we would get a bug like turnrate for a full CRF duration after decloak. I think I just found something to test this evening.

    My stomach is clear and my mind is full of bacon!
  • zarxidejackozarxidejacko Member Posts: 0 Arc User
    edited July 2013
    aetam1 wrote: »
    Something got me thinking:



    Reman Infiltrator trait:

    After Decloaking, increase the duration of your Ambush damage boost by 7.5
    (there is a superior version with 10sec I think)

    Does this trait work for the turn bonus? Cloaking adds something like 15 turn to my D'Deridex. If Infiltrator works with the two-piece bonus we would get a bug like turnrate for a full CRF duration after decloak. I think I just found something to test this evening.

    Yes that is excatly how it will work, i have 15 sec ambush duration and 15 sec recloak time for my fleet mogai with 2 remans and 3 romulans all superior in their case.

    So with this passive for abmush=turn like under cloak it will provide that bonus turn.

    I have made a build to match 15=15 to do perfect hit and run and it works great in PvP and i plan to adapt my build for this new Warbird.

    p.s. i have passive 92.5 defence it is also good bonus from this boffs :D

    p.p.s. This is great warbird for 5 dhc build, 25% damage (Romulan Cloak, dont missconcept it with 30% KDF one) for 15 seconds only from ambush. It will be devastating.
    2010 is my join date.
  • aetam1aetam1 Member Posts: 228 Arc User
    edited July 2013
    Well I think I will try something fun with my scimi:

    Sci captain:

    Weapons: 5 DHC 2 Turrets 1 Cutting beam
    Engine: Borg
    Deflector: Borg
    Shield: Adapted KHG

    Boffs:

    Cmd Tac: TT1 CRF1 CRF2 APO3
    Ens Tac: TT1

    Lt Sci: HE1 TSS2
    LtC Sci: Tractor1 CPB1 VM1

    EPtW1 EPtS2

    Doffs:
    3 purple dmg control engis
    1 Tiheth (40% chance to purge negative effects on eptx use)
    1 unsure, maybe a simple BFI doff

    Consoles:
    Borg, RCS(with resi)
    FieldGen, 2 scimi set (probably sec shielding and shields while cloaked)
    5 dmg

    Some thoughts:
    A tractor and VM will be some nice cc since turn is not really in this ships favor. A decloak with 5DHC and 5tac consoles should hurt, combine it with tractor/sensor/vm/sub nuc and it will probably kill most. The CPB is simply to disable cloak since there are so many around these days.
    With the dmg control engis I should be able to have eptw and epts up most of the time. Also with the shields while cloaked cloak will be one hell of a defensive cd.

    If one turn console will be enough remains to be seen. I think the cutting beam/borg 2 piece bonus will help the drain. I have no idea how bad 5DHCs will be. I could kick the the borg for another turn console and maybe even kick the field gen for a tachyokinetic but I don't think I want to do that. Also a lot probably depends if I get the ambush turn bonus with the reman Infi trait.

    I suppose it will be a fun ship to pug with in any case.

    My stomach is clear and my mind is full of bacon!
  • daggermoondaggermoon Member Posts: 0 Arc User
    edited July 2013
    sophlogimo wrote: »
    Hm... single cannon build might be nice with this one.


    I wonder, though, if anybody will actually use the non-5-tac-console versions?

    lol i will the eng version is so much more forgiving during the learning phase
  • shockwave85shockwave85 Member Posts: 1,040 Arc User
    edited July 2013
    I don't think the turn rate will be much of an issue. Not only do you get the turn rate buff from the console set, but you can abuse the cloak to turn as well. Since your shields won't drop when cloaked, there's never a reason not to cloak if you need to turn around. Or if you're just under fire. Plus, every now and then you'll be able to use that one ability to deliver an alpha without even bothering to decloak. Life in a Scimitar will look mostly like this:

    Decloak -> Attack -> Cloak -> Turn -> Decloak...
    ssog-maco-sig.jpg
  • ajma420ajma420 Member Posts: 0 Arc User
    edited July 2013
    Here is my upcoming build using the Scimitar Class

    Weapons -
    Fore - [Advanced Fleet Antiproton Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]x2] x4
    [Photon Torpedo Launcher Mk XII [Acc] [Dmg]x2]
    Aft - [Antiproton Turret Mk XI [Dmg]x2 [CrtH]] x2
    [Kinetic Cutting Beam Mk XII]

    Full AEGIS set - Deflector, Shield, Engine

    Singularity Core - [Field Stabilizing Singularity Core Mk XI [PI] [OLoad] [SST]]

    Consoles - All 3 Dreadnought Consoles
    Plasmonic Leach
    Shield Adaptive Frequency Generator
    Tachyokinetic converter
    [Neutronium Alloy Mk XII] x2
    [Antiproton Mag Regulator Mk XI] x2

    BOffs TBD
    Light Speed! - No, light speed is too slow. We need LUDICROUS SPEED!

    Ajma420 - Lv 50 Tac - Pride of the Federation
    Catherine The Great - Lv 50 Tac - Pride of the Empire
    Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2013
    sophlogimo wrote: »

    I wonder, though, if anybody will actually use the non-5-tac-console versions?

    Yes, I will. The 5 Tact Console version will lead to some serious weaknesses that can jeopardize the survivability of the ship. Plus, since both my toons specialize in projectile damages, there is little use for weapon power, which is especially true on Romulan Warbirds given their much lower power level.

    All I am hearing is people thinking about 5 fore DHC with 5 tact consoles. I think they are forgetting that no matter the turn buff you can give to this ship, it still only has a base turn rate of 7 and plenty of ships can be far more agile than the Scimitar class will ever be.

    Strictly looking at the console slots, if all 5 tact consoles are used for tact consoles of your choosing, you are left with 5 console space of which 3 will likely be the Scimitar unique consoles. That leaves you with 2 free consoles. Now, you'll need at least one for turn rate boost, say RCS Accelerator Mk XII (very rare). That leaves you with one free console space. Well, good luck, what is it going to be? Romulan zero-point energy? Neutronium Alloy of somekind? Singularity Inverter? Romulan get me out of jail PtW console? Rule 62 combat console? Borg console? Nukara T2 console? What about a Graviton Pulse or Subspace Jump?

    See, the console space (or lack of) is a serious concern for this class of ship. I have been thinking the console that allows Scimitar to fire while cloak is optional, aka, not very useful. The reason being you will still be "visible" and targetable by your enemies anyway and the only thing that changes is your cloak doesn't go into a CD but you don't get the ambush damage bonus either. It's very similar to T'Varo's attack albeit with the shields up due to the other unique console in the family. Plus, the console probably has a long CD of at least 2minutes if not more. The set 3 bonus of Thalaron blast which takes 12 sec to arm will be a laughing stock in PvP, not to mention, completely unethical to use. My Fed toon which acts as the mentor of the Rom toon within the Federation is a no-nonsense Starfleet type, never in a million year would approve the use of such weapon. The only people who would tolerate the use of such weapon would be Klignon scums, who claim to be honorable except if such word is believable, a Ferengi could be an honest bookkeeper!

    I will test the cloaked barrage console but I suspect this is a cheap version of a temporary enhanced battlecloak, which won't allow the ships to maintain continuous fire without rendering the ship totally visible. There is a reason why the T'Varo is unsuitable for anything other than a quick blast and fades right back into cloak - if they keep firing, they will be as visible as light bulbs shining in a dark room.

    The other two unique consoles, of which 1 is a passive one, looks quite useful. The secondary shielding can be those alpha BoP's nightmare and should make the Klignons cringe and demanding a nerf very shortly. To this end, I have already purchased a Mk XII Field Generator (very rare) from the Exchange in anticipation of its use on the Scimitar. This Mk XII purple Field Generator + Elite Fleet Shield + Secondary Shielding should be enough to sustain the 15 secs or so while the ship will be outside its cloak. I plan to have the APO3 cycles at every 15 sec so the attacks will be in waves of 15 sec each and as soon as APO is out - full power to engines, then cloak.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    iskandus wrote: »
    Yes, I will. The 5 Tact Console version will lead to some serious weaknesses that can jeopardize the survivability of the ship. Plus, since both my toons specialize in projectile damages, there is little use for weapon power, which is especially true on Romulan Warbirds given their much lower power level.

    All I am hearing is people thinking about 5 fore DHC with 5 tact consoles. I think they are forgetting that no matter the turn buff you can give to this ship, it still only has a base turn rate of 7 and plenty of ships can be far more agile than the Scimitar class will ever be.

    Strictly looking at the console slots, if all 5 tact consoles are used for tact consoles of your choosing, you are left with 5 console space of which 3 will likely be the Scimitar unique consoles. That leaves you with 2 free consoles. Now, you'll need at least one for turn rate boost, say RCS Accelerator Mk XII (very rare). That leaves you with one free console space. Well, good luck, what is it going to be? Romulan zero-point energy? Neutronium Alloy of somekind? Singularity Inverter? Romulan get me out of jail PtW console? Rule 62 combat console? Borg console? Nukara T2 console? What about a Graviton Pulse or Subspace Jump?

    See, the console space (or lack of) is a serious concern for this class of ship. I have been thinking the console that allows Scimitar to fire while cloak is optional, aka, not very useful. The reason being you will still be "visible" and targetable by your enemies anyway and the only thing that changes is your cloak doesn't go into a CD but you don't get the ambush damage bonus either. It's very similar to T'Varo's attack albeit with the shields up due to the other unique console in the family. Plus, the console probably has a long CD of at least 2minutes if not more. The set 3 bonus of Thalaron blast which takes 12 sec to arm will be a laughing stock in PvP, not to mention, completely unethical to use. My Fed toon which acts as the mentor of the Rom toon within the Federation is a no-nonsense Starfleet type, never in a million year would approve the use of such weapon. The only people who would tolerate the use of such weapon would be Klignon scums, who claim to be honorable except if such word is believable, a Ferengi could be an honest bookkeeper!

    I will test the cloaked barrage console but I suspect this is a cheap version of a temporary enhanced battlecloak, which won't allow the ships to maintain continuous fire without rendering the ship totally visible. There is a reason why the T'Varo is unsuitable for anything other than a quick blast and fades right back into cloak - if they keep firing, they will be as visible as light bulbs shining in a dark room.

    The other two unique consoles, of which 1 is a passive one, looks quite useful. The secondary shielding can be those alpha BoP's nightmare and should make the Klignons cringe and demanding a nerf very shortly. To this end, I have already purchased a Mk XII Field Generator (very rare) from the Exchange in anticipation of its use on the Scimitar. This Mk XII purple Field Generator + Elite Fleet Shield + Secondary Shielding should be enough to sustain the 15 secs or so while the ship will be outside its cloak. I plan to have the APO3 cycles at every 15 sec so the attacks will be in waves of 15 sec each and as soon as APO is out - full power to engines, then cloak.

    why not put the at least some of the special consoles in the tac consoles? also, it already has singularity jump as an ability, so that console is pointless for it.

    Klingons are way more honorable than the feds whose "exploration" and "Science"ships are as powerful as a warship and then spout about being a peaceful organization, they won't even admit the escorts are warships.I even like the federation for the most part, but they should at least be honest with themselves.
  • shockwave85shockwave85 Member Posts: 1,040 Arc User
    edited July 2013
    iskandus wrote: »
    See, the console space (or lack of) is a serious concern for this class of ship. I have been thinking the console that allows Scimitar to fire while cloak is optional, aka, not very useful. The reason being you will still be "visible" and targetable by your enemies anyway and the only thing that changes is your cloak doesn't go into a CD but you don't get the ambush damage bonus either.

    I was thinking this myself. The more interesting part of having that console is to get the Thalaron weapon to deal crazy damage to slow, stupid NPCs in PvE content. In PvP, it doesn't help, and the "fire while cloaked" seems less and less useful the more I think about it. You might as well save the console slot, since you get the more important set bonus - the turn rate - with just two.
    ssog-maco-sig.jpg
  • mreeves7amreeves7a Member Posts: 499 Arc User
    edited July 2013
    Anyone have any thoughts on a KDF-Rom using Orion Interceptors to deal with the Scimitars turn? What about Yellowstones for a Fed-Rom? Can the Elite Interceptors/Yellostones slow a target for long enough to hit with the Thalaron blast?
  • shockwave85shockwave85 Member Posts: 1,040 Arc User
    edited July 2013
    Can Romulans even use their ally's hangar pets? Never occurred to me before, since Romulans didn't have a carrier until now.
    ssog-maco-sig.jpg
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    Can Romulans even use their ally's hangar pets? Never occurred to me before, since Romulans didn't have a carrier until now.

    Yes they can. (And while they didn't have a carrier of their own before, they could use lockbox carriers, and for KDF-Roms they could use the lower tier Orion Flight Deck Cruisers)
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    NOTE: Obviously I don't fly this, but beyond that - I don't intend to fly it. I'm just bored...

    F-Rom Alien Eng in a Tulwar

    Traits - Accurate, Astrophysicist, EPS Manifold Efficiency, Efficient, Elusive, Grace Under Fire, Helmsman, Techie, Warp Theorist

    Reputation
    New Rom - Precision, Emergency Secondary Shielding, Quantum Singularity Manipulation
    Nukara - Enhanced Shield Penetration, Aux Power Config - Offense, Refracting Tetryon Cascade
    Omega - Omega Weapon Training, Superior Shield Repair

    TT1, TS2, FAW3, APO3
    EPtW1, AtS1
    EPtS1

    TB1, ST2, FBP2
    PH1, HE2


    DOFFs - 2x DCE(EPtX), DLS(FBP), DO(Exotic), EWO(SingCharge)

    Deflector - Elite Fleet Axion Deflector Array Mk XII [Flow][Ins][ENG][SciCdr]
    Impulse - MACO Mk XII
    Core - Elite Fleet Reinforced Singularity Core Mk XII [PG][Wave][SCap][AMP][SST]
    Shields - MACO Mk XII

    Weapons
    Fore - Cutting Beam, Experimental Beam Array, 3x Romulan Plasma Beam Array Mk XII [Acc]x2
    Aft - Hyper-Plasma Torp, 2x Romulan Plasma Beam Array Mk XII [Acc]x2

    Consoles
    Tac - 3x Plasma Infuser Mk XII
    Eng - Tachyo, Enhanced Neutronium Alloy Mk XII [+Turn]
    Sci - Borg, 0Point, Nukara, 2x Romulan Particle Generator Mk XII [-Th][Pla]

    Hangar - Yellowstone Runabouts

    Devices - RMC, SFM, Aux Batt, Eng Batt
  • vegie0vegie0 Member Posts: 480 Arc User
    edited July 2013
    My Scimitar build:

    IRW Extended Maintanence

    Fore [Dual Heavy Packet loss Mk XII [Lag]x3] x4 [Waiting to Play Torpedo [Bored]x2 [Annoyed]] x1

    Aft... you get the picture...

    I want my Scimitar... not extened Maintanence... again... and again.... and maybe again :(
    [SIGPIC][/SIGPIC]
  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    why not put the at least some of the special consoles in the tac consoles? also, it already has singularity jump as an ability, so that console is pointless for it.

    Klingons are way more honorable than the feds whose "exploration" and "Science"ships are as powerful as a warship and then spout about being a peaceful organization, they won't even admit the escorts are warships.I even like the federation for the most part, but they should at least be honest with themselves.

    But the exploration and science ships are not as powerful as a warship, which is where all the whining comes from.

    Also, singularity jump is a pretty lame ability, since not only does it jump you away pointing the same direction you were before, but it puts your best turn rate buff (battle cloak) on cooldown. The whole point of subspace jump is that once every 2~3 minutes you can be suddenly facing the enemy with no need to maneuver.

    That said, it doesn't fit on my ship.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2013
    why not put the at least some of the special consoles in the tac consoles? also, it already has singularity jump as an ability, so that console is pointless for it.

    Because that defeats the purpose of tact consoles to begin with. You may as well go for the other 2 versions of the Scimitar instead. Singularity jump is no replacement for subspace jump. One jumps forward, the other warp you to the back of your opponent.
    Klingons are way more honorable than the feds whose "exploration" and "Science"ships are as powerful as a warship and then spout about being a peaceful organization, they won't even admit the escorts are warships.I even like the federation for the most part, but they should at least be honest with themselves.

    :confused:
  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    Fed Allied Reman Tac in a Scimitar Class


    TT1, CRF1, CSV 2, APB3
    TT1

    EPtW1, AtB1, DEM2
    EPtS1, AtB1

    HE1, TrB2 (Switch out to TaB2 for Crystalline)

    DOFFs - 3x Tech(AtB), MFDulmar(DEM), Sing.Cooldown

    Deflector - Dunno yet. Any suggestions?
    Impulse - Advanced Fleet Hyper Impulse Engines
    Core - Dunno yet, any suggestions?
    Shields - Elite Fleet Adaptive Resilient Shield Array[Capx2][ResB][Adapt]

    Weapons
    Fore - Romulan Plasma Dual Heavy Cannons Mk XII x5
    Aft - Kinetic Cutting Beam, Romulan Plasma Turret Mk XII x2

    Consoles
    Tac - 5x Plasma Infuser Mk XI
    Eng - Secondary Shielding, Singularity Distributor
    Sci - Borg, Plasmonic Leech, Shield Absorbtive Freq. Generator

    Hangar - Scorpion Fighters OR Advanced Droneships
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    iskandus wrote: »
    Because that defeats the purpose of tact consoles to begin with. You may as well go for the other 2 versions of the Scimitar instead. Singularity jump is no replacement for subspace jump. One jumps forward, the other warp you to the back of your opponent.



    :confused:

    the second part was a joke because you mention klingons not being honorable.

    using the special console in the engi or sci slots for the 5-tac ship then defeats the purpose of those. By putting them in the extra slots you can then have about 2-3 slots for each type of console. i did not think about it going right behind unlike the singularity jump, i was more thinking about the jumping ability. so that is a good point then.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2013
    im gonna have to grind out at least 1 more caustic DHC for this it looks like, or run 3 DHC, a torp and DBB. with all the cloaking, might not be a bad idea. now if the server would just come back on line, i set some time aside to play with my new toy now...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    iskandus wrote: »
    Because that defeats the purpose of tact consoles to begin with. You may as well go for the other 2 versions of the Scimitar instead.

    5/2/3
    3/5/2
    3/2/5

    There's no 4 Tac.

    Going with the 5 Tac and using one to slot a Uni, gives you the following in a sense...

    4/3/3 or 4/2/4

    You've got +1 Tac over the other two, but you're not using your 2 or 3 for the Uni.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2013
    mreeves7a wrote: »
    Anyone have any thoughts on a KDF-Rom using Orion Interceptors to deal with the Scimitars turn? What about Yellowstones for a Fed-Rom? Can the Elite Interceptors/Yellostones slow a target for long enough to hit with the Thalaron blast?

    The answer is nope, unless your opponent is dumb. I run a build that is focused on holding my target still to max crit and to let the tracking projectiles catching my target. The Orion Interceptor Elite have Tractor Beam 1, which is too weak and won't hold the target long enough. The Yellowstones and most Runabouts will hold longer but certainly not 12 sec unless your opponent has no defense at all against tractors, which is not bloody likely. There are too many skills that can get you out of jail. You can typically slow your opponent for 5-8 sec before they move out on average. Also, yourself will become an easy target during that 12 sec seeing how that thing fires by NPC. In Kerrat, BoP will instantly surround you readying their Alpha.

    In a team environment, it can be useful however if you have teammates who are already entangled with the said target. But I suspect this weapon really isn't as powerful as one believes it is anyway, most likely kinetic damage with a DoT effect, similar to being hit Plasma Energy Bolt.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2013
    originpi wrote: »
    Fed Allied Reman Tac in a Scimitar Class


    TT1, CRF1, CSV 2, APB3
    TT1

    EPtW1, AtB1, DEM2
    EPtS1, AtB1

    HE1, TrB2 (Switch out to TaB2 for Crystalline)

    DOFFs - 3x Tech(AtB), MFDulmar(DEM), Sing.Cooldown

    Deflector - Dunno yet. Any suggestions?
    Impulse - Advanced Fleet Hyper Impulse Engines
    Core - Dunno yet, any suggestions?
    Shields - Elite Fleet Adaptive Resilient Shield Array[Capx2][ResB][Adapt]

    Weapons
    Fore - Romulan Plasma Dual Heavy Cannons Mk XII x5
    Aft - Kinetic Cutting Beam, Romulan Plasma Turret Mk XII x2

    Consoles
    Tac - 5x Plasma Infuser Mk XI
    Eng - Secondary Shielding, Singularity Distributor
    Sci - Borg, Plasmonic Leech, Shield Absorbtive Freq. Generator

    Hangar - Scorpion Fighters OR Advanced Droneships

    uh...you realize you have no defense against Tractor Beams at all right? For a slow moving ship, you are a prime target for Nukara Web Mines, as if they need any more help to catch you? Scratch that, this build will get youself killed in no time.
  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    iskandus wrote: »
    uh...you realize you have no defense against Tractor Beams at all right? For a slow moving ship, you are a prime target for Nukara Web Mines, as if they need any more help to catch you? Scratch that, this build will get youself killed in no time.

    Not for PVP bro. Problem solved.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2013
    originpi wrote: »
    Not for PVP bro. Problem solved.

    Still not passing, plenty of PvE enemies tractor...a lot...like every Tholian and their pets and the big nasty Borg.

    No tractor defense = certain death, especially in PvE where NPCs cheat big time
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2013
    5/2/3
    3/5/2
    3/2/5

    There's no 4 Tac.

    Going with the 5 Tac and using one to slot a Uni, gives you the following in a sense...

    4/3/3 or 4/2/4

    You've got +1 Tac over the other two, but you're not using your 2 or 3 for the Uni.

    Good point, except the Tact version gives +10 to weapon power, which is wasted on a Torpedo boat.

    As it stands, a build with just 3 tact console is struggling for console space :

    http://www.stoacademy.com/tools/skillplanner/?build=tantibus_0

    I can't see the 5 tact console version being viable without making the ship too easy to kill.
  • shockwave85shockwave85 Member Posts: 1,040 Arc User
    edited July 2013
    Not for anything, bro. Two Tac Teams on a dual A2B build? Why? CRF and CSV both on a dual A2B build where one would be going to waste all the time, again... why? Move APB down to the Lt or Lt. Cdr slot and stick APO3 in the Cdr slot. The ensign universal should most likely be a Sci skill or maybe ET1.
    ssog-maco-sig.jpg
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    iskandus wrote: »
    Good point, except the Tact version gives +10 to weapon power, which is wasted on a Torpedo boat.

    As it stands, a build with just 3 tact console is struggling for console space :

    http://www.stoacademy.com/tools/skillplanner/?build=tantibus_0

    I can't see the 5 tact console version being viable without making the ship too easy to kill.

    The +10 Power goes to waste, sure - but you're also looking at 4x Tac consoles for the torps rather than 3x. I've got an odd preference for 4/3/3 consoles.

    Also, with torps - base 7 turn and the Tulwar?

    What about going with the Falchion with the 3/5/2.

    3x Trans Mk XII
    Tachyo, 2x Enhanced Neut Mk XII [+Turn], 0Point, Rule 62
    FG Mk XII, Rom Emitters or PartGen [Pla] or [ShH] or [HuH]

    KHG or AMACO Eng/Shield with Axion Deflector for SciCdr for that faster recharge on the Sci Captain and BOFF abilities.

    Dropping one of the fore Trans for a Hargh, so you've got 3x Trans, Cluster, Hargh fore with the Trans Mines, Cluster, and Hyper after?

    Bah, I'm just rambling now...ignore me.
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