I'm really enjoying my Fleet Mogai Retro on my Romulan/KDF Tactical captain. That said, I always like to push for better gear, etc. (BiS, if you will). I mainly play STFs (regular and elite), I do not PvP, but would be open to giving it a shot.
Here is my layout, and I welcome any and all critiques - provided their at least helpful (i.e. "get rid of those pop guns and use *this* detailed item). ALL of my Bridge Officers (BOFFs) are ROMULAN, 4xSuperior Operative + 1xOperative (Tovan) for the nice boosts. I sometimes do hit and run, utilizing the quick cloaking/extra damage, but most times I just point and shoot, going from full speed (if elite/tougher) to cruising/stop (if Azure nebula easy) all the while, blasting away.
My biggest complaint is the ENSIGN level TAC options when one does NOT have torpedoes OR beams... you are left with: Tactical Team I. So I have two of those.
R.R.W. Ma'Che'TeFleet Mogai Heavy Warbird RetrofitFore Weapons:Advanced Fleet Antiproton Dual Heavy Cannons Mk XII [Dmg]x2 [Acc]x2 in all four (4) slots.
Aft Weapons:Advanced Fleet Antiproton Turret Mk XII [Dmg]x2 [Acc]x2 in two (2) slots.
Kinetic Cutting Beam Mk XII [Dmg]x3 in the third slot.
Deflector:
Elite Fleet Axion Deflector Array Mk XII [Inert] [Stealth] [Grav] [SciCdr]
Impulse:
Elite Fleet Efficient Combat Impulse Engines Mk XII [Turn]x2 [Full] [Pow]
Singularity:
Elite Fleet Hyper-Stabilizing Singularity Core Mk XII [SingA] [OLoad] [WCap] [AMP] [SSS]
Shields:
Elite Fleet Adaptive Covariant Shield Array Mk XII [Cap]x2 [ResB] [Adapt]Eng Consoles:
Enhanced Neutronium Alloy Mk XII [+Turn] in three (3)
Universal Subspace Integration Circuit in fourth slot.
Science Consoles:Zero-Point Energy ConduitUniversal Assimilated ModuleTactical Consoles:Antiproton Mag Regulator Mk XI (Rare) in all four (4) slots.
Bridge Layout:
Science LT: HE1 + TSS2 (universal station)
Tactical Cm: TT1 + CSV1 + CRF2 + APO3
Tactical LT: TT1 + APB1
Engineer LC: EPtS1 + ET2 + APtSIF2
Science En: ST1
Now, I am likely to replace the (blue/rare) Tac Consoles as I get purple/Mk XII or a LOT more EC... so the blues are fine for now. I had the Fleet disruptors, but am giving AP guns a try and like them a lot. High crits and (seemingly) high damage.
The Mogai Retro is fairly survivable, so I did pick some things to help with that (such as the Singularity giving +shield and +engine)
I'm not sure on the shield, but it's been fine as far as I can tell.
The other components, I took a stab at. I did drop all TORPEDOES in favor of ENERGY WEAPONS ONLY, so my skills reflect that - which is nice, as it frees up a decent amount of points. I don't really miss the torps, but could re-work them back in if I'm missing something else here (theory-crafting wise).
Very impressed with the Cutting Beam, and it gives me the 2-item bonus (+weapon power), so that seems great.
Thank you for any help and/or suggestions!
Comments
As far as future gear goes, there's not much to recommend, unless you're thinking of going to Rom Plasma or Disruptor weapons, which typically do slightly better damage. Don't even think about the Nukara stuff, and while Omega stuff is nice, it's probably only about on a level with your elite fleet stuff, and whether it's that good depends on application. I do tend to prefer Resilient shields for the lower bleedthrough, but with A2SIF, HE, and the strong hull of a Mogai you can probably handle that, and might get more benefit from the higher capacity of the Covariant.
I'll try swapping in an emitter array. I used to run with two of them (blues, Mk XII) but opted for the +crit consoles. I'll experiment with that and BOFF skills... I really am depressed that there's only one option at Tactical for non-beam/non-torpedo boats, but I suppose that's the price to pay. Feels like I'm flying a shotgun, and I love it.
Thanks for the suggestions!
* Your ENG Console layout is off? You can only have 3 on the Mogai.
* Not sure if you do, but if you have both Mogai Consoles, they are pretty nice in tandem. The Ionized Particle Beam is wonderous if you have good Particle Generators Skill and pop high Aux Power (pop a battery before attack). Also, many positive comments have been made about the Shield Absorptive Frequency Generator shield heals while attacking. Having both on the Mogai (and I'd stuff them in the ENG Consoles) nets extra Weapons Power (yay) and Weapons Subsystem Power Drain Resist, meaning that subsystem will stay at a higher level of power, equaling higher damage output. It even helps in reducing some the massive drains from Beam Overloads, easing recovery from those attacks.
* With the above in mind, an alternate route I've done before...
-- 3 DHCs + 1 DBB up front... since you've dropped torps altogether, the DBB with Beam Overload will replace the "spike" of a good Torpedo Strike.
-- Rear, 2 turrets, KCB
CONSOLES:
ENG: Both Mogai Consoles, Borg Assimilated Console
SCI: 2 Rom Embassy Emitter Arrays, and I would go with the Shield Heal procs
TAC: Keep your current setup & goal
BOFF Layout Changes from your original, I'd go:
TAC Cmdr: TacTeam1, Cannon Scatter Volley 1, Beam Overload 3, Attack Pattern Beta 3
TAC Lt: TacTeam1, Cannon Scatter Volley 1
ENG LtCdr: Emergency Power to Shields 1, Aux2StructuralIntegrityField1, Emergency Power to Weapons 3
SCI Ens: Polarize Hull 1 (handy with a number of NPCs having Tractors, esp. in STFs)
Universal Lt: Keep what you currently have, Hazard Emitters 1, Transfer Shield Strength 2
TacTeam cycling here and there is very useful in much faster shield distribution to where it's needed during combat. They act much faster than hitting "Distribute Shield Strength." This build is meant for striking multiple opponents with CSV and APB3. Beam Overload 3 with the Dual Beam is meant for your concentrated attack, and coming out of cloak will be very nasty.
For regular fighting, just using CSV spam will remove most trash NPCs very quickly. When you REALLY want to beef it up, hit Emergency Power to Weapons 3 + Attack Pattern Beta 3. You'll put real juice behind your weapons with EPTW3, backed up with the massive resist debuff from APB3. Trash around your focus target will melt, as well as incoming targetable projectiles coming your way, i.e. heavy plasmas frequently found in STFs, while you still blast the focused target with your DBB+BO3. The 2 piece Mogai Console bonus will reduce the Beam Overload power drain.
ASIF1 working with HE1 will suffice in keeping your hull in good order.
Emergency Power to Shields 1, combined with the procs from the Shield Absorptive Frequency Generator console will keep your shields in sufficient strength for most parts, except under the heaviest of fire (you should disengage and cloak in such a case, then come back with guns blazing again).
Lastly, if you ever get the resoruces, maintain your Romulans with Superior Romulan Operative x4, but if possible, replace Tovan Khev with a Reman TAC that has Superior Infiltrator. Superior Infiltrator will increase the Decloak Bonus Damage timer by a large amount.
Personally id switch out the fleet deflector and engines for the 2-piece assimilated set bonus (which procs a LOT), and probably switch ET2 for RSP1 (since you already have 2 hull heals)
If this setup is for PvE, you might want to consider switching APO3 for APB3, CRF2 for APO1, and APB1 for CSV1.
For PvP this ship should do rather well as it is.
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other than that i have set the universal LT as a tac too, but i use BO2 in my setup. the burst this gives in certain situations is just mindblowing especially with battle cloak capability.
i think that with the valdore console there is no real need for an extra shield heal (TSS), so a HE1 is sufficent, imo.
Also the tac with superior operative are way cheaper than science superior opperatives.
I'll look into the BO3 + DBB as a Torp replacement, along with a reman Tac to replace Tovan. I never thought of that.
Also, I have a lot of universal console things to experiments with, thank you all again!
Yeah, I meant to type TWO (2) fleet armor consoles + ONE (1) universal. Reason is, I bought three, then learned about diminishing returns on armor (but not tac...) so I have a spare in the bank.