Ok I have a Engineer with Full Aegis set and has Romulan Experimental Beam Array and Romulan Hyper-Plasma Torpedo Launcher with Plasma Turrets and Kinetic Cutting Beam and single Plasma Cannons on a Kar'Fi Carrier but would like to switch ships because that Carrier is just so ugly to me and would like to fly a more Klingon looking ship. I do have some Plasma Dual Heavy Cannons in the account bank.
What would you suggest for the Bridge Officer powers on the Kamarag Battlecruiser Retrofit?
Note I have 1 Very Rare and 1 Rare Aux to Battery Technician trying to get more from B'Tran Cluster Duty Officer mission.
With the nice turn rate, you have the option to fly it like a destroyer instead of a cruiser, using cannons, DBBs, etc. I used to run 3x DBBs and an omega torp on the front of mine.
I dont personally like AtB builds, and with the Kamarag especially it has the Lt Cmdr Sci station that will benefit from AUX powers, so its not a good match for AtB. With Lt Cmdr Sci you can slot PH1 and HE2, and get a bonus high-level ability that matches your skill distribution. Something like TB3 to hold a target in place and do lots of kinetic damage, or PSW to clear projectile spam, or GW1 for some basic crowd control, whatever. Or you can run TSS3 and heal everybody on your team.
Get 3x blue Damage Control DOFFs and you can chain 1x EPtS and 1x EPtW at full-uptime. You can get purples if you want but since they trigger on every activation you are looking at 6x 30% chance every full cycle (3x on each EPtX).
Engi has Miracle Worker so you dont need as many hull heals as other people.
Assuming the build is for PVE, a setup with the above would be something like
Yes this is for PvE mostly the closest thing to PvP I use for is in Ker'rat when the daily pops up.
I currently have just 1 Damage Control Engineer of very rare quality.
I would like to stick to Cannons over Beams except the Romulan Experimental Beam Array that is part of the 3 piece bonus because of the cost for MK XII Plasma beams is high and I don't know if I will like using all those beams. Because of that I am thinking I will need to use Aux to Battery to be able to have tac team a torp power and cannon power going much faster.
I guess I could try using some lower quality Plasma Beams to try it out.
Lose ET on your ENS slot. Move EPtW to that position. I know, lower rank, lower power boost, but then you put Aux2SIF in your LT slot that just freed up.
Why? Hull heal without conflicting global cool-down. TT triggers ET cooldown, and if you're using it for attack boosts nonstop (which you should be) your ET will almost always be unavailable.
It's a smaller heal, but also a smaller cooldown wait, and it's available even if you've hit TT alrealdy.
Just a suggestion.
Overal I like the Kamarag. I won't be scrambling to get it since it's too damn expensive. I already scrounged to get 4 modules for my Fleet K'tinga retro. I love it, but I'd also like to try out that Kamarag for kicks and grins.
Personally, just with my play style of being a battlecruiser, I'd run DHCs up front and CRF1. Just because their power output it much more damaging. However, that's up to you and I've done DBBs with BO and FAW before also. What I would do, myself, is run EWP3 on that CMDR eng slot, but then slot GW on that LtCDR sci slot. I hear they've done some fixes to that skill lately which should make it a bit more effective. The combination of EWP dropped over a bunch of targets that are stuck in a grav well? It's pouring salt on the wound!
I love it when I used to run my Sci in a build that had GW, EWP, purple tricobalt mine, and evasive maneuvers... Face target, full aux power preset, GW, hit evasive, hit EWP, circle the target now stuck in GW for a moment, pop off mine, and run out before evasives ran dry.
It used to help a lot, since sci ships are super underpowered. I'd gladly use the damage to augment my weaker weapons setup. It still works for TAC and ENG ships, too, though.
PWE specific. Probably doesn't work on PvP as well.
Lose ET on your ENS slot. Move EPtW to that position. I know, lower rank, lower power boost, but then you put Aux2SIF in your LT slot that just freed up.
Why? Hull heal without conflicting global cool-down. TT triggers ET cooldown, and if you're using it for attack boosts nonstop (which you should be) your ET will almost always be unavailable.
I'm going to offer a counterpoint to the above. First of all, ursusmorologus has already slotted aux2SIF in his build recommendation, so yours is a bit redundant. However, I disagree with your reasons for getting rid of ET in favour of aux2SIF.
TT is useful for three things, in descending order: quickly redistributing shields towards incoming fire, clearing tactical debuffs like assimilate ship, and the attack boost. The boost to DPS is meagre, at best. It's nice to have, but come on - 18 to energy/projectile training? That's like a 2% increase to DPS. Nice but nothing to write home about.
ET should be retained because it does a couple of important things: it's a strong hull heal that's not dependent on aux-power (if the OP wants to play around with aux2batt, this is important), and it clears engineering debuffs and repairs damaged subsystems, both of which can be useful in certain PVE instances (like anything to do with the Tholians for instance). I would put this stuff above the DPS boost you get from TT.
All of which leads me to my final point: you shouldn't have TT cycle all the time, but rather, when you need it. If you don't cycle it all the time then ET won't be on cooldown all the time either. Therefore, use of either ability becomes a more strategic choice rather than simply putting one on a keybind and activating it automatically.
Sorry for the goof, I read his Aux2SIF as something else, honestly. I must have been distracted.
As for your TT comment, my first reaction was "Naaaaaww..." then I paused. I looked it up on stowiki.org. It says what you say. I then said "Nooooo... that can't be...." and jumped in-game to test it out. Looking at my weapon DPS in Sol sector, then hitting TT, and looking at it again yields 2 things:
1) the bonus is gone inside 1 second. What the heck?
2) the bonus sucks, as you say. What the FRELL?!?!
You have been most enlightening. I wonder if this is a more recent nerf? I know I did tests similar to this a long time back which cemented using TT as an offensive tool in my mind. The boost was far greater a while ago. I took about a year's break due to Cryptic's moronic behavior in all things STO. I only just recently got back in to see what's new.
Apparently, TT sucks is what's new. This is.... "interesting"... to know, because most of my builds have been using it as an alpha strike tool. Now I'll have to revisit them.
So, with that in mind, please ignore my TT and ET comments. Stofsk is quite correct.
Commander Engineer: Emergency Power to Weapons I , Auxiliary to Batteries I , Reverse Shield Polarity II , Directed Energy Modulation III
Lt. Commander Sci: Polarized Hull I , Transfer Shield Strength II , Hazard Emitters III
Lieutenant Engineer: Emergency Power to Shields I , Auxiliary to Batteries I
Lieutenant Tactical: Torpedo Spread I , Cannon Rapid Fire I or Cannon Scatter Volley I
Ensign Tactical: Tactical Team I
both of which can be useful in certain PVE instances (like anything to do with the Tholians for instance). I would put this stuff above the DPS boost you get from TT.
This is excellent advice. This is really the heart of STO. Don't even try to make themostestbestest build for eeerrrthang. There is no such duck. Borg, you need TT to clear assimilate. Tholians you need ET and likely some EPTx to keep moving. Don't get stuck in the "this is best mode'.
All of which leads me to my final point: you shouldn't have TT cycle all the time, but rather, when you need it. If you don't cycle it all the time then ET won't be on cooldown all the time either. Therefore, use of either ability becomes a more tactical choice rather than simply putting one on a keybind and activating it automatically.
Yes. On ships with room, one of each isn't a poor stupid choice. Unpowered abilities with the strength of the teams are very handy. And they apply instantly to teammates as well as yourself. (ok not at the same time! either or!) So although you may be able to shift power for yourself as you anticipate YOUR needs, you don't always have that luxury when you need to help out a team mate.
Waiting for video to process, so thought I'd stop by and say what good advice this was.
Seeing as it's his only hull heal, maybe he wanted higher level to get more heal from it? Just a guess.
P.S. Does anybody know if the Kamarag has a K'tinga skin in the ship customizer? Or is it more Vor'cha?
Getting Hazard Emitters III on a Bridge Officer is easier then Transfer Shield Strength III. Also as a Engineer I can always use Miracle Work with Grace Under Fire trait to help in Emergencies.
I took the ship into Ker'rat to see how well it could take a pounding from multiple enemies and it did well.
Comments
I dont personally like AtB builds, and with the Kamarag especially it has the Lt Cmdr Sci station that will benefit from AUX powers, so its not a good match for AtB. With Lt Cmdr Sci you can slot PH1 and HE2, and get a bonus high-level ability that matches your skill distribution. Something like TB3 to hold a target in place and do lots of kinetic damage, or PSW to clear projectile spam, or GW1 for some basic crowd control, whatever. Or you can run TSS3 and heal everybody on your team.
Get 3x blue Damage Control DOFFs and you can chain 1x EPtS and 1x EPtW at full-uptime. You can get purples if you want but since they trigger on every activation you are looking at 6x 30% chance every full cycle (3x on each EPtX).
Engi has Miracle Worker so you dont need as many hull heals as other people.
Assuming the build is for PVE, a setup with the above would be something like
BFaW1, TS2
TT1
ET1, RSP1, AtSIF2, EWP or whatever
EPtS1, EPtW2
PH1, HE2, [choice]
I currently have just 1 Damage Control Engineer of very rare quality.
I would like to stick to Cannons over Beams except the Romulan Experimental Beam Array that is part of the 3 piece bonus because of the cost for MK XII Plasma beams is high and I don't know if I will like using all those beams. Because of that I am thinking I will need to use Aux to Battery to be able to have tac team a torp power and cannon power going much faster.
I guess I could try using some lower quality Plasma Beams to try it out.
Lose ET on your ENS slot. Move EPtW to that position. I know, lower rank, lower power boost, but then you put Aux2SIF in your LT slot that just freed up.
Why? Hull heal without conflicting global cool-down. TT triggers ET cooldown, and if you're using it for attack boosts nonstop (which you should be) your ET will almost always be unavailable.
It's a smaller heal, but also a smaller cooldown wait, and it's available even if you've hit TT alrealdy.
Just a suggestion.
Overal I like the Kamarag. I won't be scrambling to get it since it's too damn expensive. I already scrounged to get 4 modules for my Fleet K'tinga retro. I love it, but I'd also like to try out that Kamarag for kicks and grins.
Personally, just with my play style of being a battlecruiser, I'd run DHCs up front and CRF1. Just because their power output it much more damaging. However, that's up to you and I've done DBBs with BO and FAW before also. What I would do, myself, is run EWP3 on that CMDR eng slot, but then slot GW on that LtCDR sci slot. I hear they've done some fixes to that skill lately which should make it a bit more effective. The combination of EWP dropped over a bunch of targets that are stuck in a grav well? It's pouring salt on the wound!
I love it when I used to run my Sci in a build that had GW, EWP, purple tricobalt mine, and evasive maneuvers... Face target, full aux power preset, GW, hit evasive, hit EWP, circle the target now stuck in GW for a moment, pop off mine, and run out before evasives ran dry.
It used to help a lot, since sci ships are super underpowered. I'd gladly use the damage to augment my weaker weapons setup. It still works for TAC and ENG ships, too, though.
PWE specific. Probably doesn't work on PvP as well.
TT is useful for three things, in descending order: quickly redistributing shields towards incoming fire, clearing tactical debuffs like assimilate ship, and the attack boost. The boost to DPS is meagre, at best. It's nice to have, but come on - 18 to energy/projectile training? That's like a 2% increase to DPS. Nice but nothing to write home about.
ET should be retained because it does a couple of important things: it's a strong hull heal that's not dependent on aux-power (if the OP wants to play around with aux2batt, this is important), and it clears engineering debuffs and repairs damaged subsystems, both of which can be useful in certain PVE instances (like anything to do with the Tholians for instance). I would put this stuff above the DPS boost you get from TT.
All of which leads me to my final point: you shouldn't have TT cycle all the time, but rather, when you need it. If you don't cycle it all the time then ET won't be on cooldown all the time either. Therefore, use of either ability becomes a more strategic choice rather than simply putting one on a keybind and activating it automatically.
As for your TT comment, my first reaction was "Naaaaaww..." then I paused. I looked it up on stowiki.org. It says what you say. I then said "Nooooo... that can't be...." and jumped in-game to test it out. Looking at my weapon DPS in Sol sector, then hitting TT, and looking at it again yields 2 things:
1) the bonus is gone inside 1 second. What the heck?
2) the bonus sucks, as you say. What the FRELL?!?!
You have been most enlightening. I wonder if this is a more recent nerf? I know I did tests similar to this a long time back which cemented using TT as an offensive tool in my mind. The boost was far greater a while ago. I took about a year's break due to Cryptic's moronic behavior in all things STO. I only just recently got back in to see what's new.
Apparently, TT sucks is what's new. This is.... "interesting"... to know, because most of my builds have been using it as an alpha strike tool. Now I'll have to revisit them.
So, with that in mind, please ignore my TT and ET comments. Stofsk is quite correct.
Commander Engineer: Emergency Power to Weapons I , Auxiliary to Batteries I , Reverse Shield Polarity II , Directed Energy Modulation III
Lt. Commander Sci: Polarized Hull I , Transfer Shield Strength II , Hazard Emitters III
Lieutenant Engineer: Emergency Power to Shields I , Auxiliary to Batteries I
Lieutenant Tactical: Torpedo Spread I , Cannon Rapid Fire I or Cannon Scatter Volley I
Ensign Tactical: Tactical Team I
P.S. Does anybody know if the Kamarag has a K'tinga skin in the ship customizer? Or is it more Vor'cha?
Waiting for video to process, so thought I'd stop by and say what good advice this was.
Getting Hazard Emitters III on a Bridge Officer is easier then Transfer Shield Strength III. Also as a Engineer I can always use Miracle Work with Grace Under Fire trait to help in Emergencies.
I took the ship into Ker'rat to see how well it could take a pounding from multiple enemies and it did well.