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Blockade Runner

nullarninullarni Member Posts: 0 Arc User
Alright, so I took the plunge and bought the Blockade Runner. I am pleased with it so far, but I could use some advice.

It has given me a solid increase in survivability over the fleet defiant. The loss of the 5th tac console is hardly noticeable. I think I may see a bit of a drop in crits due to losing the third Boff with the Superior Romulan Operative trait, but it may just be in my head. And gaining two useful abilities is probably worth the loss of 2% crit chance.

Anyway, my new question is: What should my Boff layout be and how should I use my keybinds? Also, any ideas what Doffs I should use? I don't have much experience with them.

The layout I am using now is:
http://skillplanner.stoacademy.com/?...eamrunner_5551

Commander- TT, CSV1, APB1, APO3
Lt. Commander- TT, CSV1, APB1
Lieutenant- EPtW, RSP
Lieutenant- EPtW, A2S
Ensign- HE

Basically, I bind TT, CSV1, APB1, and EPtW to my fire all weapons key and I keep them all cycling. I have RSP, A2S, HE, and shield battery to a heal key, in case I need some healing. Then I have an "Oh S**T" key that I use for <50% hull, that is basically made up of several abilities like "go down fighting", tactical fleet, brace for impact and a couple other high cool-down abilities that give me the resistance to get away. Unfortunately, APO3 is just floating out there kind of useless at the moment.

This is my first attempt at keybinds, and my setup feels a bit clunkier than just activating the abilities manually... On the plus side I am cycling more efficiently. It works well enough in ESTFs, but I don't feel that I am hitting with quite the same power as in my fleet defiant.

The Boffs I am using are:

2 romulans with superior romulan operative.
2 humans with leadership.
1 borg with efficiency

The doffs I am using are:

2 blue and 1 green conn officer, the one where you get a chance at +acc and +perception when you use tac team.

1 blue warp core engineer. The one that gives you 20% chance at improving all power levels by 20 when you use an emergency power ability.

1 purple diplomat that gives me a 25% chance of reducing the weapons power of those that fire on me by 35.8% when I use tac team.
Post edited by nullarni on

Comments

  • nullarninullarni Member Posts: 0 Arc User
    edited December 2013
    No advice? None at all? I guess that means I am either doing it right, or I am doing everything wrong...
  • mimey2mimey2 Member Posts: 0 Arc User
    edited December 2013
    Small point to fix:

    You'd be using APB 2 if they are in your Lt. Cmdr slots.

    Damn though, you are certainly focused on a pure damage boat though, eh?

    I don't want to give advice yet, because I'm curious about your consoles, your DOFFs, weapons, and other gear.
    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.
  • jagdhippiesjagdhippies Member Posts: 676 Arc User
    edited December 2013
    I have been happy with: TT1x2, APB1x2, APO1, CRF3, and CRF2 as my tac abilities. My eng and sci are much the same as yours.
    Consoles:
    plasmonic leech, borg, fleet neutronium x2
    fleet flow cap, field gen
    energy x4

    MACO deflector
    exchange warp core
    advanced fleet hyper engine
    elite fleet resilient shields
    My carrier is more powerful than your gal-dread
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited December 2013
  • nullarninullarni Member Posts: 0 Arc User
    edited December 2013
    mimey2 wrote: »
    Small point to fix:

    You'd be using APB 2 if they are in your Lt. Cmdr slots.

    Damn though, you are certainly focused on a pure damage boat though, eh?

    I don't want to give advice yet, because I'm curious about your consoles, your DOFFs, weapons, and other gear.

    Thanks for the response, I will update the OP with some of this info to provide more detail.

    Here is my current build: http://skillplanner.stoacademy.com/?build=currentsteamrunner_5551

    My fleet has not gotten to Elite fleet stuff yet, so I have just stuck with some of the stuff I have found. I intend to upgrade to: the Romulan prototype impulse engines, (because they give a mad increase to attack patterns,) Omega force shields and deflector, an elite fleet warp core (whenever my fleet gets to it.)

    As far as consoles are concerned, I feel I may have fallen into the universal console trap, but I am willing to change if it is advised. I plan on upgrading to the spire antiproton consoles that boost crit chance.

    The Boffs I am using are:

    2 romulans with superior romulan operative.
    2 humans with leadership.
    1 borg with efficiency

    The doffs I am using are:

    2 blue and 1 green conn officer, the one where you get a chance at +acc and +perception when you use tac team.

    1 blue warp core engineer. The one that gives you 20% chance at improving all power levels by 20 when you use an emergency power ability.

    1 purple diplomat that gives me a 25% chance of reducing the weapons power of those that fire on me by 35.8% when I use tac team.

    Am I headed at all in the right direction?
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