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Regent Class Armament

macrilenmacrilen Member Posts: 58 Arc User
edited May 2014 in Federation Discussion
Hey guys,

I've been outfitting my Regent Cruiser for some time, but unfortunately, everywhere I read a different story if it comes to modifiers. (same story like, dual or heavy dual cannons?)


So, I'll be posting my current ship layout:

Front:
Dual Phaser beam XII [CRTD]x2 [CRTH] / Very Rare
Dual Phaser Beam XI [DMG]x3 / very rare
Phaser Beam Array XI [CRTD][DMG]/ rare
Quantum wide angle torpedo

Deflector and Engine are both Borg assimilated XII
Warpcore: Obelisk
Shield: Maco Resilient XII / very rare

Aft:

Advanced Fleet Phaser [DMG]x3 CRTD
Advanced Fleet Phaser [DMG]x3 CRTD
Advanced Fleet Phaser [DMG]x3 CRTD
Kinetic Beam [DMG]x3

Device: batteries shields and weapons + Subspace Field

Engineering: Metreon Gas + Neutronium XI (rare) + Zero Point Module + Assimilated Module

Science: 2 x Fieldgenerators XI (rare)

Tactical: 3 x Phaser Relay XI (2 rare + 1 very rare)


So, i want to replace the forward phasers with fleet ones as the shield and warpcore.

Everything is for PVE, no PVP.

But is it oke to use DMG modifiers, or should i've taken CRTD or ACC?

Thanks!
Post edited by macrilen on

Comments

  • captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited May 2014
    DMG mod is the weakest of all the weapon mods. Better off going with Crtd for pve, or acc for pvp.

    If you are going to use the wide angle torp however, why use the dual beam banks? I'd just drop those and get the beam arrays in.

    Btw, you make no mention of your bridge officers or skills. Try using the STO academy build planner to share it :)
    I need a beer.

  • rmxiiirmxiii Member Posts: 221 Arc User
    edited May 2014
    Here;s my Excelsior Build which can be run on an Regent just as well, just Swap the Eng Eng with Engineering Team 1 with a Ens Tac with Torpedo Spread 1 would be my recomendation.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=rhvaurek_3674

    On a side note you can use whatever damage type you like, but make sure the Tac Consoles boost they energy you use, and what devices one uses doesn't matter to much overall.


    And yes, this is an Aux2Batt setup with 3 purple Technician DOFFs set

    Almost forgot, the Regent has the Universal Lt BOFF slot, but its probably best to use that as a Sci anyways.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited May 2014
    The good thing about the DMG modifier is that it increases the damage that your weapon does... by 10 or so I think. You will consistently do a little more damage than just normal beam weapons. However, this is the weakest type of modifier.

    I generally prefer the following two with the 1st on being my most preferred.

    #1 - [CrtH], [CrtD]x2
    #2 - [Acc], [CrtH], [CrtD]

    I am not too keen on putting DBB on cruisers like the Sovereign / Regent because of the relatively low turn rate of 7. That can be increased with using RCS accelerators, but based on my own experimentation of using DBBs on my Sovereign I prefer sticking with arrays. But that is just an opinion.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited May 2014
    I agree with the others - don't use DBBs, you're breaking up your killzone.

    All beam arrays mean you have 70 degree killzones port and starboard where all your weapons can come to bear on a target. (The wide angle torpedo makes that a 35 degree cone, but that's still good.) Putting DBBs up front means there's no part where you can bring all your weapons to bear.

    For a maneuverable ship like an escort, that doesn't matter. For a slow turning ship like a cruiser, you don't want to have to constantly try to get targets in your killzone.

    As for modifiers, I generally prefer [Acc], but that's because the Crystaline Entity pissed me off one too many times with me being unable to destroy the small shards with CSV or FAW before they hit my ship. Accuracy overflow goes into Crit anyway.
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