I'm currently in the Fleet Intrepid and using it as a torpedo boat. I do like the unique factor of the build; however, I don't think this is the fullest potential for the ship and am trying to figure out if beams are more conducive to a SCI based vessel.
What type of beam loadout is most effective with a high turn-rate? I have about 35 degrees per second on my ship now and I'm wondering if I could pull off a high damage DBB build with Elachi arrays. But what would go aft? What kind of SCI skills would I be looking at as my AUX power would hover around 50-75, roughly.
I'm currently in the Fleet Intrepid and using it as a torpedo boat. I do like the unique factor of the build; however, I don't think this is the fullest potential for the ship and am trying to figure out if beams are more conducive to a SCI based vessel.
What type of beam loadout is most effective with a high turn-rate? I have about 35 degrees per second on my ship now and I'm wondering if I could pull off a high damage DBB build with Elachi arrays. But what would go aft? What kind of SCI skills would I be looking at as my AUX power would hover around 50-75, roughly.
Just feeling out the possibilities. Thanks.
If you go a all DBB build up front its best not to add turrets do to firing cycle/energy drain, or so I'm told. I have a all beam Nicor that does awesome though, its all single beam arrays.
I'm currently in the Fleet Intrepid and using it as a torpedo boat. I do like the unique factor of the build; however, I don't think this is the fullest potential for the ship and am trying to figure out if beams are more conducive to a SCI based vessel.
What type of beam loadout is most effective with a high turn-rate? I have about 35 degrees per second on my ship now and I'm wondering if I could pull off a high damage DBB build with Elachi arrays. But what would go aft? What kind of SCI skills would I be looking at as my AUX power would hover around 50-75, roughly.
Just feeling out the possibilities. Thanks.
I do have a few suggestions for this. One will be Beam Overload for both of your tactical skills. The Intrepid class ships are awesome for tanking, if you have the right builds. This will allow you to drop Tactical Team for a tac skill that is going to help you deal higher damage.
Also, increasing your CritD on weapons, and anything else that will increase crit severity will help. This will maximize your DBB damage. And since your turn rate is so good, you should have no problem with DBBs.
On the front, I will only run DBBs, since you only have 3 fore and aft weapon slots. On the back, I would put turrets, and the Kinetic Cutting Beam. If you do go with BO for your tactical skills, then staying away from the Omni beams is a good thing. They have a tendency to use BO, instead of one of your more powerful, and efficient weapons.
Also, I suggest running weapon power at max. If you need to, using EPTW will help with it.
For your science skills, I don't have a lot of experience with them. I would suggest ones that have the ability to debuff, hold, or in some way weaken the enemy. Though, Hazard Emitters are good for stopping the burn damage from some weapons, and heals your hull also. Also, Science Team is great for healing the shields.
I hope this helps.
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If you go a all DBB build up front its best not to add turrets do to firing cycle/energy drain, or so I'm told. I have a all beam Nicor that does awesome though, its all single beam arrays.
My Nicor
http://skillplanner.stoacademy.com/?build=31knona2bnicor_6084
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
I do have a few suggestions for this. One will be Beam Overload for both of your tactical skills. The Intrepid class ships are awesome for tanking, if you have the right builds. This will allow you to drop Tactical Team for a tac skill that is going to help you deal higher damage.
Also, increasing your CritD on weapons, and anything else that will increase crit severity will help. This will maximize your DBB damage. And since your turn rate is so good, you should have no problem with DBBs.
On the front, I will only run DBBs, since you only have 3 fore and aft weapon slots. On the back, I would put turrets, and the Kinetic Cutting Beam. If you do go with BO for your tactical skills, then staying away from the Omni beams is a good thing. They have a tendency to use BO, instead of one of your more powerful, and efficient weapons.
Also, I suggest running weapon power at max. If you need to, using EPTW will help with it.
For your science skills, I don't have a lot of experience with them. I would suggest ones that have the ability to debuff, hold, or in some way weaken the enemy. Though, Hazard Emitters are good for stopping the burn damage from some weapons, and heals your hull also. Also, Science Team is great for healing the shields.
I hope this helps.