I run several different ships so my skill build may not be perfect for this ship but here is what I am currently running with
http://skillplanner.stoacademy.com/?build=assaultcruiseraux2bat_7899
Some notes on my build
The empty slot is filled with a warp burst capacitor. unfortunately that console is not on the program yet
once I have the funds I intend to replace my phaser arrays and tac cons with plasma to work better with the meteron gas console.
Im also wondering if it is really worth using the wide angle quantum torps. I havent noticed it putting out any significant damage and im wondering if I might get better performance if I just replaced it with another beam array.
Once my fleet completes our t5 shipyard I intend on upgrading to a fleet hull
Comments
That much Monotanium isn't good: the value of a resist console drops off rapidly as your resistances increase, and your armor is fully invested in defending only against kinetic damage. Neutronium provides a more general resist package much more efficiently.
I don't really consider the Metreon Gas console to be worth the slot: it's Eject Warp Plasma on a 3 minute cooldown.
Consider getting Elite Fleet Resilient or Covariant shields, which in general protect against attack more effectively than Regenerative when you're stacked with shield heals (Science Team 2 and Emergency Power to Shields). Reverse Shield Polarity is also more effective when it has a larger shield capacity to fill.
If you don't have the EC for Plasmonic Leech (which is really expensive now, but worth it if you put points in Flow Capacitors), then the standard MACO shield is also an option, since it's effectively a [Cap]x3[Pla] Resilient shield with extra damage resist and the power conduit proc added on top.
Here are my main gear suggestions (If you are at all interested):
Covarient shield [cap]x2[specialty energy type proofing]
Combat impulse engines [aux][spd][turn]
Positron deflector [em][stl]
Plasma-integrated warp core [sep]
Weapons:
Beam array x4 forward
Beam array x4 aft
Devices:
Subspace field modulator
Shield batteries
Weapon batteries
Tact consoles:
Plasmonic leach
energy type specific console x3
Sci consoles:
Field generator
Field emitter
Eng consoles:
Monotanium
Specialty energy type proofing x2
Sif generator
Power level settings:
100 weapons
70 shields
15 engines
15 auxiliary
Boff powers:
Polarize hull, hazard emitters; universal slot
Ap omega, tact team, bfaw, beam overload; tact slots
Eng team, aux to structural x2, rev shield polarity x2, em power to shield; eng slots
Tactics:
Run circles around your foe as you blast them with all you got! Also, take lots of fire while dishing out tons of hull heals to your team mates.
Now I'm sure other people have better gear and stuff, but this build is my best and is pretty basic.
TS1, BAFW2, APB2.
As mentioned, Torps aren't your main damage, but having the Wide-angle is still nice once shields are down(and give you something to use against Aceton Assimilators). If you want to run without a torpedo, you're probably going to want to look into swapping EPtW and Engineering Team and/or investing in Marion with DEM. Otherwise, Attack Pattern Beta will add more damage to your weapons than almost any other ability, use the highest rank of it that you can afford(and hopefully your captain has skill points in patterns).
If you're still wanting to squeeze more damage, you'll want to look at Bio-Disruptors, Romulan Plasma, or Anti-Proton(you appear to have access to the crit consoles to make it worthwhile).
I can't recommend this build at all. Plasmonic Leech should go anywhere but the Tactical slots, and many of the universal consoles are better than the generics, even if only for the critical hit bonuses they often offer. Double Neutronium is a more efficient way of building your passive damage resistances.
For the engines/deflector/warp core/shield, I think the OP already has a better combination, though I'm not fond of the Borg shield myself.
Your Boff powers seem a mess to me, as a second copy of Aux2SIF is rarely worth anything, RSP has very little use except as an emergency defense, and Emergency Power to Whatever abilities should be prioritized. Beam Overload isn't very strong unless you maximize your Critical Severity, which your setup does not help with at all. I much prefer the OP's... in fact, my own FACR runs a very similar setup for the Boff powers.
2. replace one beam with the 8472 heavy phaser turret, add the hydrodynamic compensator + @ 7% phaser power
3. replace the torpedo with the gravimetric photon. the TS3 will make the gravwells proc almost 100% add the proton particle stabilizer to bump photon damage. if you have it the Omega kinetic shearing witll bump yout torp and the KCB damage
here is my Oddy build. http://www.stoacademy.com/tools/skillplanner/?build=altair_1513
I added the enhanced bio photon for the hydrodynamic console, but it's pretty similar to your build.
oh, and I'd dump the riker console. there are far more useful consoles out there.
For PVE it's about the least efficient way you could go. What was posted was the most efficient in every way including cost.
It is THAT awful.
Usually this will more or less depend on preference more than anything. Team wise the disruptor proc is the most helpful, but alone Antiproton is the best with it's innate crtD mod. Personally I've only started liking Antiproton now we've got a better range of mods thanks to crafting.
As for mods, for PvE I'd say the best is CrtH/CrtD, followed by ACC (which is great for PvP) and far behind is DMG.
Wouldn't bother with the metreon canister myself.
Also yes, the kinetic cutting beam will be a great help when used in combination with the Borg console (don't bother with it if you don't have the console).
The wide angle quantums have their uses, just not in the majority of content (for none boss NPCs, I found they died well before the first volley of torps hit).
Shields:-
Best shield is elite fleet shield with the relevant ResA/B mod (Until Delta expansion is released, the ResB mod is best as it resists Plasma, Antiproton and Disruptor, which means it protects more against Borg, Undine, Voth and KDF npcs).
If you can't afford it, a good free shield is the solanae shield.
Engines and Deflector:-
Borg x2
Warp Core:-
This is one of those things that depends on how you play.
Engineer consoles:-
Unfortunatly, unlike the science and tactical slots, good engineer consoles tend to have diminishing returns that make it a poor idea to stack more than two. Until you get an overflow of decent universal consoles, I'd recommend using the engineering console slots.
My basic, non lobi console, recommendations would be the Borg console, the Zero-point Romulan console and the plasmonic leach of you can get a hold of it. Using the remaining one or two slots for neutronium.
Science consoles:-
If you have a Romulan alt, use the mission "Revelation" to grind out two uncommon field generators, which will boost shield cap (unless your happy tanking without, since you can certainly make do without them if you have a elite fleet shield).
Tactical consoles:-
All tactical consoles of the specific energy type.
Bridge officer powers:-
Beyond agreeing with Mando regarding APB1 and FAW3, I'm not going to give you a layout here. Just don't bother with boarding party or aceton beam. I'm also inclined to say not to bother with eject warp plasma, as there are simply better powers available.
I will however say that for fights you're sure of having no trouble with, you should remember that you don't need to take a sci boff into a fight. This will allow you to have 3 Romulan Embassy boffs active with their superior operative trait, giving you a good boost to your damage. Note that even with 2 aux to bat's being cycled, there's a chance that a single APB will not be reduced to it's GCD of 15 seconds* (chances are there will be a few seconds gap), so this'll allow you to plug that small hole for the easy PVE content.
Do not take more than one RSP or DEM if you're using aux to battery. Even one aux2bat, when cycled, will be enough to allow you to cycle them as if you had two.
*Unless you're running a 2x MACO set, with it's slight cooldown reduction.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
It depends. If you're up to switching between Parametallic and Electroceramic depending on whether you're facing Borg or Undine/Voth, I guess you could make an argument for doing it that way when running three armor consoles (though since there isn't Pla/AP armor, there's no set-and-forget two-type armor for current endgame content). If you're using Tetraburnium, you're better off with triple Neutronium.
Either way, you're spending three consoles on armor, which I wouldn't recommend. If you then drop down to 2, double Neutronium is more efficient than any combination of Monotanium + Other.
With Rare Mk XIs, double Tetraburnium with single Monotanium ends up with 52.4 resist rating in Plasma, Tetryon, Polaron, and Antiproton, and 35 resist rating in Kinetic, while triple Neutronium is 52.5 resist rating in Kinetic and all energy. The two-type consoles would give you 70 resist rating in two types, but leave you vulnerable to the other five (including Proton, which currently doesn't have any PvE sources AFAIK).
With two Rare XIs (single Monotanium, single two-type console), you have 35 resist rating against Kinetic and either Plasma/Tetryon or Polaron/Antiproton, the same as two Rare XI Neutroniums (which then cover the other pair as well as Phaser/Disruptor and Proton).
Double Neutronium offers protection from enemy kinetic weapons as well as enemy energy weapons, leaves room for another console besides more armor, and although the type-specific consoles are really cheap compared to generic Neutronium (especially the overpriced VR Mk XII, though Rare XIs are economical all around still), 8500 dilithium and 50k Fleet Credits for the superior Fleet Neutronium isn't that expensive, particularly if someone's already spent the dil and FCs for as much Fleet kit as the OP apparently already has.