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Is my build alright?

ismellfear2ismellfear2 Member Posts: 35 Arc User
http://www.stoacademy.com/tools/skillplanner/?build=fbc_0


Just want to know, if you see any room for improvement let me know, thanks!


(The build I'm showing you is only for the ship, I didn't complete anything else)
Post edited by ismellfear2 on

Comments

  • alphaomega000qalphaomega000q Member Posts: 11 Arc User
    edited February 2015
    5 dhc and beam fire at will if u like this setup i suggest get a crtdx3 or accx3 /better dual beam bank for the fore replace one of the dhc get 3 BO doffs for shield pen maybe get away with 2 of them
    attack pattern delta is decent if everything is attacking you but normal beta is better so that's fine replace delta with BO3 gives a burst and if it BO procs, the dhc's get shield pen

    beam faw wasted on only 3 rear beams means dhc's useless arc's don't overlap maybe use turrets/Borg cutting beam but your choice


    science boff skills are weak replace with hazard emitters 1 and science team 2 i would say or if sheilds not important get polarize hull/transfer shield strength for resists

    im not a fan of fleet weapons as the mods are lacking or of phaser since subsys repair is common
    but personal choice

    2 piece Borg for hull reg passive is a nice boost
    kobali core should get amp at ultra but havent seen it yet
    the sheild is nice so your choice i been toying around with idea of 2 piece Borg/ 2 peice kobali for 2 passive hull regen bonuses

    all personal choice thou

    aux battery for aux to struct heal i suppose/ turrets your choice

    engineer skills all good but depends on the doffs u run as alot of emergency power abilities
  • alphaomega000qalphaomega000q Member Posts: 11 Arc User
    edited February 2015
    Nukra console with no science abilities and only 3 beams getting Acc boost not ideal

    rom crit console fit better stat wise to

    nice science consoles but replace one with the unique 1 per ship exotic particles ultra is cheap on exchange and has same shield% boost with additional stats your choice and depends on price


    I haven't flown an avenger, but think my advice is sound also don't know anything about the auto-targeting console so no advice on that
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited February 2015
    It's a bit all over the place.

    First and foremost:
    -change your science seat to have Hazard Emitters and Science Team.(these are staples for EVERY ship.)
    -swap your Emergency Power to Shields 1 for an Engineering Team.(too many debuffs flying around these days to not have it.)


    Secondly, you have a few choices, but you should figure out what kind of playstyle you want for the ship:

    If you want to run cannons, you should be slotting Cannons: Scatter Volley or Rapid Fire.

    If you want to run Beams: Fire at Will, you should be running either Dual Beam Banks or Beam Arrays up front(depending on whether you want to be a forward attack ship or a broad-sider).

    The Avenger doesn't really have the tactical bridge seating to accommodate running both weapon types effectively(outside of, perhaps, an Aux2Bat build).


    There's still some bridge power and console tidying up to do otherwise, but I'd say the above issues are currently your biggest impediments. Skillpoint allocation and trait selection are also important factors for the overall performance of your ship - are the listed ones accurate to your build?
  • edited February 2015
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