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Ateleth Beamboat

jeffersonianjeffersonian Member Posts: 7 Arc User
edited April 2015 in Klingon Discussion
My newest DR tac bought the Ateleth, and I was wanting to turn it into a beam boat.... looking for the best build, and what items to look to go after. Been on hiatus for a bit, and relearning all the new stuff. Any help would be much appreciated. Thank you!
Post edited by jeffersonian on

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  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited April 2015
    A what? Do you mean the Romulan Aelahl or one of the Klingon cruisers or something else?
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited April 2015
    A what? Do you mean the Romulan Aelahl or one of the Klingon cruisers or something else?

    The OP means the Xindi-Primate Dreadnought Cruiser from the Xindi-Terrestial lock box (lobi store).
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  • jeffersonianjeffersonian Member Posts: 7 Arc User
    edited April 2015
    sharpie65 wrote: »
    The OP means the Xindi-Primate Dreadnought Cruiser from the Xindi-Terrestial lock box (lobi store).

    Yes the new Xindi... I have been looking up lots of builds, but the items are so outdated. Not sure what to go for now, and what to build for. Just getting back into things with DR
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited April 2015
    sharpie65 wrote: »
    The OP means the Xindi-Primate Dreadnought Cruiser from the Xindi-Terrestial lock box (lobi store).

    Oops my mistake. The names are getting so odd these days I tried searching it when I didn't recognize and my results were for athlete's food treatments, so guessed typo. Heh.

    OP the meta hasn't actually changed much since DR, still FAW with lots of beam arrays and lots of weapons energy, just higher numbers on the weapons and a few new powers. Most of the new powers are actually pretty gimmicky but there's like 2-4 generally good ones in each new school, with the rest being either mostly either gimmicky or needing a very specific setup or particular circumstances to use.

    For an Ateleth (after I looked it up), if I owned one I think I'd set the LtCmdr to tac, allowing you to do the standard FAW+Attack Pattern thing and either double up on those or fit in one or two Command powers on top. I've liked Suppression Barrage and Overwhelm Emitters personally, though I've heard of the very-team-oriented people able to put Rally Point to good use. Concentrate Firepower is also supposed to be pretty nasty on a proper torpedo setup, but you said you're focusing on beams so notsomuch here.

    In the Intel/Eng slot and for a beam boat, the only power that really matters is Override Subsystem Safeties 2, which temporarily removes the cap on your energy levels and gives you a ticking-down energy boost. Hitting a target with a beam broadside while your Weapons energy is 150+ just plain hurts. A random system gets knocked offline for a few seconds at the end of the duration though, but that can be reduced with the Subsystems Repair skill or neutralized with Engineering Team.

    Otherwise, same as you'd do on a beam boat a year ago. EPTS+EPTW chain, Damage Control doffs to reduce the cooldown if you can afford them (though Klingons can get 1 for free), single Aux2Bat and farmed Technicians if you can't or prefer using your other powers more often over Nukara bonus (there's good reasons to go either way). Tac Team, Sci Team, and Hazard Emitters for clearing debuffs. And still 1-2 eng spots leftover for DEM or RSP or A2SIF. 6-7 beam arrays, KCB+ assimilated module for drain control, maybe a single torp + console for a set bonus. CrtD on your arrays and CrtH on your tac consoles Generally the same sort of setup as always, just now with a few more tricks.

    Oh and about the Upgrade system, its not essential. Higher level gear can add something like 1/3 more to your damage, but unless you're planning on running Elites or getting into the competitive DPS race, its more for vanity than necessity. Any current Advanced-level stuff you can still blow through with Mk12s just fine.
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