As far as your gear goes, it looks pretty sound. I'd swap out the Aegis for the Borg engines (you could try the Aegis two-piece but the deflector would be a huge step down for a mega-tank). Getting at least two-piece Borg takes a huge amount of pressure off your hull heals/bleed, allowing you to pass more heals to allies. Swap the Emergency Force Fields with the Borg console and put a third Mag Regulator in the open Tactical slot.
I?m been reading this all from the begin of the first topic and now this on , and need to read again to understand some things better but i thank all for the great class i having reading this .
Now i now that many do not like the ody but i have one Tac Ody and is what i use and would like to get the best of her that i can get.
So i ask for what i would change in this build up. Thanks in advance.
I?m a Tac captain
My Skills Advice if i need to respec them.
First. Eww Tactical Oddy. They really are far from optimal for many many reasons. One, Oddys can't Burst. They are too slow to utilize the DBB arrays that Tacs need to have on their cruisers to keep weapon power high during broad sides. (and you -need- to have only 6 beams as a Tac Cruiser if you are running beams otherwise you are throwing weapon power and dps in the toilet) This means you can't Burst. Burst is a Tac's best Friend. Even in a cruiser. I recommend you get an Excelsior and go with my Death Blossom Build instead. You'll be much happier there. Same goes for all aspiring Tac Oddy Captains. http://sto-forum.perfectworld.com/showpost.php?p=4364231&postcount=11 The page you need. Failing you getting an Excelsior, at least get in a Sovereign. Even it has more agility (and enough with the right build to use the DBBs on the burst firings)
Second, your skill speccing is very inefficient, I highly recommend consulting my spec post. (that's post #2)
Set Items. I hope these are stand ins for when you get your Borg Gear or 2 piece omega, and Maco Shield. You will have no survival ability with what you have right now, and no damage to gain out of it either.
All that out of the way, We'll hit your consoles now.
Engineering: 2 SIF Generators, one Diburnium and Tetraburnium will work incredibly well for you.
Sci: Field Generator, Borg. (you should only have 2. Because see above, should not be in an Oddy. It Doesn't Work For Tacs)
Tac: 3 Energy Consoles.
As far as your gear goes, it looks pretty sound. I'd swap out the Aegis for the Borg engines (you could try the Aegis two-piece but the deflector would be a huge step down for a mega-tank). Getting at least two-piece Borg takes a huge amount of pressure off your hull heals/bleed, allowing you to pass more heals to allies. Swap the Emergency Force Fields with the Borg console and put a third Mag Regulator in the open Tactical slot.
First. Eww Tactical Oddy. They really are far from optimal for many many reasons. One, Oddys can't Burst. They are too slow to utilize the DBB arrays that Tacs need to have on their cruisers to keep weapon power high during broad sides. (and you -need- to have only 6 beams as a Tac Cruiser if you are running beams otherwise you are throwing weapon power and dps in the toilet) This means you can't Burst. Burst is a Tac's best Friend. Even in a cruiser. I recommend you get an Excelsior and go with my Death Blossom Build instead. You'll be much happier there. Same goes for all aspiring Tac Oddy Captains. http://sto-forum.perfectworld.com/showpost.php?p=4364231&postcount=11 The page you need. Failing you getting an Excelsior, at least get in a Sovereign. Even it has more agility (and enough with the right build to use the DBBs on the burst firings)
Second, your skill speccing is very inefficient, I highly recommend consulting my spec post. (that's post #2)
Set Items. I hope these are stand ins for when you get your Borg Gear or 2 piece omega, and Maco Shield. You will have no survival ability with what you have right now, and no damage to gain out of it either.
All that out of the way, We'll hit your consoles now.
Engineering: 2 SIF Generators, one Diburnium and Tetraburnium will work incredibly well for you.
Sci: Field Generator, Borg. (you should only have 2. Because see above, should not be in an Oddy. It Doesn't Work For Tacs)
Tac: 3 Energy Consoles.
The AC is more resilient, but it does quite abit less damage for tacs.
The Excelsior, not only does more damage, but is quite abit more agile than the AC. It's easily the quickest fed cruiser.
I never regretted buying my Excelsior for my fed tac cruiser.
thread on page 2? not wile i have a build to post! dontdrunk's tac vorcha
like my excelsior from the previous page, this focuses on glider and tetryon weapons for maximum shield removing potential, and the versatility of going from a duel heavy cannon setup to a beam array setup
to start with you want at least acc2 beam arrays, available in the dilithium store fairly cheaply, and the most accurate turrets and duel HEAVY cannons you can find on the exchange, because they are vastly superior to duel cannons. anything mk IX-XII with at least acc 2 is a good viable weapon, even if they are just blue quality. i also run a single acc3 duel beam bank for delivering BOs, if you can get a acc3 DBB, consider trying this as well.
the vorcha with its great 10 turn rate, and the upcoming fleet ktinga with its even more delicious 11 turn rate, are capable of running narrow arc duel cannons easier then an excelcior can run single cannons. provided you have 2 turn rate consoles, my vorcha's turn rate is over 20 with them. there is no reason to turn that well when you have beam arrays equipped though, swap them for other consoles.
im doing something a bit different with this build, relying on the Damage Control Engineer doffs so i can run just a single copy of EPtS and EPtW with up time that rarely lets me down. i run 3 of them in blue quality , with 3 roles of a 30% chance that it procs. with the upcoming fleet vorcha coming up, this will be especially desirable due to the diminished amount of engineering stations.
yes i know im a terrible person for 2 RSPs, but its insurance in case my EPtS doesn't proc, or my 2 shield distro boffs dont proc.
wile using the DBB and DHC, i use TT1, BO1, CRF1. if you go without the DBB, slot 2 TT1s, extreamly handy for a ship that points 1 shield facing at things for the majority of the time. also always eat weapon batteries like candy if your weapons power is draining below 80 in the middle of an alpha
i use these consoles for cannon mode
RCS x2, nutronium X2
borg, flow cap
TETx3
and in beam mode
borg, SIF, nutronium X2
flow capx2
TETx3
and always the omega engine, deflector and KHG shield. if your backs really to the wall, swap for borg 3 set and stick 2 Field Generators in the sci slot for maximum survivability.
i continue to be surprised by just how hard DHC hit things you shoot at, even when they arent running a buff and are only backed by 3 tactical consoles. you only have to keep your target in your fireing arc for about a second to unload all their damage for that cycle. bringing that much fire power, and that many heals to a fight is a very effective combination. your doing far more damage then other cruisers, turning well enough to effectively issue that damage.
thanks to the Damage Control Engineer doffs you have enough room to support your shield and weapons power level and have 2 copys of the life saving green diaper. wile also bringing the team suporting ES2, ET3, A2S3, HE1 and TSS 2. a build that can deal this much damage, this much healing, and tank this well should make anyone who still thinks engineers arent useless think twice. an engineer flying this gains 2 self heals and 2 energy skills that barely do anything, in exchange for dealing less then a quarter of the effective damage
if your puging along you are quite likely to face teams full of escorts that fly around really fast and blast the TRIBBLE out of you. there is little hope of fighting these ships on equal terms with duel heavy cannons, thats why i think its wise to have those beam arrays to fall back on, unless you like being worthless to have around. a large volume of pets with chronos and tractor beams are your next greatest enemy.
on the excelsior i used BO2 and BO3, thats not an option here. seeing as this build has no conn doffs, having 2 TTs may be wise. a single BO2 every 30 seconds wont amount to much with just beam arrays, you may be better off with APB or APD. BO1 and BO2 with just beam arrays is frankly not enough damage dealing for the energy they collectively drain. might be worth a shot though
FAW is only useful for cleaning up garbage, and its lack of accuracy makes it not even that great for that role now. only equip that if your facing a stupid amount of carriers. your going to do your most damage to someone by just keeping 8 beams on them as much as possible, and delivering glider and proc damage. as always an energy level of at least 150 is the key to useful damage over time
thats pretty much all there is too it. the only problem in the build is how much attention you have to give to your position when your using the duel cannons, and keeping your target directly in front of you. you have to effectively do that, AND keep track of your team mates and keep them healthy. thats all up to the skill of the user.
well you will be glad to know that as soon as i finished writing that i went in game and changed stuff! swapped ES2 for EWP1, 1 of my RSP1 for ES1, have a tractor beam instead of TSS, and PH instead of HE. 2 snares are great, and with my hull a bit more exposed PH actually helped A LOT, and helped get me kill this runabout barfing catbox. A2S3 and ET3 do plenty of hull healing on their own without HE, but i do like having all 3 of those heals normally.
if you have a plasma burning vorcha, those Damage Control Engineer doffs can make it easier to run 2 copies of EWP while sacrificing other impotent engineering skills less.
in a moment of weakness, i lit $20 on fire and exchanged it for a fleet ship. i just had to much fun with this character at tier 3 pvp with a ktinga, it was just so awesome at that tier. it had 4 forward weapons, not even escorts had that. it was the best thing at that tier, ive missed it ever since.
so with the introduction of the fleet store, theres now a tier 5 ktinga, which is similar to the basic vorcha R except it has a 1 better turn rate, 5 more inertia and an extra dump console. the slightly less shield mod and hitpoints it has are inconsequential.
if your a fan of using a vorcha now with a high turn rate dual cannon build, and you got an extra $20, you should absolutely get this. though it doesn't have too much additional inertia, it makes a big difference in how far you powerslide when you are turning when an evasive maneuvers ends. id say the difference is almost as big as it is between a negvar and a vorcha. the stock turn rate is sick, its above 20 without consoles. with 3 turn consoles and max engine energy i got its turnrate over 33!
this is by far the smallest tier 5 kdf ship, its kinda funny really. its by far the most fun to fly, it does everything the vorcha R does better. will i drop another 20 for the fleet vorcha? its likely i guess, 4 tac consoles and all those tac stations. but that wont be for a wile yet, its tier 2 ship yard. i say get the ktinga and enjoy it until you have a tier 2 shipyard, i think you will love it if you like the vorcha.
im calling the ship IKS Over'Priced, but maybe i should name it IKS not tier 3l. boy is it fun in pvp though, even when EVERYONE is trying to kill me on principle, its good practice.
Looking over Drunk's Vor'cha I was trying to see a way to move it over to a lancing Excel (with basic Arrays to fall back on). The BOff layout is tricky but I think the ship system actually does need to Emergency DOffs to get the most out of it as running two copies of EPtS and EPtW takes a bit away from the ship in terms of heals and support. And as much as I hate it RSP (I really dislike that skill) seems to be near a necessity with a lancer in team pvp (if you get mass targeted).
Was thinking of the BOff layout Drunk posted and cameup with this (slighy modification based on his second post as well).
Any suggestions you guys have about this BOff layout for a DBB Excel would be interesting. But with the EPtA1 setup you can increase support with the heals but you do lose the handiness of ES (honestly aside from ET1 I have no idea what else to put in that spot EPtE doesn't exactly seem worth it and EPtA is all that is left and has some benefit).
EDIT: Brainfart for a moment and gave it a Lt Cmd Engineer instead of Lt. Corrected.
Oh cruiser thread. Maybe I would make some Galaxy-R build. *takes cover from Mav*
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
i very nearly bought some of these doffs and tried to make it work on the excelsior i fly. i came to the conclusion it simply isn't feasible, too many engineering ensign stations. this works great when you only have 2, like on vorchas, star cruisers, and the like, but you end up with a slot you really cant use for anything, other then ET1 which is TRIBBLE.
i made an excelsior post earlier, that might be of some help
for an excelsior without beam arrays, i would suggest single cannons and turrets over a bunch of DBB. with rapid fires up time, i find my self dealing more damage then a lot of ships can deal with, and i haven't found that being the case the last time i tried a bunch of DBB. the 90 deg firing arc will give you headaches too, wile it has the best fed cruiser turn rate, it still turns like TRIBBLE, only single cannons are also kinda viable for any meaningful o target up time. beam array BO2 and BO3 do deal a lot of damage and have no gap in their up time because of firing arcs. if you can get a galor i would use the universal LT for an additional tac station and run 1 DBB with the rest single cannons, with 1 BO3, 2 CRF1, and 2 TT1 so you don't need conn doffs.
if i had to set up a Damage Control Engineer excelsior, i would set the stations up like this
LTC tac- weapon dependent
COM eng- EPtS1, RSP1, EWP1, A2S3
LT eng- EPtW1 (ES1/RSP1/A2D1/ET2)
ENS eng- ET1
LT sci- TB1, (TSS2/HE2)
fleet event LT sci- TSS1, TBR1
using the Damage Control Engineer doffs means ether your conn doffs or distro doffs took a major hit, so you proboly need TSS back. ET1 sucks, but there really isn't another option. otherwise this gives you 2 snares to help with your drilling of your target, and heavy defense and heals. overall survivability will suffer, A2S3, ET2, HE1 with distro doffs EPtS1, and RSP is nearly attrition proof, and suits the kind of agro tac/excelciors receive. you also CANT rely on you team for ANY help, because such a high % of fed players are simply terrible and don't throw any heals, so self sufficiency is important. the vorcha build, now in a fleet ktinga :cool:, works well because in general the team works well. and if its going to get a kill, its going to get it faster then my excelsior will, so less need for attrition building.
I can see what you are saying drunk. The DOff idea was 3 Damage Control 2 Shield Distro. That does lose Comm officers and puts me on a longer recharge with team abilities (that being the tradeoff). And yes agree ET1 sucks. With that layout you proposed I an see the selections being ET2 at the Lt. and HE2 at the Sci station. But I would make one change. ANd I don't know why this didn't occur to me earlier. The Ensign Engineering space gives one advantage. A fallback incase the proc doesn't go off. EPtS1 placed in there can be the Panic button of first resort if the proc misses with RSP the panic button of "TRIBBLE I really need shields again." This might releve some stress for TSS allowing HE2 and giving a very nice heal suite in A2S3, ET2, and HE2 along with the snare suite and general EPtS chaining. As said nothing else really fits in the Ensign Slot.
I am also unsure if you can use this as a way to drop one Damage Control DOff for another Shield Distro Doff with that backup system in place. It is something worth checking out. If nothing becomes of it then well...I just wasted some EC and have to do some general retraining so no biggie.
This is a build for Engies, who want to run high aux and no guns. The dot from plasma, when loaded up onto a ship is actually pretty substantial. The Neghvar is agile enough to run this without compromising firing arcs too badly. It does good solid pressure damage (enough so that people -will- be forced to use hazards prematurely well before their shields can collapse in some cases.
This ship is surprisingly easy to learn, and master, while remaining useful on the battlefield. Due to the speed and agility of the Negvhar it can pull off 90 degree bombardments rather easily, which is a great Asset especially on the battlefield that has BOPs and other decloak alpha ships present. It's also pretty effective at spam clearing thanks to the AOEs of Torp spread, and Warp Plasma. (which is also great for catching entire teams) The Chron mines out back can keep people slow, and the double plasma mines keep more burn on the field at all times.
This build also works for Tacs as well, as the Negvar becomes more agile... but loses durability. So keep that in mind. Also you will have to sack something abit to get Attack Patterns ranked up if you use this with a Tac.
The Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=PyroNegvhar1_0
Tac variant I would pull the red out of projectile spec and put it into Attack Patterns.
Weapon Systems AccX2 CrtD Plasma Torps, 3 to 4 Forward, 2 Chroniton mine launchers, and 2 plasma mine launchers. Set it all to AutoFire.
Deflector : Borg
Engine : borg
Shield: KHG, Omega, Res Cap 2 MK XII, or Res Cap 3 Mk X if you still have one.
Why not use it in escort instead of cruiser ? With patterns and such ? Dispersal pattern beta 3 with plasma mines is rather nasty if targets eats most of the mines.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Why not use it in escort instead of cruiser ? With patterns and such ? Dispersal pattern beta 3 with plasma mines is rather nasty if targets eats most of the mines.
Because with Escorts you want like one launcher at most out back. Escorts are about maximizing their burst damage and overall dps. For a cruiser it's not so bad since especially in this case weapon power is kind of irrelevant. It's very boff efficient tac wise, and allows good solid burst damage, or decent dps over a period of time.
Basically it's the old Sci Ship from season 4 applied to engi cruisers. The Negvhar, and Vorcha are the only two you can really get away with it on though.
Mav, how do you justify not spending any points on subsystem repair? .l0ve n kisses
Sorry this response is so late, honestly I have yet to see the skill actually do anything (I've experimented by loading up on consoles). So I leave it blank in favor of either CC, Healing, straight durability, power levels, or dps out put.
Comments
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
A new console?
R.I.P
Tetraburnium doensn't resist Phaser or Disruptor damage.
[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."
First. Eww Tactical Oddy. They really are far from optimal for many many reasons. One, Oddys can't Burst. They are too slow to utilize the DBB arrays that Tacs need to have on their cruisers to keep weapon power high during broad sides. (and you -need- to have only 6 beams as a Tac Cruiser if you are running beams otherwise you are throwing weapon power and dps in the toilet) This means you can't Burst. Burst is a Tac's best Friend. Even in a cruiser. I recommend you get an Excelsior and go with my Death Blossom Build instead. You'll be much happier there. Same goes for all aspiring Tac Oddy Captains. http://sto-forum.perfectworld.com/showpost.php?p=4364231&postcount=11 The page you need. Failing you getting an Excelsior, at least get in a Sovereign. Even it has more agility (and enough with the right build to use the DBBs on the burst firings)
Second, your skill speccing is very inefficient, I highly recommend consulting my spec post. (that's post #2)
Set Items. I hope these are stand ins for when you get your Borg Gear or 2 piece omega, and Maco Shield. You will have no survival ability with what you have right now, and no damage to gain out of it either.
All that out of the way, We'll hit your consoles now.
Engineering: 2 SIF Generators, one Diburnium and Tetraburnium will work incredibly well for you.
Sci: Field Generator, Borg. (you should only have 2. Because see above, should not be in an Oddy. It Doesn't Work For Tacs)
Tac: 3 Energy Consoles.
Thanks, i will mess arround to see how it goes.
Thanks i will.
Any advice more that i need? and about the other things like Bof, etc
Thanks for the input and advice.
Excelsior is right now the best tac cruiser, followed by Assault Cruiser.
Ok i have the Assault Cruiser do not have the Excelsior but i have the points to buy it , is the difference from one to another worth ?
The Excelsior, not only does more damage, but is quite abit more agile than the AC. It's easily the quickest fed cruiser.
I never regretted buying my Excelsior for my fed tac cruiser.
like my excelsior from the previous page, this focuses on glider and tetryon weapons for maximum shield removing potential, and the versatility of going from a duel heavy cannon setup to a beam array setup
to start with you want at least acc2 beam arrays, available in the dilithium store fairly cheaply, and the most accurate turrets and duel HEAVY cannons you can find on the exchange, because they are vastly superior to duel cannons. anything mk IX-XII with at least acc 2 is a good viable weapon, even if they are just blue quality. i also run a single acc3 duel beam bank for delivering BOs, if you can get a acc3 DBB, consider trying this as well.
the vorcha with its great 10 turn rate, and the upcoming fleet ktinga with its even more delicious 11 turn rate, are capable of running narrow arc duel cannons easier then an excelcior can run single cannons. provided you have 2 turn rate consoles, my vorcha's turn rate is over 20 with them. there is no reason to turn that well when you have beam arrays equipped though, swap them for other consoles.
im doing something a bit different with this build, relying on the Damage Control Engineer doffs so i can run just a single copy of EPtS and EPtW with up time that rarely lets me down. i run 3 of them in blue quality , with 3 roles of a 30% chance that it procs. with the upcoming fleet vorcha coming up, this will be especially desirable due to the diminished amount of engineering stations.
so, my main station setup is as follows
EPtW1, RSP1, ET3, A2S3
EPtS1, RSP1, ES2
HE1, TSS2
or
TracBeam1, HE2
yes i know im a terrible person for 2 RSPs, but its insurance in case my EPtS doesn't proc, or my 2 shield distro boffs dont proc.
wile using the DBB and DHC, i use TT1, BO1, CRF1. if you go without the DBB, slot 2 TT1s, extreamly handy for a ship that points 1 shield facing at things for the majority of the time. also always eat weapon batteries like candy if your weapons power is draining below 80 in the middle of an alpha
i use these consoles for cannon mode
RCS x2, nutronium X2
borg, flow cap
TETx3
and in beam mode
borg, SIF, nutronium X2
flow capx2
TETx3
and always the omega engine, deflector and KHG shield. if your backs really to the wall, swap for borg 3 set and stick 2 Field Generators in the sci slot for maximum survivability.
i continue to be surprised by just how hard DHC hit things you shoot at, even when they arent running a buff and are only backed by 3 tactical consoles. you only have to keep your target in your fireing arc for about a second to unload all their damage for that cycle. bringing that much fire power, and that many heals to a fight is a very effective combination. your doing far more damage then other cruisers, turning well enough to effectively issue that damage.
thanks to the Damage Control Engineer doffs you have enough room to support your shield and weapons power level and have 2 copys of the life saving green diaper. wile also bringing the team suporting ES2, ET3, A2S3, HE1 and TSS 2. a build that can deal this much damage, this much healing, and tank this well should make anyone who still thinks engineers arent useless think twice. an engineer flying this gains 2 self heals and 2 energy skills that barely do anything, in exchange for dealing less then a quarter of the effective damage
if your puging along you are quite likely to face teams full of escorts that fly around really fast and blast the TRIBBLE out of you. there is little hope of fighting these ships on equal terms with duel heavy cannons, thats why i think its wise to have those beam arrays to fall back on, unless you like being worthless to have around. a large volume of pets with chronos and tractor beams are your next greatest enemy.
on the excelsior i used BO2 and BO3, thats not an option here. seeing as this build has no conn doffs, having 2 TTs may be wise. a single BO2 every 30 seconds wont amount to much with just beam arrays, you may be better off with APB or APD. BO1 and BO2 with just beam arrays is frankly not enough damage dealing for the energy they collectively drain. might be worth a shot though
FAW is only useful for cleaning up garbage, and its lack of accuracy makes it not even that great for that role now. only equip that if your facing a stupid amount of carriers. your going to do your most damage to someone by just keeping 8 beams on them as much as possible, and delivering glider and proc damage. as always an energy level of at least 150 is the key to useful damage over time
thats pretty much all there is too it. the only problem in the build is how much attention you have to give to your position when your using the duel cannons, and keeping your target directly in front of you. you have to effectively do that, AND keep track of your team mates and keep them healthy. thats all up to the skill of the user.
if you have a plasma burning vorcha, those Damage Control Engineer doffs can make it easier to run 2 copies of EWP while sacrificing other impotent engineering skills less.
in a moment of weakness, i lit $20 on fire and exchanged it for a fleet ship. i just had to much fun with this character at tier 3 pvp with a ktinga, it was just so awesome at that tier. it had 4 forward weapons, not even escorts had that. it was the best thing at that tier, ive missed it ever since.
so with the introduction of the fleet store, theres now a tier 5 ktinga, which is similar to the basic vorcha R except it has a 1 better turn rate, 5 more inertia and an extra dump console. the slightly less shield mod and hitpoints it has are inconsequential.
if your a fan of using a vorcha now with a high turn rate dual cannon build, and you got an extra $20, you should absolutely get this. though it doesn't have too much additional inertia, it makes a big difference in how far you powerslide when you are turning when an evasive maneuvers ends. id say the difference is almost as big as it is between a negvar and a vorcha. the stock turn rate is sick, its above 20 without consoles. with 3 turn consoles and max engine energy i got its turnrate over 33!
http://cloud-2.steampowered.com/ugc/578961482140969281/A23916654204781B98CFD459152DA0C6C143579C/
this is by far the smallest tier 5 kdf ship, its kinda funny really. its by far the most fun to fly, it does everything the vorcha R does better. will i drop another 20 for the fleet vorcha? its likely i guess, 4 tac consoles and all those tac stations. but that wont be for a wile yet, its tier 2 ship yard. i say get the ktinga and enjoy it until you have a tier 2 shipyard, i think you will love it if you like the vorcha.
im calling the ship IKS Over'Priced, but maybe i should name it IKS not tier 3l. boy is it fun in pvp though, even when EVERYONE is trying to kill me on principle, its good practice.
Was thinking of the BOff layout Drunk posted and cameup with this (slighy modification based on his second post as well).
Tactical: TT1, BO2, BO3
Sci: PH1, TB2
Ensign Engineer: ET1/EPtA1
Lt. Cmd Engineer: EPtW1, Aux2Inertial1/ET2
Cmd. Engineer: EPtS1, RSP1, EWP1, Aux2S3
Any suggestions you guys have about this BOff layout for a DBB Excel would be interesting. But with the EPtA1 setup you can increase support with the heals but you do lose the handiness of ES (honestly aside from ET1 I have no idea what else to put in that spot EPtE doesn't exactly seem worth it and EPtA is all that is left and has some benefit).
EDIT: Brainfart for a moment and gave it a Lt Cmd Engineer instead of Lt. Corrected.
i made an excelsior post earlier, that might be of some help
http://sto-forum.perfectworld.com/showpost.php?p=4463121&postcount=41
for an excelsior without beam arrays, i would suggest single cannons and turrets over a bunch of DBB. with rapid fires up time, i find my self dealing more damage then a lot of ships can deal with, and i haven't found that being the case the last time i tried a bunch of DBB. the 90 deg firing arc will give you headaches too, wile it has the best fed cruiser turn rate, it still turns like TRIBBLE, only single cannons are also kinda viable for any meaningful o target up time. beam array BO2 and BO3 do deal a lot of damage and have no gap in their up time because of firing arcs. if you can get a galor i would use the universal LT for an additional tac station and run 1 DBB with the rest single cannons, with 1 BO3, 2 CRF1, and 2 TT1 so you don't need conn doffs.
if i had to set up a Damage Control Engineer excelsior, i would set the stations up like this
LTC tac- weapon dependent
COM eng- EPtS1, RSP1, EWP1, A2S3
LT eng- EPtW1 (ES1/RSP1/A2D1/ET2)
ENS eng- ET1
LT sci- TB1, (TSS2/HE2)
fleet event LT sci- TSS1, TBR1
using the Damage Control Engineer doffs means ether your conn doffs or distro doffs took a major hit, so you proboly need TSS back. ET1 sucks, but there really isn't another option. otherwise this gives you 2 snares to help with your drilling of your target, and heavy defense and heals. overall survivability will suffer, A2S3, ET2, HE1 with distro doffs EPtS1, and RSP is nearly attrition proof, and suits the kind of agro tac/excelciors receive. you also CANT rely on you team for ANY help, because such a high % of fed players are simply terrible and don't throw any heals, so self sufficiency is important. the vorcha build, now in a fleet ktinga :cool:, works well because in general the team works well. and if its going to get a kill, its going to get it faster then my excelsior will, so less need for attrition building.
only 1 approved build exists of that lol. if you HAD to fly the thing
I am also unsure if you can use this as a way to drop one Damage Control DOff for another Shield Distro Doff with that backup system in place. It is something worth checking out. If nothing becomes of it then well...I just wasted some EC and have to do some general retraining so no biggie.
EPtW1 Aux2SIF/DEM (you can take RSP here too but I'm not a big fan)
EPtS1 EPtS2 ET3 ES3
EPtW1
For Sci jus take HE1 TSS2. Main skill here is ET3, which for a teammate can mean the difference between life and death.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
This ship is surprisingly easy to learn, and master, while remaining useful on the battlefield. Due to the speed and agility of the Negvhar it can pull off 90 degree bombardments rather easily, which is a great Asset especially on the battlefield that has BOPs and other decloak alpha ships present. It's also pretty effective at spam clearing thanks to the AOEs of Torp spread, and Warp Plasma. (which is also great for catching entire teams) The Chron mines out back can keep people slow, and the double plasma mines keep more burn on the field at all times.
This build also works for Tacs as well, as the Negvar becomes more agile... but loses durability. So keep that in mind. Also you will have to sack something abit to get Attack Patterns ranked up if you use this with a Tac.
The Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=PyroNegvhar1_0
Tac variant I would pull the red out of projectile spec and put it into Attack Patterns.
Weapon Systems AccX2 CrtD Plasma Torps, 3 to 4 Forward, 2 Chroniton mine launchers, and 2 plasma mine launchers. Set it all to AutoFire.
Deflector : Borg
Engine : borg
Shield: KHG, Omega, Res Cap 2 MK XII, or Res Cap 3 Mk X if you still have one.
Doffs: 2 Purple Torpedo Officers, 2 purple Maint Engineers. 1 Purple Warp Core engineer. Alternate: 2 Purple Torpedo Officers, 2 Purple Shield Distribution Officers, 1 purple maint doff
Cmdr: Eject Warp Plasma 3, ASIF2, RSP1, EPTS1
Lt Cmdr: EPTS1, Extend Shields 1, ET3
Lt Sci: Hazards 1, Transfer shield strength 2
Lt Tac, Torp spread 1 and 2, Alternate: Tac Team Torp spread 2
Ens Eng. EPTA (emergency to aux 1)
Consoles: 2 SIF Generators, 2 RCS consoles
1 Field Generator, 1 Emitter Array or 2 Field Generators (when you don't have shield dist doffs on)
2 Ambi Plasma Envelopes.
Power settings. 75 Shields, 50 Engines, 75 Aux.
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
Because with Escorts you want like one launcher at most out back. Escorts are about maximizing their burst damage and overall dps. For a cruiser it's not so bad since especially in this case weapon power is kind of irrelevant. It's very boff efficient tac wise, and allows good solid burst damage, or decent dps over a period of time.
Basically it's the old Sci Ship from season 4 applied to engi cruisers. The Negvhar, and Vorcha are the only two you can really get away with it on though.
Sorry this response is so late, honestly I have yet to see the skill actually do anything (I've experimented by loading up on consoles). So I leave it blank in favor of either CC, Healing, straight durability, power levels, or dps out put.