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Exploration Cruiser Retrofit Build

dabsdye98dabsdye98 Member Posts: 18 Arc User
edited August 2012 in Federation Discussion
Hello.

I've been recently been reviewing all my older ships i never use, and i stumbled upon my old Galaxy Ex. Cruiser Retrofit from months and months ago. I've decided to post it here and see what I can improve, and possibly get some advice for other Cruiser Builds I have in general.

Okay, here's the old layout:

FORE
2x Mk. X Quantums (For my torpspamming tactic i prefer), 2x Mk. X Plasma Beam Arrays (I like the damage over time), all Blue qual.

The aft is the same thing, and I use the full AEGIS Set (I don't remember my Consoles or BOff Layout, i'll post it later.)

Usually with this build, i prefer to fire my Beams AND Torps as someone approaches- I find if I have a trop firing so that they are on constantly rotating cooldown (1 at 10, one at 5, for example) then I can get their sheilds down, get my Plasmas to do damage over time, and High yeild them to Kingdom Come with a Tractor beam once they get around my back.

THIS IS MY USUAL LOADOUT.

I am considering swapping one of the forward Quantums with a Beam Bank (Plasma or Tetryon) for more Approach damage, and a Trico instead of another quantum in the back for more 'Finisher' damage as they pass me and they have no sheilds. Thoughts? Comments?
"Remember Rule of Acquisition #7-
'Keep your ears open.'"
Post edited by dabsdye98 on

Comments

  • dudeman32569dudeman32569 Member Posts: 32 Arc User
    edited August 2012
    That's fairly similar to how I built my cruisers until I manged to get a couple blue projectile weapon doffs. They can reduce your torpedo cooldown significantly, and with enough of them at high quality, you can launch a steady volley that can even out-fire two launchers with no doffs.

    If you do decide to swap out a forward launcher for a dual beam bank, I'd also recommend dropping one of the rear launchers for another beam array, as well as picking up 3 of the best projectile doffs you can.
  • dabsdye98dabsdye98 Member Posts: 18 Arc User
    edited August 2012
    I See. I think I already have a Green-Qual Projectile wep officer on duty, but i'll see what I can look out for. I find it interesting you suggest a Beam array rather than a Trico- I guess it would provide more broadside damage as they pass and I circle them. I've heard some Excelsior builds who use 6 beams. I'll try it out and see what i can do.

    I COULD Swich to Photons instead of Quantums because of the Cooldown time if I just wanted to Torp-Spam them to oblivion, but I'm worried for low DPS- it already takes me too long to kill a nanite gen on Cure Space, time enough to be killed if my Threat rating was higher.
    "Remember Rule of Acquisition #7-
    'Keep your ears open.'"
  • dudeman32569dudeman32569 Member Posts: 32 Arc User
    edited August 2012
    I didn't comment on the Tricobalt because I've never used them. I suggest taking a 3rd rear beam array because it will help both with your broadsides, as well as keeping shields down during those times you need to launch a rear torpedo volley. I've never taken the time to see just how powerful tricobalts are, but I've found that a High Yield quantum salvo can do more than enough hull damage, without a chance of the projectile being shot down.

    If you are really concerned about your fire rate, but you don't have the slots for space doffs, photons can give you more torpedos at a time for close to the same base DPS, but you'll really notice the difference in damage if you use lots of high yield volleys or torpedo spreads.
  • dabsdye98dabsdye98 Member Posts: 18 Arc User
    edited August 2012
    Alright, point taken. I'll try it out once STO stops quitting on Login.
    Speaking of that, I DO use a lot of those (Although i'm too lazy to retrain them higher than Ensign or Lt. Grade on my BOffs). Hmph. It seems Betazoids ARE on the forums.

    Thanks!.

    If anyone has any other comments, post away. I liek reading. :3
    "Remember Rule of Acquisition #7-
    'Keep your ears open.'"
  • bladeofkahlessbladeofkahless Member Posts: 0 Arc User
    edited August 2012
    My Gal-R is using 6 beams 2 torps (1 fore, 1 aft).
    FAW, EP2Wx2 and EP2Sx2. With the right power settings, it does great.

    If you use torps a lot, the doffs are worth it. Especially with 2 torps on one side.
    Photons will fire pretty quick with 2 blue doffs.

    Tricobalts, in my experience, take too long to recharge and are destructable.
    I prefer quantums or photons.

    Hope that helps some.

    It's me, Chrome. [Join Date: May 2009]

    "Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~
  • dashuk2381dashuk2381 Member Posts: 230 Arc User
    edited August 2012
    The projectile DOFFs make a huge difference. I run a similar set up on my Excelsior-refit with 2 beam arrays/2 torps in front, 3 beam arrays and 1 torp in the rear. I use photons for the faster recharge and with only 5 beams there is less energy drain when you broadside. Honestly I don't find Tricobalts to be that great, everytime I try them out I wind up switching back to Quantums or Photons within 2 STF runs. As fast as enemy ships seem to be able to get just one little shred of shield up in a hurry, they just don't work that well for me. I'd rather just spam my torp spread 3 while lobbing photons like Sulu in STVI at the end, lol.
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