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Mobius Temporal Destroyer - Ideas and Feedback for Weapon, Console & Boff Loadout

synister247synister247 Member Posts: 46 Arc User
edited October 2012 in Federation Discussion
Okay, for PvE Mainly. Captain is Tactical Career Path.

I DO have the (3-piece) temporal item set.

So far, weapons look like:

Fore: 2x Mk XI/XII Polarized Disruptor DHC, Chroniton Dual beam array, Chroniton disruption device
Aft: 2x Mk XII Polarized Disruptor turrets, MK XII Tricobalt Mine Launcher

Reman Prototype Space Set MK XI (?)

Devices: Red Matter Capacitor, Sub-space field Modulator

Bridge Officers

Lt. Commander Universal: HEM1, TSS2, GW1
Lt. Universal: EPtS1, ET2
Commander Tac: TT1, SV1, CRF2, DPBeta3
Lt. Tac: TSpread1, TT2
Ens. Eng: ET1

Consoles:
Engineering: Isometric Charge, Point Defense
Science: Field Generator x2, Manheim, Universal-Temporal Console (I forget the name)
Tactical: Disruptor x3, ???

Ideas & Suggestions are welcome, as is CONSTRUCTIVE Criticism. :D

Update (10/8/2012)
Have Revised my weapons, gear and BO loadout with the many useful suggestions from this thread...all of which were considered carefully. Thank You to all who've posted as of today. Yes, initial build was a bit haphazard (nonsensical? lol) but imho, everything is a work in progress until you are happy with it, no? I welcome everyone to continue to post their thoughts and ideas on how to optimize this ships capabilities. Have seen this ship do some amazing things - piloted by Other people. So I know I have a wayz to go... Cheers!
Post edited by Unknown User on
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Comments

  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited September 2012
    Okay, for PvE Mainly. Captain is Tactical Career Path.

    I DO have the (3-piece) temporal item set.

    So, far weapons look like:

    Fore: 2x Mk XI/XII Polarized Disruptor DHC, Chroniton Dual beam array, Chroniton disruption device
    Aft: 2x Mk XII Polarized Disruptor turrets, MK XII Tricobalt Mine Launcher

    Reman Prototype Space Set MK XI (?)

    Devices: Red Matter Capacitor, Sub-space field Modulator

    Bridge Officers

    Lt. Commander Universal: HEM1, TSS2, GW1
    Lt. Universal: EPtS1, ET2
    Commander Tac: TT1, SV1, CRF2, DPBeta3
    Lt. Tac: TSpread1, TT2
    Ens. Eng: ET1

    Consoles:
    Engineering: Isometric Charge, Point Defense
    Science: Field Generator x2, Manheim, Universal-Temporal Console (I forget the name)
    Tactical: Disruptor x3, ???

    Ideas & Suggestions are welcome, as is CONSTRUCTIVE Criticism. :D

    Okay. First off, the Reman set doesn't really provide any good bonuses for your setup. You may be better off with MACO Shields/Borg 3pc kit for survivability.

    I suggest that you swap out the Point Defense console, given that it doesn't really have much use in STFs and other PVE, unless you have a lot of trouble with heavy plasma torps, and scatter volley should help with that. You could pop in a Neutronium Alloy instead for extra resistance or the Borg Universal, which gives you a healthy bonus to crits.

    I also suggest using Antiproton as your energy type, because I remember reading that the Chroniton Dual Beam Bank benefits from antiproton consoles. Of course, this is up to you, if you feel that the procs from polarised disruptors are better than the added damage, go ahead. Of course, switch to antiproton tac consoles then. The fourth tac console is up to you, but I would prefer to put in another antiproton/disruptor one.

    As for your BOFFs, I tend to prefer Aux to Structural 1 instead of ET2. ATS1 gives you added hull resistance that helps if you keep it running as much as possible, for a slightly smaller heal. Use aux batteries to help in this case, or switch to high aux when healing.

    ET1 is similarly limited, especially since it'll mess with your TT cooldowns. Believe me, you'll want TT up as much as possible. I would put another EPtS in there instead and chain it. This is good since EPtS both heals your shields and gives nice shield resistance.

    I also see where you're going with DPB3, but I also notice you have no tractor breaks, which can be troublesome in STFs. Therefore, I suggest you put in APO3, which breaks tractor beams and gives added mobility, defense, and damage. If you go with this, it may be better to remove the tricobalt mine and put in another turret instead, for more sustained damage.

    Finally, the added benefit you gain from TT2 over TT1 is negligible. I would downgrade your TT2 to TT1 and take TSpread2 instead. Either that, or CRF1, so that you can rapid fire your cannons more often.

    I hope this helps you in setting up your ship.

    P.S. You may want to post the 3pc bonuses for the temporal item set, since they aren't common knowledge yet.
  • ferrelleferrelle Member Posts: 0 Arc User
    edited September 2012
    Change engineering teams for another epts1 & rsp.

    TT1 is sufficient.
  • atrus19atrus19 Member Posts: 0 Arc User
    edited September 2012
    Can anyone confirm that the chroniton DBB does antiproton damage?
    __________________________________________________

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    [SIGPIC][/SIGPIC]

    "The needs of the many, outweigh the needs of the few, or the one."

    "You have been, and always shall be, my friend."
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  • deletedgeardeletedgear Member Posts: 0 Arc User
    edited September 2012
    You may also want to consider BO2 to quickly open up a hole in the shields and drop in that fancy chroniton disruption device (although Isometric Charge probably does a good job of that too).

    The Torp Point Defense may be better than the regular Point Defense as it would be more effective against the many unshielded targets in STFs.

    Yes, if you could please post the 2 and 3 set bonuses for the Temporal Warfare set that would be awesome!
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited September 2012
    atrus19 wrote: »
    Can anyone confirm that the chroniton DBB does antiproton damage?

    You can see it in-game when you right-click on its entry in the lobi store.
  • partizan81partizan81 Member Posts: 0 Arc User
    edited September 2012
    Loving the ship so far. I like the small bridge and bank access, the ship looks really cool, and I'm having fun. Two gripes:

    1. The boff layout. The Tac LT is really obnoxious to try and fit properly. I'd much prefer dedicated Tac CMDR/LTCMDR, then a Universal LT/Ensign and Engineering LT. Right now it's REALLY difficult to fit cannon/torp Boffs abilities + adding an APB without sacrificing some critical doff slots.

    2. Moar color schemes would be great, I really do not love the yellow at all, it's a bit racing-stripey.

    Otherwise though, it's great, the Manheim effect is pretty awesome.
  • thepopeofbeersthepopeofbeers Member Posts: 118 Arc User
    edited September 2012
    Congrats on your Mobius! She's a real beaut.

    Since you have the full Temporal Warfare set, can you confirm if the Temporal Disruption Device does Chroniton damage or not? I've heard it doesn't, but that doesn't make any sense to me since its in-game description says it does.
    [SIGPIC][/SIGPIC]
  • novathelegendnovathelegend Member Posts: 95 Arc User
    edited September 2012
    The Chroniton beam does in fact do antiproton.

    My setup for the Mobius:

    2 Antiproton DHC, Chroniton beam, Chroniton Torps fore
    2 Antiproton turrets, and Temporal disruption device aft

    Borg deflector and engines. MACO MK XII Shields.
    Commanding Officer of Task Force Midnight
  • synister247synister247 Member Posts: 46 Arc User
    edited September 2012
    For Those Interested / By Request:

    Temporal Warfare Set

    Temporal Inversion Field
    Set 3:

    Toggle (20 max)
    Affects Foe
    5 Kilometer Sphere

    1 sec
    0.5 sec activate
    3 min recharge

    To all enemies within 5.0 km:

    -200% Flight Speed
    -400% Flight Speed vs. small craft
    -150% Turn Rate
    -!50% Power Recharge Speed

    To self when equipped on Temporal Science Vessel or Temporal Destroyer:

    +50% Flight speed
    +100% Turn Rate
    +150% Power Recharge Speed

    Big Thank You To everyone who's responded, so far. The suggestions and ideas are exactly what I was looking for! Hope this helps others, as well. :)

    Chroniton Synchronicity
    Set 2

    Passive
    +27.4% Chroniton Projectile Wepaon Damage
  • scbypwrscbypwr Member Posts: 177 Arc User
    edited September 2012
    Picked my destroyer up last night.

    As someone said...you want to run antiproton weapons. The polarized disruptor a are great for kinks!! Got a set for my klink and I run phasers on fed for the quad cannon.

    Fore: phaser DHCS, quantum torpedo, paser DBB, and phaser quad cannon.
    Rear: three phaser turrets

    Comm: tt1, apb1, tsorpedo spread 3, apo 3
    Lt comm: he1, TSS2, gravity well 1
    Lt: beam overload 1, cannon scatter volley1
    Lt. Epts1, eptw2
    En: epts1

    Eng consoles: vent theta radiation, neutronium alloy
    Sci: tacky kinetic , 2 shield capacity, Borg console
    Tac: 4 phaser consoles

    It's a great setup for crowd control and alpha strike
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited September 2012
    Can't wait for mine!
  • pumamandingopumamandingo Member Posts: 0 Arc User
    edited September 2012
    Fore weapons:
    3x Fleet antiproton dhc [dmg]x3 [acc]
    Chroniton dbb

    Borg Deflector
    Borg impulse
    MaCo mk xii shield

    Rear weapons:
    3x fleet antiporoton turrets
    Working towards:
    2x turrets and temporal torp

    Devices:
    Subspace field modulator
    Deuterium surplus

    Eng console:
    Eps flow regulator
    Impulse capacitance

    Sci:
    Borg console
    Tachyokinetic console
    Manheim console
    Field generator

    Tac:
    4x antiproton mag

    Boffs:
    Ltc sci:
    HE1, TSS2, GW1

    Lt TAC:
    BAO1, CSV1

    Comm tac:
    TT1, APB1, APO1, CSV3

    LT TAC:
    TT1, BAO2

    ENS ENG:
    EPTS1

    Thoughts? I feel like I should scrap the double lt tacs for something more efficient. Unsure of the usefulness of 2 beam overloads.
    I also want to try the wells console instead of the impulse cell. That and the Manheim seem pretty wacky together.
  • levi3levi3 Member Posts: 1,663 Arc User
    edited September 2012
    Careful fellow players I have my suspicions there are paid posters/pumpers out there trying to get people to buy into the lock-box/lobi thing

    Things to watch out for in a paid pumper:

    Only a few posts on their account

    Extremely positive

    Asking for advice but having a pretty good set-up already - trying to make it look fantastic


    Thing is this - you get about 5 Lobi per box on avg - that's it!! so use this in your figures when you take the cost of the lobi store stuff into account
  • seekerkorhilseekerkorhil Member Posts: 472
    edited September 2012
    Okay, for PvE Mainly. Captain is Tactical Career Path.


    Consoles:
    Engineering: Isometric Charge, Point Defense

    You enjoy getting one shot by borg? Swap both these for Neutronium Alloy consoles and your survivability will skyrocket.
  • pumamandingopumamandingo Member Posts: 0 Arc User
    edited September 2012
    levi3 wrote: »
    Careful fellow players I have my suspicions there are paid posters/pumpers out there trying to get people to buy into the lock-box/lobi thing

    Things to watch out for in a paid pumper:

    Only a few posts on their account

    Extremely positive

    Asking for advice but having a pretty good set-up already - trying to make it look fantastic


    Thing is this - you get about 5 Lobi per box on avg - that's it!! so use this in your figures when you take the cost of the lobi store stuff into account

    Thanks for contributing, friend.
  • blackout8888blackout8888 Member Posts: 0 Arc User
    edited September 2012
    For anyone that has the Wells in addition to the Mobius, is the Tippler Cylinder worth trying to get one?

    I found that the Manheim device on its own was pretty underwhelming with its 30 second duration and 5 minute cooldown.
  • redstarsweredstarswe Member Posts: 0 Arc User
    edited September 2012
    Does the mobius drop in any lock box or only through the lobi store?
    A contract is a contract...(but only between Ferengi).
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited September 2012
    redstarswe wrote: »
    Does the mobius drop in any lock box or only through the lobi store?

    Mobius is lobi store only, I suggest getting yours from the exchange.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited September 2012
    Passive
    +27.4% Chroniton Projectile Wepaon Damage

    This should affect *all* chroniton projectiles, like regular chroniton torps, and not just the Chronition disruption device, right?

    Thanks.
    3lsZz0w.jpg
  • thepopeofbeersthepopeofbeers Member Posts: 118 Arc User
    edited September 2012
    meimeitoo wrote: »
    This should affect *all* chroniton projectiles, like regular chroniton torps, and not just the Chronition disruption device, right?

    Thanks.

    Chroniton torpedoes benefit from the set bonus, but the Temporal Disruption Device doesn't.
    [SIGPIC][/SIGPIC]
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited September 2012
    Chroniton torpedoes benefit from the set bonus, but the Temporal Disruption Device doesn't.

    Thanks. ;)

    While I'm at it, what tact console *does* affect the Temporal Disruption Device? Nobody is zone seemed to know either. ;)
    3lsZz0w.jpg
  • m0nk3yb1z1um0nk3yb1z1u Member Posts: 2 Arc User
    edited September 2012
    Okay, for PvE Mainly. Captain is Tactical Career Path.

    I DO have the (3-piece) temporal item set.

    So far, weapons look like:

    Fore: 2x Mk XI/XII Polarized Disruptor DHC, Chroniton Dual beam array, Chroniton disruption device
    Aft: 2x Mk XII Polarized Disruptor turrets, MK XII Tricobalt Mine Launcher

    Reman Prototype Space Set MK XI (?)

    Devices: Red Matter Capacitor, Sub-space field Modulator

    Bridge Officers

    Lt. Commander Universal: HEM1, TSS2, GW1
    Lt. Universal: EPtS1, ET2
    Commander Tac: TT1, SV1, CRF2, DPBeta3
    Lt. Tac: TSpread1, TT2
    Ens. Eng: ET1

    Consoles:
    Engineering: Isometric Charge, Point Defense
    Science: Field Generator x2, Manheim, Universal-Temporal Console (I forget the name)
    Tactical: Disruptor x3, ???

    Ideas & Suggestions are welcome, as is CONSTRUCTIVE Criticism. :D

    Now that I've had a day and some change to play around with my Mobius, I wanted to chime in.

    Your build is about fifty kinds of wrong.

    First up, since you're doing Temporal Warfare, you want to run Antiproton and Chroniton. I use 2 x Advanced Fleet AP DHCs with [DMG]x3 and [ACC], the Chroniton DBB, Advanced Fleet Chroniton Torpedo, 2 x Advanced Fleet AP Turrets, and the TDD.

    I use Mk XII Omega Force for the DEF/ENG/SHD slots.

    Devices don't matter, unless it's an RMC.

    Console wise:
    ENG: Manheim and Tachyokinetic Converter
    SCI: Assimilated, Emitter Array, 2 x Field Generator
    TAC: 3 x APMR, 1 x Chroniton Flux Regulator

    BOFF wise:
    LT COM UNI - SCI, PH1, HE2, GW1
    LT UNI - ENG, EPTS1, RSP1
    COM TAC - TT1, CSV1, TS3, APB3
    LT TAC - TT1, CSV1
    ENS ENG - EPTS1

    You're gonna want to chain Tactical Team and Emergency Power to Shields.

    If you want to go a more Tanky route, trade out the LT COM SCI for LT COM ENG and have Auxiliary To Structural 2 in the third slot.
  • superherofansuperherofan Member Posts: 342 Arc User
    edited September 2012
    For anyone that has the Wells in addition to the Mobius, is the Tippler Cylinder worth trying to get one?

    I found that the Manheim device on its own was pretty underwhelming with its 30 second duration and 5 minute cooldown.

    I was wondering that, too. Is the Tippler cylinder worth it? What's the cooldown?
  • tenkaritenkari Member Posts: 2,906 Arc User
    edited September 2012
    For anyone that has the Wells in addition to the Mobius, is the Tippler Cylinder worth trying to get one?

    I found that the Manheim device on its own was pretty underwhelming with its 30 second duration and 5 minute cooldown.

    well, it sounds like a pretty coold combo power. as for manheim, i think it would be awesome if your a sci officer.... its basically another photonic fleet. 4-5 ships out not including fleet support or fighters. also, if you figure out which one is yoru past ship.... healing it will heal your ship as well.


    rewinding time 13 seconds in game along with freezing enemies in place if you have both of them doesnt hurt. if your about to blow up 13 second rewind could give you full Hull and shields against some vessels.
  • novathelegendnovathelegend Member Posts: 95 Arc User
    edited September 2012
    Now that I've had a day and some change to play around with my Mobius, I wanted to chime in.

    Your build is about fifty kinds of wrong.

    First up, since you're doing Temporal Warfare, you want to run Antiproton and Chroniton. I use 2 x Advanced Fleet AP DHCs with [DMG]x3 and [ACC], the Chroniton DBB, Advanced Fleet Chroniton Torpedo, 2 x Advanced Fleet AP Turrets, and the TDD.

    I use Mk XII Omega Force for the DEF/ENG/SHD slots.

    Devices don't matter, unless it's an RMC.

    Console wise:
    ENG: Manheim and Tachyokinetic Converter
    SCI: Assimilated, Emitter Array, 2 x Field Generator
    TAC: 3 x APMR, 1 x Chroniton Flux Regulator

    BOFF wise:
    LT COM UNI - SCI, PH1, HE2, GW1
    LT UNI - ENG, EPTS1, RSP1
    COM TAC - TT1, CSV1, TS3, APB3
    LT TAC - TT1, CSV1
    ENS ENG - EPTS1

    You're gonna want to chain Tactical Team and Emergency Power to Shields.

    If you want to go a more Tanky route, trade out the LT COM SCI for LT COM ENG and have Auxiliary To Structural 2 in the third slot.

    My load out is very similar to yours with a few differences here and there. Overall I find it to work well.
    Commanding Officer of Task Force Midnight
  • thepopeofbeersthepopeofbeers Member Posts: 118 Arc User
    edited September 2012
    meimeitoo wrote: »
    Thanks. ;)

    While I'm at it, what tact console *does* affect the Temporal Disruption Device? Nobody is zone seemed to know either. ;)

    I'm not sure either, but I'm thinking the TDD might only get a boost from the Warhead Yield Chamber, just like the Hargh'peng and Thermionic torpedoes.
    [SIGPIC][/SIGPIC]
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited October 2012
    I'm not sure either, but I'm thinking the TDD might only get a boost from the Warhead Yield Chamber, just like the Hargh'peng and Thermionic torpedoes.

    I finally figured it out. :)

    What Tact Console (primarily) affects TDD
    3lsZz0w.jpg
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited October 2012
    Okay, for PvE Mainly. Captain is Tactical Career Path.

    I DO have the (3-piece) temporal item set.

    So far, weapons look like:

    Fore: 2x Mk XI/XII Polarized Disruptor DHC, Chroniton Dual beam array, Chroniton disruption device
    Aft: 2x Mk XII Polarized Disruptor turrets, MK XII Tricobalt Mine Launcher

    Reman Prototype Space Set MK XI (?)

    Devices: Red Matter Capacitor, Sub-space field Modulator

    Bridge Officers

    Lt. Commander Universal: HEM1, TSS2, GW1
    Lt. Universal: EPtS1, ET2
    Commander Tac: TT1, SV1, CRF2, DPBeta3
    Lt. Tac: TSpread1, TT2
    Ens. Eng: ET1

    Consoles:
    Engineering: Isometric Charge, Point Defense
    Science: Field Generator x2, Manheim, Universal-Temporal Console (I forget the name)
    Tactical: Disruptor x3, ???

    Ideas & Suggestions are welcome, as is CONSTRUCTIVE Criticism. :D


    Well, I see quite a few things going wrong here. :)

    * For starters, it's a bit of a 'rainbow' build. You have Polarized Disruptor DHC (disruptor dmg) + Chroniton Dual Beam Array (anti-proton dmg) + Tricobalt Mine Launcher (tricobalt dmg) + Point Defense (photon dmg).

    * Reman set should never be used for anything other than looking pretty. Period.

    * Your engineering slots should really only contain 2x Neutronium Alloy Mk XII (blue quality, at least).

    As for your tact consoles, can't really make it work as is, as there's no fitting for rainbow. :) So, working from Chroniton Dual Beam Array (which does anti-proton dmg), for fore, I'd fit 1x Chroniton Dual Beam Array, 2x Dual Heavy Anti-proton cannons, and 1x Chroniton torp (you want to take advantage of set bonus for chroniton torps too). For aft just 3x AP turrets (or the Polarized Disruptor turrets, for their proc).

    Now, depending on what other universal consoles you had planned to stick in tact console slots, you'll have at least 1x Mag Regulator Mk XII (for AP dmg). Preferably 2 or 3. Yould could also use a generic Warhead chamber to add dmg for all torp types too, if you wanted.

    As for your boffs -- assuming I like your current choice of traits, which I don't, really -- I would switch a few things around:

    Lt. Tac: TSpread1, TT2 = TT1, TSpread2
    Lt. Commander Universal: HEM1, TSS2, GW1 = TTS1, HEM2, GW1
    Ens. Eng: ET1 = EPtS

    Now you don't have any heals any more (except for Miracle Worker III, if you're an engineer, like me); so, I'd substitute the Lieutenant Universal for an engineer with EPtS1, ET2. And now you're running two nicely chained TT1, EPtS pairs.

    Now for tactical. To give you an idea, let me just show you my own setup:

    Lt. Commander Universal (TACT) = TT1, THY2, BO3
    Lt. Universal (ENG) = EPtS1, ET2
    Commander Tactical = TT1, ATB1, THY3, ATO3
    Lt. Tactical = BTS1, BO2
    Ensign Engineer = EPtS1

    With this setup, I have the following pairs neatly cycled continuously:

    TT1, TT1 = chained
    EPtS1, EPtS1 = chained
    BO3, BO2 = chained
    THY3, THY2 = chained

    Order in the chaos! :) Now, to understand my loudout, in fore I have:

    Chroniton Dual Beam Array, Tholian Thermionic Torpedo, Temporal Disruption Device, Fleet Advanced Chroniton Torpedo

    The Chroniton Dual Beam Array is going to be spiking a lot on this setup, because of the Beam Overload chain. And so will all torps (running off a dual Warhead chamber set, and 3x doffs to shorten their recharge time). The 3x anti-proton turrets in aft will, together will the Chroniton Dual Beam Array in fore, benefit from the Mag Regulators. Not your typical 'mandatory' 2x DHC setups for escorts, I know. You can well go with 2x DHC, of course (or do something entirely different even); the point I'm trying to make is just that you need to bring some structure in your boff stations; and, if possible, chain things that increase your survivability and tact buffs (like the EPtS1 + TT1 pairs).

    N.B. I don't really like the BTS1 skill, for my Lt. Tactical, as it shares the same cooldown (and thus interferes) with my Beam Overload chain. Not really much else I can put there, though. Now, the only thing missing from my own setup are the hazard emitters I've come to rely on over time. So, maybe one day I'll swap the Lt. Universal out for a SCI with TSS1, HEM2, who knows; but I hate breaking chains. And if I really get into trouble, there's the Omega 13 device coming to the rescue, whisking me to safety, with heals and clears for all! :)

    Hope this gave you some ideas.
    3lsZz0w.jpg
  • quiscustodietquiscustodiet Member Posts: 350
    edited October 2012
    If you want to look pretty, sure, use that nonsensical build.

    If you want to be effective, though:

    Weapons:
    - Fore: 4 DCs/DHCs
    - Back: 3 Turrets

    Set:
    - Deflector: MACO/Borg, depending on your faction
    - Engines: Borg
    - Shields: MACO/KHG, depending on your faction

    Consoles:
    - Eng: Neutronium, Borg
    - Sci: 4 Field Gens
    - Tac: 4 Mag Regulators (or equivalent for whichever energy type you want)

    BOFFs (preferably all Saurians/Letheans depending on faction):
    - C Tac: TT1, CRF1, APO1, CRF3
    - C Tac: TT1, CSV1, CSV2, APO3 (alternate according to the event)
    - L Tac: TT1, APB1
    - E Eng: EPtS1
    - L Uni: EPtS1, ASIF1
    - LC Uni: TSS1, HE2, GW1 (or HE1, TSS2)
  • partizan81partizan81 Member Posts: 0 Arc User
    edited October 2012
    This is what I use:

    • CMDR TAC: TS1, CSV1, TS3, APB3
    • LT TAC: TT1, CSV1
    • LT UNI: TT1, APB1
    • ENS ENG: EPTS1
    • LTCOM UNI (sci): HE1, HE2, TSS3

    You cannot go wrong w/that build. The pudding.
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