Hello everyone,
I need help with the recluse carrier. I know there are many threads discussing about it... but I haven't found anything useful (and definitive) yet.
I'm new in the world of carriers so I'll have to ask you many things.
First: the career. Currently I have an engie, a tac and a slot ready for a sci. I was planning to use this carrier on my engineer one but I'm experimenting a sci character on tribble and I have to say it's funny flying a sci ship as the recluse is but I'm afraid for what I ask from a ship (high survivability for PvE and - hopefully - for PvP) I'll need an Engineer. Who knows... I'm not an expert about sci ships so let me know where the recluse gives its best
Second: The build.
As this ship has a powerful universal commander I was thinking to slot there a tactical to gain some extra firepower. Then I've found many who suggest to slot there a sci or eng instead to make that ship extremely survivable. So what should I do? If needed I'll test its capabilities on tribble copying a VA character to know what would suit best my needs
However, I was thinking to something like this:
TAC Ensign: TT1 (a must I would say)
ENG Lt.Comm: EPtS I; RSP I (or maybe one more EPtS here?); AUX2SIF II
SCI Ensign: TSS I
SCI Lt.Comm: TSS I; HE II; *something else here*
UNI (TAC) Commander: Spread I (I would not use that so often, but it could become handy); High Yield II and III; Attack pattern Omega III (or beta III to buff my fighters also, but what if my target uses TT in PvP?)
Weapons: 2 tetryon beam fore, 2 aft, thermionic torp fore, cutting beam aft (or another beam/torpedo here)
Consoles: ENG: 1 Monotanium (borg plasma torps); 1 Parametallic (if that's the correct name... it should be the one who boosts plasma resistance); 1 Neutronium and the assimilated module
SCI: Tetryon Grid; 2 Field generators and 1 Emitter Amplifier
I'm planning to use the MACO set on this ship (or the adapted KHG) so I'll use the emitter amplifier to boost a bit the regen rate of the resilient shield
So... what do you guys think?
Comments
The first obvious thing I probably would change, is don't have more than 2 copies of EPTS,
as the cool downs will overlap too often. While with 2 copies you can run them almost continuously.
With the Lt comm sci I would advise gravity well I find is good at keeping lesser opponents stuck in the same area.
With the Tac I'd see if you can pop in there beam overload somewhere so you punch a hole in their shields and then thermionic torp time with a high yield. The cool down on high yield and the thermionic torp are long to have multiple versions of HY.
Everything else looks ok to me, but I'm not really a carrier expert.
As for the HY, I might put an additional attack pattern omega/beta there to boost my overall damage, I think this could be a good idea
Thank you for your contribution theoric
The integrated subsystem targeting has a 2 min CD on each one..unless you slot Doffs that have a chance to reduce that, which helps alot if you do....Otherwise go ahead and slot BO
thats what i do with my Atrox carrier (trying to make a copy of the reman warbirds) on my tac fed and my vo'quv on my klink (i use subsystem targeting BO abilities alot)
Cmdr universal is both a blessing and a curse, you can turn the recluse into a pseudo-scort or more of a Sci-cruiser than anything...
If you're skilled well in the patterns, etc., then you're golden with your tac cmdr plan. So, here goes:
Tac Cmdr: I'm seeing a drop of the spread, and going HY I / AP-D I / HY III / AP-O III. You're gonna want (need) the maneuverability from Omega, and I found Delta to be a surprising multi target debuff, especially when you're in "tank" mode or you can apply it on a tank. HY I is there more to apply the thermionic's debuff through shields more than for damage, a HY III should be more than painful enough against hull. Keep in the back of your mind BFaW I instead of doubling HY torps, that ability comes in handy for anti-seeking torp defense when fighters are down or busy with other targets...
Sci Lt Cmdr: TSS I / HE II / GW I is a decent build.
Eng Lt Cmdr: EPtS I / EPtS II / AUX2SIF II. Twinned EPtS allows shield cycling, the Aux2Sif is a nice hull heal, though be careful if your aux drops too low as it lengthens the cooldown on fighter deployments. RSP is, IMO, more useful as a tank with multiple beams hitting you from multiple directions - the resists are more useful than the 10% heals...
Sci Ens: I'm leery of the second TSS I, especially with 3 shield heals already. Second copy of HE (HE I in this case) could be a hair more useful or even Sci Team if you want to keep yet another shield heal (and it's chainable with TT)
Tac Ens: TT all the way.
As for sets, I prefer Omega instead of MACO, Tetryon glider with tetryon guns and fighter tetryons = much shield shrinkage. I love keeping the queen's ship on Hive Normal with redlining shields across the board because of all this tetryon damage ...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
Kyle
one question remains though... what career would be the best for it? Science or Engineering? I already have a VA engie and I'm lvling up a sci too but I really don't know which one would be best in there.
As for the speccing i have all the Zen I need for an eventual retrain: in fact I'm not specced at all on attack patterns (I put my skills before starting to plan this build so...)
However, build apart, I need to know what career would suit best (that's why I opened a new thread)
Then... I've read that you get great performance putting an engineer or another sci in that uni cmdr, but that build both dareau and Kyle suggested me is really great
Forward: 3x Quantum Torpedoes (can be plasma if you get down like that)
Rear: 2x Disruptor Turrets (or Romulan plasma/disruptor from reputation tiers) / KCB
Hangars: Widow Fighters
Omega Engines (change to KHG when you get OMEGA Tier 5)
Omega Deflector (change to KHG when you get OMEGA Tier 5)
MACO Shields
ENG Consoles: 4xNeutronium Alloy
SCI Consoles: Field Generator / Romulan Console / Borg Console / Rule 62
TAC Consoles: 2x Zero-Point Quantum Chamber (or the plasma ones if you choose to use plasma torps)
DOFFS: 3x PWO, 2x Conn (the ones that speed TT cooldown and enhance attack patterns)
TAC: Torp Spread I /AP: Beta I/Torp Spread III/AP: Beta III
TAC: Tac Team I
ENG: EP2S / EP2S2 / AUX2SIF2
SCI: Hazard Emitters I/ Tractor Beam Repulsors I/ Gravity Well I
SCI: Transfer Shield Strength I
Glad to help! If you want I dig my Atrox build out of where posts go to die. Pretty good build, but my be a little dated because of the Borg set changes.
Tac is good for the Atrox and the Recluse. Here is my idea, is that what class you are you do not put in the Comm spot. This allows you to get the good ablities from the 2 other trees. Sci is a great Comm spot filler.
Kyle
Run the cmdr slot as tactical, with, say, APO3, APB2, Torp Spread and TT1
Tac ens: tt1
Sci ltnt cmdr: GW1, HE2, TB/TSS
Sci ens: PH/SciT
Eng ltnt cmdr: EPtS1, RSP1, Aux2SIF/EPtS3
(Or cmdr tact: APB3, Torp Spread3, FaW2 and TT1 if you want to put a hefty APB+sensor scan debuff on everything in your Grav well, before torp spreading them to death)
Add in subsystem targeting and "Widow fighters are armed with Tetryon Beams and Quantum Torpedoes. The Widows are also designed to work with the Recluse's Tholian Tetryon Grid. This console creates a grid of tetryon Energy that buffs ally energy damage"
Should be very nice.
The science CC skills will deal some damage, but also keep stuff in place for you to shoot it, which is nice when your own turn rate is 5,5.
This would lead me to A: tactical
B: engineering
Or, if I put the tactical there (which I think I'll do after some tests on tribble) engineering or science.
This is surely a +1 for sci but yea... when donatra looks at you with that torp spread BRRRRR *Digs his character list looking desperately for his old beloved miracle worker*
I've just given a look to the Wiki. Carriers are designed for sci characters but when it comes to survivability engineer can make those beasts the most resilient ships in game
Give a look at this video starting from the 13th min
http://www.youtube.com/watch?v=9CVMpshDA98
when I saw this I thought just WOW :eek:
Kyle.
Pretty impressive stuff, I must say.
Also: with HE, EPtS, PH and Brace for Impact you can actually sit through the torp spreads of doom, in a carrier, regardless of captain class
Stop. Please just stop. Any ship can be flown well with any captain class.
Just because a ship has the most bridge officer slots of a particular type does not mean that it is "designed for" a matching captain class.
As for specific captain skills that boost carriers more than another ship type, each class has at least one:
TAC: FOMM reduces target's DR, making your pets deal more damage
ENG: Power Boost (forgot it's name) increases AUX power significantly, reducing hangar cooldown noticably
SCI: Sensor scan reduces target's DR, making pets deal more damage. Also has the blue bubble (forgot it's name), giving some protection against energy weapons for pets that are close to (though in practice, most non-BOP/Karfi Frig pets will still not survive an attack, and pets are often outside this bubble anyway).
for me it seems to be the best combo