To me, the lack of hull heals really stands out. Hazard 1 is a really small heal that is mainly used for clearing debuffs and not actually... hull healing. You may want to give a shot swapping out RSP 1 for Aux2SIF 1, as the presence of the instant hull heal, and its associated resistance + would go a long way to increasing your survivability.
Nah, RSP is a boon for an Escort. It makes merely good Escorts much more harder to kill.
She can always change power settings or eat an Aux Bat before using the heal.
Ah thank you many Sensai! My Boff list is part of the spec rudie, so refer to that for a full BOff rundown. Basic gist; I run APOx2, APB (should I switch to APD?), HE, TSS, 2x EPtS, RSP, CSV, and CRF. Oh, and 2x TT.
I did have APA, etc tied into a single bind, thanks Horizon for clarifying things somewhat and explaining things that I only half knew but didn't quite understand.
Also, does anyone know how to make a bind or two that would correspond to power layouts? i.e. I hit 'x' and it sends me into full attack mode, 'c' sends me to defensive, and 'v' sends me to speed? I click between them during a match, but I find that fairly cumbersome.
Also, would the panel recommend a switch from 2x EPtS to 1x EPtS + 1x EPtE? When I asked during Boot Camp, 2x EPtS was recommended.
Ah thank you many Sensai! My Boff list is part of the spec rudie, so refer to that for a full BOff rundown. Basic gist; I run APOx2, APB (should I switch to APD?), HE, TSS, 2x EPtS, RSP, CSV, and CRF. Oh, and 2x TT.
I did have APA, etc tied into a single bind, thanks Horizon for clarifying things somewhat and explaining things that I only half knew but didn't quite understand.
Also, does anyone know how to make a bind or two that would correspond to power layouts? i.e. I hit 'x' and it sends me into full attack mode, 'c' sends me to defensive, and 'v' sends me to speed? I click between them during a match, but I find that fairly cumbersome.
Also, would the panel recommend a switch from 2x EPtS to 1x EPtS + 1x EPtE? When I asked during Boot Camp, 2x EPtS was recommended.
Tim
Yeah, you're using two Damage Control doffs, so you may as well.
2x EPTS is a good setup that works well in all situations. But with your doffs, you can go ahead and try that alternate. If you don't like it then switch back. I'd try to go for AP conn doffs so you can slot in Omega 3. Omega 3 + RF2 = is more damage than Omega 1 and RF2. You only need 2 of those doffs. You just need to activate Delta after Omega to get another cooldown reduction on Omega.
Yeah, Delta is a great team skill. It gives a hull resist to you or whoever you cast it on and a debuff to the attacker that reapplies each time you or whoever you casted it on is fired on for the life of the ability.
But so expensive... I need to save up for a couple of them. They do look good.
I took your collective advice and dumped in APD, and it does work a treat. Thanks guys!
Plus, EPtE is really helpful. It certainly seems better than having the 2nd EPtS.
Also, as a by the by, does anyone know what KDF attack would disable 3 of your subsystems straight away? Twice now I've been hit by something (only when in a match against the spam-dropping KDF) that's immediately taken 3 of my subsystems offline, and pretty much led to my demise shortly thereafter.
But so expensive... I need to save up for a couple of them. They do look good.
I took your collective advice and dumped in APD, and it does work a treat. Thanks guys!
Plus, EPtE is really helpful. It certainly seems better than having the 2nd EPtS.
Also, as a by the by, does anyone know what KDF attack would disable 3 of your subsystems straight away? Twice now I've been hit by something (only when in a match against the spam-dropping KDF) that's immediately taken 3 of my subsystems offline, and pretty much led to my demise shortly thereafter.
Tim
It's one of the KDf ship consoles, or you been smacked by Viral Matrix
Well, after trying to get to grips with sci in PvP, and learning more than that via the Boot Camp, I decided to revist my oldest character, my tac and her Bug.
My main question is; what's wrong with this build? I do keep dying very very quickly in a match, especially compared to other Bugs I've seen in action. Plus. my damage doesn't seem to be that good... Any pointers?
So, is there anything intrinsically wrong with this build, or am I just bad at piloting? I do have keybinds set up (including the standard one from the Hilbert Guide for the spacebar), so I'm not clicking through powers, and I have a bind for APA/FOMM/TT/Tac Fleet/Go Down Fighting to 'alpha up' just prior to an attack run.
Tim
Edit: My DOffs; 2x Damage Control Engineers, 2x Shield Distribution Officers (BFI), 1x Hamlet (TT)
In addition to what others have said, tbh I'd dump the Borg gear for Omega set gear, or go all Omega gear, or upgrade to Fleet if/when you have that option. Imo, hyper-impulse engines should be used on all Escorts. Tet Glider will help (even w/o any Sci Flow cap consoles) if you have Flow Caps maxed which you should since you're using polaron anyway. The deflector gives a targeting bonus (only non-fleet deflector to do that). You're in a Bug, so the energy wake proc from the shields probably isn't all that useful, but the 3 part bonus is nice @ lowering defenses and preventing turning.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
if you have damage control doffs, assuming they are the ones that lower EPtX cooldowns, you only need 1 copy of EPtS, and could have a copy of any of the other ones. EPtW will nicely overcap your weapons power, to aux would make your HE and TSS noticeably stronger, and to engines will keep your speed sky high, a bug strength as valuable as the 5th tac console.
Looking for a bit more help perfecting my Vesta build. I'm struggling between using TBR 3, GW 3 or PSW 3, and what to sue as my lt Comm depending on which Comm skill i use.
--TBR does great damage, but with my Aux at full for the cannons I feel like the push becomes too much of a hindrance. Sometimes it helps, sure, but often my team ends up annoyed with me.
--GW3 doesnt do quite as much damage, and won't always deal its full damage. Not to mention it's a longer cooldown. Still, being able to use it at 10km and not having the push to worry about is a plus.
--I really like PSW 1. That instant burst of AoE damage combined with the disable feels quite good. Would upgrading to PSW 3 be worthwhile? And if I did, what LtComm skill should I use with it?
Im running now for a while, with very much satisfaction, a saber with my tac. I think I posted my initial build in another thread a while ago. However, lately I perfected this build to have even higher defence score based on speed, speed and speed. Did I mention speed?
In my opinion, this build does good damage, but most importantly, has great survivability. I only consider a bug to perform better with the same setup.
Fore: 4x DHC
Aft: 1x turret, breen cluster torp, 1x beam array with at least [accx2]
the adv. fleet engine and deflector may even perform better than the 2 omega
Consoles:
Tac: 4x for weapons of choice
Sci: 2 field generators. Maybe replace one for Impulse Capacitance Cell
Eng: Tachyokinetic Converter, Assimilated Module, zero point energy conduit , Neutronium Alloy
Doffs (make a good build): 2x damage control engineer
2x attack pattern conn officer
1x beam special attack energy officer (chance to reduce BO and FAW)
This doff setup uses instead of the more obvious TT conn doffs, the attack pattern conn doffs. that way 1x APO1 cycles perfectly with 1x APD. The doffs are expensive to buy, however, you create an extra "free" LtCmdr ability. I use BO3 with a beam array equipped on the aft. This because I tend to keep moving and keep my defense up. The beam array deals a nasty punch, many times a finish after the CRF burst (and its generally good to have some DPS on the back). This way you can also keep your 4 DHC in front, and is their damage not drained by BO3, since its in the backside not using at the same time. The beam special attack doff is there to reduce BO3 recharge time. Also, an important reason to favor BO3 with a beam array above a HY3 torpedo is that you save skill points and can keep your min/max energy focus. Finally, of course the 2 damage control engineers are there to have always both Ept's always up.
While moving around I tend to cycle EptE1, AtoD1, APD with APO, EptS. That way I always have good turnrate, speed and defense.
Its a pitty I almost never see a Saber around. I think many people underrate it, while it out performs the patrol escort.
Try to catch me....:rolleyes:
edit: swapped APO1 and CRF3 for CFR1 and APO3; swapped CSV1 and BO3 for BO2 and CRF3
edit2: replaced cutting beam with breen cluster
edit3: replaced EPS flow regulator with zero point energy conduit (more crit)
I find that can hold it's own and even with an engineer at the helm deal a good 7k per volley getting to 9k per volley with eng power management skills and if you time it right BO does a good level of spike that can leave things in a very bad way and you can still have 0 DPS loss in the following volleys.
You'll probably find Delta will get you better returns than Beta, especially on a snoozer. Beta isn't as useless as people think but it's very difficult to use and requires precision timing and excellent team coordination to get the most out of it.
Looking for a bit more help perfecting my Vesta build. I'm struggling between using TBR 3, GW 3 or PSW 3, and what to sue as my lt Comm depending on which Comm skill i use.
Currently I'm using the following build.
Things I'm struggling with:
--TBR does great damage, but with my Aux at full for the cannons I feel like the push becomes too much of a hindrance. Sometimes it helps, sure, but often my team ends up annoyed with me.
--GW3 doesnt do quite as much damage, and won't always deal its full damage. Not to mention it's a longer cooldown. Still, being able to use it at 10km and not having the push to worry about is a plus.
--I really like PSW 1. That instant burst of AoE damage combined with the disable feels quite good. Would upgrading to PSW 3 be worthwhile? And if I did, what LtComm skill should I use with it?
sorry, haven't noticed any posts here in a few days, haven't been paying attention.
TBR for damage dealing doesn't does not energize well with high aux sci ships, not even when you can slot APO to more reliably hit someone with its pulses.
on something like this a low aux, TBR and VM build i would recommend with normal cannons, dont particularly need aux at all with this, other then for healing. you could even use AtB with tech doffs to keep your TBR push as low as possible, wile hitting hard with weapons energy cannons and befuddling with VM. very high energy levels and cooldowns reduced to global is a very nice bonus, to go with the easy use of TBR for purely damage.
i would let a sci captain worry about AOE holds and stuning. PSW1 does very little damage anyway, its only really a stun. as a tac captain, you are built to deal raw damage and secure kills, even in a sci ship your best off trying to do that, the sci captain should be the debuffer.
Im running now for a while, with very much satisfaction, a saber with my tac. I think I posted my initial build in another thread a while ago. However, lately I perfected this build to have even higher defence score based on speed, speed and speed. Did I mention speed?
In my opinion, this build does good damage, but most importantly, has great survivability. I only consider a bug to perform better with the same setup.
Fore: 4x DHC
Aft: 1x turret, 1x cutting beam, 1x beam array with at least [accx2]
Doffs (make a good build): 2x damage control engineer
2x attack pattern conn officer
1x beam special attack energy officer (chance to reduce BO and FAW)
This doff setup uses instead of the more obvious TT conn doffs, the attack pattern conn doffs. that way 1x APO1 cycles perfectly with 1x APD. The doffs are expensive to buy, however, you create an extra "free" LtCmdr ability. I use BO3 with a beam array equipped on the aft. This because I tend to keep moving and keep my defense up. The beam array deals a nasty punch, many times a finish after the CRF burst (and its generally good to have some DPS on the back). This way you can also keep your 4 DHC in front, and is their damage not drained by BO3, since its in the backside not using at the same time. The beam special attack doff is there to reduce BO3 recharge time. Also, an important reason to favor BO3 with a beam array above a HY3 torpedo is that you save skill points and can keep your min/max energy focus. Finally, of course the 2 damage control engineers are there to have always both Ept's always up.
While moving around I tend to cycle EptE1, AtoD1, APD with APO, EptS. That way I always have good turnrate, speed and defense.
Its a pitty I almost never see a Saber around. I think many people underrate it, while it performs than the patrol escort.
Try to catch me....:rolleyes:
looks solid, im a fan of the saber myself. i have a bit of advice though. 4 DHC builds have fallen out of favor with me lately. they don't spike, not really, its just extreamly high pressure and can be dealt with pretty easily unless you catch some one completely flat footed, or at least between TTs. a follow up torp and or beam will get you actual kills, but wont balloon your scoreboard numbers as much. i would suggest a HY omega torp, or a DBB for BO for this purpose. pay attention to all the times you nearly kill someone with 4 cannons, and think how it might have ended differently with a little bit more spike at the right time
i have had hilariously good luck with the HY omega torp. it does more damage then a normal HY plasma, has 4k hitpoints, and a ton of evasion so its hard to kill. even heavy AOE damage isn't a reliable counter. throwing a boarding party, laying mines or other spam at it, or locking a tractor beam on it are really the only reliable way to kill the thing. dropping the thing in a down facing is a thing of beauty,but make sure you have a shield facing between you and it, dissolving yourself does not make you look very cool...
if you keep the aft beam for BO3, you don't need the EPS console, you arent fireing your forward guns wile that beam is firing, so the BO drain wont really effect your energy levels and other weapons nearly as much as it would if BO was fired with a forward weapon. the EPS console is doing nothing else for you then helping with your BO drain.
APO3+ CRF2 deals a lot more damage wile up then CRF3 and APO1. though APO is up less often, you will spike harder with APO3/CRF2, and thats more important. since you have AP doffs, you absolutely want APO3 at its global, not APO1.
i'd try to get that zero point console from the rep system, 1.8 crtH is more extra crit chance then the temperal and borg console combined. replace the eps console with this
i bet it does absolutely fine as is, but if it were me, i would make these minor adjustments.
I find that can hold it's own and even with an engineer at the helm deal a good 7k per volley getting to 9k per volley with eng power management skills and if you time it right BO does a good level of spike that can leave things in a very bad way and you can still have 0 DPS loss in the following volleys.
why a torp? and then why no torp ability? with so much built in defense to weapons energy drain, your in the best position to use all beams. i don't really think the excelsior is all that good of an EWP boat, not fast or maneuverable enough to lay it tactically, at least without APO1. and theres no reason to use version 3 of the power unless you have 9 into partical gens, use plasma energy weapons so your tac consoles buff its damage, and have embassy plasma infused particle gen consoles to further buff its damage. unless you wont to commit to that, just use EWP1 and use it as a hold.
as an enginer, you should be focusing on support first and foremost. AtS3 or ES3 would be a lot more useful to your team then any energy weapon damage you can deal.
looks solid, im a fan of the saber myself. i have a bit of advice though. 4 DHC builds have fallen out of favor with me lately. they don't spike, not really, ..snip..can be dealt with pretty easily unless you catch some one completely flat footed, or at least between TTs. a follow up torp and or beam will get you actual kills, but wont balloon your scoreboard numbers as much.ts.
why a torp? and then why no torp ability? with so much built in defense to weapons energy drain, your in the best position to use all beams. i don't really think the excelsior is all that good of an EWP boat, not fast or maneuverable enough to lay it tactically, at least without APO1. and theres no reason to use version 3 of the power unless you have 9 into partical gens, use plasma energy weapons so your tac consoles buff its damage, and have embassy plasma infused particle gen consoles to further buff its damage. unless you wont to commit to that, just use EWP1 and use it as a hold.
Part of the torps was so I had a degree of spike damage, the other part was so I didn't overload my power levels with too many beams. I also find if used right the EWP is a very effective weapon keeping escorts off your back for example. I would be more than happy to show you the ship in action, I'm pretty sure she wouldn't disappoint
for a long time i favored BO +3 cannons, but never cared for torps much. to much de-specialization, almost a rainbow like quality to them, to prone to failure. but of course the result when it all goes well are staggering. i still wouldn't use quantums, but the HY omega gets guarantied results almost constantly, even shield hits at least light a nasty fire, and each impact deals so much damage that they can defeat light shielding, and not be completely absorbed by it.
my kick with all DHCs is a combination of not using escorts for a wile, and then using the vet ship and trying to make it work with just a commander tactical. with all the rep stuff now, i really need to do some updating to a lot of my posted builds.
Im running now for a while, with very much satisfaction, a saber with my tac. I think I posted my initial build in another thread a while ago. However, lately I perfected this build to have even higher defence score based on speed, speed and speed. Did I mention speed?
In my opinion, this build does good damage, but most importantly, has great survivability. I only consider a bug to perform better with the same setup.
Fore: 4x DHC
Aft: 1x turret, 1x cutting beam, 1x beam array with at least [accx2]
Doffs (make a good build): 2x damage control engineer
2x attack pattern conn officer
1x beam special attack energy officer (chance to reduce BO and FAW)
This doff setup uses instead of the more obvious TT conn doffs, the attack pattern conn doffs. that way 1x APO1 cycles perfectly with 1x APD. The doffs are expensive to buy, however, you create an extra "free" LtCmdr ability. I use BO3 with a beam array equipped on the aft. This because I tend to keep moving and keep my defense up. The beam array deals a nasty punch, many times a finish after the CRF burst (and its generally good to have some DPS on the back). This way you can also keep your 4 DHC in front, and is their damage not drained by BO3, since its in the backside not using at the same time. The beam special attack doff is there to reduce BO3 recharge time. Also, an important reason to favor BO3 with a beam array above a HY3 torpedo is that you save skill points and can keep your min/max energy focus. Finally, of course the 2 damage control engineers are there to have always both Ept's always up.
While moving around I tend to cycle EptE1, AtoD1, APD with APO, EptS. That way I always have good turnrate, speed and defense.
Its a pitty I almost never see a Saber around. I think many people underrate it, while it performs than the patrol escort.
Try to catch me....:rolleyes:
OMG, another Saber Pilot!!!! I am not alone after all.
The setup you have is a lot similar to mine, save for I have two RCS Accelerators for turning, a Neutronium Alloy, and the Assimilated Console.
I was thinking of replacing Attack Pattern Beta with Beam Overload 2 and get a Dual Beam Bank up front. It's frustrating almost killing an opponent with 4 DHC's, then not being able to deal the finishing blow.
It's frustrating almost killing an opponent with 4 DHC's, then not being able to deal the finishing blow.
exactly. its harder then ever to now, 4 DHC basically does not work in pvp with fleet elite and rep passives boosting shield resilience, or 2 second gaps in your would be cannon barrage because of that damn placate.
exactly. its harder then ever to now, 4 DHC basically does not work in pvp with fleet elite and rep passives boosting shield resilience, or 2 second gaps in your would be cannon barrage because of that damn placate.
Yeah, I'm seriously considering replacing a cannon with a DBB.
I mean, once my Hoh'sus locks onto a target, I usually only need a few seconds after decloaking and the target is dead.
I try to kill a target with my Escort, and it takes me far too long.
Comments
Nah, RSP is a boon for an Escort. It makes merely good Escorts much more harder to kill.
She can always change power settings or eat an Aux Bat before using the heal.
I did have APA, etc tied into a single bind, thanks Horizon for clarifying things somewhat and explaining things that I only half knew but didn't quite understand.
Also, does anyone know how to make a bind or two that would correspond to power layouts? i.e. I hit 'x' and it sends me into full attack mode, 'c' sends me to defensive, and 'v' sends me to speed? I click between them during a match, but I find that fairly cumbersome.
Also, would the panel recommend a switch from 2x EPtS to 1x EPtS + 1x EPtE? When I asked during Boot Camp, 2x EPtS was recommended.
Tim
Yeah, you're using two Damage Control doffs, so you may as well.
2x EPTS is a good setup that works well in all situations. But with your doffs, you can go ahead and try that alternate. If you don't like it then switch back. I'd try to go for AP conn doffs so you can slot in Omega 3. Omega 3 + RF2 = is more damage than Omega 1 and RF2. You only need 2 of those doffs. You just need to activate Delta after Omega to get another cooldown reduction on Omega.
Yeah, Delta is a great team skill. It gives a hull resist to you or whoever you cast it on and a debuff to the attacker that reapplies each time you or whoever you casted it on is fired on for the life of the ability.
Yeah, just one and a Beta or a Delta.
Just activate one of the other powers after activating Omega to get another cooldown reduction.
Wow, then I can switch my Boffs around a bit, but my issue is what to do:
Commander Tactical: TT1, APD1, CRF2, APO3
Lieutenant Commander: TT1, CRF1, APO1
I could change APO1 into CRF2, but then I will have an Extra Tac slot to use.
I could used it for BO2, or use it for THY2, but I don't have anything specced into Torpedo damage increasing or crit increasing.
What should I do?
Try:
TT1, APD1, RF2, APO 3
TT1, APB1, RF2
Use Beta when you have a really good angle on your target and he has no TT up.
Switch it up and use Delta on a teammate if you aren't being focused, or on yourself if you are.
Well that works, or I can replace a Turret with Chroniton Mines and used Dispersal Pattern Beta 1
Yeah, some of the TRH use DPB 1 I think.
You have so many options now.
Well I decided on APB1 and can switch between that and APD1 depending on the situation
Yeah, that's great. I run the same thing really. Best purchase I ever made for one of my Tacs, those AP doffs.
I took your collective advice and dumped in APD, and it does work a treat. Thanks guys!
Plus, EPtE is really helpful. It certainly seems better than having the 2nd EPtS.
Also, as a by the by, does anyone know what KDF attack would disable 3 of your subsystems straight away? Twice now I've been hit by something (only when in a match against the spam-dropping KDF) that's immediately taken 3 of my subsystems offline, and pretty much led to my demise shortly thereafter.
Tim
In addition to what others have said, tbh I'd dump the Borg gear for Omega set gear, or go all Omega gear, or upgrade to Fleet if/when you have that option. Imo, hyper-impulse engines should be used on all Escorts. Tet Glider will help (even w/o any Sci Flow cap consoles) if you have Flow Caps maxed which you should since you're using polaron anyway. The deflector gives a targeting bonus (only non-fleet deflector to do that). You're in a Bug, so the energy wake proc from the shields probably isn't all that useful, but the 3 part bonus is nice @ lowering defenses and preventing turning.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
tt1 apd1 crf2 apo3
tt1 tt2 crf2
100% uptime on the patterns....and.....an extra tt for when you get nuked....
its what i do...
and let fomm be your beta....
Currently I'm using the following build.
Things I'm struggling with:
--TBR does great damage, but with my Aux at full for the cannons I feel like the push becomes too much of a hindrance. Sometimes it helps, sure, but often my team ends up annoyed with me.
--GW3 doesnt do quite as much damage, and won't always deal its full damage. Not to mention it's a longer cooldown. Still, being able to use it at 10km and not having the push to worry about is a plus.
--I really like PSW 1. That instant burst of AoE damage combined with the disable feels quite good. Would upgrading to PSW 3 be worthwhile? And if I did, what LtComm skill should I use with it?
In my opinion, this build does good damage, but most importantly, has great survivability. I only consider a bug to perform better with the same setup.
Fore: 4x DHC
Aft: 1x turret, breen cluster torp, 1x beam array with at least [accx2]
Deflector: OMEGA / Advanced Positron Deflector Array Mk XII [PartG] [Sen] [Targ] [Threat]
Engine: OMEGA / Advanced Fleet Hyper-Impulse Engines Mk XII [Spd]x3 [Turn]
Shield: MACO
the adv. fleet engine and deflector may even perform better than the 2 omega
Consoles:
Tac: 4x for weapons of choice
Sci: 2 field generators. Maybe replace one for Impulse Capacitance Cell
Eng: Tachyokinetic Converter, Assimilated Module, zero point energy conduit , Neutronium Alloy
Boffs:
Cmdr: TT1, APD1, CFR2, APO3
LtCmdr: TT1, BO2, CRF2
LT: TSS1, HE2
LT: EptS1, AtoD1
Ens: EptE1
TSS1 can be replaced by tractor beam
Doffs (make a good build):
2x damage control engineer
2x attack pattern conn officer
1x beam special attack energy officer (chance to reduce BO and FAW)
This doff setup uses instead of the more obvious TT conn doffs, the attack pattern conn doffs. that way 1x APO1 cycles perfectly with 1x APD. The doffs are expensive to buy, however, you create an extra "free" LtCmdr ability. I use BO3 with a beam array equipped on the aft. This because I tend to keep moving and keep my defense up. The beam array deals a nasty punch, many times a finish after the CRF burst (and its generally good to have some DPS on the back). This way you can also keep your 4 DHC in front, and is their damage not drained by BO3, since its in the backside not using at the same time. The beam special attack doff is there to reduce BO3 recharge time. Also, an important reason to favor BO3 with a beam array above a HY3 torpedo is that you save skill points and can keep your min/max energy focus. Finally, of course the 2 damage control engineers are there to have always both Ept's always up.
While moving around I tend to cycle EptE1, AtoD1, APD with APO, EptS. That way I always have good turnrate, speed and defense.
Its a pitty I almost never see a Saber around. I think many people underrate it, while it out performs the patrol escort.
Try to catch me....:rolleyes:
edit: swapped APO1 and CRF3 for CFR1 and APO3; swapped CSV1 and BO3 for BO2 and CRF3
edit2: replaced cutting beam with breen cluster
edit3: replaced EPS flow regulator with zero point energy conduit (more crit)
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Weapons
Fore: Polarised Tetryon Beam Array Mk XI, Phased Tetryon Beam Array Mk XI [Acc] [Dmg], Advanced Fleet Tetryon Beam Array Mk XII [Dmg]x3 [Acc], 1 torp
Aft: As fore
Equipment
Full MACO Mk XII
Consoles
Eng: Monotanium Mk XI (Purple), 2x Neutronium Mk XI (Blue), Borg
Sci: 2x Field Gen mk XI (Blue)
tac: 4x Tetryon Pulse Gen Mk XI (Blue)
Boffs
LTC Tac: TT1, FAW2/BO2 (Depending on what I'm fighting), AP:B2
CMDR Eng: EPtW1, RSP1, Aux2SIF2, EWP3
LT Eng: ET1, DEM1
Ens Eng: EPtS1
LT Sci: HE1, TSS2
Devices
Weapon battery
Doffs
3X DCE (EPtX cd reduction), Warp Core Eng (EPtX Power Boost), Systems Eng (DEM Power reduction) (All Purple)
Power Levels
W: 100
S: 50
E: 25
A: 25
Skill setup
I find that can hold it's own and even with an engineer at the helm deal a good 7k per volley getting to 9k per volley with eng power management skills and if you time it right BO does a good level of spike that can leave things in a very bad way and you can still have 0 DPS loss in the following volleys.
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
sorry, haven't noticed any posts here in a few days, haven't been paying attention.
TBR for damage dealing doesn't does not energize well with high aux sci ships, not even when you can slot APO to more reliably hit someone with its pulses.
on something like this a low aux, TBR and VM build i would recommend with normal cannons, dont particularly need aux at all with this, other then for healing. you could even use AtB with tech doffs to keep your TBR push as low as possible, wile hitting hard with weapons energy cannons and befuddling with VM. very high energy levels and cooldowns reduced to global is a very nice bonus, to go with the easy use of TBR for purely damage.
i would let a sci captain worry about AOE holds and stuning. PSW1 does very little damage anyway, its only really a stun. as a tac captain, you are built to deal raw damage and secure kills, even in a sci ship your best off trying to do that, the sci captain should be the debuffer.
looks solid, im a fan of the saber myself. i have a bit of advice though. 4 DHC builds have fallen out of favor with me lately. they don't spike, not really, its just extreamly high pressure and can be dealt with pretty easily unless you catch some one completely flat footed, or at least between TTs. a follow up torp and or beam will get you actual kills, but wont balloon your scoreboard numbers as much. i would suggest a HY omega torp, or a DBB for BO for this purpose. pay attention to all the times you nearly kill someone with 4 cannons, and think how it might have ended differently with a little bit more spike at the right time
i have had hilariously good luck with the HY omega torp. it does more damage then a normal HY plasma, has 4k hitpoints, and a ton of evasion so its hard to kill. even heavy AOE damage isn't a reliable counter. throwing a boarding party, laying mines or other spam at it, or locking a tractor beam on it are really the only reliable way to kill the thing. dropping the thing in a down facing is a thing of beauty,but make sure you have a shield facing between you and it, dissolving yourself does not make you look very cool...
if you keep the aft beam for BO3, you don't need the EPS console, you arent fireing your forward guns wile that beam is firing, so the BO drain wont really effect your energy levels and other weapons nearly as much as it would if BO was fired with a forward weapon. the EPS console is doing nothing else for you then helping with your BO drain.
APO3+ CRF2 deals a lot more damage wile up then CRF3 and APO1. though APO is up less often, you will spike harder with APO3/CRF2, and thats more important. since you have AP doffs, you absolutely want APO3 at its global, not APO1.
i'd try to get that zero point console from the rep system, 1.8 crtH is more extra crit chance then the temperal and borg console combined. replace the eps console with this
i bet it does absolutely fine as is, but if it were me, i would make these minor adjustments.
Hell on MVAM I just have a single lone copy of CRF:1 with three cannons for opportune moments and I get by fine.
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
why a torp? and then why no torp ability? with so much built in defense to weapons energy drain, your in the best position to use all beams. i don't really think the excelsior is all that good of an EWP boat, not fast or maneuverable enough to lay it tactically, at least without APO1. and theres no reason to use version 3 of the power unless you have 9 into partical gens, use plasma energy weapons so your tac consoles buff its damage, and have embassy plasma infused particle gen consoles to further buff its damage. unless you wont to commit to that, just use EWP1 and use it as a hold.
as an enginer, you should be focusing on support first and foremost. AtS3 or ES3 would be a lot more useful to your team then any energy weapon damage you can deal.
My little DDIS is growing up! *sniffle*
Im so proud!
Part of the torps was so I had a degree of spike damage, the other part was so I didn't overload my power levels with too many beams. I also find if used right the EWP is a very effective weapon keeping escorts off your back for example. I would be more than happy to show you the ship in action, I'm pretty sure she wouldn't disappoint
for a long time i favored BO +3 cannons, but never cared for torps much. to much de-specialization, almost a rainbow like quality to them, to prone to failure. but of course the result when it all goes well are staggering. i still wouldn't use quantums, but the HY omega gets guarantied results almost constantly, even shield hits at least light a nasty fire, and each impact deals so much damage that they can defeat light shielding, and not be completely absorbed by it.
my kick with all DHCs is a combination of not using escorts for a wile, and then using the vet ship and trying to make it work with just a commander tactical. with all the rep stuff now, i really need to do some updating to a lot of my posted builds.
The setup you have is a lot similar to mine, save for I have two RCS Accelerators for turning, a Neutronium Alloy, and the Assimilated Console.
I was thinking of replacing Attack Pattern Beta with Beam Overload 2 and get a Dual Beam Bank up front. It's frustrating almost killing an opponent with 4 DHC's, then not being able to deal the finishing blow.
exactly. its harder then ever to now, 4 DHC basically does not work in pvp with fleet elite and rep passives boosting shield resilience, or 2 second gaps in your would be cannon barrage because of that damn placate.
Yeah, I'm seriously considering replacing a cannon with a DBB.
I mean, once my Hoh'sus locks onto a target, I usually only need a few seconds after decloaking and the target is dead.
I try to kill a target with my Escort, and it takes me far too long.