I recently got the breen ship on my tac captain and outfitted it for STFs with some spare gear. My first impression: this ship is pure awesome. What really makes it shine is the maneuverability and boff layout in my opinion.
Here's my setup, largely unaltered from when I first outfitted it:
Boff universal: EMPtS I,
Tac Cmdr: BFAW I, CRF I, DPB II, APO III
Tac Lt: TTI, APB I
Eng Lt: EMPtS I, RSP I
Sci Lt. Cmdr: HE I, TSS II, GW I
I haven't tried this in elite STFs yet but it cleans house in normal ones. The tricobalt mines are incredible when combined with DPB?I was able to take down a borg negh'var on my own after it spawned with this, something I've never been able to do in a cruiser before (I typically fly escorts, I've never been able to make a really great cruiser yet) I held it down with GW, ate through its shields, and three trics to the hull finished it off in no time. This ship does good damage both front on and in the broadside. The turn rate allows me to hit CRF for burst damage, and then hit BFAW and switch to constant damage in a broadside. The ship's durability is impressive too, even though its crew seems really low for a cruiser. While this build is definitely above average in terms of performance, I don't think it's ready for Elite yet or PVP, the latter of which I'm only just starting to do. It also suffers because alot of its gear is stuff I had lying around in my bank, and all the beams I had to buy off of the exchange. I didn't have enough ECs to buy enough very rare gear for the ship, even at MK X level, so I stuck with common and uncommon for all the weapons. Slowly I'll start replacing those as I make an effort to earn more. What are your thoughts so far? Any recommendations on how to improve this?
[SIGPIC][/SIGPIC]
______________________________________________
Darius (TAC VA) USS Gahreesen (Chel Grett Cruiser), Shomat (SCI VA) ISS Selentic (Mirror DSSV), Napoleon (ENG Capt.) USS Fists of Latinum (Exploration Cruiser), Gothmog (Tac Capt.) IKS Nazgul (Hegh'ta Heavy BoP), Aaesia (Reman Sci Capt) RRW Arien III (Ha'Nom Guardian)
Not bad, I went with a single cannon/turret build throwing on a transphasic torp on each end and even without the breen set that did some significant damage which (If I didn't love the current build) I could transfer to my Fleet Excelsior. But the Single cannon/Turret build works quite well, sadly there just isn't enough room unless you use conn doffs to slot in any torp skills but it doesn't stop the ship shredding stuff and taking minimal damage in the process.
The Breen Chel Grett is a good ship... I was able to solo a Hive Elite Tac cube down to 70% until the rest of my team arrived to help mop up - no personal fatalities. This is the build I was using at the time:
Full Mk XII Borg set
Forward Weapons: Romulan Hyper-Plasma Torpedo Launcher + 2 Plasma DHC's + Omega Plasma Torpedo Launcher
Aft Weapons: 3 Plasma Turrets + 1 Kinetic Cutting Beam
Devices: Red Matter Capacitor, Subspace Field Modulator
-Consoles-
Engineer: 1 Tachykinetic Converter, 1 Rule 62 Multipurpose Combat Console, 1 Zero Point Energy Conduit
Science: Breen Energy Dissipator, 1 Field Generator, 1 Borg Univeral Assimilated Module
Tactical: 4 Plasma Infusers
I fought the Tac Cube with repeat HYT torpedo and cannon volleys. This created sustained stacked plasma dots which gradually wore away the cube until my team mates arrived. The Cutting Beam + Borg Tractor combo hits very hard once enemy shields are depleted, though latter's recharge time really needs to be reduced from 5 minutes down to 3.
You needed team mates, this thing is a beast you shouldn't need teammates
Hint for you drop all that romulan spam it's useless especially in pvp
Fore -
3=polaron dhcs 1dbb
Aft - 3 turrrets 1 tric mine
I make use of EPs transfer and nadion inversion
Stuff seems to go pop straight away I have no problem getting cannons on target all the time and even if they don't pop this thin can survive even a Mayan appocolypsr
All this being said I don't like using it too many people have it gives me massive lols people using it as a beam boat
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
You needed team mates, this thing is a beast you shouldn't need teammates
Hint for you drop all that romulan spam it's useless especially in pvp
Fore -
3=polaron dhcs 1dbb
Aft - 3 turrrets 1 tric mine
I make use of EPs transfer and nadion inversion
Stuff seems to go pop straight away I have no problem getting cannons on target all the time and even if they don't pop this thin can survive even a Mayan appocolypsr
All this being said I don't like using it too many people have it gives me massive lols people using it as a beam boat
So, how many Hive Tac cubes have you solo'd without any deaths with the above build? And honestly, I didn't need my team mates to defeat the cube -- I was burning away its huge hull point pool without taking any real damage. My team mates only jumped in to speed up the process after zerging the borg near the spawn point
You should be able to get more dps with a setup like this instead.
fore- 3 DHC and 1 DBB or torpedo, or just 4 DHC
aft- 3 turrets and 1 tricobalt mine or 4 turrets
I'm using plasma on the Chel Grett specifically to test out the new Romulan energy weapons for PVE, especially the Experimental Romulan Beam Array. Given all the set shield plasma resists out there, I'd go antiproton for PVP. At the moment, my Chel Grett is being used for PVE farming, and I make several million EC a day thanks to this set-up Since the new Romulan set enjoys +7.6% plasma damage, there's little reason not to use them in PVE. All my DHC's and turrets are Mk XII [Acc] [CrtD] [CrtH].
The Romulan Hyper-Plasma Torp Launcher is ideal for taking slow moving or stationary targets at long range -- it is an excellent ESTF gate buster at 9km out with no danger to its user whatsoever and drops 3 shield-ignoring plasma dots on its target per 8 second salvo, and this damage ramps up dramatically with 3 PWO DOFF's.
BTW, the cutting beam + borg console Omega Weapon Amplifier set bonus makes EPtW unnecessary. This allows you to focus on your EPtS + TT non-stop.
As you can see, plasma is worth another review in S7...
EDIT: please don't take my word for any of the above. Go test it out yourself
I'm useing almost the same set up and agree the Hyper Torp is a great weapon to have for gates and slow moving targets. The only question is, are the new weapons from the Fleet Bases better than the Romulan weapons? and what about the new Embassy weapons that are coming out?
So, how many Hive Tac cubes have you solo'd without any deaths with the above build? And honestly, I didn't need my team mates to defeat the cube -- I was burning away its huge hull point pool without taking any real damage. My team mates only jumped in to speed up the process after zerging the borg near the spawn point
I'm using plasma on the Chel Grett specifically to test out the new Romulan energy weapons for PVE, especially the Experimental Romulan Beam Array. Given all the set shield plasma resists out there, I'd go antiproton for PVP. At the moment, my Chel Grett is being used for PVE farming, and I make several million EC a day thanks to this set-up Since the new Romulan set enjoys +7.6% plasma damage, there's little reason not to use them in PVE. All my DHC's and turrets are Mk XII [Acc] [CrtD] [CrtH].
The Romulan Hyper-Plasma Torp Launcher is ideal for taking slow moving or stationary targets at long range -- it is an excellent ESTF gate buster at 9km out with no danger to its user whatsoever and drops 3 shield-ignoring plasma dots on its target per 8 second salvo, and this damage ramps up dramatically with 3 PWO DOFF's.
BTW, the cutting beam + borg console Omega Weapon Amplifier set bonus makes EPtW unnecessary. This allows you to focus on your EPtS + TT non-stop.
As you can see, plasma is worth another review in S7...
EDIT: please don't take my word for an above. Go test it out yourself
Yeah sorry buddy that's my bad I missed to tac bit I thought it was elite I am stoopid at times brain mouth engage
I just don't like the romulan tech as plasma is just not viable in a pvp build an I can't afford the time and money for two separate builds plus I'm yet to see someone do significantly more damage with that stuff than stuff you can find on the exchange
Happy hunting
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Yeah sorry buddy that's my bad I missed to tac bit I thought it was elite I am stoopid at times brain mouth engage
I just don't like the romulan tech as plasma is just not viable in a pvp build an I can't afford the time and money for two separate builds plus I'm yet to see someone do significantly more damage with that stuff than stuff you can find on the exchange
Happy hunting
NP, I completely agree -- plasma is gimped in PVP due to all the set shields with inherent plasma resists. I hope they make plasma viable in PVP at some future date, but for now, it still works well in PVE. Happy hunting as well!
Ship equipment:
MACO mk XI Deflector and Shield
OMEGA mk XII engine
It's a bit hard to get used to, but it's not a bad ship. Overall, it appears that this ship has more power to all of the subsystems than my Fleet Tactical Escort Retrofit (most likely because of the Zero-Point Energy Conduit).
In comparison, this ship has about 3-4k more hull and about 1.5k more shields. But, at the cost of less flight speed (26 instead of 28) and a lot less turn rate (28 instead of 42). Even with the significantly less turn rate, it still turns pretty well.
I'll probably stick with my Fleet Tactical Escort Retrofit, but if I wanted a ship to use for the sake of having something else to fly, I suppose this would be the ship.
I like an all cannon build, but I think having 4 turrets on the aft may affect my power regen rate. So, I think it's best to use something that will only activate when I'm not firing my fore.
Ship equipment:
MACO mk XI Deflector and Shield
OMEGA mk XII engine
It's a bit hard to get used to, but it's not a bad ship. Overall, it appears that this ship has more power to all of the subsystems than my Fleet Tactical Escort Retrofit (most likely because of the Zero-Point Energy Conduit).
In comparison, this ship has about 3-4k more hull and about 1.5k more shields. But, at the cost of less flight speed (26 instead of 28) and a lot less turn rate (28 instead of 42). Even with the significantly less turn rate, it still turns pretty well.
I'll probably stick with my Fleet Tactical Escort Retrofit, but if I wanted a ship to use for the sake of having something else to fly, I suppose this would be the ship.
I like an all cannon build, but I think having 4 turrets on the aft may affect my power regen rate. So, I think it's best to use something that will only activate when I'm not firing my fore.
If you're using the Borg Assimilated Module, why not replace the rear-mounted phaser array with a Kinetic Cutting Beam for the 2-set Omega Weapon Amplifier? The latter gives you a Nadion Inversion / near-zero weapon energy weapon drain for maximum DPS every few seconds. EDIT: You can also replace the RCS with a Tachyokinetic Converter for better turn rate and improved criticals.
I'm useing almost the same set up and agree the Hyper Torp is a great weapon to have for gates and slow moving targets. The only question is, are the new weapons from the Fleet Bases better than the Romulan weapons? and what about the new Embassy weapons that are coming out?
For PVE, the Romulan Hyper-plasma torp is very nice
For PVP, destructible torps are highly vulnerable to CSV's. Yes, most PVP'ers use CRF only, but it just takes 1 CSV BOFF switch mid-match to completely shut down hyper-plasma torps. As far as fleet weapons go, yes, there are Elite Fleet Weapons that will be better than Romulan weapons, but those will only be available to T5 starbases with a T5 Fabricator. I don't have any info on the new Romulan Embassy weapons yet, but our fleet has folks grinding daily's to upgrade our embassy ASAP.
If you're using the Borg Assimilated Module, why not replace the rear-mounted phaser array with a Kinetic Cutting Beam for the 2-set Omega Weapon Amplifier? The latter gives you a Nadion Inversion / near-zero weapon energy weapon drain for maximum DPS every few seconds. EDIT: You can also replace the RCS with a Tachyokinetic Converter for better turn rate and improved criticals.
The Tachyokinetic Converter is on my Fleet Tactical Escort Retrofit. Since I'm keeping that ship and don't intend to use the Breen ship that often, I'd rather keep it where it is and not spend another 200 lobi crystals on it.
As for the cutting beam, it doesn't get any benefit from my tactical consoles. I suppose I could try it out, as I have nothing else to spend Omega marks on...
The Tachyokinetic Converter is on my Fleet Tactical Escort Retrofit. Since I'm keeping that ship and don't intend to use the Breen ship that often, I'd rather keep it where it is and not spend another 200 lobi crystals on it.
As for the cutting beam, it doesn't get any benefit from my tactical consoles. I suppose I could try it out, as I have nothing else to spend Omega marks on...
I swap consoles between my ships as needed. Like you, I only have 1 Tachyokinetic Converter console. I usually have it on my Mobius, but since the Breen ship is seeing a lot of action, I moved the console to it for now.
Tachyokinetic Converter + Borg Universal Assimilated Module + Zero Point Energy Conduit = 8.9 base critical hit rate and around +66.8% Critical Severity, AKA WIN!
The Kinetic Cutting Beam sux on its own, but when it procs with the Borg console, your weapons stay near 125 weapon power for 3 seconds per proc. This translates to a lot more DPS if you're running lots of high drain energy weapons like DHC's and turrets. Lastly, the cutting beam scores double damage against exposed hulls once you breach the target's shields. If you run a full borg set, its cutting beam + borg tractor beam becomes a nasty finisher weapon, scoring 2k kinetic damage (4k exposed hull damage) per second for 10 seconds.
I swap consoles between my ships as needed. Like you, I only have 1 Tachyokinetic Converter console. I usually have it on my Mobius, but since the Breen ship is seeing a lot of action, I moved the console to it for now.
Tachyokinetic Converter + Borg Universal Assimilated Module + Zero Point Energy Conduit = 8.9 base critical hit rate and around +66.8% Critical Severity, AKA WIN!
The Kinetic Cutting Beam sux on its own, but when it procs with the Borg console, your weapons stay near 125 weapon power for 3 seconds per proc. This translates to a lot more DPS if you're running lots of high drain energy weapons like DHC's and turrets. Lastly, the cutting beam scores double damage against exposed hulls once you breach the target's shields. If you run a full borg set, its cutting beam + borg tractor beam becomes a nasty finisher weapon, scoring 2k kinetic damage (4k exposed hull damage) per second for 10 seconds.
I'm not a fan of swapping consoles. Much too lazy, and I've had times where I forgot one. That's why I did Assimilated three times to get the Assimilated Module. One for my shuttle, one for my ship, and one to play around with.
I get 7.2% critical hit with my escort, so I ended up not putting the Zero-Point Energy Converter on it. Since I had the console, I figured I'd slap it on the Breen ship to make up for not having the Tackyokinetic Converter for it. Working fine so far (of course, I've only taken it to one STF).
I'll give the kinetic cutting beam a shot for a bit.
It looks like a lot of people are fitting it out like an escort. Does it work well as that? It seems like the turn rate would be too low to track faster moving targets. Doesn't seem like that would be a problem in PVE, since the borg are slow, but it might be in PVP. Thoughts?
[SIGPIC][/SIGPIC]
______________________________________________
Darius (TAC VA) USS Gahreesen (Chel Grett Cruiser), Shomat (SCI VA) ISS Selentic (Mirror DSSV), Napoleon (ENG Capt.) USS Fists of Latinum (Exploration Cruiser), Gothmog (Tac Capt.) IKS Nazgul (Hegh'ta Heavy BoP), Aaesia (Reman Sci Capt) RRW Arien III (Ha'Nom Guardian)
breen weapon cruiser escort, and yes it functions very good as an escort, even if it is a cruiser. the dps on this build is phenomenal dispite the complete lack of torpedoes, and I had my doubts, but it shreds ships like butter in a fire.
em power to weapons 1, aux to struct 1
em power to shields 1
transfer shield strength 1, haz emitter 2, grav well 1
It looks like a lot of people are fitting it out like an escort. Does it work well as that? It seems like the turn rate would be too low to track faster moving targets. Doesn't seem like that would be a problem in PVE, since the borg are slow, but it might be in PVP. Thoughts?
I haven't used it in PvP yet. We'll likely be doing an in-fleet Breen ship battle at some point in the near future.
The turn rate isn't THAT bad. Best way to deal with fast moving targets is to fly in reverse. You turn a lot faster that way. My Breen ship has a turn rate of 28 with just a RCS console mk XI (blue) and Omega Mk XII engines. My Fleet Tactical Escort Retrofit has a turn rate of 42 with a RCS console mk XII (purple), Tachkyokinetic Converter, and Advanced Fleet Hyper-Impulse engines [turn]x3 [spd]. Not a fair comparison, but I'd say the Breen's turn rate is probably that of a Raptor.
It looks like a lot of people are fitting it out like an escort. Does it work well as that? It seems like the turn rate would be too low to track faster moving targets. Doesn't seem like that would be a problem in PVE, since the borg are slow, but it might be in PVP. Thoughts?
Yes, the above works well because the Breen Chel Grett does use an Escort-style BOFF layout. Its turn rate is definitely fast enough to support DHC's. I was PVP'ing with the Chel Grett last night vs. a couple of fleet buddies who wanted to test their builds. Although my ship was spec'd primarily for PVE, its dual CSV's proved too much for destructible plasma torps and carrier fighters.
I'll give the kinetic cutting beam a shot for a bit.
I gave the cutting beam a go last night for two STFs.
It's alright. Even without the consoles working with it, it still had a higher DPS than the turrets. I forgot to compare it to the beam array that I had before.
I realized yesterday, that you can't get more than one Subspace Remodulator. Bummer.
I guess I'll slap in some aux and weapon batteries then, to go with my Red Matter Capacitor.
DOFFS -
Purple Conn (-8 Sec TacT Cooldown/+10 to Attack Patterns for 10sec)
Blue Energy Weapons (50%chance reduce scannon abilities by 7.5 sec i.e. CSV&RF)
Blue Development Lab (-6 Sec SciT Cooldown/{+8 Shield Emitters for 10 sec)
Purple Maint. Eng (-8 sec EngT Cooldown +10 Hull Repair for 15 sec.)
Blue Nurse (+150% Crew Recovery while in combat and crew below 75%)
Czech this out--no need for words or typing out my build. (P.S. Mark's my alias) www.youtube.com/watch?v=qzB_UfpU-Zg (sorry for the bad quality the vid is unfinalized)
[SIGPIC][/SIGPIC] "The Borg - party-poopers of the galaxy"~ The Doctor
Front weapons: DHC x 4
Rear: Turret, cutting beam, Tricobalt mine x 2
Borg set for engine, deflector, shields
Tac consoles: energy x 4
Science: Breen, Field gens x 2
Eng consoles: Assimilated, RCS, Neutronium
Device, Shield bat, field mod, deuterium
Boffs:
Tac: TT1 x 2, CSV1 x 2, APO1, DPB3 x 1
Drain build/STFs
Eng: EPtS2, EPtS1
Science: ES2, TR1, HE1 x 2 (maybe a TSS1 outside of STFs)
AoE Nuker for weaker enemies
Eng: EPtS1x2, RSP1
Sci: GW1, HE2, TSS1 (or HE1 if wanted)
Looks pretty good, I'm going to give that a try.
I'm continually impressed by this ship. Even with common gear it shreds stuff to pieces. I don't like transferring gear from ship to ship, but for the sake of experiment I might move all my STF gear off of my escort on to this long enough to try it out in a few elite runs. Long term though, I want to set this ship up so I can switch between the two whenever I want and not have to worry about anything.
[SIGPIC][/SIGPIC]
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Darius (TAC VA) USS Gahreesen (Chel Grett Cruiser), Shomat (SCI VA) ISS Selentic (Mirror DSSV), Napoleon (ENG Capt.) USS Fists of Latinum (Exploration Cruiser), Gothmog (Tac Capt.) IKS Nazgul (Hegh'ta Heavy BoP), Aaesia (Reman Sci Capt) RRW Arien III (Ha'Nom Guardian)
i really like this ship but im having real trouble with my shields on this ship ive tried my ship set's maco xii,omega xii,borg xii, reman and the shields stats drop from over 9,000 to just over 6,000 any help would be great thanks
The Maco shield will keep the ship alive briefing, but once the shields drop is has too low a recharge to survive an elite STF firepower unless you devote all your science powers to shield and hull heals, which limits offense greatly. The borg set can keep your shields up quite some time, the largest issue is the plasma fires and bleed through can rip your hull out while your shields are up, and the plasma torpedos and especially torpedo spreads will one hit kill you. The borg set needs field generators, the maco would be more survivable with regeneration rate consoles, but field gens and using RSP might be just as survivable if you plan to drop some bombs and get out.
i really like this ship but im having real trouble with my shields on this ship ive tried my ship set's maco xii,omega xii,borg xii, reman and the shields stats drop from over 9,000 to just over 6,000 any help would be great thanks
As opposed to what? What your shield amount was on your previous ship?
The shield amount is low due to the shield modifier of the ship, which is 1. You will probably need to put some Field Generators on there if you want higher.
Comments
Full Mk XII Borg set
Forward Weapons: Romulan Hyper-Plasma Torpedo Launcher + 2 Plasma DHC's + Omega Plasma Torpedo Launcher
Aft Weapons: 3 Plasma Turrets + 1 Kinetic Cutting Beam
Devices: Red Matter Capacitor, Subspace Field Modulator
-Consoles-
Engineer: 1 Tachykinetic Converter, 1 Rule 62 Multipurpose Combat Console, 1 Zero Point Energy Conduit
Science: Breen Energy Dissipator, 1 Field Generator, 1 Borg Univeral Assimilated Module
Tactical: 4 Plasma Infusers
I fought the Tac Cube with repeat HYT torpedo and cannon volleys. This created sustained stacked plasma dots which gradually wore away the cube until my team mates arrived. The Cutting Beam + Borg Tractor combo hits very hard once enemy shields are depleted, though latter's recharge time really needs to be reduced from 5 minutes down to 3.
You needed team mates, this thing is a beast you shouldn't need teammates
Hint for you drop all that romulan spam it's useless especially in pvp
Fore -
3=polaron dhcs 1dbb
Aft - 3 turrrets 1 tric mine
I make use of EPs transfer and nadion inversion
Stuff seems to go pop straight away I have no problem getting cannons on target all the time and even if they don't pop this thin can survive even a Mayan appocolypsr
All this being said I don't like using it too many people have it gives me massive lols people using it as a beam boat
fore- 3 DHC and 1 DBB or torpedo, or just 4 DHC
aft- 3 turrets and 1 tricobalt mine or 4 turrets
So, how many Hive Tac cubes have you solo'd without any deaths with the above build? And honestly, I didn't need my team mates to defeat the cube -- I was burning away its huge hull point pool without taking any real damage. My team mates only jumped in to speed up the process after zerging the borg near the spawn point
I'm using plasma on the Chel Grett specifically to test out the new Romulan energy weapons for PVE, especially the Experimental Romulan Beam Array. Given all the set shield plasma resists out there, I'd go antiproton for PVP. At the moment, my Chel Grett is being used for PVE farming, and I make several million EC a day thanks to this set-up Since the new Romulan set enjoys +7.6% plasma damage, there's little reason not to use them in PVE. All my DHC's and turrets are Mk XII [Acc] [CrtD] [CrtH].
The Romulan Hyper-Plasma Torp Launcher is ideal for taking slow moving or stationary targets at long range -- it is an excellent ESTF gate buster at 9km out with no danger to its user whatsoever and drops 3 shield-ignoring plasma dots on its target per 8 second salvo, and this damage ramps up dramatically with 3 PWO DOFF's.
BTW, the cutting beam + borg console Omega Weapon Amplifier set bonus makes EPtW unnecessary. This allows you to focus on your EPtS + TT non-stop.
As you can see, plasma is worth another review in S7...
EDIT: please don't take my word for any of the above. Go test it out yourself
Yeah sorry buddy that's my bad I missed to tac bit I thought it was elite I am stoopid at times brain mouth engage
I just don't like the romulan tech as plasma is just not viable in a pvp build an I can't afford the time and money for two separate builds plus I'm yet to see someone do significantly more damage with that stuff than stuff you can find on the exchange
Happy hunting
NP, I completely agree -- plasma is gimped in PVP due to all the set shields with inherent plasma resists. I hope they make plasma viable in PVP at some future date, but for now, it still works well in PVE. Happy hunting as well!
Weapons:
4x Phaser DHCs (fore), 3x Phaser turrets (aft), 1x Phaser beam array (aft)
Consoles:
4x Phaser Relay mk xi (blue), 1x Field Generator (blue), Breen console, 1x Embassy Shield Emitter (-threat, +plasma DOT), RCS console mk xi (blue), Assimilated Module, and Zero-Point Energy Conduit
BOFF layout:
Tact: 2x TT, C:SV1, APD1, APO1, C:RF3
Eng: 2x EPtS1, RSP1
Sci: HE1, TSS2, TSS3
Ship equipment:
MACO mk XI Deflector and Shield
OMEGA mk XII engine
It's a bit hard to get used to, but it's not a bad ship. Overall, it appears that this ship has more power to all of the subsystems than my Fleet Tactical Escort Retrofit (most likely because of the Zero-Point Energy Conduit).
In comparison, this ship has about 3-4k more hull and about 1.5k more shields. But, at the cost of less flight speed (26 instead of 28) and a lot less turn rate (28 instead of 42). Even with the significantly less turn rate, it still turns pretty well.
I'll probably stick with my Fleet Tactical Escort Retrofit, but if I wanted a ship to use for the sake of having something else to fly, I suppose this would be the ship.
I like an all cannon build, but I think having 4 turrets on the aft may affect my power regen rate. So, I think it's best to use something that will only activate when I'm not firing my fore.
If you're using the Borg Assimilated Module, why not replace the rear-mounted phaser array with a Kinetic Cutting Beam for the 2-set Omega Weapon Amplifier? The latter gives you a Nadion Inversion / near-zero weapon energy weapon drain for maximum DPS every few seconds. EDIT: You can also replace the RCS with a Tachyokinetic Converter for better turn rate and improved criticals.
For PVE, the Romulan Hyper-plasma torp is very nice
For PVP, destructible torps are highly vulnerable to CSV's. Yes, most PVP'ers use CRF only, but it just takes 1 CSV BOFF switch mid-match to completely shut down hyper-plasma torps. As far as fleet weapons go, yes, there are Elite Fleet Weapons that will be better than Romulan weapons, but those will only be available to T5 starbases with a T5 Fabricator. I don't have any info on the new Romulan Embassy weapons yet, but our fleet has folks grinding daily's to upgrade our embassy ASAP.
As for the cutting beam, it doesn't get any benefit from my tactical consoles. I suppose I could try it out, as I have nothing else to spend Omega marks on...
I swap consoles between my ships as needed. Like you, I only have 1 Tachyokinetic Converter console. I usually have it on my Mobius, but since the Breen ship is seeing a lot of action, I moved the console to it for now.
Tachyokinetic Converter + Borg Universal Assimilated Module + Zero Point Energy Conduit = 8.9 base critical hit rate and around +66.8% Critical Severity, AKA WIN!
The Kinetic Cutting Beam sux on its own, but when it procs with the Borg console, your weapons stay near 125 weapon power for 3 seconds per proc. This translates to a lot more DPS if you're running lots of high drain energy weapons like DHC's and turrets. Lastly, the cutting beam scores double damage against exposed hulls once you breach the target's shields. If you run a full borg set, its cutting beam + borg tractor beam becomes a nasty finisher weapon, scoring 2k kinetic damage (4k exposed hull damage) per second for 10 seconds.
I get 7.2% critical hit with my escort, so I ended up not putting the Zero-Point Energy Converter on it. Since I had the console, I figured I'd slap it on the Breen ship to make up for not having the Tackyokinetic Converter for it. Working fine so far (of course, I've only taken it to one STF).
I'll give the kinetic cutting beam a shot for a bit.
Front: 3x Disruptor DHC XI (borg), 1x Quantum Torp X (borg)
Aft: 3x Disruptor Turret XI, 1x Cutting Beam
Assimilated XI Deflector, Engines, Shields.
Devices: Subspace Field Modulator, batteries.
Consoles:
Engi: Assimilated Module, Neutronium Alloy, EPS Flow Regulator
Science: Breen console, Biofunction Monitor, Emitter Array
Tac: 3x Disruptor Coils XI, 1x Zero Point Quantum Chamber X
Boffs:
Tac: 2xTT, 2xCSV1, TS1, TS3, APB3.
Science: TSS1, HE2, GW1.
Engi: EptS1, RSP1.
Yea I should probably get some new gear (havent played in months, leveled a klink since I got back - besides the daily ice race ofc). Any advice?
Front weapons: DHC x 4
Rear: Turret, cutting beam, Tricobalt mine x 2
Borg set for engine, deflector, shields
Tac consoles: energy x 4
Science: Breen, Field gens x 2
Eng consoles: Assimilated, RCS, Neutronium
Device, Shield bat, field mod, deuterium
Boffs:
Tac: TT1 x 2, CSV1 x 2, APO1, DPB3 x 1
Drain build/STFs
Eng: EPtS2, EPtS1
Science: ES2, TR1, HE1 x 2 (maybe a TSS1 outside of STFs)
AoE Nuker for weaker enemies
Eng: EPtS1x2, RSP1
Sci: GW1, HE2, TSS1 (or HE1 if wanted)
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
http://dtfleet.com/
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simplified the build down some
breen weapon cruiser escort, and yes it functions very good as an escort, even if it is a cruiser. the dps on this build is phenomenal dispite the complete lack of torpedoes, and I had my doubts, but it shreds ships like butter in a fire.
em power to weapons 1, aux to struct 1
em power to shields 1
transfer shield strength 1, haz emitter 2, grav well 1
2 tact teams, 2 scatters, 2 attack pattern betas
4 mk xii dhcs (fleet gear sucks before elite fleet)
2 polarized disruptor acc/critd
1 disruptor critdx3
1 disruptor acc/2x critd
4 mk xii turrets
2 polarized disruptor (acc/critd)
2 disruptor (acc/2xcritd)
omega deflector and engine
maco shield
consoles
20% neutronium, romulan, tacyokinetic
30% field gen, isometric, borg
2x30% coils, 2x28% coils
2x cannon doffs
1 torosek for weapon batteries
1 ghost of hamlet
1 grav well doff
romulan and omega skills are all violence oriented.
very, very, very disgusting ship.
even more so than the fleet advanced ship.
The turn rate isn't THAT bad. Best way to deal with fast moving targets is to fly in reverse. You turn a lot faster that way. My Breen ship has a turn rate of 28 with just a RCS console mk XI (blue) and Omega Mk XII engines. My Fleet Tactical Escort Retrofit has a turn rate of 42 with a RCS console mk XII (purple), Tachkyokinetic Converter, and Advanced Fleet Hyper-Impulse engines [turn]x3 [spd]. Not a fair comparison, but I'd say the Breen's turn rate is probably that of a Raptor.
evasive it swings a u turn on a dime.
where as the fleet advanced or mobi with tachokinetic and evasive is almost tooo much turn rate.
Yes, the above works well because the Breen Chel Grett does use an Escort-style BOFF layout. Its turn rate is definitely fast enough to support DHC's. I was PVP'ing with the Chel Grett last night vs. a couple of fleet buddies who wanted to test their builds. Although my ship was spec'd primarily for PVE, its dual CSV's proved too much for destructible plasma torps and carrier fighters.
It's alright. Even without the consoles working with it, it still had a higher DPS than the turrets. I forgot to compare it to the beam array that I had before.
I realized yesterday, that you can't get more than one Subspace Remodulator. Bummer.
I guess I'll slap in some aux and weapon batteries then, to go with my Red Matter Capacitor.
2-DC/1-DHC/1-Omega Torp
3-Turret/1CuttingBeam
MK XII MACO Set
Devices- RedMatterCapcaitor/SubspaceField Modulator/Photon Torp Platform
ENG- 37.5 Electroceramic/37.5 Monotanium/Assimilated Module
SCI- Breen Energy Dissipator/Theta Radiation Vents/Field Generator
TAC - 3x 26.2 Disruptor Consoles/ 28.1 Ambiplasma Envelope
Univ - EngT1
TAC - TacT1/APB1/TS3/SV3
Tac- HY1/RF1
ENG - EPS1/RSP1
SCI -PH1/SciT2/HazE3
DOFFS -
Purple Conn (-8 Sec TacT Cooldown/+10 to Attack Patterns for 10sec)
Blue Energy Weapons (50%chance reduce scannon abilities by 7.5 sec i.e. CSV&RF)
Blue Development Lab (-6 Sec SciT Cooldown/{+8 Shield Emitters for 10 sec)
Purple Maint. Eng (-8 sec EngT Cooldown +10 Hull Repair for 15 sec.)
Blue Nurse (+150% Crew Recovery while in combat and crew below 75%)
www.youtube.com/watch?v=qzB_UfpU-Zg (sorry for the bad quality the vid is unfinalized)
"The Borg - party-poopers of the galaxy" ~ The Doctor
Looks pretty good, I'm going to give that a try.
I'm continually impressed by this ship. Even with common gear it shreds stuff to pieces. I don't like transferring gear from ship to ship, but for the sake of experiment I might move all my STF gear off of my escort on to this long enough to try it out in a few elite runs. Long term though, I want to set this ship up so I can switch between the two whenever I want and not have to worry about anything.
[/SIGPIC]
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
http://dtfleet.com/
Visit our Youtube channel
The shield amount is low due to the shield modifier of the ship, which is 1. You will probably need to put some Field Generators on there if you want higher.