Okay, for those who say cruiser players won't publish their build, here is mine. I am hoping for commentary on how to do be more effective in damage dealing while I am using my heals on teammates in PvP. I am starting to question my use of phasers on my ship.
Turn rate: 16.3 at 100% throttle (not full impulse)
Doffs:
1x Blue Conn, officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Green Conn officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Purple Proj? Weaps? Officer: Chance to reduce recharge time for torps?
1x Purple Exocomp: Additional Buffs based on type of battery activated
1x Green Maintenance Officer: Recharge time reduced for eng team and buff when ET used
Devices:
Rechargeable Shield Battery
Suspace Field Modulator, Devidian phasing device
Deuterium Tank
Weapons Battery
Consoles
Eng: 2x Neutronium Mk XI (Blue), SIF Generator Mk XI (Blue), Borg
Sci: Field Generator Mk XI (Blue), Emitter Array Mk XI (Blue)
Tac: 4x Tetryon Pulse Generator Mk XI (Purple)
3 engineer teams? That's a bit silly. You should at most use 1 engineering team as you already have tactical team, and replace the other two with more useful skills such as aux2sif which don't share a cooldown with TT, and actually heal more due to the 15s cooldown. I'd actually go with 1x TT and 1x ST2 (science team is the best shield healing skill).
Shield tanking is always better than hull tanking.
3 engineer teams? That's a bit silly. You should at most use 1 engineering team as you already have tactical team, and replace the other two with more useful skills such as aux2sif which don't share a cooldown with TT, and actually heal more due to the 15s cooldown. I'd actually go with 1x TT and 1x ST2 (science team is the best shield healing skill).
Shield tanking is always better than hull tanking.
I actually dont have any tac teams. I am trying to heal others, so that why I have so many ET, figuring I can have two that are close to cooldown in the rotation, can you use Aux2SIF on allies? I have the TSS2 for shield healing for others. Does that make any sence?
What do you think about the rest of the setup? Im not getting past players who are maxing out resistances lately.
I actually dont have any tac teams. I am trying to heal others, so that why I have so many ET, figuring I can have two that are close to cooldown in the rotation, can you use Aux2SIF on allies?
Yes you can, and Aux2SIF is better here too. The only reason I keep an ET1 around in the ensign slot is for Romulan and Tholian subsystem deactivation spam, and because there is nothing else worthy of going in that slot.
With your flee doff slot, I recommend Marion Frances Dulmur, the DEM doff, and chucking at least 1, maybe 2 copies of DEM onto your boffs. This doff basically supplies an 8 second nadion inversion whenever a DEM is activated.
Alternatively, a purple TT Conn Officer would go down well too.
3 engineer teams? That's a bit silly. You should at most use 1 engineering team as you already have tactical team, and replace the other two with more useful skills such as aux2sif which don't share a cooldown with TT, and actually heal more due to the 15s cooldown. I'd actually go with 1x TT and 1x ST2 (science team is the best shield healing skill).
Shield tanking is always better than hull tanking.
I'd actually go with 1x TT and 1x ST2 (science team is the best shield healing skill).
I disagree on Science Team. It might be the most powerful shield heal, but it shares a cooldown with Tactical Team, whereas Emergency Power to Shields, Extend Shields, and Transfer Shield Strength don't. Those three also provide bonus Shield Resistance to the target of the heal, which is more necessary than straight-up healing for surviving high-DPS enemies.
I actually dont have any tac teams. I am trying to heal others, so that why I have so many ET, figuring I can have two that are close to cooldown in the rotation, can you use Aux2SIF on allies?
Aux2SIF can be cast on allies. The problem with running more than two Team abilities is that each one starts a 30s cooldown on itself and 15s cooldown on all other Team abilities you have. Aux2SIF also grants a relatively significant hull resistance rating buff (more so than Hazard Emitters) and has a short cooldown for even one copy, which also makes it a viable power for pre-hardening the target of a heavy assault.
There's also a doff power from the Fleet Support doff packs that grants an extra HoT with Aux2SIF, but they're really expensive.
Turn rate: 16.3 at 100% throttle (not full impulse)
Doffs:
1x Blue Conn, officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Green Conn officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Purple Proj' Weaps? Officer: Chance to reduce recharge time for torps?
1x Purple Exocomp: Additional Buffs based on type of battery activated
1x Green Maintenance Officer: Recharge time reduced for eng team and buff when ET used
Devices:
Rechargeable Shield Battery
Suspace Field Modulator, Devidian phasing device
Deuterium Tank
Weapons Battery
I PVP a lot in Kerrat, about 2 hours a night, and I was running Fleet weps on all my ships, I then spent about 10 mil EC and went out and got XII purple (Acc)x2 Crth weps off of the exchange and put them on my escourt and wow what a difference. If you read the PVP forum posts they all agree the DMG modifer is junk and the most valueable wep modifer is ACC, thats why ACC x2 and ACCx3 weps are the most expensive weps on the exchange. Damage dosent matter if you cant hit your target. I then did a respec and focused on Crit chance and then loaded up the Borg Console and the Temporal console from the lobi store that boost crit along with 2 of the Romulan Boffs that give a %2.5 bonus to crit passive and it took me to a whole other level of play. Watching the parser roll of "crit, crit,, crit,crit, over and over with 2200,1998,2300,3100,2000, over and over each shot with no misses, So right off the bat I would loose the fleet weps and get some ACC x2 Crth weps, Also if you can get you hands on a Galor you can load out your Fleet Excelsior with the ACC x2 spiral Disruptor beams and really put in some work with 4 XII Purple Disruptors Tac consoles and slap on a nice XII EPS manifold and BO3 and you can one shot BOP's with a nice BO3 hit with a Crit.
I PVP a lot in Kerrat, about 2 hours a night, and I was running Fleet weps on all my ships, I then spent about 10 mil EC and went out and got XII purple (Acc)x2 Crth weps off of the exchange and put them on my escourt and wow what a difference. If you read the PVP forum posts they all agree the DMG modifer is junk and the most valueable wep modifer is ACC, thats why ACC x2 and ACCx3 weps are the most expensive weps on the exchange. Damage dosent matter if you cant hit your target. I then did a respec and focused on Crit chance and then loaded up the Borg Console and the Temporal console from the lobi store that boost crit along with 2 of the Romulan Boffs that give a %2.5 bonus to crit passive and it took me to a whole other level of play. Watching the parser roll of "crit, crit,, crit,crit, over and over with 2200,1998,2300,3100,2000, over and over each shot with no misses, So right off the bat I would loose the fleet weps and get some ACC x2 Crth weps, Also if you can get you hands on a Galor you can load out your Fleet Excelsior with the ACC x2 spiral Disruptor beams and really put in some work with 4 XII Purple Disruptors Tac consoles and slap on a nice XII EPS manifold and BO3 and you can one shot BOP's with a nice BO3 hit with a Crit.
Fleet weapons in there current state are junk for any situation even pve/stfs
Acc is key in pvp due to the high amounts of speed tankers kicking around
CritH and critD will out damage any weapon in pve/stf
----=====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:
Fleet weapons in there current state are junk for any situation even pve/stfs
Acc is key in pvp due to the high amounts of speed tankers kicking around
CritH and critD will out damage any weapon in pve/stf
I would love to find acc, critd, or crith, Mk XII's for my ship, by the EC cost of entry is pretty high right now. Adv. Fleet Weapons can at least get me a low cost of entry for appropriate level (Mk XII's) that aren't Borg types untill I can increase my EC bank a bit to afford the ACCx3 and such.
I PVP a lot in Kerrat, about 2 hours a night, and I was running Fleet weps on all my ships, I then spent about 10 mil EC and went out and got XII purple (Acc)x2 Crth weps off of the exchange and put them on my escourt and wow what a difference. If you read the PVP forum posts they all agree the DMG modifer is junk and the most valueable wep modifer is ACC, thats why ACC x2 and ACCx3 weps are the most expensive weps on the exchange. Damage dosent matter if you cant hit your target. I then did a respec and focused on Crit chance and then loaded up the Borg Console and the Temporal console from the lobi store that boost crit along with 2 of the Romulan Boffs that give a %2.5 bonus to crit passive and it took me to a whole other level of play. Watching the parser roll of "crit, crit,, crit,crit, over and over with 2200,1998,2300,3100,2000, over and over each shot with no misses, So right off the bat I would loose the fleet weps and get some ACC x2 Crth weps, Also if you can get you hands on a Galor you can load out your Fleet Excelsior with the ACC x2 spiral Disruptor beams and really put in some work with 4 XII Purple Disruptors Tac consoles and slap on a nice XII EPS manifold and BO3 and you can one shot BOP's with a nice BO3 hit with a Crit.
I think the Galor is a bit out of my price range to get, so the spiral disruptors are pretty much out of the question for me. I'm not averse to using DBB with the right setup (not sure if that's turrets or ba's) , I've been enjoying the single cannon/turret mix for a bit. I have a guy with BO3 and such as well. Is there an energy type thats best for single cannons in my case, or DBBs?
I would love to find acc, critd, or crith, Mk XII's for my ship, by the EC cost of entry is pretty high right now. Adv. Fleet Weapons can at least get me a low cost of entry for appropriate level (Mk XII's) that aren't Borg types untill I can increase my EC bank a bit to afford the ACCx3 and such.
Agreed, crazy prices
I didn't mean to insult in anyway but the Devs need to sort it
----=====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:
For my part, I don't pvp, and do STFs beyond more than what is healthy, so this is my slant on things.
I put together a Fleet Excel build, based on using a two piece Borg kenetic beam with the console, and the three piece Romulan plasma set, along with a full set of STF Borg plasma arrays, along with a mk XII Plasma Dual Beam Bank, that I begot in an STF loot drop. Three Mk XII blue plasma tac consoles, the rest the usual console choices, with an EPS console as my prefered eng console, over a (IMHO) cruddy RCS.
The Borg mod on the STF arrays might not be much these days, but the rest of the weapons all work just fine. The Kenetic and Romulan arrays actually (unless I am sorely mistaken,) reduce power drain, leaving the other arrays to get more bank for the EC. Plus seeing a Torp Spread III send off a wall of Plasma Torp Deth, off a burst Evasive Maneuvers at the enemy, is always fun to see, before melting everything. About the only thing I can't fully tank in this game, is the some 20+ klink vessels in a SB24, that I get attention from, from FAWing too much. (And a deth, (yes I typed deth,) only comes after about a couple minutes of sustained damage, with all CDs exhausted, and so on, yada wada...)
I've been a career cruiser captain, from a week after launch, and this tub is my current fave, with firepower, speed and manuverability. I throw in a Tractor Repulsors on my sci boff slot, and can even do Kang duty on CSE elite. And to be sure, I switched out my MACO Mk XII shield, for the Adapted version, and gave up the Grav Beam, for more shield hp, and just... don't die... in STFs anymore. (Aside from a server drop, about the only 'way' anymore there.)
Again, I PvE exclusively, so take my version of experience, for what it is.
as i understand it, this is the cookycutter build for the fleet excelsior regardless of captain type.
can either be done with beam banks or cannons/turrets.
for doffs you need 2-3 technician doffs (essential to make the build work) and the rest DEM doffs
you could run 2 sets of BOFFS too...one tac boff with APomega1 instead of beta2
If you can't afford the DEM doffs go for a EWP3 instead the DEM3
also keybinds to rotate aux2batt and EPtaux are highly recommanded.
I didn't mean to insult in anyway but the Devs need to sort it
You didn't insult me at all, no worries. I am just trying to find what will work best for me. I will look for the high end stuff, once I can afford it, but at least getting the right energy/weapon type will get the ball rolling and make me more competitive.
as i understand it, this is the cookycutter build for the fleet excelsior regardless of captain type.
can either be done with beam banks or cannons/turrets.
for doffs you need 2-3 technician doffs (essential to make the build work) and the rest DEM doffs
you could run 2 sets of BOFFS too...one tac boff with APomega1 instead of beta2
If you can't afford the DEM doffs go for a EWP3 instead the DEM3
also keybinds to rotate aux2batt and EPtaux are highly recommanded.
The problem I see with that build is that I can't do much healing for other players. I'm not looking to be a DPS king, I just want to contribute more, effective dps to my team while throwing out heals to those who need it. If it was a pure dps issue, I would use the escorts that I own. I just don't want my shot bouncing off of escort hulls like they have been lately.
The problem I see with that build is that I can't do much healing for other players. I'm not looking to be a DPS king, I just want to contribute more, effective dps to my team while throwing out heals to those who need it. If it was a pure dps issue, I would use the escorts that I own. I just don't want my shot bouncing off of escort hulls like they have been lately.
you can put in an Extend shields instead of the DEM, and the ET1, HE, TSS should be sufficent team heal anyway...but be sure to use them only while you are high on aux power.
Even without the DEM you should be able to do good dps (atleast on unshielded targets) while having 4 heals + RSP at your disposal.
the drastically shortened cooldowns from the technician doffs on all your BOFF abilities make this build highly effective in many situations...it's not called a "cookycutter build" for nothing, it's been proven effective by many people countless times.
but to be honest, you are currently running 3 engineering teams + a EPtengines ontop of 2 EPtShields and no tac team, from that point pretty much anything is better.
First off, are you running the combat tracker? It's nigh impossible to tell if you are being more or less effective without one. What kind of DPS/HPS numbers do you post?
It seems like you are spending a lot of slots to get turnrate. Or are the Evasive DOFFs and Deuterium tanks more for speed/defense than turning? Are you having problems getting your cannons in line with targets?
If so, could beams and BFaW be a better choice for you? Less turning and worrying about hitting targets, IMO.
you can put in an Extend shields instead of the DEM, and the ET1, HE, TSS should be sufficent team heal anyway...but be sure to use them only while you are high on aux power.
Even without the DEM you should be able to do good dps (atleast on unshielded targets) while having 4 heals + RSP at your disposal.
the drastically shortened cooldowns from the technician doffs on all your BOFF abilities make this build highly effective in many situations...it's not called a "cookycutter build" for nothing, it's been proven effective by many people countless times.
but to be honest, you are currently running 3 engineering teams + a EPtengines ontop of 2 EPtShields and no tac team, from that point pretty much anything is better.
I did change one of my ET2's to an Auxsif.
My concern with the TT1 is that it might hamper my ability to throw heals while its on a cooldown that is still linked to ET's, is that a reasonable concern?
In regard to the 2x EPTS1's, isnt that similar to the cookie cutters build for it EPTAux?
I have the EPTE1 in there for a quick burst of speed (in addition to the others) if I need it. I figured that I wouldnt be using EPTE1 and EPTS1 at the same moments so I figured it wouldnt be a conflict. Do you think that the EPTAux would really be that helpfull in its place?
First off, are you running the combat tracker? It's nigh impossible to tell if you are being more or less effective without one. What kind of DPS/HPS numbers do you post?
My Friends that have run their parser said I do between 4.5-6.5 in KASE, mostly depending on what else makes up the team, cruisers make me go higher, escorts, lower. I'm not sure there is a totally accurate "baseline" way to get a real dps value enless everyone is using the same, controlled situations. What I do know is that some escorts that are resistance stacked are having my shots more or less bouncing off of them.
I tried to do the parser thing myself, but I couldn't figure it out
It seems like you are spending a lot of slots to get turnrate. Or are the Evasive DOFFs and Deuterium tanks more for speed/defense than turning? Are you having problems getting your cannons in line with targets?
If so, could beams and BFaW be a better choice for you? Less turning and worrying about hitting targets, IMO.
The only console 100% dedicated to my turn rate its the RCS, the Tackyokinetic Converter I threw in mostly because of the damage bonuses it gives, the 22% turn rate bonus was just a nice add on to it. It leaves me a little bit more comfortable than if I didnt have it.
The other gear:
-Deut' Tanks are my "Get outta Dodge" items. The evasive doffs are more for speed/defense. I sometime pop it and EPTE1, just before I get into firing range for speed instead of full impulse of wasting a deut burn. Other times I throw evasive to improve my reverse speed. I don't have that much of a problem keeping my cannons on target, but I probably would pick up a little more turn if I wanted to go DBB heavy in the front.
My concern with the TT1 is that it might hamper my ability to throw heals while its on a cooldown that is still linked to ET's, is that a reasonable concern?
In regard to the 2x EPTS1's, isnt that similar to the cookie cutters build for it EPTAux?
I have the EPTE1 in there for a quick burst of speed (in addition to the others) if I need it. I figured that I wouldnt be using EPTE1 and EPTS1 at the same moments so I figured it wouldnt be a conflict. Do you think that the EPTAux would really be that helpfull in its place?
i feel i need to explain what the build i posted actually does:
the technician doff lowers all cooldowns of all Boff abilitys by 10% each time you hit AUX2Batt...and is stackable, 3 times. So 30% every 15 seconds because you rotate your 2 aux2batt.
that means you effectively DOUBLE the output of ALL boff powers. and you increase all powerlevels (except aux) by 18 (thats without skills counted, its actually higher ingame) every 15 seconds for 10 seconds.
it is true that it leaves you without aux power, but doubles your TAC powers and increases powerlevels. Run 2 additional warpcore engineers to increase powerlevels on use of EPtaux and EPtS and you basically run full power to weapons, schields, engines endlessly.
Weaponpowerdrain becomes insignificant, your shields resistance is through the roof and you move fast as an escort...slightly exagurated:rolleyes:
downside: 3 technician doffs cost 12 million EC, so do warp core engis (not without a reason obviously)
so that's basically the synergy of the aux2batt build, if anybody feels to add something or correct me, feel free to do so.
PS: atleast 1 tac team is obligatory for each and every ship build...the auto shield distribution is just too powerfull to not have...and i think that is basically what makes "your shots bounce off the escorts" ...they use 2 tac teams in rotation, instead of fireing on 10-12k shields you fire on 40-48k + resistance buffs and heals...
even giving a TT to a teammate is more help than the occasional ET...actually the ET is just to counter certain debuffs
PPS: If you really want to be an asset for your team in PVP, run a heal cruiser. Star cruiser, Oddy are a good choice for that. Engi or sci captain in a dedicated healcruiser are the true matchwinners, not the escorts.
i feel i need to explain what the build i posted actually does:
the technician doff lowers all cooldowns of all Boff abilitys by 10% each time you hit AUX2Batt...and is stackable, 3 times. So 30% every 15 seconds because you rotate your 2 aux2batt.
that means you effectively DOUBLE the output of ALL boff powers. and you increase all powerlevels (except aux) by 18 (thats without skills counted, its actually higher ingame) every 15 seconds for 10 seconds.
it is true that it leaves you without aux power, but doubles your TAC powers and increases powerlevels. Run 2 additional warpcore engineers to increase powerlevels on use of EPtaux and EPtS and you basically run full power to weapons, schields, engines endlessly.
Weaponpowerdrain becomes insignificant, your shields resistance is through the roof and you move fast as an escort...slightly exagurated:rolleyes:
From what I am reading... in a nutshell:
-EP2Aux ups the aux power levels
- Then hitting Aux2batt distributes power from the already upped auxiliary to the other three sensors.
-Aux batt with proper DoFFS makes the cd for boff powers 30% shorter per application of the ability
downside: 3 technician doffs cost 12 million EC, so do warp core engis (not without a reason obviously)
I think this toon already has two blue quality technicians that deal with aux batt/boff use cooldown reduced. Is the gap between blue and purple level doffs dramatic (in actual application)?
Is there an actuall description required for the Warp Core Engi's that are helpfull, or is that the only buff ability that that type of Doff can have?
so that's basically the synergy of the aux2batt build, if anybody feels to add something or correct me, feel free to do so.
PS: atleast 1 tac team is obligatory for each and every ship build...the auto shield distribution is just too powerfull to not have...and i think that is basically what makes "your shots bounce off the escorts" ...they use 2 tac teams in rotation, instead of fireing on 10-12k shields you fire on 40-48k + resistance buffs and heals...
even giving a TT to a teammate is more help than the occasional ET...actually the ET is just to counter certain debuffs
I saw some sort of description that TT also increase damage by 10% for the duration, does this play out to be true?
PPS: If you really want to be an asset for your team in PVP, run a heal cruiser. Star cruiser, Oddy are a good choice for that. Engi or sci captain in a dedicated healcruiser are the true matchwinners, not the escorts.
Should I take it that you mean that cruisers should only be for healing, or just that if someone in a cruiser that wants to heal team mates should be in an Oddy or Star Cruiser?
- Then hitting Aux2batt distributes power from the already upped auxiliary to the other three sensors.
-Aux batt with proper DoFFS makes the cd for boff powers 30% shorter per application of the ability
I think this toon already has two blue quality technicians that deal with aux batt/boff use cooldown reduced. Is the gap between blue and purple level doffs dramatic (in actual application)?
As a big fan of the Fleet Excelsior i can tell you i tried alot of things with that old Lady.
From a cannon built to a beamboat to a mix of both and so on. I also tried out alot of engineering powrs to match my impression of what that ship should be able to do, wich is as follows:
Deal more damage than a standart cruiser while being able to tank well. Tanking well means for me. Flying in front of a tac cube in pve and take the agro and survive most shots (apart from the occasional one shot wonder) and in pvp it should be able to face most things 1on1 and survive 2vs1 long enough to get away.
So far it worked well enough. 1on1 against my fleetmates it gets the victory most of the time. In the Ker`rat system i usualy test my builds for durability. Im happy when after a spawn my ship is the last to be blown up by those klingons. Bops ar anoying but mostly manageble, curisers are a piece of cake most times , but raptors are very hard to go 1on1 against.
However, those are just my expieriences with that ship. So heres my build , maybe you can find something usefull for you. And maybe i can get some advice as well.
For PVP You should go for ACCx2 or even ACCx3 - im to low on ECs at the moment to go for those - i still have a whole set of standart purple mkXII phaser beams with ACC,CrtH,DMG wich wort just as well as those overrated fleet weapons.
Deflector, Engine, Shields: MACO Mk XI for PVE/STFs ( Aegis for PVP)
This console Setup is what i use for PVE and STFs. For PVP maps and duels i use other consoles, mostly in place of the transwarp computer.
Consoles i found usefull are : Tachyokinetic converter, Zero Point Energyy Conduit, RCS Thrusters, Grappler
For Boff Powers i use:
Tac LTC: Tactical Team I , Torpedo Spread II , Beam Overload III
Eng COM: Emergency Power to Weapons I, Auxiliary to Structural I, Directed Energy Modulation II, Reverse Shield Polarity III
Eng LT, Engineering Team I , Emergency Power to Weapons II
Eng ENS: Emergency Power to Shields I
SCI LT: Science Team I, Feedback Pulse I
Doffs Space: Buff for Tactical Team reduced cooldown, Projectile Officer for faster Torpedo reloads, Doff for DEM wich reduces Energy drain, Doff for reduced cooldown for beam attacks, Doff for reduction in Boff abilities cooldown
All are purple.
Alternativly for Borg STFs i have a Doff that increases damage against Borg. I usualy swap out the tectical team doff for it.
Thats a configuration that works quite well for me. The one thing that bugs me are it has alot of tier I powers and engineering powers often have shared cooldowns.
I thought of replacing one of the Emergency power to weapons with something else and more usefull but i dont want to loose the tier II ability and there is nothing much usefull to replace it.
Only Engineering team I comes to mind but than id have 4 team powers with shared cooldowns. Not very efficient either.
pretty much so. As an Engineer you can use nadion inversion to keep the energy drain of those beams low and youre engineering powers should keep that ship alive longer tha a tactical captain is able to. A tactical captain will have a higher spike damage than an engineer in the same ship. However an engineer can keep the damage high on a high level.
To fully use the potential though you might need to adjust some of the engineering boffs to your needs. You can heal some damage yourself so use some Boff powers to keep weaponspower near 125 as much as you can and try to keep a high Aux Power for the Feedback pulse nad the Gravimetric beam of the MACO set.
When it comes to universal consoles there are some that do help you to increase damage or critical hit chance and severity. the borg assimilated module, the romulan signature neutralizer, the tachyokinetc converter and the zero point energy conduit.
The fleetexcelsior has ten console slots. Use then wisely. I say go for dps as that ship has close to 60000 hull with the maco set and close to 13000 shields with my setup. An engineer most likely goes bejond that.
The ship tanks well on its own so use the powers it has to do damage. However with tactical team, engineering team and sience team and Aux to structural you do have some, albeit limited healing powers.
btw. if you use the transwarp computer from the tier III excelsior and a purple astrometrics doff to reduce transwarp cooldown , you can transwarp every 4 minutes. Much more fun than to wait 15 minutes. However that Doff doesnt boost anything elso so its more a fun thing to have than anything else, wont help alot in combat. An energy weapons doof is more usefull for increasing damage.
Comments
6 Tetryon beam arrays, 2 Quantum torpedos
Equipment
Full Mk XII MACO
Consoles
Eng: 2x Neutronium Mk XI (Blue), SIF Generator Mk XI (Blue), Borg
Sci: Field Generator Mk XI (Blue), Emitter Array Mk XI (Blue)
Tac: 4x Tetryon Pulse Generator Mk XI (Purple)
LTC Tac: TT1, FAW2, AP:B2
CMDR Eng: EPtW1, RSP1, Aux2SIF2, EWP3
Lt Eng: EPtS1, ES1
Ens Eng: ET1
Lt Sci: HE1, TSS2
Doffs: 3x DCE (Purple), WCE (Purple), Free slot
Power presets:
100/25/25/50
It does a fair amount of damage considering it uses beam arrays and has the capacity to heal others while it does so
Shield tanking is always better than hull tanking.
I actually dont have any tac teams. I am trying to heal others, so that why I have so many ET, figuring I can have two that are close to cooldown in the rotation, can you use Aux2SIF on allies? I have the TSS2 for shield healing for others. Does that make any sence?
What do you think about the rest of the setup? Im not getting past players who are maxing out resistances lately.
Yes you can, and Aux2SIF is better here too. The only reason I keep an ET1 around in the ensign slot is for Romulan and Tholian subsystem deactivation spam, and because there is nothing else worthy of going in that slot.
With your flee doff slot, I recommend Marion Frances Dulmur, the DEM doff, and chucking at least 1, maybe 2 copies of DEM onto your boffs. This doff basically supplies an 8 second nadion inversion whenever a DEM is activated.
Alternatively, a purple TT Conn Officer would go down well too.
Real men hull tank...:cool:
Aux2SIF can be cast on allies. The problem with running more than two Team abilities is that each one starts a 30s cooldown on itself and 15s cooldown on all other Team abilities you have. Aux2SIF also grants a relatively significant hull resistance rating buff (more so than Hazard Emitters) and has a short cooldown for even one copy, which also makes it a viable power for pre-hardening the target of a heavy assault.
There's also a doff power from the Fleet Support doff packs that grants an extra HoT with Aux2SIF, but they're really expensive.
Okay, i exchanged one of my two ET2's for an ASIF1 so this ship now looks like:
N.C.C. 91964-A, U.S.S. Cutlass, Fleet Excelsior Cruiser
Kaylee Frye: Human Engineer:
Traits:
Creative, Techie, Leadership, Teamwork
Space Skills:
Lt: 0,9,0,0,9,0,9
Lt.Cmdr.: 9,0,9,3,9,3,6
Cmdr.: 9,9,9,9,9,0,0
Cpt.: 0,0,6,6,9,0,0
Adm.: 6,0,6,6,6,0,0
Weapons:
Front: 1 x Wide Angle Q-Torp, 3x Adv? Fleet Phaser Cannon MkXII (DMGx3,Acc)
Aft: 4x Adv? Fleet Phaser Turret Mk XII (Dmgx3,Acc)
Consoles:
Tac: 4x Phaser Relay MkXII (blue)
Engi: Neutronium MkXII (blue),Neutronium MkXI (blue), RCS Accelerator MKXII (blue), Tackyokinetic Converter
Sci: Borg Console Mk XI, Field Gen? Mk XII(blue)
Boff Stations:
Lt CMDR tac: HYT1, CRF1, CRF2
CMDR engi: EPTS1,ET2,ET3,DEM3
Lt engi: EPTS1,ET2
Ens engi: EPTE1
Lt sci: PH1,TSS2
Power:
Weapons: 123
Shields: 79
Engines: 58
Aux: 58
Turn rate: 16.3 at 100% throttle (not full impulse)
Doffs:
1x Blue Conn, officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Green Conn officer: Chance to reduce the time to recharge Evasive Maneuvers
1x Purple Proj' Weaps? Officer: Chance to reduce recharge time for torps?
1x Purple Exocomp: Additional Buffs based on type of battery activated
1x Green Maintenance Officer: Recharge time reduced for eng team and buff when ET used
Devices:
Rechargeable Shield Battery
Suspace Field Modulator, Devidian phasing device
Deuterium Tank
Weapons Battery
I am very curious about switching energy types and also if switching to beams may/may not make a difference.
Fleet weapons in there current state are junk for any situation even pve/stfs
Acc is key in pvp due to the high amounts of speed tankers kicking around
CritH and critD will out damage any weapon in pve/stf
I would love to find acc, critd, or crith, Mk XII's for my ship, by the EC cost of entry is pretty high right now. Adv. Fleet Weapons can at least get me a low cost of entry for appropriate level (Mk XII's) that aren't Borg types untill I can increase my EC bank a bit to afford the ACCx3 and such.
I think the Galor is a bit out of my price range to get, so the spiral disruptors are pretty much out of the question for me. I'm not averse to using DBB with the right setup (not sure if that's turrets or ba's) , I've been enjoying the single cannon/turret mix for a bit. I have a guy with BO3 and such as well. Is there an energy type thats best for single cannons in my case, or DBBs?
Agreed, crazy prices
I didn't mean to insult in anyway but the Devs need to sort it
I put together a Fleet Excel build, based on using a two piece Borg kenetic beam with the console, and the three piece Romulan plasma set, along with a full set of STF Borg plasma arrays, along with a mk XII Plasma Dual Beam Bank, that I begot in an STF loot drop. Three Mk XII blue plasma tac consoles, the rest the usual console choices, with an EPS console as my prefered eng console, over a (IMHO) cruddy RCS.
The Borg mod on the STF arrays might not be much these days, but the rest of the weapons all work just fine. The Kenetic and Romulan arrays actually (unless I am sorely mistaken,) reduce power drain, leaving the other arrays to get more bank for the EC. Plus seeing a Torp Spread III send off a wall of Plasma Torp Deth, off a burst Evasive Maneuvers at the enemy, is always fun to see, before melting everything. About the only thing I can't fully tank in this game, is the some 20+ klink vessels in a SB24, that I get attention from, from FAWing too much. (And a deth, (yes I typed deth,) only comes after about a couple minutes of sustained damage, with all CDs exhausted, and so on, yada wada...)
I've been a career cruiser captain, from a week after launch, and this tub is my current fave, with firepower, speed and manuverability. I throw in a Tractor Repulsors on my sci boff slot, and can even do Kang duty on CSE elite. And to be sure, I switched out my MACO Mk XII shield, for the Adapted version, and gave up the Grav Beam, for more shield hp, and just... don't die... in STFs anymore. (Aside from a server drop, about the only 'way' anymore there.)
Again, I PvE exclusively, so take my version of experience, for what it is.
can either be done with beam banks or cannons/turrets.
for doffs you need 2-3 technician doffs (essential to make the build work) and the rest DEM doffs
you could run 2 sets of BOFFS too...one tac boff with APomega1 instead of beta2
If you can't afford the DEM doffs go for a EWP3 instead the DEM3
also keybinds to rotate aux2batt and EPtaux are highly recommanded.
You didn't insult me at all, no worries. I am just trying to find what will work best for me. I will look for the high end stuff, once I can afford it, but at least getting the right energy/weapon type will get the ball rolling and make me more competitive.
The problem I see with that build is that I can't do much healing for other players. I'm not looking to be a DPS king, I just want to contribute more, effective dps to my team while throwing out heals to those who need it. If it was a pure dps issue, I would use the escorts that I own. I just don't want my shot bouncing off of escort hulls like they have been lately.
you can put in an Extend shields instead of the DEM, and the ET1, HE, TSS should be sufficent team heal anyway...but be sure to use them only while you are high on aux power.
Even without the DEM you should be able to do good dps (atleast on unshielded targets) while having 4 heals + RSP at your disposal.
the drastically shortened cooldowns from the technician doffs on all your BOFF abilities make this build highly effective in many situations...it's not called a "cookycutter build" for nothing, it's been proven effective by many people countless times.
but to be honest, you are currently running 3 engineering teams + a EPtengines ontop of 2 EPtShields and no tac team, from that point pretty much anything is better.
Warning, bluntness incoming: If you want to heal run a Star Cruiser.
That said, try this:
Lt CMDR tac: TT1, CRF1, APO1
CMDR engi: EPTS1,A2B1, ES2, EWP3 or DEM3
Lt engi: EPTA1,A2B1
Ens engi: ET1
Lt sci: TSS1, HE2
Phaser is still the best proc in PvP. DEM goes well with single cannons but EWP will provide holds which your team will use to get kills.
Again, Kirk it up in a Tac Excelsior or go get a Star Cruiser to heal.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
It seems like you are spending a lot of slots to get turnrate. Or are the Evasive DOFFs and Deuterium tanks more for speed/defense than turning? Are you having problems getting your cannons in line with targets?
If so, could beams and BFaW be a better choice for you? Less turning and worrying about hitting targets, IMO.
I did change one of my ET2's to an Auxsif.
My concern with the TT1 is that it might hamper my ability to throw heals while its on a cooldown that is still linked to ET's, is that a reasonable concern?
In regard to the 2x EPTS1's, isnt that similar to the cookie cutters build for it EPTAux?
I have the EPTE1 in there for a quick burst of speed (in addition to the others) if I need it. I figured that I wouldnt be using EPTE1 and EPTS1 at the same moments so I figured it wouldnt be a conflict. Do you think that the EPTAux would really be that helpfull in its place?
My Friends that have run their parser said I do between 4.5-6.5 in KASE, mostly depending on what else makes up the team, cruisers make me go higher, escorts, lower. I'm not sure there is a totally accurate "baseline" way to get a real dps value enless everyone is using the same, controlled situations. What I do know is that some escorts that are resistance stacked are having my shots more or less bouncing off of them.
I tried to do the parser thing myself, but I couldn't figure it out
The only console 100% dedicated to my turn rate its the RCS, the Tackyokinetic Converter I threw in mostly because of the damage bonuses it gives, the 22% turn rate bonus was just a nice add on to it. It leaves me a little bit more comfortable than if I didnt have it.
The other gear:
-Deut' Tanks are my "Get outta Dodge" items. The evasive doffs are more for speed/defense. I sometime pop it and EPTE1, just before I get into firing range for speed instead of full impulse of wasting a deut burn. Other times I throw evasive to improve my reverse speed. I don't have that much of a problem keeping my cannons on target, but I probably would pick up a little more turn if I wanted to go DBB heavy in the front.
the technician doff lowers all cooldowns of all Boff abilitys by 10% each time you hit AUX2Batt...and is stackable, 3 times. So 30% every 15 seconds because you rotate your 2 aux2batt.
that means you effectively DOUBLE the output of ALL boff powers. and you increase all powerlevels (except aux) by 18 (thats without skills counted, its actually higher ingame) every 15 seconds for 10 seconds.
it is true that it leaves you without aux power, but doubles your TAC powers and increases powerlevels. Run 2 additional warpcore engineers to increase powerlevels on use of EPtaux and EPtS and you basically run full power to weapons, schields, engines endlessly.
Weaponpowerdrain becomes insignificant, your shields resistance is through the roof and you move fast as an escort...slightly exagurated:rolleyes:
downside: 3 technician doffs cost 12 million EC, so do warp core engis (not without a reason obviously)
so that's basically the synergy of the aux2batt build, if anybody feels to add something or correct me, feel free to do so.
PS: atleast 1 tac team is obligatory for each and every ship build...the auto shield distribution is just too powerfull to not have...and i think that is basically what makes "your shots bounce off the escorts" ...they use 2 tac teams in rotation, instead of fireing on 10-12k shields you fire on 40-48k + resistance buffs and heals...
even giving a TT to a teammate is more help than the occasional ET...actually the ET is just to counter certain debuffs
PPS: If you really want to be an asset for your team in PVP, run a heal cruiser. Star cruiser, Oddy are a good choice for that. Engi or sci captain in a dedicated healcruiser are the true matchwinners, not the escorts.
From what I am reading... in a nutshell:
-EP2Aux ups the aux power levels
- Then hitting Aux2batt distributes power from the already upped auxiliary to the other three sensors.
-Aux batt with proper DoFFS makes the cd for boff powers 30% shorter per application of the ability
I think this toon already has two blue quality technicians that deal with aux batt/boff use cooldown reduced. Is the gap between blue and purple level doffs dramatic (in actual application)?
Is there an actuall description required for the Warp Core Engi's that are helpfull, or is that the only buff ability that that type of Doff can have?
I saw some sort of description that TT also increase damage by 10% for the duration, does this play out to be true?
Should I take it that you mean that cruisers should only be for healing, or just that if someone in a cruiser that wants to heal team mates should be in an Oddy or Star Cruiser?
Just chiming in to toss out some links and numbers on these. There is only one type of Warp Core Engineer, you can find the description here: http://www.stowiki.org/Specialization:_Warp_Core_Engineer And TT does not boost damage by 10%, it boosts weapon damage by ~3.6% of the base value (which is without any Weapons Training skill or consoles or anything). Pulled that from here: http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm
I'll leave the rest to those with more personal experience.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
From a cannon built to a beamboat to a mix of both and so on. I also tried out alot of engineering powrs to match my impression of what that ship should be able to do, wich is as follows:
Deal more damage than a standart cruiser while being able to tank well. Tanking well means for me. Flying in front of a tac cube in pve and take the agro and survive most shots (apart from the occasional one shot wonder) and in pvp it should be able to face most things 1on1 and survive 2vs1 long enough to get away.
So far it worked well enough. 1on1 against my fleetmates it gets the victory most of the time. In the Ker`rat system i usualy test my builds for durability. Im happy when after a spawn my ship is the last to be blown up by those klingons. Bops ar anoying but mostly manageble, curisers are a piece of cake most times , but raptors are very hard to go 1on1 against.
However, those are just my expieriences with that ship. So heres my build , maybe you can find something usefull for you. And maybe i can get some advice as well.
Tactical Captain.
Forward weapons: 3x fleet advanced phaser beam arrays (ACC), 1x wideangle Quantum torpedo
Rear weapons: 3x fleet advanced phaser beam arrays (ACC), 1 Fleet Quantumtorpedo (ACC)
For PVP You should go for ACCx2 or even ACCx3 - im to low on ECs at the moment to go for those - i still have a whole set of standart purple mkXII phaser beams with ACC,CrtH,DMG wich wort just as well as those overrated fleet weapons.
Deflector, Engine, Shields: MACO Mk XI for PVE/STFs ( Aegis for PVP)
Devices: Weapon-battery, Shield-battery, Aux-Battery, Subspace-field-modulator
(Whenever i can get them ill ither take the large battery versions of the above or the double batteries like Shield+Aux -Battieries.
Consoles: Transwarp-Computer, Borg-assimilated module, Phaser-point-defense-system,
Neutronium Alloy MkXI purple
2x Field Generator MK XII blue
4xPhaser Relais Mk XI purple
This console Setup is what i use for PVE and STFs. For PVP maps and duels i use other consoles, mostly in place of the transwarp computer.
Consoles i found usefull are : Tachyokinetic converter, Zero Point Energyy Conduit, RCS Thrusters, Grappler
For Boff Powers i use:
Tac LTC: Tactical Team I , Torpedo Spread II , Beam Overload III
Eng COM: Emergency Power to Weapons I, Auxiliary to Structural I, Directed Energy Modulation II, Reverse Shield Polarity III
Eng LT, Engineering Team I , Emergency Power to Weapons II
Eng ENS: Emergency Power to Shields I
SCI LT: Science Team I, Feedback Pulse I
Doffs Space: Buff for Tactical Team reduced cooldown, Projectile Officer for faster Torpedo reloads, Doff for DEM wich reduces Energy drain, Doff for reduced cooldown for beam attacks, Doff for reduction in Boff abilities cooldown
All are purple.
Alternativly for Borg STFs i have a Doff that increases damage against Borg. I usualy swap out the tectical team doff for it.
Thats a configuration that works quite well for me. The one thing that bugs me are it has alot of tier I powers and engineering powers often have shared cooldowns.
I thought of replacing one of the Emergency power to weapons with something else and more usefull but i dont want to loose the tier II ability and there is nothing much usefull to replace it.
Only Engineering team I comes to mind but than id have 4 team powers with shared cooldowns. Not very efficient either.
Eddy
Would that be approximate for an engineer build as well?
To fully use the potential though you might need to adjust some of the engineering boffs to your needs. You can heal some damage yourself so use some Boff powers to keep weaponspower near 125 as much as you can and try to keep a high Aux Power for the Feedback pulse nad the Gravimetric beam of the MACO set.
When it comes to universal consoles there are some that do help you to increase damage or critical hit chance and severity. the borg assimilated module, the romulan signature neutralizer, the tachyokinetc converter and the zero point energy conduit.
The fleetexcelsior has ten console slots. Use then wisely. I say go for dps as that ship has close to 60000 hull with the maco set and close to 13000 shields with my setup. An engineer most likely goes bejond that.
The ship tanks well on its own so use the powers it has to do damage. However with tactical team, engineering team and sience team and Aux to structural you do have some, albeit limited healing powers.
btw. if you use the transwarp computer from the tier III excelsior and a purple astrometrics doff to reduce transwarp cooldown , you can transwarp every 4 minutes. Much more fun than to wait 15 minutes. However that Doff doesnt boost anything elso so its more a fun thing to have than anything else, wont help alot in combat. An energy weapons doof is more usefull for increasing damage.