I have been using the following build for a month or so in eSTF. It is a fairly cheap build and came about because I dipped into both Romulan and Omega projects without a clear idea of the end point. That said, I am pretty happy with it and wondered if anybody sees where any big improvements could be made? I am a lvl 50 Tac.
Fore: 3 X Advanced Fleet Plasma Dual Heavy Cannons Mk XII [Dmg]x3 [Acc]
1 X Romulan Hyper-Plasma Torpedo Launcher
Rear: 1X Kinetic Cutting Beam Mk XII [Dmg]x3
1X Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]
2X Advanced Fleet Plasma Turret Mk XII [Dmg]x3 [CrtH]
I generally try to keep forward speed for defence and as I approach target I will either overfly (sometimes too close and guess who now also lights up with plasma ...) or turn tail. The latter is good as I can pump Omega torps into the shield hole I already left behind.
I am not an advanced player and I don't run any parsing but I feel like I do my fair share of damage, often more, in eSTFs.
I think I am right to say I should have bought the [CrtH] version of the DHCs?
I am reputations Tier 5 but it will be some time before I will have the marks for space sets so I would prefer suggestions that use FC, DL & EC. Our Starbase is Tier 2 and Embassy is ..... Tier 0!
You might want to add in the rommie zero point energy console to get additional crit chance, power bonus and the two piece rommie set bonus which adds 7.6% plasma energy weapon damage
That sounds like a cool idea, cheers . Embarrassingly, I didn't know it boosted plasma damage! Best put it in place of the Emitter Amplifier I guess ...
You'll do more damage if you change the rapid fire to scatter volley, assuming you can deal with sometimes getting aggro from secondary targets.
Look into the +plasma -threat science consoles from your fleet embassy once you get going on that.
APB is a better damage increase than APO because it 1) increases your damage by more and 2) increases your entire team's damage. Consider whether or not you can live without the survivability and maneuverability boost that APO gives.
Some more excellent advice - many thanks. I will change CRF to CSV immediately.
I hope you can get these consoles at Embassy Tier 1 ... if so we are just a mahoosive chunk of DL away
One reason I run 2 X APO is that I have no PH. Does APB3 for damage and APO1 for anti tractor beam duty sound good? Or am I better with 2 X APB and forget the tractors? I can't remember if Evasive Manoeuvres is enough to break a tractor?
Here is my version of the Breen plasma ship... It is fairly tuned (close to 6k-10k DPS output in ESTF's) and routinely takes 1st place in fleet action farming runs:
Ship Gear: Full Borg Space Set
-Weapons-
Fore = 2 Romulan Plasma DHC's + 1 Romulan Experimental Beam Array + 1 Romulan Hyper Plasma Torpedo Launcher
Aft = 3 Romulan Plasma Turrets + 1 Kinetic Cutting Beam
Devices = Red Matter Capacitor, Subspace Field Modulator
Consoles: Tachyokinetic Converter, Rule 62 Multipurpose Combat Console, Borg Assimilated Universal Module, Field Generator, Breen Power Dissipator OR Romulan Science Console OR RCS Accelerator, Plasma Infuser x4
Unfortunately some of the gear and DOFF's are pricy, but having almost 100% uptime on AP-Beta3 = major DPS gain (16 sec recharge, 10 sec AP uptime, 5 sec each AP-B3 debuff). This thing melts ESTF cubes and Negh'Var's in seconds.
One reason I run 2 X APO is that I have no PH. Does APB3 for damage and APO1 for anti tractor beam duty sound good? Or am I better with 2 X APB and forget the tractors? I can't remember if Evasive Manoeuvres is enough to break a tractor?
It's entirely personal preference based on how your survivability feels. APB will deal more damage, APO will help you live. Try out APB and if you find yourself dying then switch back.
Its worth mentioning that apb only affects hull damage, not shielded targets. So for a heavily shielded target, apo gives a better damage boost. Though apb has more uptime given the shorter cooldown
Its worth mentioning that apb only affects hull damage, not shielded targets. So for a heavily shielded target, apo gives a better damage boost. Though apb has more uptime given the shorter cooldown
AP-Beta would benefit a plasma build more than AP-Omega because it would generate more plasma fire damage regardless of shields. If you stack resist debuffs with the Romulan Experimental Beam Array's hyperflux firing mode, the target can easily lose over 5k+ hull per second for 10 full seconds.
The ZP console is staying. I am considering the Romulan beam now to complete the set - it would go in place of a rear turret.
Unfortunately, I had a tough time with 2X APB! A cube/gate would tractor me and I would try to get out with evasive manoeuvres or a can of deuterium but often end up one shotted whilst it went on. I went back to 2 X APO. However, I have had an idea:
I am not specced into much science, in fact, I have 99% copied this build. This means my GW is not all that strong. Do you think it is worth keeping it as an STF tool or go
HE1 PH2 TSS3. I am aware I would have to buy TSS3
This would allow me to go back to 2X APB.
I didn't like the CSV. Somehow, I just felt less powerful. eg, on Cure, I want to focus on one a single BoP/Raptor, watch it go pop and move on. I am back with 2 X CRF.
I like the attack pattern conn doffs but this is an idea I will sit on for a while, given the expense. Of course, it is something that would work on every ship and would be good when I finally do a PVP build on the Armitage.
Our embassy is creeping closer to T1 for a +pla/-threat console...
The ZP console is staying. I am considering the Romulan beam now to complete the set - it would go in place of a rear turret.
That beam array is best used front due to its zero-power-consumption and powerful plasma DOT. I tried using it aft-mounted previously, and this caused a DPS drop off since 3 full turrets aft + cutting beam aft + the experimental beam array front gets much better arc-coverage around the ship.
Unfortunately, I had a tough time with 2X APB! A cube/gate would tractor me and I would try to get out with evasive manoeuvres or a can of deuterium but often end up one shotted whilst it went on. I went back to 2 X APO.
The above means that you are getting far too close to the cube... less than 3km = borg tractor beam. Keep your distance while shooting, preferably while moving to maintain defense cap.
Gates are no-brainers... just feed them a steady diet of hyper-plasma torpedoes at 8km+ out from a stationary position. You will kill them very fast when combined with AP-Beta since the latter increases plasma fire damage per tick, and you will be dropping 6+ plasma fire stacks at a time with the Romulan hyper-plasma torp launcher. I will usually out-damage 3+ ships solo while dropping gates unless they are carriers or running plasma torps as well.
I am not specced into much science, in fact, I have 99% copied this build. This means my GW is not all that strong. Do you think it is worth keeping it as an STF tool or go
HE1 PH2 TSS3. I am aware I would have to buy TSS3
This would allow me to go back to 2X APB.
Gravity Wells are used primarily for pulling mobs together, allowing you to exploit warp core breaches to start enemy ship chain explosions. I have no points in Particle Generators, yet Gravity Well works wonders in my build.
So long as you keep your distance 3+ km out, you will not need APO nor PH. Even if you do get tractor-beamed, Brace-for-Impact will usually save you. Just be sure to keep Tactical Team and Emergency Power to Shields up whenever possible -- this makes a HUGE difference.
I didn't like the CSV. Somehow, I just felt less powerful. eg, on Cure, I want to focus on one a single BoP/Raptor, watch it go pop and move on. I am back with 2 X CRF.
CSV will out-dps CRF in multi-target situations. It is also quite good at shooting down plasma torps and enemy carrier fighters. It is best used with Gravity Wells to destroy enemy ships in large numbers together. Single-targetting via CRF when you deal with CSE 3-pack BoP's / Raptors / Negh'Vars is not very efficient and will usually result in these packs reaching the Kang.
I like the attack pattern conn doffs but this is an idea I will sit on for a while, given the expense. Of course, it is something that would work on every ship and would be good when I finally do a PVP build on the Armitage.
Our embassy is creeping closer to T1 for a +pla/-threat console...
3 AP-Conn Doff's = 93% uptime of AP-Beta3 (10 seconds duration, debuff lasts 5 seconds, cooldown = 16 seconds), yielding -49 resists and nearly doubling all team damage output. This is HUGE compared to AP-Omega's 25% solo damage boost and 25% uptime (15 sec duration, 1+ minute recharge).
I use a Romulan Particle Generator [-TH] [+PLA] Mk XI in my build.
Wow, thanks for taking the time to type all that out. Some good stuff here and I have read it twice already!
I will buy the beam and put it up front.
I now realise I am not using some of the best flight techniques:
1) I am getting too close, usually due trying to keep moving. I'll stay further out in future!
2) I have patently never really 'got' CSV. I will put it back on and persevere!
3) I have always tried to pull myself free of Borg TBs. I have TT and EPtS on 'auto-rotation' but keep forgetting BFI. Essentially, I should just try to weather the storm!
I will get the APBs back on post haste. 2 will be good to start with but I am still considering those pricey doffs.
Edit: Just done a great Infected Elite without blowing up. Ship's great and the flying tips worked well
Glad that it's working out.
I would recommend replacing the Monotanium armor with an RCS-Accelerator since you already have Neutronium armor in place. This will speed up your ship's turn rate to get more torpedo and DHC volleys going.
OK, will do, a few of those stashed in the shipyard!
Incidentally, my KDF toon has a bugship. I saved like mad when they started hitting the exchange last year and got it for 165M EC - pretty good I reckon. Sort of wasted on me as I don't PVP (yet) but it is fun. I was never happy with how I had it equipped and was looking for more options. I am so happy with this Breen ship, now, that I essentially copied it to the Bug. I missed out the rear Omega torp and Assimilated module, got purple Mk XII CRTD/H weapons from the exchange, put an ambiplasma envelope in the 5th tac slot and that is essentially it.
It is now really fun in eSTFs as well
When I get into PVP, I will probably strip all it's kit onto my KDF side Breen ship and look at a PVP build but for now all is good ... although it looks a little funny with a red beam, a green beam, and light blue pellets rather than a stream of purple....
OK, will do, a few of those stashed in the shipyard!
Incidentally, my KDF toon has a bugship. I saved like mad when they started hitting the exchange last year and got it for 165M EC - pretty good I reckon. Sort of wasted on me as I don't PVP (yet) but it is fun. I was never happy with how I had it equipped and was looking for more options. I am so happy with this Breen ship, now, that I essentially copied it to the Bug. I missed out the rear Omega torp and Assimilated module, got purple Mk XII CRTD/H weapons from the exchange, put an ambiplasma envelope in the 5th tac slot and that is essentially it.
It is now really fun in eSTFs as well
When I get into PVP, I will probably strip all it's kit onto my KDF side Breen ship and look at a PVP build but for now all is good ... although it looks a little funny with a red beam, a green beam, and light blue pellets rather than a stream of purple....
The Ambiplasma console only buffs plasma torp kinetic damage... I recommend replacing it with another plasma infuser to further optimize plasma energy weapons and DOT damage.
I did originally move all my plasma weapons to a Fleet Advanced Escort to take advantage of the 5th tactical console slot, but in the end I went back to the Breen ship because its 8 weapon slots, increased shields, and 36k hull (49k with all captain stats factored in) gave the Chel Grett superior damage output and suvivability, especially in crowded competition zones like SB24.
Yeah, that's what I think is so good about it. Handles like a heavy escort, has 8 weapon slots, good bridge layout, plenty of consoles .... and it was free
I hear you regarding the ambiplasma on the bug. I was just thinking that as the hyper plasma was there, maybe it would be worth giving it a boost. Is it just better to boost the energy weapons as a general rule?
Adapted MACO set
Tac consoles: MK XII rare Plasma Infusers x3, MK XII rare Ambiplasma Envelope
Sci consoles: Borg universal console, Romulan Zero Point console, MK XI Romulan Shield Emitter (plamsa damage version)
Eng consoles: Theta Radiation console, MK XII rare RCS console, tachyokinetic console
My DOFFs
Purple projectile officer, Blue Energy weapons officer for beam attacks, Blue Conn officer for Tac Team, Blue damage control engineer for hull heal when using Aux2SIF, purple warp core engineer for bonus power levels when using Emergency Power to X
Reading the two posts above leads me to a few questions:
1) How do Romulan Plasma DHC Mk XII differ from the Fleet Plasma DHC Mk XII that I am using now - is there enough upgrade to warrant the DL and RM spend?
2) I notice the science slots on both builds have things other than field generators in, whereas I am using 2 field generators to boost the shields. I still run out of shields now and again - what am I doing wrong?
3) 'MK XI Romulan Shield Emitter (plamsa damage version)' I don't know what this is but it sounds like I want it! Presumably helps with keeping shields up/repaired?
4) In 3 days our Embassy will have completed it's first upgrade (5 days .. WTF?) and I will get a Mk X +plasma/-threat console. I am not sure where to put it but, reading Q1 above, I am guessing people will say in place of a field generator?
The beam Breen sounds interesting, any chance of adding the weapon layout you are using? My Klink has not touched her Breen since getting it as I don't want two ships the same. This could be different enough to try. I have enough old anti-Borg antiproton stuff lying around to try out the concept before changing to plasma and spending out on it.
2) I notice the science slots on both builds have things other than field generators in, whereas I am using 2 field generators to boost the shields. I still run out of shields now and again - what am I doing wrong?
I'm assuming you get this experience from STFs. And honestly, IMO shields are pretty much useless there right now. There is little skittlefire now and then that any tactical team and EPtS buffed shield will account for, and then there are the lolwut?! bursts that will drop a shield facing and bite out half your hull, no matter what shield you have. The balance right now is just really ****ty. I stopped using field gens for that reason, they just don't make a difference. They don't protect you from those OP bursts and they don't make a difference for sustained damage because it's neligable anyway.
^^ Thanks for that. Yes, I mean STFs as that is what I have tried to build this ship specifically for. So you are saying that sometimes, bad stuff comes your way and it is simply time to use some components!
In that case, I will put the embassy console in place of a field generator!
I could chuck the other as well. What would you suggest in it's place? I have a vent theta radiation one or perhaps the embassy ones stack?
There is only one item that I am unhappy with now, the Omega torp on the rear. I only get a few opportunities to fire it and, with no THY, it's not exactly a hard hitter. I see the options as
1) Another turret; a bit predictable though ...
2) Tricobalt mines
3) The Breen transphasic cluster torpedo. This provides a big hit with long cooldown. At the moment, this is what I am using.
Reading the two posts above leads me to a few questions:
1) How do Romulan Plasma DHC Mk XII differ from the Fleet Plasma DHC Mk XII that I am using now - is there enough upgrade to warrant the DL and RM spend?
Romulan plasma energy weapons have a disruptor and plasma proc, but only two mod-suffixes (I use [acc] [crth]). Yes, the disruptor proc is worth it -- when it triggers, all damage on the disruptor-breached target improves +10%, including plasma dots, for 15 full seconds. This is HUGE, especially since it cannot be cleared by any BOFF or captain special abilities.
2) I notice the science slots on both builds have things other than field generators in, whereas I am using 2 field generators to boost the shields. I still run out of shields now and again - what am I doing wrong?
Field Generators increase shield capacity, but not regen rate. I noticed that you originally went with MACO shields. While MACO shields are great at 10% all-energy damage mitigation and initial high capacity, heavy sustained weapon fire (like SB24) eventually depletes them. As a result, I tend to use higher-regen shields like Omega and Borg Regenerative -- combined with Tactical Team 1 and EPtS1, they help my ship stay much longer in sustained fire fights. MACO can take bigger hits, but Omega and Borg shields can soak up much more incoming damage over a longer time span.
3) 'MK XI Romulan Shield Emitter (plamsa damage version)' I don't know what this is but it sounds like I want it! Presumably helps with keeping shields up/repaired?
Shield Emitters are great for shield based abilities like Rotate Shield Frequency and Transfer Shield Strength. Strangely enough, it doesn't affect EPtS IIRC. As a result, I went with Romulan Plasma Infused Particle Generators and Flow capacitors instead.
4) In 3 days our Embassy will have completed it's first upgrade (5 days .. WTF?) and I will get a Mk X +plasma/-threat console. I am not sure where to put it but, reading Q1 above, I am guessing people will say in place of a field generator?
The beam Breen sounds interesting, any chance of adding the weapon layout you are using? My Klink has not touched her Breen since getting it as I don't want two ships the same. This could be different enough to try. I have enough old anti-Borg antiproton stuff lying around to try out the concept before changing to plasma and spending out on it.
I am not a BFAW fan (DHC + CSV or CRF have much higher burst damage), but I do like Beam-Overload, especially with the Experimental Beam Array. The latter has zero power drain, and its hyperflux plasma dot is one of the most powerful shield ignoring damage sources available in game when used correctly.
Your point about the shield is interesting. On my bugship, I recently won a MK XII regen shield, [Cap] [Reg] [Pla]. I figured this was perfect for STFs and put it on instead of my KHG Mk XI. Borg eng/deflector again. I have noticed a bit more survivability and uptime. It is no good to your team when you evasive out, go max aux & TSS and wait for the shields to rebuild. I'll take your advice and get something similar for this ship.
Perhaps I should spend some marks and get the Borg shield. I sold the ones I had ages ago when clawing together the EC for the bug!
For embassy consoles, well we've just hit T1 so I'm off to shop!
The beam Breen sounds interesting, any chance of adding the weapon layout you are using? My Klink has not touched her Breen since getting it as I don't want two ships the same. This could be different enough to try. I have enough old anti-Borg antiproton stuff lying around to try out the concept before changing to plasma and spending out on it.
Fore weapons:
MK XII Romulan DBB (ACCx2, DMG)
MK XII Plasma DBB (ACCx2, DMG)
Experimental Romulan BA
Borg Omega Torp
Aft Weapons:
MK XII Romulan BA x2 (ACCx2)
Borg Cutting Beam
Romulan Hyper Plasma torp
I use beams since I also switch to my Fleet Nova Class to play with.
For embassy consoles, well we've just hit T1 so I'm off to shop!
I like to use the gravity well but have no points in it other than what the Borg deflector gives so I have purchased:
Graviton Generator Mk X [-Th] [Pla]
Emitter Array Mk X [-Th] [Pla]
to go in place of the field generators.
As far as the shield goes, I found a Omega Force Shield Array Mk XI in my shipyard. It reads a regen rate of 245 once fitted to the ship. I'll see how it goes.
@coffeemike: Thanks for completing the build. I am going to give it a go on my Kink's Breen when I get time to build it. I now see that for all the Romulan regualr cannons and beams you only need enough marks to unlock them in a store. I assume they then cost DL. This means I can afford them now
My problem with many of the tactical doffs is that they invariably offset your rotations, and from what I saw you can't ensure that they're all reducing in cooldown equally. I dropped the attack pattern doffs for this reason.
"Tolerance and apathy are the last virtues of a dying society." - Aristotle
I found a Omega Force Shield Array Mk XI in my shipyard. It reads a regen rate of 245 once fitted to the ship. I'll see how it goes.
I just tried an Infected Elite. I could really see the difference with the shield. It only went critical twice. Once an aux battery was enough, the other I had to run away as the hull was also low. However, I pushed full aux and was back in the fight in no time at all compared with the same operation with the Maco shield.
Comments
Edit: I had 600RM so it's done
Look into the +plasma -threat science consoles from your fleet embassy once you get going on that.
APB is a better damage increase than APO because it 1) increases your damage by more and 2) increases your entire team's damage. Consider whether or not you can live without the survivability and maneuverability boost that APO gives.
I hope you can get these consoles at Embassy Tier 1 ... if so we are just a mahoosive chunk of DL away
One reason I run 2 X APO is that I have no PH. Does APB3 for damage and APO1 for anti tractor beam duty sound good? Or am I better with 2 X APB and forget the tractors? I can't remember if Evasive Manoeuvres is enough to break a tractor?
Ship Gear: Full Borg Space Set
-Weapons-
Fore = 2 Romulan Plasma DHC's + 1 Romulan Experimental Beam Array + 1 Romulan Hyper Plasma Torpedo Launcher
Aft = 3 Romulan Plasma Turrets + 1 Kinetic Cutting Beam
Devices = Red Matter Capacitor, Subspace Field Modulator
Consoles: Tachyokinetic Converter, Rule 62 Multipurpose Combat Console, Borg Assimilated Universal Module, Field Generator, Breen Power Dissipator OR Romulan Science Console OR RCS Accelerator, Plasma Infuser x4
BOFFS:
Ensign Univ: BO1
Commander Tac: TT1, CSV1, HYT3, AP-Beta3
Lt.Tac: TT1, CSV1
Lt.Eng: EPtS1, EPtS2
Lt.CmdrSci: HE1, ST1, GW1
DOFSS: 3 Attack Pattern Conn-doffs, 2 Projectile Weapon Officers
Unfortunately some of the gear and DOFF's are pricy, but having almost 100% uptime on AP-Beta3 = major DPS gain (16 sec recharge, 10 sec AP uptime, 5 sec each AP-B3 debuff). This thing melts ESTF cubes and Negh'Var's in seconds.
It's entirely personal preference based on how your survivability feels. APB will deal more damage, APO will help you live. Try out APB and if you find yourself dying then switch back.
AP-Beta would benefit a plasma build more than AP-Omega because it would generate more plasma fire damage regardless of shields. If you stack resist debuffs with the Romulan Experimental Beam Array's hyperflux firing mode, the target can easily lose over 5k+ hull per second for 10 full seconds.
BOFF Layout.
TT1 , Torp:Spread 2, C:SV2 ( Or was it C:SV3 and not C:SV2 on other station? )
TT1 , Torp:Spread 2, C:SV2
EptS1, Aux2Struct1
EptS1
HE1, TSS2, HE3
( Or it was close to that. )
Adapted Maco Shield / Set 25% Torp \
Adapted Maco Engines \ Damage /
Aegis Deflector
Fore - 2x Plasma DHCs, Omega Torp, Hyper Plasma Torp
Aft - All turrets
Boffs. At least 3 purple torpedo duty officers
Thats what I used.
The ZP console is staying. I am considering the Romulan beam now to complete the set - it would go in place of a rear turret.
Unfortunately, I had a tough time with 2X APB! A cube/gate would tractor me and I would try to get out with evasive manoeuvres or a can of deuterium but often end up one shotted whilst it went on. I went back to 2 X APO. However, I have had an idea:
I am not specced into much science, in fact, I have 99% copied this build. This means my GW is not all that strong. Do you think it is worth keeping it as an STF tool or go
HE1 PH2 TSS3. I am aware I would have to buy TSS3
This would allow me to go back to 2X APB.
I didn't like the CSV. Somehow, I just felt less powerful. eg, on Cure, I want to focus on one a single BoP/Raptor, watch it go pop and move on. I am back with 2 X CRF.
I like the attack pattern conn doffs but this is an idea I will sit on for a while, given the expense. Of course, it is something that would work on every ship and would be good when I finally do a PVP build on the Armitage.
Our embassy is creeping closer to T1 for a +pla/-threat console...
That beam array is best used front due to its zero-power-consumption and powerful plasma DOT. I tried using it aft-mounted previously, and this caused a DPS drop off since 3 full turrets aft + cutting beam aft + the experimental beam array front gets much better arc-coverage around the ship.
The above means that you are getting far too close to the cube... less than 3km = borg tractor beam. Keep your distance while shooting, preferably while moving to maintain defense cap.
Gates are no-brainers... just feed them a steady diet of hyper-plasma torpedoes at 8km+ out from a stationary position. You will kill them very fast when combined with AP-Beta since the latter increases plasma fire damage per tick, and you will be dropping 6+ plasma fire stacks at a time with the Romulan hyper-plasma torp launcher. I will usually out-damage 3+ ships solo while dropping gates unless they are carriers or running plasma torps as well.
Gravity Wells are used primarily for pulling mobs together, allowing you to exploit warp core breaches to start enemy ship chain explosions. I have no points in Particle Generators, yet Gravity Well works wonders in my build.
So long as you keep your distance 3+ km out, you will not need APO nor PH. Even if you do get tractor-beamed, Brace-for-Impact will usually save you. Just be sure to keep Tactical Team and Emergency Power to Shields up whenever possible -- this makes a HUGE difference.
CSV will out-dps CRF in multi-target situations. It is also quite good at shooting down plasma torps and enemy carrier fighters. It is best used with Gravity Wells to destroy enemy ships in large numbers together. Single-targetting via CRF when you deal with CSE 3-pack BoP's / Raptors / Negh'Vars is not very efficient and will usually result in these packs reaching the Kang.
3 AP-Conn Doff's = 93% uptime of AP-Beta3 (10 seconds duration, debuff lasts 5 seconds, cooldown = 16 seconds), yielding -49 resists and nearly doubling all team damage output. This is HUGE compared to AP-Omega's 25% solo damage boost and 25% uptime (15 sec duration, 1+ minute recharge).
I use a Romulan Particle Generator [-TH] [+PLA] Mk XI in my build.
I will buy the beam and put it up front.
I now realise I am not using some of the best flight techniques:
1) I am getting too close, usually due trying to keep moving. I'll stay further out in future!
2) I have patently never really 'got' CSV. I will put it back on and persevere!
3) I have always tried to pull myself free of Borg TBs. I have TT and EPtS on 'auto-rotation' but keep forgetting BFI. Essentially, I should just try to weather the storm!
I will get the APBs back on post haste. 2 will be good to start with but I am still considering those pricey doffs.
Thanks again
To keep things on track, here is how the build stands now after the advice so far:
Fore:
Experimental Romulan Plasma Beam Array
2 X Advanced Fleet Plasma Dual Heavy Cannons Mk XII [Dmg]x3 [Acc]
Romulan Hyper-Plasma Torpedo Launcher
Rear:
Kinetic Cutting Beam Mk XII [Dmg]x3
Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]
2X Advanced Fleet Plasma Turret Mk XII [Dmg]x3 [CrtH]
Deflector: Assimilated Deflector Array Mk XI
Engine: Assimilated Subtranswarp Engines Mk XI
Shield: M.A.C.O. Resilient Shield Array Mk XII
Devices: Deuterium, Subspace Field Modulator, Aux batts
Engineering: Monotanium Alloy Mk XII, Neutronium Alloy Mk XII, Assimilated Module
Science: 2X Field Generator Mk XI, Zero-Point Energy Conduit
Tactical: 4X Plasma Infuser Mk XI
Doffs: 3 X purple Projectile Doffs, 1 X purple conn to speed up evasive, 1 x purple Astrometrics (sorry, I know, just find it handy ...)
Boffs:
TT1, CSV1, APB2, AP3
TT1, CSV1
EPtS1, ASIF1
EPtS1
HE1, TSS2, GW1
Edit: Just done a great Infected Elite without blowing up. Ship's great and the flying tips worked well
Glad that it's working out.
I would recommend replacing the Monotanium armor with an RCS-Accelerator since you already have Neutronium armor in place. This will speed up your ship's turn rate to get more torpedo and DHC volleys going.
Incidentally, my KDF toon has a bugship. I saved like mad when they started hitting the exchange last year and got it for 165M EC - pretty good I reckon. Sort of wasted on me as I don't PVP (yet) but it is fun. I was never happy with how I had it equipped and was looking for more options. I am so happy with this Breen ship, now, that I essentially copied it to the Bug. I missed out the rear Omega torp and Assimilated module, got purple Mk XII CRTD/H weapons from the exchange, put an ambiplasma envelope in the 5th tac slot and that is essentially it.
It is now really fun in eSTFs as well
When I get into PVP, I will probably strip all it's kit onto my KDF side Breen ship and look at a PVP build but for now all is good ... although it looks a little funny with a red beam, a green beam, and light blue pellets rather than a stream of purple....
The Ambiplasma console only buffs plasma torp kinetic damage... I recommend replacing it with another plasma infuser to further optimize plasma energy weapons and DOT damage.
I did originally move all my plasma weapons to a Fleet Advanced Escort to take advantage of the 5th tactical console slot, but in the end I went back to the Breen ship because its 8 weapon slots, increased shields, and 36k hull (49k with all captain stats factored in) gave the Chel Grett superior damage output and suvivability, especially in crowded competition zones like SB24.
I hear you regarding the ambiplasma on the bug. I was just thinking that as the hyper plasma was there, maybe it would be worth giving it a boost. Is it just better to boost the energy weapons as a general rule?
Front: 3 Romulan Plasma DHC XII [Acc]x2, Romulan Hyper-Plasma Torpedo
Aft: 3 Romulan Plasma Turret XII[Acc]x2, Kinetic Cutting Beam
Set: Borg XI
Eng: Neutronium XI, Assimilated Module, Zero-Point Energy Conduit
Sci: 3 Emitter Array XII [-Th][Pla]
Tac: 4 Plasma Infuser XI (2 purple 2 blue)
2xTT, 2xCSV1, HY1, TS3, APB3
Epts1, RSP1
TSS1, HE2, GW1
Doffs: 3 projectile, 2 conn
Chell Grett is a beast!
My BOFF layout
Lt tac: HYT1, TorpSpread 2
Cmd tac: TT1, BFAW2, BO3, APO 3
Lt eng: EP2S1, Aux2SIF 1
Lt Cmd sci: HE1, HE2, TSS3
Ens sci: ST1
My ship equipment
Adapted MACO set
Tac consoles: MK XII rare Plasma Infusers x3, MK XII rare Ambiplasma Envelope
Sci consoles: Borg universal console, Romulan Zero Point console, MK XI Romulan Shield Emitter (plamsa damage version)
Eng consoles: Theta Radiation console, MK XII rare RCS console, tachyokinetic console
My DOFFs
Purple projectile officer, Blue Energy weapons officer for beam attacks, Blue Conn officer for Tac Team, Blue damage control engineer for hull heal when using Aux2SIF, purple warp core engineer for bonus power levels when using Emergency Power to X
1) How do Romulan Plasma DHC Mk XII differ from the Fleet Plasma DHC Mk XII that I am using now - is there enough upgrade to warrant the DL and RM spend?
2) I notice the science slots on both builds have things other than field generators in, whereas I am using 2 field generators to boost the shields. I still run out of shields now and again - what am I doing wrong?
3) 'MK XI Romulan Shield Emitter (plamsa damage version)' I don't know what this is but it sounds like I want it! Presumably helps with keeping shields up/repaired?
4) In 3 days our Embassy will have completed it's first upgrade (5 days .. WTF?) and I will get a Mk X +plasma/-threat console. I am not sure where to put it but, reading Q1 above, I am guessing people will say in place of a field generator?
The beam Breen sounds interesting, any chance of adding the weapon layout you are using? My Klink has not touched her Breen since getting it as I don't want two ships the same. This could be different enough to try. I have enough old anti-Borg antiproton stuff lying around to try out the concept before changing to plasma and spending out on it.
I'm assuming you get this experience from STFs. And honestly, IMO shields are pretty much useless there right now. There is little skittlefire now and then that any tactical team and EPtS buffed shield will account for, and then there are the lolwut?! bursts that will drop a shield facing and bite out half your hull, no matter what shield you have. The balance right now is just really ****ty. I stopped using field gens for that reason, they just don't make a difference. They don't protect you from those OP bursts and they don't make a difference for sustained damage because it's neligable anyway.
In that case, I will put the embassy console in place of a field generator!
I could chuck the other as well. What would you suggest in it's place? I have a vent theta radiation one or perhaps the embassy ones stack?
There is only one item that I am unhappy with now, the Omega torp on the rear. I only get a few opportunities to fire it and, with no THY, it's not exactly a hard hitter. I see the options as
1) Another turret; a bit predictable though ...
2) Tricobalt mines
3) The Breen transphasic cluster torpedo. This provides a big hit with long cooldown. At the moment, this is what I am using.
Comments?
Romulan plasma energy weapons have a disruptor and plasma proc, but only two mod-suffixes (I use [acc] [crth]). Yes, the disruptor proc is worth it -- when it triggers, all damage on the disruptor-breached target improves +10%, including plasma dots, for 15 full seconds. This is HUGE, especially since it cannot be cleared by any BOFF or captain special abilities.
Field Generators increase shield capacity, but not regen rate. I noticed that you originally went with MACO shields. While MACO shields are great at 10% all-energy damage mitigation and initial high capacity, heavy sustained weapon fire (like SB24) eventually depletes them. As a result, I tend to use higher-regen shields like Omega and Borg Regenerative -- combined with Tactical Team 1 and EPtS1, they help my ship stay much longer in sustained fire fights. MACO can take bigger hits, but Omega and Borg shields can soak up much more incoming damage over a longer time span.
Shield Emitters are great for shield based abilities like Rotate Shield Frequency and Transfer Shield Strength. Strangely enough, it doesn't affect EPtS IIRC. As a result, I went with Romulan Plasma Infused Particle Generators and Flow capacitors instead.
I am not a BFAW fan (DHC + CSV or CRF have much higher burst damage), but I do like Beam-Overload, especially with the Experimental Beam Array. The latter has zero power drain, and its hyperflux plasma dot is one of the most powerful shield ignoring damage sources available in game when used correctly.
Your point about the shield is interesting. On my bugship, I recently won a MK XII regen shield, [Cap] [Reg] [Pla]. I figured this was perfect for STFs and put it on instead of my KHG Mk XI. Borg eng/deflector again. I have noticed a bit more survivability and uptime. It is no good to your team when you evasive out, go max aux & TSS and wait for the shields to rebuild. I'll take your advice and get something similar for this ship.
Perhaps I should spend some marks and get the Borg shield. I sold the ones I had ages ago when clawing together the EC for the bug!
For embassy consoles, well we've just hit T1 so I'm off to shop!
Fore weapons:
MK XII Romulan DBB (ACCx2, DMG)
MK XII Plasma DBB (ACCx2, DMG)
Experimental Romulan BA
Borg Omega Torp
Aft Weapons:
MK XII Romulan BA x2 (ACCx2)
Borg Cutting Beam
Romulan Hyper Plasma torp
I use beams since I also switch to my Fleet Nova Class to play with.
I like to use the gravity well but have no points in it other than what the Borg deflector gives so I have purchased:
Graviton Generator Mk X [-Th] [Pla]
Emitter Array Mk X [-Th] [Pla]
to go in place of the field generators.
As far as the shield goes, I found a Omega Force Shield Array Mk XI in my shipyard. It reads a regen rate of 245 once fitted to the ship. I'll see how it goes.
@coffeemike: Thanks for completing the build. I am going to give it a go on my Kink's Breen when I get time to build it. I now see that for all the Romulan regualr cannons and beams you only need enough marks to unlock them in a store. I assume they then cost DL. This means I can afford them now
I just tried an Infected Elite. I could really see the difference with the shield. It only went critical twice. Once an aux battery was enough, the other I had to run away as the hull was also low. However, I pushed full aux and was back in the fight in no time at all compared with the same operation with the Maco shield.