Hello everyone, starting a thread so that people can post their current builds on their Andorian ships, please post info as follows so we can all easily understand them
Note: Please only post here for Andorian Escorts, not for any other ship.
Type of Ship:
Boff Layout:
Consoles:
DOFFS:
Weapons:
Equipment:
Devices:
Type of Ship: Charal (ENG Captain)
Boff Layout:
ComTac, TT, CSV, APO1, APO3
Lt ComTac: TT, CSV, THY3
Lt Eng EPTW1, ATSI2
Lt Uni (SCI): HE, TSS
En Eng: EPTS
Consoles:
ENG : Andorian console set x3, Assim Module
SCI: Zero point module, Rom Sci Console
TAC: VR Phaser Relay Mk XI x4
Weapons:
Fore:
Wing Cannons
Adv Fleet Phaser DHCx3
Rom Torp
Aft:
Cutting Beam
Romulan Exp BA
Equipment:
Adapted MACO set.
Devices:
Red Matter cap, Sub space field mod
So far im content with this build, sad that I had to pay a hefty amount of EC to get the two Conn officers, but that's what EC is for. I tried using APB2 instead of APO1 but the timings felt weird for me when using them, I also tried using 1 tac team instead of 2 but it makes me feel too vulnerable, specially going up against a multiple Cubes or a Tac cube.
With the changes to the consoles coming up, I wanted to try out switching APO1 out for BO3 and moving the Rom Exp BA forward, getting that extra burst in there. Meaning u would have Cannon Overload, Beam Overload, and CSV going off. Pop Nadeon Inversion to maintain power levels. Don't really remember the stats for the Rom exp BA, but how does it compare to a DBB, should I put a DBB up front and leave the rom BA in the back ??
Any suggestions would be appreciated. Please post your builds so I can compare and we can all make some good builds together.
Weapons:
Fore: Wing Cannons, Quad Phasers, Andorian DHC, Phaser DBB
Aft: Phaser Turret, Kinetic Beam
*Replace most regular phasers with Andorian version once affordable. Maybe keep the Quads because I love them.
Consoles:
Eng: Zero Point, Borg, Tachyokinetic Converter, Wing Cannon Platforms (replace with armor if desired)
Sci: 2x Field Gen
Tac. 4x Phaser relay
Doffs: (Unoptimized, can't afford good doffs at the moment)
2x Damage Control Engineer (improve ship power and reduce EP recharge time)
1x Shield distribution officer
1x Energy weapons officer (cannon recharge)
1x Conn officer (Tac team recharge)
ComTac: TT, CRF1, CRF2, APO3
Lt ComTac: Torp Spread 1, CSV, THY3
Lt Eng EPTS1, ATSI2
Lt Uni (SCI): Science Team 1, TSS
En Eng: EPTS
Special Note: All five are Human for the leadership bonus.
Consoles:
ENG : Borg Console, Neutronium Armor, 2 RCS Consoles to turn better
SCI: Wing Cannon Platform and the Andorian Science ship Console
TAC: Phaser Relays X4
DOFFS:
Projectile Officer x3 (Torpedo CDR)
The Science Team cooldown DOFF x 2.
Basically I need better DOFFs. So that's why I'm messing around with Science team, until I can get the ones that affect EPTS cooldown, and then swap into Hazard Emitters on my science station BOFF. Until then Science team works well when I get stuck in a dogfight. Even though it shares a cooldown with tactical team.
The Aegis set. This character was not my main. But is now that I've returned. So I have to do the Omega Rep Grind to get a better set.
Devices:
Red Matter Capacitor
30 Scorpion Fighters
I like the build, but am working on tweaking the DOFFs and the BOFFs as I move forward. And will be replacing the Aegis set eventually. But for now it's a big step up from what I was running, and it's a fun ship to fly.
I've found the Kumari consoles lack-luster so far -- the 3 minute ability cool downs shared with cannon buffs are bad, and low shield capacities of this ship make neutronium armor mandatory if you're serious about surviving big hits. I'm hoping tomorrow's patch fixes some of these issues.
I'm amused that everyone seems to be flying Charals.
The Charal is a no-brainer given how fragile the Kumari line is in heavy combat. Engineer consoles tend to provide better combat oriented stats, while science consoles tend to over-specialize towards BOFF sci-abilities.
The locked engineer ensign station pretty much insures that the lieutenant universal station will be used for sci on Charals and engineer for Khyzons (assuming the player is going for a balanced build).
Consoles:
ENG : Neutronium Armor, Borg Assimilated Universal Module
SCI: Zero point module, Tachyokinetic Converter, Field Generator
TAC: Phaser Relay Mk XI x5
DOFF:
Tholian space 10% damage against Borg
Projectile Officer x2 (Torpedo CDR)
1x Attack Pattern Conn-doffs
1x emergency shield
Weapons:
Fore:
Wing Cannons
Andorian Phaser DHCx2
Rom Torp
Borg Omega Torp
Aft:
Cutting Beam
Andorian Mk XI turret
Equipment:
Adapted MACO set.
Devices:
Red Matter cap, Sub space field mod
**Torpedo Spread 1** is really never used. Torpedo 3 and Torpedo High Yield 2 are the main torpedo attacks.
It's a more aggressive, 10 console patrol escort that doesn't look like a flying brick. Kind of a no brainer.
You take that back! The Patrol Escort looks great! IMO it's Cryptic's best-looking original design among all the free ships, especially the Maelstrom skin (that special skin that comes with the Fleet ver.
Also, I think the Charal's the best-looking of the 3-pack. The wing cannons are more pronounced and placed at the tips of the wings rather than having ugly fins jutting out, and the main hull has more details.
I just wish I could use other material options. It's almost got that Atrox problem of being near-invisible in Sector Space.
So, so far what appears to be the best combo to use, what shields, engine deflector? would elite fleet equipment be better than a set ?
Has anyone done a build that doesn't involve using the wing cannons?
As an Engi I prefer using the MACO 2-piece + Borg engines for the power boosts, but once I get the cutting beam I'll try the Borg 3-piece for tractor beam goodness.
As for no-Wings builds, I imagine a few folks who are into PVP or want to squeeze every last point out of the DPS would start trying them. The Wing Cannons and Andorian weapons are all Phasers, which are behind Antiproton and Disruptor for max damage potential.
Loading up a Kumari's 5 forward weapon slots with AP DHCs or Disruptor DHCs, plus 5 tac damage consoles could make for some insane burst and crit damage.
Weapons Aft:
Borg Cutting Beam
Fleet Tetryon Turret
Equipment:
Mk XII Adapted MACO Shield
Mk XII Omega Engines
Mk XII Omega Deflector
Devices:
Red Matter Capacitor, Subspace Field Modulator
A little fragile when you're attacked, which in STFs is rare due to the four -Th consoles, and never with a dedicated tank, but it packs a punch and laughs at most STF shields. Also leaves them with a little burn, which can add up. I like it
Consoles:
-eng: Kumari console set
-sci: Zero-Point Energy Conduit and Emitter Array Mk X [-Th] [Pla]
-tac: Phaser Relay Mk XI (uncommon)x4 and Assimilated Module
DOFFS:
rare torp doff X2 (I know it doesnt help with the omega torp, but i normally switch out between the HPT and omega)
green evasive
green cannon specialist
rare nurse for faster crew regen in combat
Weapons:
-Kumari Phaser Wing Cannons [Dmg]x4,
-Andorian Phaser Dual Heavy Cannons Mk X x3
- Omega Torp
-Kinetic Cutting Beam Mk XII [Dmg]x3
-Andorian Phaser Turret Mk X
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Boffs
Lt Com Uni (TAC): TT, CSV, CRF
Lt Uni (ENG): EPTS, DEM
Com Tac: HY1, TS2, CRF2, Omega
Lt Tac: TS2, TT2
En Eng: EPTS
Consoles:
ENG: Assimilated Console. And then I swap between the 3 piece andorain set OR subspace jump, Zero-Point Energy Conduit and Tachyokinetic Converter
(depending on what stf I do.)
SCI: 2x Field generators (+17.5% shields)
TAC: 4x Phaser Relay
DOFF:
Torpedo Cooldown x2
Tac. Team Cooldown x1
Cannons or beams may inflict blindness x1
Boff Cooldown x1
Weapons Fore:
Quad Cannons
Andorian Heavy Dual Cannon
Phaser Heavy Dual Cannon
Phaser Heavy Dual Cannon
Borg Torp
Weapons Aft:
Borg Cutting Beam
Phaser Turret or Mines
Equipment:
Borg Sheilds
Borg Engines
Borg Deflector
Devices:
Red Matter Capacitor, Subspace Field Modulator
What do you think?
I usually only go pop if I am not paying attention. Otherwise a good little ship.
Type of Ship: Sci Variant (ENG Captain) I.G.V. Sazabi
Boff Layout:
ComTac, TT, Torp:S2, C:SV2, APO3
Lt ComTac: TT, Torp:S2, C:SV2
Lt Eng EPTS1, Aux2Struct
Lt Uni (SCI): HE, TSS
En Eng: EPTS1
Consoles:
ENG : Assim Module , Zero point module
SCI: Andorian console set x3 , XI Blue Shield Capacity Booster
TAC: Phaser Relay Mk XI x2 , Plasma Torp Damage XII x2
DOFF:
Projectile Officer x3 (Torpedo CDR)
Conn Officer x2 (Attack pattern CDR) [ Until I can get Tact. Team Ones to change tacticla boff layout. ]
engineering:
1x mk 12 neutronuim alloy.
1x borg console
1x zero point energy conduit.
1x tachyokinetic converter.
science console;s:
2x field generator mk 12
tactical:
4x mk 12 antiproton mag regulator.
boffs:
the tactical officers are 2x romulan covert operatin trait,increase critt chance and sev
1 engineer is the c-store borg boff,effiecent
the other engineer and the science are both human,increse hull and subsystem repair
cmdr tactical:
tt1
ts2
csf2
apo3
lt cmdr tactical:
tt1
hy2
csv2
lt engineer:
epts1
rsp1
ensign engineer:
epts1
lt uni ; science
he1
tss2
doffs:
2x purple officer reduce special cannon abbility's.
2x purple reduce torpedo reload time
1x purple reduce emercency power to subsystems
device:
subspace field modulator.
weapon battery's
its a great ship,the 2/3 adapted set is imo one of the best set bonus in game.
i dont see my charal as a glass canon,
i can do enough damage,while i can also tank enough.
i'm thinking of getting the romulan torpedo front,but i need youre opinion guys,is the romulan hyper torpedo better as an advanced fleet quantum?
and to answer some qeustions:
it doesnt matter wich slot you put the wing cannons in.
and i think the reload torp officers make the omega torp reload faster,but not that much:(
well i hope you guys like my build:D
and i hope someone can answer my qeustion about romulan or quantum torps:D
Thanks for answering my questions. My only real difference is I'm using the phasers dual heavy turrets. I just can't seem to get a mk xii phaser relay at all yet
I'm only use 3 phaser relays.
One field generator,
2 of the andorian consoles
zero point console
borg console
tachyokinetic console.
Just one neutronuim alloy.
Everything runs well I'm just wondering if Aux2Struct is better for me than RSP? The hull issue is the main one.
So I have been looking at getting one of these ships Charal class ship. Was wondering looking at some of your builds and I see that some people use multiple boff abilities of same type in different stations. Dont the abilities share a cooldown so does that not work out well?
Anyway this is fun so far. Putting it through the paces in PVE right now. What it points at goes boom real fast. I have noticed the shields seem to stay weaker than on other escorts but maybe it's just me 😉
So I have been looking at getting one of these ships Charal class ship. Was wondering looking at some of your builds and I see that some people use multiple boff abilities of same type in different stations. Dont the abilities share a cooldown so does that not work out well?
Most BOff abilities have a shared cooldown that is shorter than their individual cooldown. Tactical Team, for instance, has a cooldown of 30 seconds - if you have two equipped, hitting the first one will put it on its 30 second cooldown, and put the second copy on a 15 second shared cooldown, meaning that you can effectively use it twice as often. There are a fair number of exceptions (Hazard Emitters, etc...) but abilities generally have a shared cooldown that's half as long as the cooldown for one copy.
On a related note, I've seen a lot of people in this thread running only one copy of Attack Pattern Omega... why, why, why would you do that to yourself? One of the best abilities in the game, and having it usable every 30 seconds is one heck of a lot better than having it usable once every minute...
Plus, you get more damage out of an APO 1 + CSV 1 than you do out of the CSV 2 that would take the place of the second APO, or the same damage out of APO 1 + CRF 1 as a copy of CRF 2 plus a whole lot of other benefits...
__________________________________________________
Joined January 2010.
I use the sci version for a tac and a sci captain for PvE
fore weapons:
three phaser DHC, one kumari wing cannon, omega torp (substitute disruptors (or use the phaser setup stated) for non kumari console build)
rear weapons:
phaser turret, borg cutting beam
comm tac: tt1, csv1, torpedo spread 3, attack pattern beta 3
lt comm tac: torpedo speard 1, cannon scatter volley1, attack pattern beta 2
lt sci: hazard emitter 1, transfer shield strength 2
lt eng: epts1, eptw2
eng sci: epts1
doffs: two tac team cd, two brace for impact shield doffs, heal crew below 75% or something(sensor scan doff for sci)
eng consoles: borg console, wing cannon (tackykinetic device if not using kumari consoles)
sci consoles: rom sci shield emitter (plasma proc, -th), other two kumari consoles, field gen (two more field gens substituted for kumari consoles if not using them)
tac: phaser relay x 4
Targets melt with two copies of attack pattern beta being spammed with aoe fire. Combined with a high DPS pug/fleet group, things melt faster....:D
My Sci Kumari build is generic, boring and simplistic, with no special power consoles. It's basically strap as many big guns to the front as possible, stick as many forward arc capable weapons on the back (like turrets) and fill the science console slots with field gens (thereby giving it more shields than a non-fleet assault cruiser and excelsior).
Sadly my incredibly unimaginative build, the same generic build I've used on *all* my escorts, rips through most things like tissue paper.
My Sci Kumari build is generic, boring and simplistic, with no special power consoles. It's basically strap as many big guns to the front as possible, stick as many forward arc capable weapons on the back (like turrets) and fill the science console slots with field gens (thereby giving it more shields than a non-fleet assault cruiser and excelsior).
Sadly my incredibly unimaginative build, the same generic build I've used on *all* my escorts, rips through most things like tissue paper.
Eng Consoles:
Borg, Tachyokinetic
Sci Consoles:
Zero Point, Very Rare MK12 Field Generator, MK11 plasma infused embassy console, Isometric Charge or Graviton Pulse
Tac Consoles:
4X MK 12 very rare plasma infusers.
TT1, AP:B1, CRF2, DP:B3
TT1, AP:B1, CRF2
THY1, THY2 (I have another set of boffs that have CSV2 and TS1+2 that I use when I don't care about pulling agro on secondary targets, but going single target improved my survivability substantially in ESTF.)
TSS1, HE2
EP2S1
2xEP2* cooldown reduction doffs (Damage Control engineers I think? I can never remember the names of my doffs...)
2xProjectile officer
2Hazard system officer (Damage reduction on use of brace for impact or ramming speed)
edit: 2 != 3
I once again match my character. Behold the power of PINK!
Loading up a Kumari's 5 forward weapon slots with AP DHCs or Disruptor DHCs, plus 5 tac damage consoles could make for some insane burst and crit damage.
I tried moving my heavy Mk XII disruptor build from my Breen ship over to my new Andorian escort. It didn't work nearly as all. I'm still pretty new at all this, but those escorts just feel to me like they're more geared for Phaser builds. That means that I need to go back to my Breen ship and save up for a heavy phaser buildout.
STAR TREK ONLINE Our ongoing Mission:
--> To constantly seek better ships
--> To acquire and upgrade bigger weapons
--> To boldly grind what everyone has ground before.
Comments
Type of Ship: Charal (TAC Captain)
Boff Layout:
ComTac, TT, APB1, CSV2, CSV3
Lt ComTac: TS1, APB1, TS3
Lt Eng EPTS1, Aux2SIF2
Lt Uni (SCI): HE, TSS
En Eng: EPTS1
Consoles:
ENG : Rare Neutronium MKXI x2, Borg Console, Zero Point Module
SCI: Rare Field Generator MKXI x2
TAC: Rare Phaser Relay Mk XI x4
DOFF:
Conn Officer x2 (TT CDR)
Damage Control Engineer x2 (EP CDR)
Astrometrics Scientist (Transwarp CDR)
Weapons:
Fore:
Wing Cannons
Andorian Phaser DHCx3
Fleet Quantum Torp
Aft:
Andorian Turret
Cutting Beam (will probably swap for another Andorian Turret once I have enough dil)
Equipment:
Borg Engine, Borg Deflector, MACO Shield
Devices:
Red Matter cap, Sub space field mod
Charal (Eng Captain)
Weapons:
Fore: Wing Cannons, Quad Phasers, Andorian DHC, Phaser DBB
Aft: Phaser Turret, Kinetic Beam
*Replace most regular phasers with Andorian version once affordable. Maybe keep the Quads because I love them.
Boffs
CdrTac: TT, APB, CSV2, CRF3
LtcTac: TT, CRF1, BO3
LtUni (Sci): TSS, HE2
LtEng: EPTS1, Aux2SIF2
EnEng: EPTS1
Alt Boff set for tac
Consoles:
Eng: Zero Point, Borg, Tachyokinetic Converter, Wing Cannon Platforms (replace with armor if desired)
Sci: 2x Field Gen
Tac. 4x Phaser relay
Doffs: (Unoptimized, can't afford good doffs at the moment)
2x Damage Control Engineer (improve ship power and reduce EP recharge time)
1x Shield distribution officer
1x Energy weapons officer (cannon recharge)
1x Conn officer (Tac team recharge)
The IGV Starhawk
Type of Ship: Charal (TAC Captain)
Boff Layout:
ComTac: TT, CRF1, CRF2, APO3
Lt ComTac: Torp Spread 1, CSV, THY3
Lt Eng EPTS1, ATSI2
Lt Uni (SCI): Science Team 1, TSS
En Eng: EPTS
Special Note: All five are Human for the leadership bonus.
Consoles:
ENG : Borg Console, Neutronium Armor, 2 RCS Consoles to turn better
SCI: Wing Cannon Platform and the Andorian Science ship Console
TAC: Phaser Relays X4
DOFFS:
Projectile Officer x3 (Torpedo CDR)
The Science Team cooldown DOFF x 2.
Basically I need better DOFFs. So that's why I'm messing around with Science team, until I can get the ones that affect EPTS cooldown, and then swap into Hazard Emitters on my science station BOFF. Until then Science team works well when I get stuck in a dogfight. Even though it shares a cooldown with tactical team.
Weapons:
Fore:
Wing Cannon, Andorian DHC X3, Transphasic Torpedo Launcher
Aft:
2 Andorian Turrets
Equipment:
The Aegis set. This character was not my main. But is now that I've returned. So I have to do the Omega Rep Grind to get a better set.
Devices:
Red Matter Capacitor
30 Scorpion Fighters
I like the build, but am working on tweaking the DOFFs and the BOFFs as I move forward. And will be replacing the Aegis set eventually. But for now it's a big step up from what I was running, and it's a fun ship to fly.
Has anyone done a build that doesn't involve using the wing cannons?
--Andorian Charal Escort--
-Weapons-
Space Gear: Your Choice (MACO or Borg preferred)
Fore = Kumar Wing Cannons + 3 Elite Fleet Phaser Dual Heavy Cannons[Acc] + 1 Omega Torpedo Launcher
Aft = 2 Elite Fleet Phaser Turrets [Acc]
Devices = Red Matter Capacitor, Subspace Field Modulator
Consoles: Tachyokinetic Converter, 1 RCS Accelerator, 2 Neutronium Armor, Borg Assimilated Universal Module, Field Generator, 4 Phaser Relays. Resist-Spec -- Replace TK-Converter and RCS with 2 Neutronium Armor
BOFFS:
CommanderTac: TT1, CSV1, HYT3, AP-Beta3 or AP-Omega3
Lt.CmdrTac: TT1, CSV1, TS3,
Lt.Eng: EPtS1, Aux2SIF
EnsignEng: EPtS1
Lt.Univ: HE1, ST1
DOFFS: 3 Attack Pattern Conn-doffs, 2 Projectile Weapon Officers
I've found the Kumari consoles lack-luster so far -- the 3 minute ability cool downs shared with cannon buffs are bad, and low shield capacities of this ship make neutronium armor mandatory if you're serious about surviving big hits. I'm hoping tomorrow's patch fixes some of these issues.
The Charal is a no-brainer given how fragile the Kumari line is in heavy combat. Engineer consoles tend to provide better combat oriented stats, while science consoles tend to over-specialize towards BOFF sci-abilities.
The locked engineer ensign station pretty much insures that the lieutenant universal station will be used for sci on Charals and engineer for Khyzons (assuming the player is going for a balanced build).
for Wings, rom torp, 2x DHC phaser fleet ,1 x DBB phaser fleet
aft cutter, turret phaser fleet
Boff
2x tact team 1 2x fire at will 2 2x THY 3 1x cannon rappid 3
1x emergency shield
2x hazards 2x Tractor Repulse
Adapted Maco set
all wing consoles, PBTD , rom console, borg console 4x phaser console
have so much fun with this build its like firing 9 weapons 6 energy 3 kinetic drops things quick especially bosses that dont get moved by Repulse
It's a more aggressive, 10 console patrol escort that doesn't look like a flying brick. Kind of a no brainer.
I.G.S. Vanquisher
Boff Layout:
ComTac, TT1, CSV1, TS3, APB3
Lt ComTac: TT1, CRF1, APO1
Lt Tac TS1, Torpedo HY2
Lt Uni (SCI): TSS1, HE2
En Eng: EPTS1
Consoles:
ENG : Neutronium Armor, Borg Assimilated Universal Module
SCI: Zero point module, Tachyokinetic Converter, Field Generator
TAC: Phaser Relay Mk XI x5
DOFF:
Tholian space 10% damage against Borg
Projectile Officer x2 (Torpedo CDR)
1x Attack Pattern Conn-doffs
1x emergency shield
Weapons:
Fore:
Wing Cannons
Andorian Phaser DHCx2
Rom Torp
Borg Omega Torp
Aft:
Cutting Beam
Andorian Mk XI turret
Equipment:
Adapted MACO set.
Devices:
Red Matter cap, Sub space field mod
**Torpedo Spread 1** is really never used. Torpedo 3 and Torpedo High Yield 2 are the main torpedo attacks.
Boff Layout:
Lt Uni: HE, TSS
ComTac: TT1, CSV1, TS3, CSV3
Lt ComTac: TT1, APB1, TS3
Lt Tac: THY1, APB1
En Eng: EPTS1
(Alt Boff Layout: ComTac: TT1, APB1, CRF2, CRF3 Lt ComTac: TT1, THY2, THY3, APB3)
Consoles:
Eng: Neutronium x2*, Tachyokinetic Converter
Sci: Zero Point Energy Conduit, Assimilated Module
Tac: Phaser Relay x5
DOFFS:
Projectile Weapons Officer x3, Shield Distribution Officer, Warps Core Engineer (Emergency Power ability)
Weapons:
Fore: Andorian DHC MK XI x3, Kumari Phaser Wing Cannons, Omega Plasma Torpedo Launcher
Alt: Andorian Phaser Turret, Kinetic Cutting Beam
Equipment:
MACO MK XII
Devices:
Subspace Field Modulator, Auxiliary Battery (For TSS)
*Since I don't do PVP I usually equip 1 Monotanium Alloy + 1 Electroceramic or Diburnium (VR MK XI) instead of the 2 Neutronium consoles(R MK XI).
You take that back! The Patrol Escort looks great! IMO it's Cryptic's best-looking original design among all the free ships, especially the Maelstrom skin (that special skin that comes with the Fleet ver.
Also, I think the Charal's the best-looking of the 3-pack. The wing cannons are more pronounced and placed at the tips of the wings rather than having ugly fins jutting out, and the main hull has more details.
I just wish I could use other material options. It's almost got that Atrox problem of being near-invisible in Sector Space.
As an Engi I prefer using the MACO 2-piece + Borg engines for the power boosts, but once I get the cutting beam I'll try the Borg 3-piece for tractor beam goodness.
As for no-Wings builds, I imagine a few folks who are into PVP or want to squeeze every last point out of the DPS would start trying them. The Wing Cannons and Andorian weapons are all Phasers, which are behind Antiproton and Disruptor for max damage potential.
Loading up a Kumari's 5 forward weapon slots with AP DHCs or Disruptor DHCs, plus 5 tac damage consoles could make for some insane burst and crit damage.
Boff Layout:
Lt Uni (Eng): EPTS1, RSP1
Comm. Tac: TT, CRF1, THY3, CRF3
Lt Comm. Tac: THY1, APB1, TS3
Ens. Eng: Eng Team
Lt Sci: HE1, PH2
Consoles:
ENG: Tachyokinetic Converter, Borg Console
SCI: 4x -Th XII Plasma Infused Flow Cap
TAC: 3x Tetryon Pulse Generator, 1x Zero-Point Energy Conduit
DOFF:
Projectile Weapons Officer x2 (Torpedo Cooldown)
Energy Weapons Officer (Cannon Cooldown)
Conn Officer x1 (Attack pattern Cooldown)
Conn Officer x1 (Tac. Team Cooldown)
Weapons Fore:
Fleet Tetryon DHC x3
Fleet Quantum Torp
Fleet Tetryon Dual Beam Bank
Weapons Aft:
Borg Cutting Beam
Fleet Tetryon Turret
Equipment:
Mk XII Adapted MACO Shield
Mk XII Omega Engines
Mk XII Omega Deflector
Devices:
Red Matter Capacitor, Subspace Field Modulator
A little fragile when you're attacked, which in STFs is rare due to the four -Th consoles, and never with a dedicated tank, but it packs a punch and laughs at most STF shields. Also leaves them with a little burn, which can add up. I like it
[SIGPIC][/SIGPIC]
Type of Ship: Kumari
Boff Layout:
comtac: TT1, CRF1, APO1, CRF3
ltcomtac: TS1, HY2, HY3
lttac: TT1. TS2
ensign eng: ET1
universal: EPtS1 and EPtS2
Consoles:
-eng: Kumari console set
-sci: Zero-Point Energy Conduit and Emitter Array Mk X [-Th] [Pla]
-tac: Phaser Relay Mk XI (uncommon)x4 and Assimilated Module
DOFFS:
rare torp doff X2 (I know it doesnt help with the omega torp, but i normally switch out between the HPT and omega)
green evasive
green cannon specialist
rare nurse for faster crew regen in combat
Weapons:
-Kumari Phaser Wing Cannons [Dmg]x4,
-Andorian Phaser Dual Heavy Cannons Mk X x3
- Omega Torp
-Kinetic Cutting Beam Mk XII [Dmg]x3
-Andorian Phaser Turret Mk X
Equipment: mk 11 borg set
Devices: shield and weapon batteries
ISG Blue Fairy
Eng. Captain
Boffs
Lt Com Uni (TAC): TT, CSV, CRF
Lt Uni (ENG): EPTS, DEM
Com Tac: HY1, TS2, CRF2, Omega
Lt Tac: TS2, TT2
En Eng: EPTS
Consoles:
ENG: Assimilated Console. And then I swap between the 3 piece andorain set OR subspace jump, Zero-Point Energy Conduit and Tachyokinetic Converter
(depending on what stf I do.)
SCI: 2x Field generators (+17.5% shields)
TAC: 4x Phaser Relay
DOFF:
Torpedo Cooldown x2
Tac. Team Cooldown x1
Cannons or beams may inflict blindness x1
Boff Cooldown x1
Weapons Fore:
Quad Cannons
Andorian Heavy Dual Cannon
Phaser Heavy Dual Cannon
Phaser Heavy Dual Cannon
Borg Torp
Weapons Aft:
Borg Cutting Beam
Phaser Turret or Mines
Equipment:
Borg Sheilds
Borg Engines
Borg Deflector
Devices:
Red Matter Capacitor, Subspace Field Modulator
What do you think?
I usually only go pop if I am not paying attention. Otherwise a good little ship.
Boff Layout:
ComTac, TT, Torp:S2, C:SV2, APO3
Lt ComTac: TT, Torp:S2, C:SV2
Lt Eng EPTS1, Aux2Struct
Lt Uni (SCI): HE, TSS
En Eng: EPTS1
Consoles:
ENG : Assim Module , Zero point module
SCI: Andorian console set x3 , XI Blue Shield Capacity Booster
TAC: Phaser Relay Mk XI x2 , Plasma Torp Damage XII x2
DOFF:
Projectile Officer x3 (Torpedo CDR)
Conn Officer x2 (Attack pattern CDR) [ Until I can get Tact. Team Ones to change tacticla boff layout. ]
Weapons:
Fore:
Wing Cannons
Adv Fleet Phaser DHC x2
Omega Rapid-Fire Torp
Rom Hyper Torp
Aft:
Adv Fleet Phaser Turret 2x
Equipment:
Adapted MACO Shield
Adapted MACO Engines
Aegis Deflector
weapons front:
4x fleet advanced dual heavy cannons antiproton.
1x fleet advanced quantum torpedo
deflector:
maco mk 12
impulse:
adapted maco impulse mk12
shield:
adapted maco mk 12
aft weapons:
1x kinetic cutting beam.
1x fleet advanced turret antiproton.
engineering:
1x mk 12 neutronuim alloy.
1x borg console
1x zero point energy conduit.
1x tachyokinetic converter.
science console;s:
2x field generator mk 12
tactical:
4x mk 12 antiproton mag regulator.
boffs:
the tactical officers are 2x romulan covert operatin trait,increase critt chance and sev
1 engineer is the c-store borg boff,effiecent
the other engineer and the science are both human,increse hull and subsystem repair
cmdr tactical:
tt1
ts2
csf2
apo3
lt cmdr tactical:
tt1
hy2
csv2
lt engineer:
epts1
rsp1
ensign engineer:
epts1
lt uni ; science
he1
tss2
doffs:
2x purple officer reduce special cannon abbility's.
2x purple reduce torpedo reload time
1x purple reduce emercency power to subsystems
device:
subspace field modulator.
weapon battery's
its a great ship,the 2/3 adapted set is imo one of the best set bonus in game.
i dont see my charal as a glass canon,
i can do enough damage,while i can also tank enough.
i'm thinking of getting the romulan torpedo front,but i need youre opinion guys,is the romulan hyper torpedo better as an advanced fleet quantum?
and to answer some qeustions:
it doesnt matter wich slot you put the wing cannons in.
and i think the reload torp officers make the omega torp reload faster,but not that much:(
well i hope you guys like my build:D
and i hope someone can answer my qeustion about romulan or quantum torps:D
have fun with youure andorian escorts guys:D
I'm only use 3 phaser relays.
One field generator,
2 of the andorian consoles
zero point console
borg console
tachyokinetic console.
Just one neutronuim alloy.
Everything runs well I'm just wondering if Aux2Struct is better for me than RSP? The hull issue is the main one.
BO abilities:
Scatter Volley 3
Scatter Volley 1
APO1 x 2
Torpedo Spread 2 x 2
Tac Team 1 x 2
Beam Target Engines x 1
Epts1 x 2
Aux2Sif1 x 1
1 Wing Cannon
3 Purple Mk XII Phaser DHC (BORG)
1 Purple Mk XII Photon Torpedo (BORG)
1 Purple Mk XII Phaser Turret (BORG)
1 Purple Mk XI Phaser Beam Array
5 Blue Mk XI Phaser Relays
2 Neutronium consoles
1 Monotanium Console
1 Assimilation Module
1 Cannon overload console (forget name)
Full Omega XII set (deflector, Engine, Shield)
Anyway this is fun so far. Putting it through the paces in PVE right now. What it points at goes boom real fast. I have noticed the shields seem to stay weaker than on other escorts but maybe it's just me 😉
Most BOff abilities have a shared cooldown that is shorter than their individual cooldown. Tactical Team, for instance, has a cooldown of 30 seconds - if you have two equipped, hitting the first one will put it on its 30 second cooldown, and put the second copy on a 15 second shared cooldown, meaning that you can effectively use it twice as often. There are a fair number of exceptions (Hazard Emitters, etc...) but abilities generally have a shared cooldown that's half as long as the cooldown for one copy.
On a related note, I've seen a lot of people in this thread running only one copy of Attack Pattern Omega... why, why, why would you do that to yourself? One of the best abilities in the game, and having it usable every 30 seconds is one heck of a lot better than having it usable once every minute...
Plus, you get more damage out of an APO 1 + CSV 1 than you do out of the CSV 2 that would take the place of the second APO, or the same damage out of APO 1 + CRF 1 as a copy of CRF 2 plus a whole lot of other benefits...
Joined January 2010.
In regard to hating Star Trek 2009:
fore weapons:
three phaser DHC, one kumari wing cannon, omega torp (substitute disruptors (or use the phaser setup stated) for non kumari console build)
rear weapons:
phaser turret, borg cutting beam
comm tac: tt1, csv1, torpedo spread 3, attack pattern beta 3
lt comm tac: torpedo speard 1, cannon scatter volley1, attack pattern beta 2
lt sci: hazard emitter 1, transfer shield strength 2
lt eng: epts1, eptw2
eng sci: epts1
doffs: two tac team cd, two brace for impact shield doffs, heal crew below 75% or something(sensor scan doff for sci)
eng consoles: borg console, wing cannon (tackykinetic device if not using kumari consoles)
sci consoles: rom sci shield emitter (plasma proc, -th), other two kumari consoles, field gen (two more field gens substituted for kumari consoles if not using them)
tac: phaser relay x 4
Targets melt with two copies of attack pattern beta being spammed with aoe fire. Combined with a high DPS pug/fleet group, things melt faster....:D
Sadly my incredibly unimaginative build, the same generic build I've used on *all* my escorts, rips through most things like tissue paper.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
WADqkakakskalskas
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Tac Captain.
PvE build.
Boffs:
Tac: TT1, CSV1, TS3, APO3
Tac: TT1, TS2, CSV2
Eng: EptS
Sci: TSS1, HE2
Uni: EptS1, Aux2Structural or HE1, TBR
Fore Weapons:
4X Romulan Dual Heavy Cannons accx2, Romulan Hyper Plasma Torp
Aft Weapons:
Romulan Turret, KCB
Eng Consoles:
Borg, Tachyokinetic
Sci Consoles:
Zero Point, Very Rare MK12 Field Generator, MK11 plasma infused embassy console, Isometric Charge or Graviton Pulse
Tac Consoles:
4X MK 12 very rare plasma infusers.
Doffs: 3 BFI, 2 Conn Officers
Fore: 5 x Fleet Advanced Dual Heavy Antiproton Cannons
Aft: 2 x Fleet Advanced Antiproton Turrets
Eng: MK XI Jem Hadar Combat Impulse Engine
Deflector: MK XII Covariant
Shield: MK XII MACO Resilient
Eng Cons: 1 x MK XII Ablative 1 x MK XI Diburnium 1 x MK XII Parametallic
Sci Cons: 2 x MK XII Emitter Array
Tac Cons: 3 x MK XI Antiproton Mag, 2 x XII Antiproton Mag
Not really designed for E-STF's...
wing cannon, quad cannon, DHC, 2x Quantum Torp
Borg set
KCB, Tric mine
RMC, Subspace Field Generator
3xAndo Consoles
Assimilated Module, Shield emitter -threat +hullheal
5xPhaser console
TT1, AP:B1, CRF2, DP:B3
TT1, AP:B1, CRF2
THY1, THY2 (I have another set of boffs that have CSV2 and TS1+2 that I use when I don't care about pulling agro on secondary targets, but going single target improved my survivability substantially in ESTF.)
TSS1, HE2
EP2S1
2xEP2* cooldown reduction doffs (Damage Control engineers I think? I can never remember the names of my doffs...)
2xProjectile officer
2Hazard system officer (Damage reduction on use of brace for impact or ramming speed)
edit: 2 != 3
Fleet Admiral Space Orphidian Possiblities Wizard
I tried moving my heavy Mk XII disruptor build from my Breen ship over to my new Andorian escort. It didn't work nearly as all. I'm still pretty new at all this, but those escorts just feel to me like they're more geared for Phaser builds. That means that I need to go back to my Breen ship and save up for a heavy phaser buildout.
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