Hello guys, my plan is to purchase fleet assault cruiser and make dps/tank build...I was planing to use polarized disruptor beam bank x6, 1 torpedo launcher and 1 mine launcher i think....For officers stations i was thinking
ensign tactical --- tactical team
Lt. commander tactical--- tactical team, beam fire at will, torpedo spread
Lt. engineering ---emergency power to weapons, auxuliary to batery
commander engineering --- emergency power to shield, reverse shield polarity, emergency power to shield, auxuliary to structual 3
Lt. science ---- hazard emitters and maybe extend shield..
I want to know if this is good build, and also some advices on consoles..
Hello guys, my plan is to purchase fleet assault cruiser and make dps/tank build...I was planing to use polarized disruptor beam bank x6, 1 torpedo launcher and 1 mine launcher i think....For officers stations i was thinking
ensign tactical --- High Yield Torpedo
Lt. commander tactical--- tactical team, beam fire at will, Attack Pattern Beta
Lt. engineering ---emergency power to weapons, auxuliary to batery
commander engineering --- emergency power to shield, Auxiliary to Battery, Reverse Shield Polarity, Directed Energy Modulation
Lt. science ---- hazard emitters, Tranfer Shield Strength
I want to know if this is good build, and also some advices on consoles..
Suggestions in red
To do what I've suggested you will need 2 Conn duty officers (rare or better) for your Tactical team and 3 (rare or 2 Vrare) Technician Duty officers for your auxiliary to battery. You will also need to keep both of these skills activating as soon as they come off cooldown as well as your emergency power to X skills as well, keybinding help can be found in the pvp section of these forums, it is also advisable that (if you have a spare doff slot because you got purple Techs) you get the System duty officer that gives a weapon power resistance when DEM is activated.
To do what I've suggested you will need 2 Conn duty officers (rare or better) for your Tactical team and 3 (rare or 2 Vrare) Technician Duty officers for your auxiliary to battery. You will also need to keep both of these skills activating as soon as they come off cooldown as well as your emergency power to X skills as well, keybinding help can be found in the pvp section of these forums, it is also advisable that (if you have a spare doff slot because you got purple Techs) you get the System duty officer that gives a weapon power resistance when DEM is activated.
i generally agree to that, but i would get EPtAUX instead of weapons (with the aux batt at work your weaponpower is high anyway...and the EPtS is too important (% resist)
I'm not sure if a further CD reduction for TT is necessary, but i guess once you hit the 15-20 sec CD with aux2batt and the technicians you are good without them...use DEM doff then or projectile doffs...ich you can afford it get the 180 degree torp launcher. (regent also reduced FSM cost to 1 instead of 4)
Consoles:
Tactical: Energy Damage Boosters
Engineering: Neutronium x2, Monotanium x1, RCS x1 (can put a second mono there if you want)
Sci: Assimilated Module, Zero Point Energy Conduit (can swap out for 2 field emitters if you don't have the rep needed to get these)
Conn Officers keep your TT constantly cycling, meaning you can put a TS or THY as your other tactical ensign. The BFAW is just to make lots of noise and attract attention, or lay down the pain on a single target. I personally prefer the usage of APO1 over APB2, since APB is negated by TT (some NPCs use it, and almost ALL players use it), and APO1 gives you a nice damage and movement boost.
The Engineering abilities are your general usage cruiser setup. You have ET1 for a nice chunk heal when you aren't being attacked (or if you have no shields), and you can use it on allies too, giving you larger team presence. The EPtW2 is there because BAs EAT energy like there is no tomorrow. Gives you a 5 second damage boost and 30 seconds of boosted power levels. The EPtS3 is there because it gives you a large shield heal, a huge chunk of bonus power to shields, and a rather large bonus to shield resiliency. And it only has a 45 second (30 if you DCE DOffs proc) cooldown, as opposed to the 2 minute cooldown of RSP. The Aux2SIF is your universal quick heal. Short CD, nice heal amount, and can be used on self and allies. The Lt Engi is your backup in case your DOffs don't proc.
The Science station is your basic utility setup, don't think further explanation is needed.
The DOffs are also pretty self explanatory. The Conn Officers are for TT, the DCE are there mostly for your EPtS3, and the WCE is just since you as an engi/cruiser use lots of EPtX.
Enjoy.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
oh thnx. this last from hereticknight i understand... thnx ... i was also thinking , fleet support cruiser is more/less same **** except 1 tactical console less, and some officer stations
I understand everything exceptwhy only 1 emergency power to shield.. would that make me less resilient to attack and everything
The Auxiliary to battery cycle with technician doffs gives the effect of having two of each skill by cutting cooldowns down hence keep an aux battery stack handy in case you need heals
The EPtS3 is there because it gives you a large shield heal, a huge chunk of bonus power to shields, and a rather large bonus to shield resiliency. And it only has a 45 second (30 if you DCE DOffs proc) cooldown, as opposed to the 2 minute cooldown of RSP.
I don't use RSP because I just hit EPtS3, TSS2, and then just go on trucking. Comparing that combination to RSP2 (which I noticed is quite popular):
RSP2: Total cooldowns triggered: 2 minutes
Shields insta-healed: none
Shield regen added on: none
Shield hardening: none Duration: 10 seconds
Added Effect: your shields will regen based on damage taken, which means if they stop firing at you, your shields will not regen.
Also you are still highly vulnerable to torpedo bleedthrough, and your shields will still take damage from torps, nor will they heal if hit by a torp.
EPtS3 + TSS2: Total cooldowns triggered: 45 seconds. (the EPtS3 has a chance of having only a 30 second cd if your DCE procs)
Shields insta-healed: ~5k (depends on your shield emitter skill and your aux power level).
Shield regen added on: ~2000 per 6 (give or take, depends on your final shield power levels).
Shield hardening: ~50% (give or take, depends on your final shield power levels) Duration: 15 seconds minimum, 30 seconds max (15 seconds on the TSS, 30 seconds on the EPtS)
Added Effect: None.
Hardens your shields, massively increases regen, AND it insta-heals a large chunk.
With those, it doesn't matter if you're under fire or not. You will heal your shields quite nicely regardless, AND it lasts for 15 seconds, with another 30 seconds of still quite durable shields.
What I highlighted (color change and bolded/italicized) are the important parts though. RSP has a 2 minute cooldown with a 10 second duration. That's an 8.3% uptime. That's TERRIBLE. Whereas the combination of EPtS3 + TSS2 has a 33-66% uptime (in some cases, 100%). That's very VERY good.
Now some people like the RSP for it's "Oh TRIBBLE, I am under attack by 10 guys, need to become invincible!!!". Which RSP does quite nicely. But if it were me and that happened, I would hit the above combo, I would also hit RSF (which has the same CD as RSP), and the above 3 abilities would have a very similar effect. I also tested the two in Ker'rat once, to see which was more effective, and I basically was muuuuch better off with the EPtS3 +TSS2 compared to RSP2.
But that's just me. Others like RSP, I don't.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
I don't use RSP because I just hit EPtS3, TSS2, and then just go on trucking. Comparing that combination to RSP2 (which I noticed is quite popular):
RSP2: Total cooldowns triggered: 2 minutes
Shields insta-healed: none
Shield regen added on: none
Shield hardening: none Duration: 10 seconds
Added Effect: your shields will regen based on damage taken, which means if they stop firing at you, your shields will not regen.
Also you are still highly vulnerable to torpedo bleedthrough, and your shields will still take damage from torps, nor will they heal if hit by a torp.
EPtS3 + TSS2: Total cooldowns triggered: 45 seconds. (the EPtS3 has a chance of having only a 30 second cd if your DCE procs)
Shields insta-healed: ~5k (depends on your shield emitter skill and your aux power level).
Shield regen added on: ~2000 per 6 (give or take, depends on your final shield power levels).
Shield hardening: ~50% (give or take, depends on your final shield power levels) Duration: 15 seconds minimum, 30 seconds max (15 seconds on the TSS, 30 seconds on the EPtS)
Added Effect: None.
Hardens your shields, massively increases regen, AND it insta-heals a large chunk.
With those, it doesn't matter if you're under fire or not. You will heal your shields quite nicely regardless, AND it lasts for 15 seconds, with another 30 seconds of still quite durable shields.
What I highlighted (color change and bolded/italicized) are the important parts though. RSP has a 2 minute cooldown with a 10 second duration. That's an 8.3% uptime. That's TERRIBLE. Whereas the combination of EPtS3 + TSS2 has a 33-66% uptime (in some cases, 100%). That's very VERY good.
Now some people like the RSP for it's "Oh TRIBBLE, I am under attack by 10 guys, need to become invincible!!!". Which RSP does quite nicely. But if it were me and that happened, I would hit the above combo, I would also hit RSF (which has the same CD as RSP), and the above 3 abilities would have a very similar effect. I also tested the two in Ker'rat once, to see which was more effective, and I basically was muuuuch better off with the EPtS3 +TSS2 compared to RSP2.
But that's just me. Others like RSP, I don't.
Just to prove this guys point, I tried out that build and it worked quite well. Especially in a team setting.
The only question I have, instead of APO1, what about a BO3 or TS3? Take serious advantage of that ltcom slot?
And players wonder why they constantly blow up in STF's, fail to kill probes and lose the optional for the team...
It's sad. People come to forum for advice, but completely ignore it
RSP is not an essential ability. It is an 'Oh, TRIBBLE' ability at best. Heretic knows quite a bit about running cruisers, and while I don't think I am in his class; I do agree that RSP is not needed.
I run STFs without RSP and have no problem, and neither do a lot of other players.
And what advice did you give? None.
"I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
RSP is not an essential ability. It is an 'Oh, TRIBBLE' ability at best. Heretic knows quite a bit about running cruisers, and while I don't think I am in his class; I do agree that RSP is not needed.
I run STFs without RSP and have no problem, and neither do a lot of other players.
I agree. There's enough shield heals out there that a Cruiser can use that RSP is mostly for Escorts that are finally starting to succumb to pressure damage... when a well-built Cruiser is in a position that it will die in PvE, RSP won't save it (since the Borg's main threat to Cruisers are in the form of frequent plasma burns of modest to high power combined with torpedo strikes). RSP is worth considering as a last-ditch survival power in PvP, but then it's probably competing for a slot with more consistent buffs, many of which can be cross-cast to support the rest of the team.
You have EptS1 and EptW2 as backups in case the DCEs don't proc. Only EptW benefits from this as EptS will drop 2 ranks. Overall it seems like a waste of 2 doff slots if you are running 4 EptX copies anyway? Would you not prefer to take a little Tac Team cooldown hit, get a third DCE and use the Lt Engi for something else, like Ext Shields or a RSP1? Alternatively, keep all 4 copies as you will still get continuous uptime, just that EptS will dip from 3 to 1 and back again. This opens up 2 doff slots.
So tehnicians stack ?? if i have 3 of them, and each cut coooldown by 10 % on officer abilities, when i use auxiliary to battery those 3 stack and cooldown is cut by 30 %... did i got it right ?
So tehnicians stack ?? if i have 3 of them, and each cut coooldown by 10 % on officer abilities, when i use auxiliary to battery those 3 stack and cooldown is cut by 30 %... did i got it right ?
well if u seek some dps as engineer and cruiser gameplay assault cruiser is good.... fleet assault cruiser is better if u have good fleet.... with +10 weapon power, and with assimilated module, it is easier to make beam boat out of it... also i will ad cutting beam from reputation so i dont have to turn for torpedoes...
well if u seek some dps as engineer and cruiser gameplay assault cruiser is good.... fleet assault cruiser is better if u have good fleet.... with +10 weapon power, and with assimilated module, it is easier to make beam boat out of it... also i will ad cutting beam from reputation so i dont have to turn for torpedoes...
well I already have the regent so is it worth getting the fleet AC?
Essentially this is the Fleet Excelsior but with a difference in turn rating (FE has better turn rate) and a tac ensign as opposed to an engineering ensign. (The FAC has the same BOFF layout as the Regent)
Plan on picking mine up this week when our Tier 5 Fleet yard is completed. :cool:
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Heretic's build is a good solid build, you could go with that and do great. I have a aux2bat build that also works great for me here.
Just keep spamming aux2battery whenever its up to keep all your other abilities at global cooldown and to have high power levels. Heals will be weaker with low aux, but will be spammed more so makes the ship pretty tanky while still doing good dps.
fore: 3 beam array, 1 wide angle torp
aft: 4 beam arrays, or 3 beam arrays and cutting beam if you want the omega adapted 2 piece bonus)
Deflector- MACO
Engines-MACO
Shields-MACO or Elite Fleet Shields
Devices- Subspace field modulator and batteries or whatever
Eng consoles- Zero point energy conduit, Assimilated module, neutronium alloy, and tachyokinetic converter (RCS accelerator or another neutronium if you don't have it).
So i was thinking and want youre oppinion on next build ( it is based on 3 tehnicians and 2 conn officer for tacitcal team )
bridge officer engineering - emergency power to weapons, auxiliary to battery, emergency power to shield and extend shield ( could be good for helping teammates in pvp and pve )
second bridge officer - engineering team or emergency power to weapons, auxiliary to battery
tactical - tactical team, beam fire at will, some attack pattern but i dont know what
second tactical - beam fire at will
universal - hazard emitters, transfer shield strength
As for weapons i was thinking 7 antiproton beam array and 1 cutting team
for tactical consoles - damage boost for antiproton
engineering console - 2 neutronium, zero point conduit, assimilated module
science consoles - shield emitter ( fleet version ), and that console which boost capacity of shield...
would it help to change 1 antiproton beam array with Experimental Romulan Plasma Beam Array, so weapon power drain is not so big, and dps would grow becouse of that
So i was thinking and want youre oppinion on next build ( it is based on 3 tehnicians and 2 conn officer for tacitcal team )
bridge officer engineering - emergency power to weapons, auxiliary to battery, emergency power to shield and extend shield ( could be good for helping teammates in pvp and pve )
second bridge officer - engineering team or emergency power to weapons, auxiliary to battery
tactical - tactical team, beam fire at will, some attack pattern but i dont know what
second tactical - beam fire at will
universal - hazard emitters, transfer shield strength
As for weapons i was thinking 7 antiproton beam array and 1 cutting team
for tactical consoles - damage boost for antiproton
engineering console - 2 neutronium, zero point conduit, assimilated module
science consoles - shield emitter ( fleet version ), and that console which boost capacity of shield...
And full MACO set.. Thoughts ?
I just posted an aux2bat build above that is similar but will work better then what you have here. You are lowering all abilities to global cd so you don't need 2 tac team, and can only need 1 emergency power to shields, and 1 other emergency power, preferebly aux since it makes your aux2bat give more power, which in turn gives more power to weapons and other subsystems. If you want to make my build more of a healer drop ET1, move EPTS3 down to EPTS1, and get ET3 or Extend 2.
.
You need a torp with aux2bat build since there is nothing you can do with that other ensign tac slot since your tac team, attack pattern, beam FAW, will all be at global cd anyway. Fortunatley the regent comes with the wide angle and is worth getting if you get the fleet ac because it only costs 1 moudule after. If you don't want to use a torp go with Fleet excelsior instead.
Comments
Suggestions in red
To do what I've suggested you will need 2 Conn duty officers (rare or better) for your Tactical team and 3 (rare or 2 Vrare) Technician Duty officers for your auxiliary to battery. You will also need to keep both of these skills activating as soon as they come off cooldown as well as your emergency power to X skills as well, keybinding help can be found in the pvp section of these forums, it is also advisable that (if you have a spare doff slot because you got purple Techs) you get the System duty officer that gives a weapon power resistance when DEM is activated.
i generally agree to that, but i would get EPtAUX instead of weapons (with the aux batt at work your weaponpower is high anyway...and the EPtS is too important (% resist)
I'm not sure if a further CD reduction for TT is necessary, but i guess once you hit the 15-20 sec CD with aux2batt and the technicians you are good without them...use DEM doff then or projectile doffs...ich you can afford it get the 180 degree torp launcher. (regent also reduced FSM cost to 1 instead of 4)
That's a good point, I forgot about that
LtCmdr Tac: TS1, BFAW2, APO1
Ens Tac: TT1
Cmdr Engi: ET1, EPtW2, EPtS3, Aux2SIF3
Lt Engi: EPtS1, EPtW2
Lt Uni: HE1, TSS2
DOffs (all purple):
Conn Officer x2
DCE x2
WCE x1
Consoles:
Tactical: Energy Damage Boosters
Engineering: Neutronium x2, Monotanium x1, RCS x1 (can put a second mono there if you want)
Sci: Assimilated Module, Zero Point Energy Conduit (can swap out for 2 field emitters if you don't have the rep needed to get these)
Conn Officers keep your TT constantly cycling, meaning you can put a TS or THY as your other tactical ensign. The BFAW is just to make lots of noise and attract attention, or lay down the pain on a single target. I personally prefer the usage of APO1 over APB2, since APB is negated by TT (some NPCs use it, and almost ALL players use it), and APO1 gives you a nice damage and movement boost.
The Engineering abilities are your general usage cruiser setup. You have ET1 for a nice chunk heal when you aren't being attacked (or if you have no shields), and you can use it on allies too, giving you larger team presence. The EPtW2 is there because BAs EAT energy like there is no tomorrow. Gives you a 5 second damage boost and 30 seconds of boosted power levels. The EPtS3 is there because it gives you a large shield heal, a huge chunk of bonus power to shields, and a rather large bonus to shield resiliency. And it only has a 45 second (30 if you DCE DOffs proc) cooldown, as opposed to the 2 minute cooldown of RSP. The Aux2SIF is your universal quick heal. Short CD, nice heal amount, and can be used on self and allies. The Lt Engi is your backup in case your DOffs don't proc.
The Science station is your basic utility setup, don't think further explanation is needed.
The DOffs are also pretty self explanatory. The Conn Officers are for TT, the DCE are there mostly for your EPtS3, and the WCE is just since you as an engi/cruiser use lots of EPtX.
Enjoy.
The Auxiliary to battery cycle with technician doffs gives the effect of having two of each skill by cutting cooldowns down hence keep an aux battery stack handy in case you need heals
I don't use RSP because I just hit EPtS3, TSS2, and then just go on trucking. Comparing that combination to RSP2 (which I noticed is quite popular):
RSP2:
Total cooldowns triggered: 2 minutes
Shields insta-healed: none
Shield regen added on: none
Shield hardening: none
Duration: 10 seconds
Added Effect: your shields will regen based on damage taken, which means if they stop firing at you, your shields will not regen.
Also you are still highly vulnerable to torpedo bleedthrough, and your shields will still take damage from torps, nor will they heal if hit by a torp.
EPtS3 + TSS2:
Total cooldowns triggered: 45 seconds. (the EPtS3 has a chance of having only a 30 second cd if your DCE procs)
Shields insta-healed: ~5k (depends on your shield emitter skill and your aux power level).
Shield regen added on: ~2000 per 6 (give or take, depends on your final shield power levels).
Shield hardening: ~50% (give or take, depends on your final shield power levels)
Duration: 15 seconds minimum, 30 seconds max (15 seconds on the TSS, 30 seconds on the EPtS)
Added Effect: None.
Hardens your shields, massively increases regen, AND it insta-heals a large chunk.
With those, it doesn't matter if you're under fire or not. You will heal your shields quite nicely regardless, AND it lasts for 15 seconds, with another 30 seconds of still quite durable shields.
What I highlighted (color change and bolded/italicized) are the important parts though. RSP has a 2 minute cooldown with a 10 second duration. That's an 8.3% uptime. That's TERRIBLE. Whereas the combination of EPtS3 + TSS2 has a 33-66% uptime (in some cases, 100%). That's very VERY good.
Now some people like the RSP for it's "Oh TRIBBLE, I am under attack by 10 guys, need to become invincible!!!". Which RSP does quite nicely. But if it were me and that happened, I would hit the above combo, I would also hit RSF (which has the same CD as RSP), and the above 3 abilities would have a very similar effect. I also tested the two in Ker'rat once, to see which was more effective, and I basically was muuuuch better off with the EPtS3 +TSS2 compared to RSP2.
But that's just me. Others like RSP, I don't.
Just to prove this guys point, I tried out that build and it worked quite well. Especially in a team setting.
The only question I have, instead of APO1, what about a BO3 or TS3? Take serious advantage of that ltcom slot?
Great job helping. A lot of people ask for build advice on these forums, and you even mention that below, but you trash him... nice job.
RSP is not an essential ability. It is an 'Oh, TRIBBLE' ability at best. Heretic knows quite a bit about running cruisers, and while I don't think I am in his class; I do agree that RSP is not needed.
I run STFs without RSP and have no problem, and neither do a lot of other players.
And what advice did you give? None.
I agree. There's enough shield heals out there that a Cruiser can use that RSP is mostly for Escorts that are finally starting to succumb to pressure damage... when a well-built Cruiser is in a position that it will die in PvE, RSP won't save it (since the Borg's main threat to Cruisers are in the form of frequent plasma burns of modest to high power combined with torpedo strikes). RSP is worth considering as a last-ditch survival power in PvP, but then it's probably competing for a slot with more consistent buffs, many of which can be cross-cast to support the rest of the team.
You have EptS1 and EptW2 as backups in case the DCEs don't proc. Only EptW benefits from this as EptS will drop 2 ranks. Overall it seems like a waste of 2 doff slots if you are running 4 EptX copies anyway? Would you not prefer to take a little Tac Team cooldown hit, get a third DCE and use the Lt Engi for something else, like Ext Shields or a RSP1? Alternatively, keep all 4 copies as you will still get continuous uptime, just that EptS will dip from 3 to 1 and back again. This opens up 2 doff slots.
I can't imagine going in an stf without rsp and polarize hull.. that said i would like to get rid of polarize hull it stands in the way for tss or st2
Solid build by the looks of it!
Yes, you did. They stack.
well I already have the regent so is it worth getting the fleet AC?
Absolutely
4 tac consoles, better hull and improved shield
Essentially this is the Fleet Excelsior but with a difference in turn rating (FE has better turn rate) and a tac ensign as opposed to an engineering ensign. (The FAC has the same BOFF layout as the Regent)
Plan on picking mine up this week when our Tier 5 Fleet yard is completed. :cool:
Just keep spamming aux2battery whenever its up to keep all your other abilities at global cooldown and to have high power levels. Heals will be weaker with low aux, but will be spammed more so makes the ship pretty tanky while still doing good dps.
fore: 3 beam array, 1 wide angle torp
aft: 4 beam arrays, or 3 beam arrays and cutting beam if you want the omega adapted 2 piece bonus)
Deflector- MACO
Engines-MACO
Shields-MACO or Elite Fleet Shields
Devices- Subspace field modulator and batteries or whatever
Eng consoles- Zero point energy conduit, Assimilated module, neutronium alloy, and tachyokinetic converter (RCS accelerator or another neutronium if you don't have it).
Sci consoles- 2 field generator
Tac consoles-4 of your energy type
Lt Cmdr Tac- TS1, FAW2, APO1
Ens Tac- TT1
Cmdr Eng- EPTA1, Aux2Bat1, EPTS3, DEM3
Lt Eng- ET1, Aux2Bat1
Lt Sci- HE1, TSS2
Doffs- 3x technicians, 2x projectile officer (at least blue)
bridge officer engineering - emergency power to weapons, auxiliary to battery, emergency power to shield and extend shield ( could be good for helping teammates in pvp and pve )
second bridge officer - engineering team or emergency power to weapons, auxiliary to battery
tactical - tactical team, beam fire at will, some attack pattern but i dont know what
second tactical - beam fire at will
universal - hazard emitters, transfer shield strength
As for weapons i was thinking 7 antiproton beam array and 1 cutting team
for tactical consoles - damage boost for antiproton
engineering console - 2 neutronium, zero point conduit, assimilated module
science consoles - shield emitter ( fleet version ), and that console which boost capacity of shield...
And full MACO set.. Thoughts ?
I just posted an aux2bat build above that is similar but will work better then what you have here. You are lowering all abilities to global cd so you don't need 2 tac team, and can only need 1 emergency power to shields, and 1 other emergency power, preferebly aux since it makes your aux2bat give more power, which in turn gives more power to weapons and other subsystems. If you want to make my build more of a healer drop ET1, move EPTS3 down to EPTS1, and get ET3 or Extend 2.
.
You need a torp with aux2bat build since there is nothing you can do with that other ensign tac slot since your tac team, attack pattern, beam FAW, will all be at global cd anyway. Fortunatley the regent comes with the wide angle and is worth getting if you get the fleet ac because it only costs 1 moudule after. If you don't want to use a torp go with Fleet excelsior instead.