Has anyone had success running both of these. I have always usually been a purist (all cannons or all beams). So on an escort, equip a dual beam and a dual cannon, pop the cannon rapid fire and then pop the BO or the BFAW, maybe pop an emergency power to weapons in between for max energy?
I am returning to the game to play Romulans and have not played a tactical before
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
depending on the ship boff stations, I have been re-doing some layouts lately for stfs namely a DBB, 2x DHC, torp as forward weapons with a bfaw-1 and apb-1 since borg appear not to use tactical team really seems to help speed things up for stfs even using sci or eng. If I don't have enough bof slots for a torp skill then just throw on the Hargh'peng or the Breen Cluster (ps I'd really like a Quantum cluster torp mwahahahaha,cough,cough,mwa :P)
I have tried both on both a tactical and engineering build to some success. It is an aesthetics choice only, and not one that will improve damage overall.
Cool Factor: It looks and sounds better than a straight beam or straight cannon build. Throw in a decent torpedo, and it's a neat looking built that will suffice with a reasonably skilled captain in STF's. Keep in mind any vessel that can do 3.5K is fine for STF's, including the newer end-game STF's.
For TAC: From a purely DPS standpoint, the mix weapon types (not flavours) is less than optimal. If the ship is maneuverable, cannons will always trump beams so sacrificing both an ability and a weapons slot will lower your overall damage potential. That's the reality of STO game mechanics.
For ENG, SCI: If you're an above average Captain with a sci or engineering cruiser that can use cannons, it will not give you a boost in damage. Regardless of the skill/buff used, you're sacrificing 3-4 other weapons to bring 1 cannon to bear. And cannons don't 'do' broadsides. While single cannons have a wider arc, the sweet spot to bring rear beam arrays into plays is so tight, most cruisers only have a small window of opportunity. And regardless of what you might think, most turrets do not trump beam arrays for damage.
Going for a mix of cannons, beams and torpedoes may not be optimal for constant DPS which is favored in STFs, but they do favor damage spikes much more.
For escorts, you pretty much have the choice to try and spread out the span of your Tac BOFF powers to avoid subsystem cooldowns, or pair your powers to have the most running time on them. The latter choice allows for those damage spikes I mentioned, which may require more setting up but will end battles much faster (which is ideal in environments like PvP).
Single target... Beam Overload, Cannon Rapid Fire and Torpedo High Yield will likely yield the best single-target damage you can get.
For multiple targets... Beam Fire at Will, Cannon Scatter Volley and Torpedo Spread wins out - at least in PvE.
I actually ran a tac captain cruiser build like this. instead of torps, she had cannons. worked well at delivering sustained dps on a target. most of the time in pve i'd run up on a group, take out most of their shields/ health before i got within 5 km, then my powers would run out and i'd finish them off. became a series of quick flashy fire-fests separated by long moments of waiting for the next batch of enemies.
I have a VA engineer, with a MVA prometheus ship. My BOFF attack powers consist of cannon rapid fire, cannon scatter volley, beam array fire at will, high yield torp 1 and 2. The rest are all for healing. I do massive damage both concentrated and AOE, as the situation calls for it. Def an effective combo for me.
Oh yeah, I have 1 beam array, 2 turrets aft, and a dual beam array, torp, and dual cannons fore.
Comments
Good Hunting
Cool Factor: It looks and sounds better than a straight beam or straight cannon build. Throw in a decent torpedo, and it's a neat looking built that will suffice with a reasonably skilled captain in STF's. Keep in mind any vessel that can do 3.5K is fine for STF's, including the newer end-game STF's.
For TAC: From a purely DPS standpoint, the mix weapon types (not flavours) is less than optimal. If the ship is maneuverable, cannons will always trump beams so sacrificing both an ability and a weapons slot will lower your overall damage potential. That's the reality of STO game mechanics.
For ENG, SCI: If you're an above average Captain with a sci or engineering cruiser that can use cannons, it will not give you a boost in damage. Regardless of the skill/buff used, you're sacrificing 3-4 other weapons to bring 1 cannon to bear. And cannons don't 'do' broadsides. While single cannons have a wider arc, the sweet spot to bring rear beam arrays into plays is so tight, most cruisers only have a small window of opportunity. And regardless of what you might think, most turrets do not trump beam arrays for damage.
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
[SIGPIC][/SIGPIC]
For escorts, you pretty much have the choice to try and spread out the span of your Tac BOFF powers to avoid subsystem cooldowns, or pair your powers to have the most running time on them. The latter choice allows for those damage spikes I mentioned, which may require more setting up but will end battles much faster (which is ideal in environments like PvP).
Single target... Beam Overload, Cannon Rapid Fire and Torpedo High Yield will likely yield the best single-target damage you can get.
For multiple targets... Beam Fire at Will, Cannon Scatter Volley and Torpedo Spread wins out - at least in PvE.
Amen then to that. Though CsV + BO is good too, especially against pets.
R.I.P
Oh yeah, I have 1 beam array, 2 turrets aft, and a dual beam array, torp, and dual cannons fore.