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How To Deal With Ships with 3 Tac BOs?

superhackssuperhacks Member Posts: 2 Arc User
edited July 2013 in Federation Discussion
There's a few ships i love but the BO slots are killing me. I'm always left with at least 1 useless tier 1 ability. Anyone have any suggestions as to the BO load out on those ships with 3 tactical BO's.

I wish they would add some new tactical BO abilities or change some of the shared cooldowns a little or change the 3rd tac to a universal.

For me its just ruining those ships.

Could use some help.
Post edited by superhacks on

Comments

  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2013
    Any ship with 3 tac boff's is a bit overkill on the tactical, same as the 3 eng boff ships.....way too much tank that isn't needed.
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    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • stumpfgobsstumpfgobs Member Posts: 297 Arc User
    edited July 2013
    There are not enough useful ensign abilities for engineering and, to some degree, for tac.

    Depending on your weapons layout you could always slap on a beam weapon/torpedo and use the tac slot to boost that weapon. That largely depends on your build though.
  • rck01rck01 Member Posts: 808 Arc User
    edited July 2013
    stumpfgobs wrote: »
    There are not enough useful ensign abilities for engineering and, to some degree, for tac.

    Depending on your weapons layout you could always slap on a beam weapon/torpedo and use the tac slot to boost that weapon. That largely depends on your build though.

    It's the reason why my Fleet Defiant stays in the hanger. I was tired of trying to figure out what to slot in that stupid console, all the while missing the Eng. Boff I could stick in my Fleet Patrol's universal slot to get more shield or hull healing. :(

    RCK
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited July 2013
    One option I did on an Armitage (for PVE work, I don't bother with PVP) was use a single A2B with 3 technicians cutting all cooldowns by 30%, then load High Yield 1, Spread 1, and TT1, then Rapid Fire 1 and Scatter Volley 1 in the Lt slots. It cuts the cooldowns to 'eh close enough' and you can use Tactical Initiative for when you absolutely need everything at global, and means you always have a situationaly-appropriate tool ready to go.

    Alternately, a single TT1 with a pair of conn officer doffs (even blue ones are fairly cheap and will cut the cooldown to 18 seconds), then a pair of torp skills for simple steady fire.

    It doesn't really work with an all-energy build though. You COULD do paired Overload 1s, but then you're eating that drain spike without the maxed out hit, and that would probably result in less overall damage than just doing nothing. I guess you could do a pair of Target Subsystem powers, if you had the right skill setup to get real use of out them, but personally I'd just go with a torp launcher (feels right anyways).
  • yargomeshyargomesh Member Posts: 179 Arc User
    edited July 2013
    Another option is to experiment. If you have a DBB for Beam Overload-ing, you can use that extra tac slot to fit in a 'Beam Target Subsystem' BOFF ability. Engines especially and see how that works.

    If not though then High Yield I is pretty much the most 'useful' to stick in there. Unless you have no torpedoes.

    All depends on what you want your final build to be.
  • jestersagejestersage Member Posts: 8 Arc User
    edited July 2013
    I actually found that the 3 tac BoFF of HEC is just enough. Here's my layout:

    Cmd: TT1, APB1, CRF2, Cannon Spread3
    Lt Cmd: HY1, TS2
    Ensign: TT1

    I can also swap the cmd tac for a more hangar/survival layout, and to be honest, it still does not feel like it's enough.
  • kiesterbuttkiesterbutt Member Posts: 7 Arc User
    edited July 2013
    With my Armitage class ship my survivability is so much better with the third tac Boff. With the ensign ability I use a second Tactical Team which I alternate use with another Boff. When one is on cooldown I have another available.

    My third Boff has most of my attack patterns that I use. It's not a perfect solution, but it's been working great for me.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2013
    I have a projectile officer with THY1, THY2, TS3, DPB3. My other tact BOFFs all have TT1 in the ensign slot.

    THY1 is the only torp booster that upgrade the base damage. So its good with some specialty torps
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited July 2013
    The 'problem' with 3x Tact stations is, primarily, that it takes away the ever useful Ensign engi/universal station (to comfortably run 2x EPtS1). The Fleet Defiant suffers from this, for instance.

    By itself, there's no real problem filling up that Ensign tact station. THY1 leaps to mind. Not extremely useful by itself, but will help the CD on your 'main' torp attacks. Similarly, BFAW1 is useful for the exact same purpose: creating a favorable CD on beam special attacks.
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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited July 2013
    I fill all of my Tac BOFF stations with Romulan superior operatives :D
  • stirling191stirling191 Member Posts: 0 Arc User
    edited July 2013
    shar487a wrote: »
    I fill all of my Tac BOFF stations with Romulan superior operatives :D

    This. For non-roms it means an offensive stat boost, and that you won't ever have to use doff slots on TT conn officers.

    Now if only embassy boffs could actually be customized...
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited July 2013
    This. For non-roms it means an offensive stat boost, and that you won't ever have to use doff slots on TT conn officers.

    Now if only embassy boffs could actually be customized...

    I'm still waiting for female Romulan Superior Operatives, but apparently Cryptic is against any such concept. Sexism is alive and well in the 25th century.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited July 2013
    shar487a wrote: »
    I'm still waiting for female Romulan Superior Operatives, but apparently Cryptic is against any such concept. Sexism is alive and well in the 25th century.

    Oh, they exist alright, but come with 1.5% CrtH instead of 2.0% for the males. :( Wouldn't want to change the notion that women are inferior, right, Cryptic?!
    3lsZz0w.jpg
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited July 2013
    meimeitoo wrote: »
    Oh, they exist alright, but come with 1.5% CrtH instead of 2.0% for the males. :( Wouldn't want to change the notion that women are inferior, right, Cryptic?!

    Those are standard Romulan operatives ... they don't have any superior operative famales at this time.
  • twoblindmonkstwoblindmonks Member Posts: 255
    edited July 2013
    I am surprised no one has offered up the torpedo boat solution. This is what I always do. This is particularly useful with 5 tac slot setups like the fleet defiant and the fleet prometheus.

    2x CrtDx3 quantum torpedoes, 3x Projectile Weapon doffs, maco adapted 2p set (engines and deflector), and make your 5th tac console a quantum torp dmg console. The rest are DHCs (i go phaser), 4x dmg boosting consoles, 1x neutronium, 1x field gen, borg console, tachyokinetic converter, zero point module, fleet elite shields, whatever warp core, 2 turrets and KCB in aft weapons.

    Then you just stick a THY in that ensign tactical, and you are all set. Perfect ship for this is Fleet Advanced Escort (the fleet defiant really misses out with the third tac being lt, loses an extra tank skill, and for me its over the line).

    Only thing I could ask extra is 5 fore slots. Then it would be the perfect escort, utterly devastating with often 40k+ torpedo crits.
    ____________________________________________________
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  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited July 2013
    superhacks wrote: »

    My answer to that question is "don't fly them".



    meimeitoo wrote: »
    Oh, they exist alright, but come with 1.5% CrtH instead of 2.0% for the males. :( Wouldn't want to change the notion that women are inferior, right, Cryptic?!


    Actually IIRC the Female RomBOFFs are better on the ground.


    No pun intended, take a closer look at their traits.
  • twoblindmonkstwoblindmonks Member Posts: 255
    edited July 2013
    My answer to that question is "don't fly them".







    Actually IIRC the Female RomBOFFs are better on the ground.


    No pun intended, take a closer look at their traits.

    In reply to your signature thread: the answer is right dot now.

    I placed a reply in that thread too.
    ____________________________________________________
    Pay no attention to the dates and titles under my name at the left! I am a Career Officer, Lifetime Sub since launch, was in the Beta. Having problems with my forum account.
  • flatmattflatmatt Member Posts: 0 Arc User
    edited July 2013
    My Fleet Defiant is set up with 4 DHCs forward, 2 Turrets and a Mine Launcher rear. I just toss a Romulan embassy BOff in the ensign seat, ignore their redundant ability, and do just fine.
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  • trickykippertrickykipper Member Posts: 8 Arc User
    edited July 2013
    Having just switched from a DPS Odyssey to a Fleet S?o Paulo on my Federation character and from a DPS Bortasqu' to a Fleet B'rel on my KDF character (as well as being completely new to playing escorts/raiders) I can say: just don't use it. :P

    I play my Fleet S?o Paulo as though it has the same BOff layout as the B'rel. I just left the third Ensign slot blank. I don't run a beam on the ship, so I've no use for it. It's not hindered me at all so far.
    Please buff the Odyssey Tactical Cruiser!
  • baudlbaudl Member Posts: 4,060 Arc User
    edited July 2013
    Having just switched from a DPS Odyssey to a Fleet S?o Paulo on my Federation character and from a DPS Bortasqu' to a Fleet B'rel on my KDF character (as well as being completely new to playing escorts/raiders) I can say: just don't use it. :P

    I play my Fleet S?o Paulo as though it has the same BOff layout as the B'rel. I just left the third Ensign slot blank. I don't run a beam on the ship, so I've no use for it. It's not hindered me at all so far.

    either this, or a torpedo with THY1 or TS1...

    personally i prefer BO build with a DBB, this way with the cloak console i can do some pretty alpha strikes, or strip enemy shields before the DHC shots hit the target.


    so a 3rd tac boff is far from useless (especially with a rom sup operative boff)...you just need either a DBB or a torp launcher to make use of it.
    which is much harder to do with a 3rd engi boff...since all ensign engi boffs have basically a shared cooldown with each other or with TT
    Go pro or go home
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited July 2013
    On the topic of redundant eng ensigns...

    What I finally ended up doing most of the time in my Fleet Gal-R was running 4 EP2* skills and freeing up the doff slots I would normal use for reducint EP2* cooldowns. If you run 2x EP2S1, EP2W1 + EP2W2, you get full coverage on both with no cooldown overlap, and gain some doff slots back.

    The other way you can do things, good for ships that are low on tac slots, is just skip tac team all together and slot a Transporter Officer doff (clears boarding parties on use of Transfer Shield Strength) and *gasp* manually manage your shields... Then you can put ET1 in the slot for a heal, and either fit another ET or maybe use doffs to get its cooldown lower... an ET every 15 seconds is a lot of heals...
    I once again match my character. Behold the power of PINK!
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  • bigtim1313bigtim1313 Member Posts: 9 Arc User
    edited July 2013
    I've found the only time you run into problems with too many Tac BOs is when you don't have enough different weapons. If you are running all cannons and turrets, then sure there aren't enough skills to warrant that many spots.

    I run 3 DHC and a DBB in the front, and I use the following

    TT1, CRF1, APO1, CRF3
    Target SS1, BO2, APO1
    TT1 <- this ensign I have set up with CSV1, APO1 and CSV3 and I switch out CRF and CSV for PvE and PvP.

    That ensign slot with target subsystem could run a 2nd BO, FaW, or do some moving for a mine pattern.

    Really, it's just there are 8 skills. Might as well have 2 TT, and 2 AP (whichever you like), and that's half your skills. There is no reason to have more then 2 skills per weapon, as they will overlap.

    As for lacking in Eng and Sci with all that Tac power, I run EPtW1 and EPtS2 with dmg ctrl doffs, and that usually keeps them up all the time. Also you can drop your power lvls a bit, and put that in aux to increase your heals from sci. The added dmg from tholian rep for aux helps too.
  • emperordeslokemperordeslok Member Posts: 0 Arc User
    edited July 2013
    Dropping a DHC and adding a DBB for beam overload is always a fun choice in PVP or PVE, buffed even BO1 can do absurd damage not perfect but it feels better than just leaving an empty slot
    on my fleet defiant i use
    TT1 THY1 CRF2 APO3
    TT1 THY1 CRF2
    BO1
    EPTS1 EPTW2
    Haz1 Haz2
    makes for a glass cannon but isn't that what escorts are?
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