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Best space set for dps cruiser

anarricanarric Member Posts: 13 Arc User
edited May 2014 in Federation Discussion
Hey All,
I need alittle help with my Tac Cap in a SOV Cruiser (I know old ship, but I do have access to Galaxy Bundle, and Oddy Bundle) I mainly want to know what the best space set is nowadays. I don't want to be stuck in 2012. I'd like to use Anti-Protons, but from what I gather, the only way to get MK12 now is Fleet (not a problem for my fleet but the credits are near impossible to get now)

I read a few things in other forums about some Fleet Core is best in slot for APs but for building up the Obelisk 2 set is very nice. I have it already for the 10% bonus.
I talk to Leyvin in ESD, he said Dyson is a good all around set and Undine is great for ESTFs.
I guess it doesn't matter too much, but is there a Rep Set that senergizes well with AP?? I figure the Undine would be more phaser/Disruptor.
Any help/advice is appreciated :) I just need a blue print on where to start so I can min/max my APs!
Post edited by anarric on

Comments

  • emacsheadroomemacsheadroom Member Posts: 994 Arc User
    edited May 2014
    Counter-command ordinance set is nice if you use 3 out of the 4 pieces (drop the tac console from it).

    The Fluidic counter assault set is the only space set with a deflector that boosts tactical skills. The engines from the set also boost inertia meaning your big heavy cruiser won't turn quite so much like a paralyzed manatee.

    For AP, you gotta have the Two-piece Obelisk set. I wouldn't bother with AP anyway when Elachi disruptors are frigging awesome with the Undine sets.
  • tom61stotom61sto Member Posts: 3,671 Arc User
    edited May 2014
    In pure AP, the only current way to get Mk XII AP is Advanced Fleet weapons. You might see if you can get a re-invite to your current fleet and dump Fleet Marks into another fleet to build up your Fleet Credit supply. One of the revamped Borg/Undine episodes rewards some nice Mk XI [Acc][CrtH][Dmg] AP beam arrays until you can grind up the FC for the Advanced Fleet.

    If you just want the base type to be AP to be boosted by Ancient Obelisk two-set, the current lock box has Undine Anti-proton in up to Mk XII, and you can find them listed on the Exchange for a couple Million EC for decent mods on beam arrays.

    The 8472 Counter-Commander Deflector is geared for damage, with boosts to Accuracy, energy and projectile damage, and mild tanking with moderate Defense, Hull HP and hair of Shield HP boosted. The Engines from that rep set are some of the fastest turning in the game. Not sure on the shields yet, as I've not unlocked the Tier to see the stats. The Hydrodynamics console also gives a boost to accuracy, but the rest of the weapons/consoles set don't do much for an AP build.

    The freebie Solanae set is pretty tanky, with a mild boost to accuracy on it's deflector too, making a great set until you grind out a Reputation set.

    For pure AP you're looking for extra critical hit/severity to enhance the innate critical damage boost, extra accuracy beyond what's needed to hit is turned into a small amount of critical hit/severity, so stack that. The Romulan console boosts Critical hit chance, the Borg console boosts both a mild amount, and pending you can grind up the Fleet Credits and Dil needed, Fleet Spire Tactical consoles can enhance either critical hit or severity (you'll want critical hit the most) while having the highest damage buff of any Tac console. Your Attack Pattern Alpha has a critical boosting component, and it scales with Attack Patterns skill, so the Romulan Engine's boost to that skill is also worth considering.

    Edit: it seems I type slow, ninja'd (partially anyway) by 11 min...
  • huntorhuntor Member Posts: 0 Arc User
    edited May 2014
    What is the actual turn rate of the Counter-Command Hyper Impulse Engines Mk XII? It said +0.87 Flight Turn Rate on wiki but im sure it's more than that.

    5.1....5.6, more?
    [SIGPIC][/SIGPIC]
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited May 2014
    My Vesta build is running AP beams. Feel free to look in my sig below.

    A few things to note:
    1) I run the 3 pcs. Dyson Protonic Arsenal Set for the
    2) I use only the Hydrodynamics Compensator console for turn rate
    3) I run the full 3 pcs. Adapted MACO space set for the torp & AUX power bonus
    4) I do run the 2 pcs. Ancient Technologies set for the AP bonus

    Also, I use the accuracy, defense, captain space traits with the rep traits that increase Crit Sev & Crit Chance.
  • tom61stotom61sto Member Posts: 3,671 Arc User
    edited May 2014
    huntor2 wrote: »
    What is the actual turn rate of the Counter-Command Hyper Impulse Engines Mk XII? It said +0.87 Flight Turn Rate on wiki but im sure it's more than that.

    5.1....5.6, more?

    It will depend on your ship's base turnrate, but it's the same boost as Advanced Fleet [Turn]x3 or KHG/Adapted MACO engines.
    coffeemike wrote: »
    My Vesta build is running AP beams. Feel free to look in my sig below.

    A few things to note:
    1) I run the 3 pcs. Dyson Protonic Arsenal Set for the
    2) I use only the Hydrodynamics Compensator console for turn rate
    3) I run the full 3 pcs. Adapted MACO space set for the torp & AUX power bonus
    4) I do run the 2 pcs. Ancient Technologies set for the AP bonus

    Also, I use the accuracy, defense, captain space traits with the rep traits that increase Crit Sev & Crit Chance.

    I forgot about Protonic Arsenal's boosts to CritH (3% for two-piece) and CritD (+10% for three-piece), pretty nice, but it means that two more hardpoints will not be AP beam arrays. The Experimental Weapon is 180 degrees, while still broadside-able, you need to be careful to not have it drop out of arc compared to the 270 degree beam arrays. Torp is pretty nice, and that set boosts it (+22% photon damage and +10% CritH photon).

    You only need the Adapted MACO two-piece for the boosts to torp damage and +8.8 Aux, so you can use one piece from another set if you choose.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited May 2014
    I'm actually going to swap out the Adapted MACO Deflector for the Counter Command version when I get to the tier level its at.

    Go fig it has the same points for SIF for hull as the AMACO Deflector...
  • anarricanarric Member Posts: 13 Arc User
    edited May 2014
    Been a busy week + weekend!
    Wanted to thank everyone for the input!

    I do have 50K fleet credits, so I think I'll start getting my AP beams slowly while working on the
    Undine Set. I have more than enough Dyson marks to start getting a few of those sets, I just dont have the Dilithum :-/ Slow and steady won the race, I guess. Again thanks all!
  • gooddaytodie39gooddaytodie39 Member Posts: 0 Arc User
    edited May 2014
    anarric wrote: »
    Hey All,
    I need alittle help with my Tac Cap in a SOV Cruiser (I know old ship, but I do have access to Galaxy Bundle, and Oddy Bundle) I mainly want to know what the best space set is nowadays. I don't want to be stuck in 2012. I'd like to use Anti-Protons, but from what I gather, the only way to get MK12 now is Fleet (not a problem for my fleet but the credits are near impossible to get now)

    I read a few things in other forums about some Fleet Core is best in slot for APs but for building up the Obelisk 2 set is very nice. I have it already for the 10% bonus.
    I talk to Leyvin in ESD, he said Dyson is a good all around set and Undine is great for ESTFs.
    I guess it doesn't matter too much, but is there a Rep Set that senergizes well with AP?? I figure the Undine would be more phaser/Disruptor.
    Any help/advice is appreciated :) I just need a blue print on where to start so I can min/max my APs!

    Join my fleet Deus Ex Machina and make all the fleet credits you need with easy access to stores and provisions. Email or PM in game @gooddaytodie
    We have a Tier 5 Base with completed Mine, Spire, and Embassy. :)
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