Hello, I want to make a C.C themed fed fleet Dread, but not too sure how to improve it. the Boff skills are what they atm, and the traits are the same.
Not too sure if i should go all B.m phasers or put more B.m Dis in, and any other opinion's would be very appreciated.
http://skillplanner.stoacademy.com/?build=ccfleetdread_8147
Thank you.
Comments
...Sorry. I don't have anything constructive to add.
Boff Skills:
It's a matter of personal taste, of course, but I'd probably swap out one of the engineering team 1's for an emergency power to weapons 1. The cycle time when running two means that you'll always have one ready in time to stack with BFAW and Tac Team1. It can help DPS without needing much fuss.
Also, if you can find them, there are DOffs that have a chance to boost the power level of all systems by 20 whenever you use any emergency power ability. Just putting that out there.
Equipment Loadout:
You're better with sticking with one beam type. I'd replace the fore disruptor with a bm-phaser. Also, you're really crippling your DPS potential by using accuracy boosters rather than straight up damage boosters. The extra accuracy does help, certainly, but you should strongly consider making them all boost phasers at the very least.
Also... I'd like to suggest getting a device: Subspace Field Modulator.
As long as they aren't shooting Proton at you... it can add a temp damage resist. The guys in my fleet like to call it the "Save my a$$ device". Might not be as useful against Tholian Webs or PvP, but 15 seconds of added defense might give you enough time for a hull heal to recharge or for you to GTFO before going boom.
normal text = me speaking as fellow formite
colored text = mod mode
If you don't need the extra accuracy(Which I'm assuming this is PvE only and don't need a ton) you can cut the HdC and replace it with a Proton Particle Stabilizer and throw a Experimental Proton Weapon to replace that turret. Could also replace that Bio-Molecular torpedo with a Gravimetric Photon Torpedo for the 3 piece bonus.
TT1
FAW1, TS2
EPtS1, EPtW2, Aux2Bat2, DEM3
ET1, RSP1, Aux2SIF2
HE1, ST2
I prefer using TS2 instead of FAW2 because if you can drop your target's shields then it can cause a lot of damage. Also some torps have AOE so more torpedoes can mean more AOE affect. But as long as you have a TS and FAW, then the doesn't matter too much which is the higher rank.
I would swap out ET1 for EPtS1 because as long as shields are still up it will be absorbing damage that would otherwise get to the hull (excluding bleed thru of course).
Although AB1 is useful for the radiation damage and the damage debuff it provides, I actually prefer to have Aux2SIF2 that is used to repair the ship's hull and provided a small / short damage resistance. The amount of hull points it can repair is related to your Aux power level and it can be used every 15 seconds if necessary. My Fed Sci toon has Aux at 72 when focused on weapons mix in whatever appropriate captain skills I have (none with more than 6 point) I can heal about 4,990 hull points every 15 second or 9,980 in 30 seconds. Engineering team has a cooldown of 30 seconds. Switching power mode to balanced before using Aux2SIF2 can increase the damage repaired.
I prefer using HE1 and ST2 simply because ST2 can be used to regenerate more shield points than ST1. HE1 would act as a backup to healing the hull in situations where you are using Aux2Bat2.
My setup is not perfect, but I like the heals of this setup and it still provides some offensive options as well.