Here it is:
U.S.S. Ares
Some additional notes due to the limitations of the current skill planner:
The deflector, engines, warp core, shields, quad cannons, torpedo launcher and cutting beam all have been upgraded to MK XIII. The beam array next to the cutting beam is actually 360 degree phaser omni array which also has been upgraded to MK XIII. The warp core also has the W>S and Wcap modifiers (not sure why they didn't list).
6 Doffs notes:
(all purple)
Projectile Weapons Officer (20% chance to reduced torp cool down by 5 sec)
Energy Weapon Officer (30% chance to do 35% shield penetration with beam overload)
Maintenance Engineer (x2) (eng team cd reduced by 8 sec each, +10 to hull repairs each)
Developmental Lab Scientist (x2) (sci team cd reduced by 8 sec each, + 10 shield emitters each)
Boff notes: If I'm worried about plasma burns and the like, I sometimes swap the polarize hull with hazard emitters.
Opinions? (be gentle please!)
Personal notes: I've never parsed the damage on anything in game but I do know that this build rips in PvE pretty good!
hip63 :P
Comments
On adapted (klink) maco (what this build is using)? I thought that was just on the standard fed maco?
Adapted MACO doesn't have the Power Conduit Link ability.
hip63 :P
missed the adapted part
Lack of attack patterns. Attack patterns are your friends, working as force multipliers. Looks like you're mostly built for alpha strikes, so making your alpha that much worse will give you a better chance of "Hello BLAM BLAM BLAM BLAM there 'SPLODE." Working in APO3 and APB2 will open more options for you, with the attack patterns more than offsetting the reduction in levels of your other skills.
On the tac skill front, one trick I use is set up one tac boff with single-target skills and one with AOE, then switch depending on if I'm fighting swarms of little targets or boss targets. Only need enough of a pause to drop out of Red Alert to switch, and keeps hotkeys the same (Alt-2 is my torp skill, whether its High Yield or Spread). In your case, that'd be a pair of LtCmdrs with
TT1, (Torpedo Skill) 2, (Cannon Skill) 2
Then the Commander as TT1, Overload 2, APB2, APO3
On the eng skills, you have one EPTx ability and two hull heals. If you trade one of those hull heals for a second EPTx ability (EPTE or EPTW), you could pop in a couple of Damage Control Engineer doffs and keep both abilities up all the time by chaining them together. Make you faster, more durable, and so need less healing at all. Could even remove the other hull heal and work in A2D, give you better turning and much more toughness (especially with the doff), and give you a resistance to mobility debuffs, letting you drop the PH for HE.
Altogether it'd be an assortment of little changes, similar to what you're doing now, just 'tightened up' without going into the crazy-expensive stuff.
I may take your advise on some of those things you mentioned like the attack patterns and such but not the turrets. I don't like 'em, they are pea shooters and I hate when they "steal" the cannon buffs.
I prefer to fly an escort like they're flown in the shows, zooming around smackin' stuff up instead of just be parked somewhere. The beams are handy for that. I've gotten plenty of kills from the back and sides of the ship after softening targets up with the heavy frontal attack. Even if I'm not facing target dead on, I can still hit'em with 4 beams (counting the cutter).
Even to the rear, I can still hit targets with 3 beams and cannons, keeping the shields weakened until I swing around again for the big frontal attack.
And I still have a really good frontal attack too. When I'm facing them head on for the so called alpha strike, I can put six weapons on target. I guess I'm just saying the weapons layout works good for how I like to fight.
hip63 :P