Ive been away from the game for awhile, and with the level cap increase I think its time to review my build and Im requesting opinions on it. I bought the DR package and I want something that I can interchange most of the equipament between them (and my old ships, if possible). I'm a FED engineer captain who wants a decent DPS without sacrificing much survivability. So my initial choice is the Phantom escort.
Link to the Build:
http://skillplanner.stoacademy.com/?build=wilhelmsphantom_398
Ive choosen the Phantom on this build, but Im assuming I could transfer it easily to any other ship, since Im using a FAW boat with several universal consoles. Also, Ive put just purple Mk XII because this is what I would get initially. Then I would slowly upgrade the gear. My doubts about this build.
Weapons: Is really worth to have a FAW boat in a escort? Or would it be better to have cannons for escorts and beams for other ships? Also, would it be worth to use elite fleet weapons instead of romulan plasma? It would have the benefit to me be able to use consoles boosting phaser damage, what would boost the phaser lance of the phantom and the chimera and Dread that I also have. The shield healling of these weapons is also a plus. But the modifiers available for them, its price and the phaser proc make me doubt if it really is a good option.
Shields, Engines, Deflector and Warp Core: The build above I made thinking in maximize the energy levels and activate several 2 piece bonus from different sets. But Im in doubt if using the Delta alliance set would not be better.
Consoles: I tried to max my CritH. I think I have done a pretty decent job, but Im open for suggestions.
BOff seating: The species I plan to equip are:
Tactical: Nausican (Pirate)
Science: Human veteran (Veteran)
Engineering Liberated Borg (Efficient)
The two remaining slots will vary from ship to ship, but I would try to include a Superior Romulan Ops and a human with the leadeship trait.
There is also the issue of ground gear, but this is something Ill worry after I have sorted out my ship gear.
Comments
You slot dual beam banks in front and then
APA+APB3+EPTW2+BFAW2+Decloak+Override Subsystem Safeties 2 and pretty much anything in front of you dies.
Note that the Override Subsystem Safeties temporarily raises the hard cap for energy levels so it insanely boosts your beam damage for several next volleys.
I put one torpedo launcher in front and combine the above with torpedo spread, just for the fun of it. The moment torpedoes arrive to their targets, two volleys of BFAW have already knocked their shield facings off.
I tried to play a bit with Surgical Strikes and it was not convincing. But it's not AoE and most of to content still benefits from AoE. I'd slot SS1 instead of BFAW2 for single target focus if needed. But then you should have weapons with CrtD modifiers as SS greatly increases CrtH.
Edit: you do not need to care too much about maximizing energy levels, because you now have Override Subsystem Safeties and this together with Reciprocity trait (that reduces cool downs on Tactical and Intel abilities) means you can pop up energy via OSS quite frequently.
Cmdr Tac/Intel: Intel Team1, OSS2, SS2, APO3
LtCmdr Tac: TT1, APB1, FAW3
LtCmdr Eng: EPtS1, AtB1, EPtW3
Lt Sci/Intel: Evade1, Ionic1
Ensign Uni: HE1
Doffs:
Technicians x3 (AtB everything)
Conn x1 (TT cool down)
Warp Core x1 (+power EPtX)
≡/\≡
http://skillplanner.stoacademy.com/?build=phantombeams_7288
I ran cannons on her and she worked great, but i can say dual beam setup did more dps.
Notes
Replace the turret in back with a omni beam when you can.
Use phasers... the lance console is STRONG. And it gets bonus damage from your tac consoles.
If using phasers use the 2pc counter command weapon set for a good damage boost.
If using beams use either
SS2/3 and BFAW3 and APB
or
SS2/3 and APB2 and BRAW2
Use APO for escapes.
http://skillplanner.stoacademy.com/?build=wilhelmsphantomv2_398
A bit off topic question: I would like to test this build on Tribble before comminting to it. I know there is a console in Drozanna station that gives rep gear on tribble. And fleet gear? It is possible to get them on tribble for free (or at least some easy way to get them)?
Join Date: March 2009
Thanks Cryptic for introducing the Kelvin Timeline. It remembered why I decided to never more put any money on this game.
Few more points
Field Emitter is not helping. leech is enough move assimilated console to there add another tac console.
Shield Emitter Amplifier is not helping much, move lance console to there and add another tac console.
Evade target lock, seems good, but intel team is much better. Same thing but works on everyone not just your target.
BO/BFAW share cooldown so you can only have 2 going for max uptime.
If not using APO, use polarize hull or you will have no escapes from grav well/tactors
SS is quite strong on this ship... while BFAW is great, it could serve you better to have 1 SS and 1 BFAW to choose between single target or AOE. With reciprocity both stay close to global if your flying properly. Also this ship not easy to tank unless its speed tanking so SS gets much less agro.
APB3 is strong, but with this ship you may find APO is better. Gives escape, defence and other things that complement this ship. Reciprocity procs much more with it.
Viral Burst seams good... but i havent found a use...
I don't like APO3 on this ship as it is supposed to fly fast by default (to get better defense and yield better results on reciprocity) and then when I tick APO, I get such burst of speed that I am unable to pilot anymore. I use Barrel Roll for escapes instead of APO. Not so flexible, but works. Plus it gives 100% defense so it nicely boosts your reciprocity.
But really thanks for the advices. And I still open for more advices.
Join Date: March 2009
Thanks Cryptic for introducing the Kelvin Timeline. It remembered why I decided to never more put any money on this game.
I love my phantom and one very important thing about it is REPROCITY is your friend.
So with that you want your defense as high as possible and since you have the DR pack i would suggest using the Eclipse Cruiser to get the Trait: Battle Ready( increases your defense by7% every time you use an Intel or engineering ability) that way reprocity will proc more often and keep your abilities on global CD.
Also Surgical Strikes is AWESOME, I'm only running SS2 right now because i cant train 3(not enough intel tree points) Combined with the Pedal to the Metal trait from pilot tree (+10% damage at full impulse) I turned my phantom into a very nasty beam escort. Also Surgical Strikes Benefit from Beam or Cannon Doffs to reduce CD with since it works on both weapons.
Also if you set up your targeting to fire without selecting your target SS acts like FAW until you select a target then all your shots focus fire.
So my build is using crafted phaser beams, I'm using the penetrate modifier for some extra damage with my shots and my set up is as follows:
ensign uni: EPTE
LTC Tact: TT1,tt2,APO1
Com Intel/Tact: IT1,OSS2,APO1,SS2
LTC Engi: EPTW,ASIF,ET3
LT Intel/SCi: HE1,ST2
Im only using one copy of Surgical strikes cause reprocity seems to keep it on cool down pretty often, i have 2 copies of APO and TT because in certain situations when I'm not center of attention i like being able to have a but more survivability and double APO keeps me out of tractor beams since i have no PH.
For my Doffs:
2x DMG CTRL Engi
2 x Energy Wapon Beam CD
1 xConn Officer reduce CD of evasive on use of epte
1 x warp core engineer to give me a boost to power when i use any eptx
I still need to tweek my build an I'm still running mk 12 stuff and have about 15k dps with this thing. I have it flying like a fighter jet its a lot of fun and because I'm flying so fast i like using beams cause i keep my enemies in my arc without too much trouble.
Crafted weapons with carefully chosen mods are slightly better. The reason is you can now reach gold quality (or any other level) with any weapon, so crafted randoms are the only way to get certain mod combos (it takes a while but is worth it).
There is nothing wrong with phasers. They are not a top dps type, but top damage is overwhelming and almost game breaking *again* just like pre-DR. You can be viable with anything if you work at it. Here the fleet elites give a small heal and might be worth it (you wanted survival?) over crafted weapons. But you cannot get the coveted crit damage X 4 on those (the currently most popular weapon mod).
Over mod is awesome but unfortunately wont work with any Bridge officer abilities like SS or FAW, it will be good for burst damage in between cooldowns though, which is why (critdx3 pen) or (critDx4) are the best crafted modifiers.
To be honest, I find it not-awesome. At a low proc rate, even with 5 or more of them (I made a set...) you still only get 1 every now and then. Simply slotting BO1 on an officer (or better, BO3 if you have room) is more consistent and controllable. The only time [over] shines is if you get a double or triple proc, which is very rare. It also shines on non-tactical ships that have only a couple of tactical seats that are taken up by faw or TT or something.
I would not turn down an over/ critdX3 if that is how a weapon turned out, since I do have a few ships that lack tac seats. My attention span is not up to making billions of weapons to get one set... I will probably take whatever I get that has cridx3 and call it good enough.
it has about the same proc rate as any additional weapon mechanic like plasma proc, and i agree its more viable when you have less tact spots available such as a sci ship.
also it does take hundred of weapons to craft to get the ones you need believe me i know I've been doing it for a while to make my weapon set.
APO3 is from R/VR BOffs, not trained. Just check the Exchange.
APB3 is trained by a Tac captain, so a bound Intel BOff can't get it. That's why my Eng had to use APO3 instead of APB3 like I wanted.
Also, as a suggestion, APB and Ionic Turbulence do stack debuffs; making even normally tanky NPCs have tissue-paper armor. Combined with FaW or SS, makes for some devastating frontal assaults.
I did. In fact, I prefer a gear loadout that I can use on escorts, cruisers and science vessels, minimizing the costs with gear. That is the reason for choosing beams.
My thoughts for elite was exactly for the small heal they have. But I'm reconsidering they for now due toi its high price. My fleet is small and slow to enable fleet projetcs, so it is hard to generate fleet credits. I think I will go to search weapons with CritDx2 or CritDx3 on exchange and upgrade them.
I really like the DOff configuration and the tips for reciprocity. Thanks. That said, is really worth having two copies of the same power? I always thought that the shared cool down would make not usefull to have multiple copies, even with reciprocity reducing CD.
Join Date: March 2009
Thanks Cryptic for introducing the Kelvin Timeline. It remembered why I decided to never more put any money on this game.
Check out the doffs in the Notes section, this is really what you want to have for dogfighting, with the high turn rate, better to use escort's weapon of excellence, DHC. SS3 isn't a better pick over Attack Pattern Omega III. That thing boosts every outgoing damage, including the lance and BO3, SS3 does not. As a ship with commander tactical, SS3 loses of importance.
Well have been in situations where reprocity doesn't proc all the time when it does the abilities do become redundant but in quite a few situations when I'm not center of attention if helps to keep the abilities chained. I have the double APO aside from the boost to damage it keeps me out of tractor beams for the most part since i don't have Polarize hull, and if this ship gets tractored down you will probably get killed. I like to have as many abilities to get out of being locked down as possible.
Also with multiple copies you can use the ability more often, such as Tactical Team when used goes into CD for 30sec but the second one gets a 15 sec global CD which is about the time the ability lasts where you can use it again in essence chaining the abilities. Its like this for any ship when they use more than one copy of an ability.
I could get rid of the doubles if i knew reprocity would proc all the time but it doesn't so i wanted to be flexible with my build.
Also this set up works for me, so I'm glad it helped you out.
U.S.S. Swiftie