Another a2b avenger. Get rid of the second Tac team and put high yield there. Take your current high yield and make apb2 and get FAW3. Also look at getting two on I directional since you are using antiproton.
For a FAW build with 6 tactical skill slots like the Avenger A2B is a drawback rather than a benefit, you would benefit more from duplicating tac team, FAW and APB and using damage control engineer doffs to keep your emergency power to system powers up as this gives you more aux power which fuels the T4 Nukara rep passives which in turn give a neat boost to DPS.
how many DCE doffs should i use ?? im using 2 tech doffs 2 lower cooldown on officer abilities plus a tt doff and 1 doff that extends reverse shield polarity ...
how many DCE doffs should i use ?? im using 2 tech doffs 2 lower cooldown on officer abilities plus a tt doff and 1 doff that extends reverse shield polarity ...
All these details are on the page I linked, it uses either 3 blue or 2 purple.
I use A2B as i was advised previously this was the way 2 go?? No??
It was at one time, yes.
It's still a viable build, there is nothing wrong with your ship the way it is. A2B is viable, it's just not the best. It has a couple of downsides.
First, having to use 2 Engineering Powers for A2B means that in order to get the rest of the abilities you need, on most ships you're required to use Universal stations for Engineering so you have enough powers. This takes away from being able to use these for tactical or science abilities depending on your class.
The other drawback, is in order to really take full advantage of A2B you need to devote 3 of your Space DoFFS to use Purple Technicians to really get the cool downs lowered. Again, this limits your diversity.
Another drawback, is since the release of the Nukara Reputation, you can pick the trait that ups your damage depending on Aux Power. This is a nice trait to boost damage, but is rendered useless in A2B.
Aux2Bat still works.. it's still a good build. There are just more optimal ways to do it now.
In this build, we use Emergency Powers to keep your Weapon and Shield Power high.
I would use 2 Purple Damage Control Engineers (Emergency Powers Variant) to keep high up time on your emergency powers. You can get one from your replicator after reaching level 4 in Engineering or you can buy them on the exchange. If you're strapped for cash, you can use a Purple and 2 Blues.
I would use a Purple Warp Core Engineer - Subsystem Power variant. You can also get this DoFF from Lt. Ferra on Space Dock if you're lvl 4 in Engineering.
The other 2 slots you can use whatever suits you best.
As you can see, this build has a lot more offensive punch. You'll still have your 2 Tac Teams and your high yield Torp but gives you 2 attack patterns and a fire at will. If you want to raise personal DPS more then team, take out the ATPB from your Lt. Universal and change it for Beam Fire At Will II.
I would also take the Nukara Trait to boost damage based on Aux Power. This will give you more DPS and you can pop Aux Batteries for high damage bursts. You'll also have the Aux power needed to get heals from your Hazard Emitters instead of it just being a basic cleanse.
It's still a viable build, there is nothing wrong with your ship the way it is. A2B is viable, it's just not the best. It has a couple of downsides.
First, having to use 2 Engineering Powers for A2B means that in order to get the rest of the abilities you need, on most ships you're required to use Universal stations for Engineering so you have enough powers. This takes away from being able to use these for tactical or science abilities depending on your class.
The other drawback, is in order to really take full advantage of A2B you need to devote 3 of your Space DoFFS to use Purple Technicians to really get the cool downs lowered. Again, this limits your diversity.
Another drawback, is since the release of the Nukara Reputation, you can pick the trait that ups your damage depending on Aux Power. This is a nice trait to boost damage, but is rendered useless in A2B.
Aux2Bat still works.. it's still a good build. There are just more optimal ways to do it now.
In this build, we use Emergency Powers to keep your Weapon and Shield Power high.
I would use 2 Purple Damage Control Engineers (Emergency Powers Variant) to keep high up time on your emergency powers. You can get one from your replicator after reaching level 4 in Engineering or you can buy them on the exchange. If you're strapped for cash, you can use a Purple and 2 Blues.
I would use a Purple Warp Core Engineer - Subsystem Power variant. You can also get this DoFF from Lt. Ferra on Space Dock if you're lvl 4 in Engineering.
The other 2 slots you can use whatever suits you best.
As you can see, this build has a lot more offensive punch. You'll still have your 2 Tac Teams and your high yield Torp but gives you 2 attack patterns and a fire at will. If you want to raise personal DPS more then team, take out the ATPB from your Lt. Universal and change it for Beam Fire At Will II.
I would also take the Nukara Trait to boost damage based on Aux Power. This will give you more DPS and you can pop Aux Batteries for high damage bursts. You'll also have the Aux power needed to get heals from your Hazard Emitters instead of it just being a basic cleanse.
Thank u for your advice i cant seem to find EMP2W 3 ?? Is this cause im a tacitacl offericer?? also on my deflector should i stay with the Delta alliance 1 or would a counter-command 1 be better...again thanks for your advice and help
Thank u for your advice i cant seem to find EMP2W 3 ?? Is this cause im a tacitacl offericer?? also on my deflector should i stay with the Delta alliance 1 or would a counter-command 1 be better...again thanks for your advice and help
Ah, right you're a tactical officer.
Emergency Power to Weapons will need to be trained by an Engineer.
If you're in a fleet or know someone that has one, you can take the duty officer and trade it to the Engineer. They can train the officer and then trade it back to you. I have a Fed-Romulan that can train you if you need it, I just can't get on now. If you need it and can't find anyone, add me to your friends and I'll train your BoFF when I can get on later.
If you need something you can try right now, do your Engineering - EMP To Shields 1, EMP to Weapons 2, Directed Energy Modulation 2, Aux 2 SIF 3. If you have problems keeping your shields up, you can reverse it and do Power to Weapons 1 and Power to Shields 2.
Between those two deflectors, I would go Counter Command. It gives you a nice boost to Energy Weapons, Torpedos, HP and Shields. Personally, it's one of my favorite deflectors, I find the Delta one to be underwhelming.
And you're quite welcome for the advice, just hope some of it helps.
Between those two deflectors, I would go Counter Command.
CC Deflector + Rom Engines + Fleet [AMP] Core + Fleet Resilient adaptive, OR Nukara Deflector, Rom Engines, Fleet [AMP] Core, Nukara shields are the typical choices for DPS.
For AP, at Mk XII the Obelisk core + Omni for 2 piece is higher damage than 4 [AMP] boosts, and it can gain [AMP] on UR upgrade now with crafting.
I know you've put quite a bit of dil and EC into equipment, but really, either using 5 fore DBBs + KCB, AP 2 pc, AP 360 Crafted, or use all beam arrays plus KCB, your mix of DBBs and Arrays isn't optimal.
The Neutronic works best with Torp Spread, not Torp High Yield - but, for a beamboat it is sub-optimal, so, you should drop it for either a DBB or Array.
If you still want to use it, use Energy Weapon Officers to reduce BFAW cooldown, and slot a Torp Spread in place of one of you BFAWs - it is a net DPS loss to do it though, and getting these EWOs requires getting Doff packs from Undine lockboxes, and then getting lucky opening the packs.
CC Deflector + Rom Engines + Fleet [AMP] Core + Fleet Resilient adaptive, OR Nukara Deflector, Rom Engines, Fleet [AMP] Core, Nukara shields are the typical choices for DPS.
For AP, at Mk XII the Obelisk core + Omni for 2 piece is higher damage than 4 [AMP] boosts, and it can gain [AMP] on UR upgrade now with crafting.
I know you've put quite a bit of dil and EC into equipment, but really, either using 5 fore DBBs + KCB, AP 2 pc, AP 360 Crafted, or use all beam arrays plus KCB, your mix of DBBs and Arrays isn't optimal.
The Neutronic works best with Torp Spread, not Torp High Yield - but, for a beamboat it is sub-optimal, so, you should drop it for either a DBB or Array.
If you still want to use it, use Energy Weapon Officers to reduce BFAW cooldown, and slot a Torp Spread in place of one of you BFAWs - it is a net DPS loss to do it though, and getting these EWOs requires getting Doff packs from Undine lockboxes, and then getting lucky opening the packs.
I would definitely recommend listening to cbrjwrr. He helped me a lot with my build.
For the record, I also recommend dropping the Torp for a DBB or a Beam Array. I'm just not a fan of torpedos, I don't use them on any of my ships.
Emergency Power to Weapons will need to be trained by an Engineer.
If you're in a fleet or know someone that has one, you can take the duty officer and trade it to the Engineer. They can train the officer and then trade it back to you. I have a Fed-Romulan that can train you if you need it, I just can't get on now. If you need it and can't find anyone, add me to your friends and I'll train your BoFF when I can get on later.
If you need something you can try right now, do your Engineering - EMP To Shields 1, EMP to Weapons 2, Directed Energy Modulation 2, Aux 2 SIF 3. If you have problems keeping your shields up, you can reverse it and do Power to Weapons 1 and Power to Shields 2.
Between those two deflectors, I would go Counter Command. It gives you a nice boost to Energy Weapons, Torpedos, HP and Shields. Personally, it's one of my favorite deflectors, I find the Delta one to be underwhelming.
And you're quite welcome for the advice, just hope some of it helps.
Your help has been very much appreciated...I got a member of my fleet to train me up on EMP To Weapons 3 ..I did post my Fleet Escort layout if u fancy a look lol Again thanks for the help and advise ..
For the record, I also recommend dropping the Torp for a DBB or a Beam Array. I'm just not a fan of torpedos, I don't use them on any of my ships.
In general, yes, but not always - There are ships and builds where you should pick torps over an energy weapon, and the Neutronic is an excellent choice.
In general, yes, but not always - There are ships and builds where you should pick torps over an energy weapon, and the Neutronic is an excellent choice.
Not many in PvE of course.
Thank u for your input and advice .. I'll look in2 the warp core as i all ready have the 360 ap beam array....I'm prob too old school regarding torpedoes as in the films and tv series's in my builds..
Comments
Try http://www.kaysvaultofstuff.com/maximum-damage-avenger.html instead, using the T4 Nukara rep passives you should EASILY get more dps.
All these details are on the page I linked, it uses either 3 blue or 2 purple.
It was at one time, yes.
It's still a viable build, there is nothing wrong with your ship the way it is. A2B is viable, it's just not the best. It has a couple of downsides.
First, having to use 2 Engineering Powers for A2B means that in order to get the rest of the abilities you need, on most ships you're required to use Universal stations for Engineering so you have enough powers. This takes away from being able to use these for tactical or science abilities depending on your class.
The other drawback, is in order to really take full advantage of A2B you need to devote 3 of your Space DoFFS to use Purple Technicians to really get the cool downs lowered. Again, this limits your diversity.
Another drawback, is since the release of the Nukara Reputation, you can pick the trait that ups your damage depending on Aux Power. This is a nice trait to boost damage, but is rendered useless in A2B.
Aux2Bat still works.. it's still a good build. There are just more optimal ways to do it now.
Here is how I would build your ship: Click me!
In this build, we use Emergency Powers to keep your Weapon and Shield Power high.
I would use 2 Purple Damage Control Engineers (Emergency Powers Variant) to keep high up time on your emergency powers. You can get one from your replicator after reaching level 4 in Engineering or you can buy them on the exchange. If you're strapped for cash, you can use a Purple and 2 Blues.
I would use a Purple Warp Core Engineer - Subsystem Power variant. You can also get this DoFF from Lt. Ferra on Space Dock if you're lvl 4 in Engineering.
The other 2 slots you can use whatever suits you best.
As you can see, this build has a lot more offensive punch. You'll still have your 2 Tac Teams and your high yield Torp but gives you 2 attack patterns and a fire at will. If you want to raise personal DPS more then team, take out the ATPB from your Lt. Universal and change it for Beam Fire At Will II.
I would also take the Nukara Trait to boost damage based on Aux Power. This will give you more DPS and you can pop Aux Batteries for high damage bursts. You'll also have the Aux power needed to get heals from your Hazard Emitters instead of it just being a basic cleanse.
Ah, right you're a tactical officer.
Emergency Power to Weapons will need to be trained by an Engineer.
If you're in a fleet or know someone that has one, you can take the duty officer and trade it to the Engineer. They can train the officer and then trade it back to you. I have a Fed-Romulan that can train you if you need it, I just can't get on now. If you need it and can't find anyone, add me to your friends and I'll train your BoFF when I can get on later.
If you need something you can try right now, do your Engineering - EMP To Shields 1, EMP to Weapons 2, Directed Energy Modulation 2, Aux 2 SIF 3. If you have problems keeping your shields up, you can reverse it and do Power to Weapons 1 and Power to Shields 2.
Between those two deflectors, I would go Counter Command. It gives you a nice boost to Energy Weapons, Torpedos, HP and Shields. Personally, it's one of my favorite deflectors, I find the Delta one to be underwhelming.
And you're quite welcome for the advice, just hope some of it helps.
CC Deflector + Rom Engines + Fleet [AMP] Core + Fleet Resilient adaptive, OR Nukara Deflector, Rom Engines, Fleet [AMP] Core, Nukara shields are the typical choices for DPS.
For AP, at Mk XII the Obelisk core + Omni for 2 piece is higher damage than 4 [AMP] boosts, and it can gain [AMP] on UR upgrade now with crafting.
I know you've put quite a bit of dil and EC into equipment, but really, either using 5 fore DBBs + KCB, AP 2 pc, AP 360 Crafted, or use all beam arrays plus KCB, your mix of DBBs and Arrays isn't optimal.
The Neutronic works best with Torp Spread, not Torp High Yield - but, for a beamboat it is sub-optimal, so, you should drop it for either a DBB or Array.
If you still want to use it, use Energy Weapon Officers to reduce BFAW cooldown, and slot a Torp Spread in place of one of you BFAWs - it is a net DPS loss to do it though, and getting these EWOs requires getting Doff packs from Undine lockboxes, and then getting lucky opening the packs.
I would definitely recommend listening to cbrjwrr. He helped me a lot with my build.
For the record, I also recommend dropping the Torp for a DBB or a Beam Array. I'm just not a fan of torpedos, I don't use them on any of my ships.
Your help has been very much appreciated...I got a member of my fleet to train me up on EMP To Weapons 3 ..I did post my Fleet Escort layout if u fancy a look lol Again thanks for the help and advise ..
In general, yes, but not always - There are ships and builds where you should pick torps over an energy weapon, and the Neutronic is an excellent choice.
Not many in PvE of course.
Thank u for your input and advice .. I'll look in2 the warp core as i all ready have the 360 ap beam array....I'm prob too old school regarding torpedoes as in the films and tv series's in my builds..