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need help wiith a build

triplesithlordtriplesithlord Member Posts: 22 Arc User
edited January 2015 in Federation Discussion
here is my build

http://skillplanner.stoacademy.com/?build=mybuildsarrthelncarrierfedengineer_0

i dont have any engineering consoles yet, i plan to buy some from the exchange later on. my main weapon type for this is are disruptors, i originally went with phasers but found out they were too weak. this is my first tier 6 ship and want to make sure im still flying it even if it becomes obsolete
Post edited by Unknown User on

Comments

  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited January 2015
    Well first rule is cannons (your turrets) or beams. Doing both your attack powers won't help both so some gets wasted. With the slow turning of the Sarr Theln and the game's current favoring of beam weapons, replacing those rear turrets for more disruptor arrays, then your Cannon Rapid Fire with Beam Fire At Will should help.

    Next on your science skills and consoles, what do you WANT to do? Right now you have Jam Sensors which is doesn't do much, Feedback Pulse 1 which is pretty week without the higher level versions AND a lot of buffing to your particle generators, Charged Particle Burst which is very circumstantial, and an Energy Siphon that CAN be powerful but only if you set up for it. The four main fields for science powers are direct damage, energy drain, crowd control, or healing, and the best ships pick one maybe two of those and focus to get the most out. Pick what you'd like to do, then people can offer a lot more help.

    Lastly engineering skills. A very popular setup is to have two Emergency Power To X skills (usually abbreviated EPTx), such as Shields and Weapons, and then use a trio of Damage Control Engineering officers (DCE's) to reduce cooldowns so long as you cycle the two back and forth every ~15 seconds. This has the advantage of giving you both abilities on pretty much all the time for more durable shields, regular shield healing, and your weapons hitting harder from having both a direct boost and more weapons energy. And with the 2-4 engineering slots on the Sarr Theln, that could still leave you some space for Engineering Team and an Intelligence skill like Ionic Turbulence or Override Subsystem Safeties.

    Picking what kind of science you want to do though, thats the really big thing you need to do so that you have a direction to build towards.
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  • triplesithlordtriplesithlord Member Posts: 22 Arc User
    edited January 2015
    i have a update of my ship now

    http://skillplanner.stoacademy.com/?build=sarrthelnbuild_9035

    i still dont have any engineering consoles yet but i updated my boffs with all teh useful healing abilities and shield healing abilities i could get for them. i also updated my intel boff with new intel abilities. the torpedoe in the back is temperary until i get enough energy credits to buy another disruptor beam. ill slowly be upgrading my equipment to very rares as i get more energy credits.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited January 2015
    I would strongly suggest a copy of Tactical/Science/Engineering Team. The Former helps distribute shields, the latter two cleanse a myriad of common debuffs in addition to their surge of healing.


    Second, the Sarr Theln is, effectively, a science ship. You really should decide on a focus to specialize in. The three main archetypes for science right now are Drain, Gravity-Bomber, and Exotic Damage. The Sarr Theln is equally capable of any of these.

    Deciding a specialization will give you options to pursue for your bridge officer abilities, deflector, consoles, and set bonuses, and even weapon selection.
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited January 2015
    Yeah, I would go with pretty much everything westmetals said.

    You could also ditch those Emitter Arrays, they honestly don't do that much and the only skill you have that's even effected by them is Transfer Shield Strength. You're an Engineer, so they also slightly help your Rotate Shield Frequency ability, but you'll get a lot more use out of replacing them with Field Generators to up your total Shield Capacity. I would drop all 3 of them and replace them with 2 Field Generators and 1 Exotic Particle Field Exciter to boost shields and increase Exotic Damage.
    Insert witty signature line here.
  • triplesithlordtriplesithlord Member Posts: 22 Arc User
    edited January 2015
    ive finally added engineering consoles. the rcs consoles have improved my turn rate for the better
  • triplesithlordtriplesithlord Member Posts: 22 Arc User
    edited January 2015
    http://skillplanner.stoacademy.com/?build=sarrthelnbuild_9035

    link to new build


















    Uphold the principles of our Order, and all for that for which we stand. Never share our secrets nor divulge the true nature of our work. Do so until death -whatever the cost. I am Fleet Admiral Keyes. Templar of the Alpha… of the Delta Rite. May the Father of Understanding guide us all.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited January 2015

    Still looks awful.

    Not sure why you're asking for advice and then using none of it, but hope you enjoy flying your ship.

    The BoFF layout and consoles still make little to no sense, it's just a poor build from top to bottom. Not trying to be harsh, sorry if it sounds that way but I really suggest you consider taking some of the advice you were given.
    Insert witty signature line here.
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