I'm running an escort, and these typically end up with a total of 7 total slots for tac boff skills, and I'm finding that I'm not sure how to use the 7th. A typical configuration would be:
- 2 slots: tac team
- 2 slots: Attack Pattern Beta (or Delta)
- 2 slots: fire at will (or cannon scatter volley)
(You can tell I'm a new since I'm not using TLAs*...)
So... slot the 7th as attack pattern omega? But 2 copies of APB can alternate with each other (15s internal cooldown, 30s individual), so you don't *need* another attack pattern, and APO will always be on the shared cooldown with the APBs going one after the other.
Looking for suggestions, or just a plain schooling on the proper loadout for tac skills :-)
*TLA = Three Letter Acronym
Comments
If you only use cannons, CRF might be an idea for when you need single target dps on big enemies.
Alternatively, you could equip a DBB and run BO.
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
APO x2, CRF x2, TS x2 and BO
This allows me to keep a speed boost, tractor immunity, torpedo spread and increased cannon fire rate almost constantly.
Been pretty effective for me.
I've just started experimenting with APL on my DR in a pilot ship instead of one of the APO's,... we'll see how it goes.
"There... are... four... lights!" ~Jean Luc Picard
Tac Team 1, Rapid Fire 1, Overload 3, Beta 3
Tac Team 1, High Yield 2, Scatter Volley 2 (I only have 6 Tac slots on the Hunter, so I don't have this but would if I had the 7th).
This will allow you to keep Tac Team running all the time without any global cool down and buff all your Attack Pattern skills. Will also give you another Eng Tac skill slot to work with too.
When fighting the D'deridex tractor beams are definitely a concern, so tractor immunity is good. So, do I take it that you run *three* Zemoks to reduce your cooldown on APO? (2 = 42s cd on APO, 3=33s) Zemoks are a bit pricey, 75M - 100Mec each last I checked. That would do a number on my current account balance, but if it's worth it...
X, X, X, X
X, X, X
something
...kind of BOFF layout, yeah?
Where you're doing something along the following lines, right?
TT1, APB1, FAW3, ???
TT1, APB1, FAW3
A potential option there then would be...
TT1, APB1, FAW3, APB3/APO3
TT1, KLW2, FAW3
...where KLW is Kemocite-Laced Weaponry (a new Tac Lock Box ability).
edit:
Ah, bit different there with knowing the particular ship...cause that's actually going to be the following BOFF layout:
X, X, X, X
X, X, X
X, X
X, X
X
With all sorts of things that can be done to deal with Tractor Beam issues then. And it can get pretty complex.
Aha, the Plesh Brek. Now that's something I have experience with. I can offer you some build advice for that. First off, I'd probably demote the LtC Tac down to a Lt, and do something along the lines of:
Tac Team 1, Rapid 1, Over 3 (DOffed), Omega 3
Eng Team 1, Aux2Damp 1 (Doffed), EPTW3
Tac Team 1, High Yield 2
Hazards 1, Sci Team 2 (or vice versa)
EPTS1
Alternatively, switch the Sci and Eng and add Resonance Beam 2
That's what I've run on my Brek in the past with very great success.
TT, APB1, FAW3
TT, FAW2, APO1, APO3
This gives you an APO every second cycle, or put in a third APO to have it every cycle. It works without a Zemok for FAW cycles (20s) but not cannon cycles (15s).
With all that universal Boff stations you could also downgrade to 4/2 tac slots or even 4/1 (here 2 Conn Doffs for TT) and use other helpful abilities in the freed slots.