So I have the following assets:
T6 (Soon to be fleet) Arbiter
T5 Avenger (Thus Console synergy)
T6 Tactical Command Battlecruiser (Thus All Hands on Deck)
With the way the console boosts turn rate I have to wonder if this is a not-so-subtle hint to fly the ship as a cannon-machine and i'm not good with the math of it all: My plan was to doggedly follow this:
http://www.reddit.com/r/stobuilds/comments/2vvxpn/uss_pendragon_presidio_tactical_command/
But with the new Arbiter being the clear 'awesome boom ship' i'm looking for a build as detailed for it.
What I have gear wise: (All XII) I have the 2 Purple Conn Officers, Three (Very Rare) CritDx3 Antiproton Beam Arrays, Zero Point Module, Assimilated Console, Nukara Deflector, Particle Converter, Cutting Beam, Romulon Engine, [Flow] Science Console
The rest is cobbled together 'junk' that is being slowly replaced. What should I be aiming to do? Also a mite insecure about my captain skills and about someones guide saying 'all beam cruisers need the romulan array that doesn't use power and shouldn't have more than 6 arrays' but I gather that a -50% reduction in power from commands and perma EP2W moots that on this ship..
Comments
Like the Gateway to Grethor dreadnought has all it's entourage to soak up the beam array. I did some modification of the ship to use the Arbiter hull and the rest Avenger and it looks damn sweet, arbiter nacelles looked like chicken drumsticks. Lol
* I am in NO WAY an expert ship builder,, I build ships for the fun factor and have found trying " weird" builds can be both frustrating AND rewarding. Bottom line is,, don't be afraid to do what I call a " throw-up build",,, which is basically throw whatever you have on your ship and goto town! Can be very entertaining!
Fleet Admiral In charge of Bacon
Fighting 5th Attack Squadron
The Devils Henchman
For the Arbiter i see no problems with beams. Great damage and a lot easier than cannons. Since the Avenger looks different i use DBBS if i fly with the Avenger skin (5DBBS front, 3 omnis back) because of the big cannons the Avenger has left and right of the saucer.
But you have to try it, see how high you can get your turnrate . With some points in pilot skills i get 26% from that and another 25% extra from my impulse engine so more than 50% extra turn. I have no problems to keep my DBBs on target.
I wouldn't use cannons beacuse you have an even smaller firing arc and that could be problematic.
Cmdr Eng
ET1/EPTS2/EPTW3/ChoiceA
LtCmdr Intel/Tac
ChoiceB/OSS2/OSS3
LtCmdr Uni (Tac)
FAW1/APB1/APO1
Ens Tac
TT1
Lt Sci
ST1/HE2
Since you're a tac captain with AHOD you don't really need to double-up on skills so much as run Tactical Initiative then use AHOD to reset it. ChoiceA, for more firepower run DEM3, for better sustained healing Aux2SIF3, or for an Oh **** button run RSP3, all depending on how you fly. For ChoiceB I really don't know since you don't need to double-up on any tac skills due to the AHOD-TI combo (could always fit another TT1 or FAW1 just in case) or throw in an Intel skill like Intel Team or Evade Target Lock, but its kind of a 'whatever ya like' slot. Doffs the only particularly important ones are a couple of Damage Control Engineers for the EPTx chain, and use the remaining slots for 'season to taste.' Otherwise the usual mix of antiproton arrays and whatever your best deflector/engine/core/shield options are. Its a pretty bland layout really, but would do what you're asking for.