In the hardest elites, you need to have a capable team and capable piloting.
Since you want to play with mixed weapons of cannons, torps and mines. Even the best players and groups would have a hard time making a mixed weaponry work in the hardest elite. The amount of coordination of teamwork required is taxing. Even random higher DPS channels wont work. You need premade that knows what they are doing in elite who can support that kind of setup you want.
I guess the next question would be are you after that kind of setup doing elite or are you just after being competitive in elite regardless of setup?
In response to your question- I am after being competitive in elite regardless of team setup. I do understand the concept of teaming and a team that knows what its doing and comunicates strategy with each other.
Since you didnt answer my previous question, I am going to give you some common stuff/abilities/doffs used players who have done Herald Space elite.
You need some form of Shield penetration, which Romulan sci consoles come in.
You also need all counters vs the disables in the mission. That means all the tac team, eng team and sci team, Hazard emitters.
Beams are optimal. Since I dont know your level of piloting nor the quality of group you are playing with, I am not going to recommend playing a mixture of weapons like cannons + torps. Plus, currently, those Rom sci consoles work only with Beams.
You can use the 3pc borg set+spire warp core +amp if hive space, 3pc icon+rom engine or 4pc iconian for herald space elite.
For eng consoles, the common stuff used in herald space elite are tachyo converter, borg assimilated, bioneural console, plasmonic leech.
Common stuff in doffs are marion, zemok, damage control engineers.
For Boffs, SROs, Diplo pirate, mission hierarchy pirate
For mods, assuming it is beams, Crtdx3pen being optimal crtdx2dmg2 being the lowest assuming you have minimum crtdx2 mods. The difference between those mods are not greater than 6%.
common starship traits being used nowadays are AHOD, reciprocity, emergency weapon cycle, supremacy
Common Personal traits, inspirational leader, fluidic cocoon, intense focus, helmsman, anchored
again these are all common stuff being used in finishing and at least making a significant contribution at Herald Space Elite.
Sorry for not answering you before, see above response.
AIso I now have 2 Mk XII Fleet Vulnerability Locators for Disruptors to boost my DPS. I did some STF's before and after and before according to Combatlog Reader my DPS was capping at around 3.992.67 and Damage at 3.218.082 after installing two of the new consoles replacing Mk XI Rare Disruptor Induction Coils my damage increase to 4.506.828 with my DPS at 4.570.819
Talking about getting the Teams in my BO setup I can get Science Team I and Engineering Team I if I sacrifice EP2W1 or vice versa. What do you recomend in this regard
Post edited by captaingalaxy1 on
"Omega Class will prevail she cannot be defeated!"
You've mentioned the chel grett. Energy weapons are the easy way to go, not saying kinetics aren't viable at all, but beam weapons are often the easier types to get working well. If you like to face the front of your ship to the target, then dual beam banks/dual cannons/ dual heavy cannons are the forward weapon set, but try to stick to either beam or cannon types, not both. Since bridge officer setups are often cheaper than upgrading gear, and can provide a quick assesment on whether the changes help or not, I'd suggest checking out your bridge officer setup. DOFFs for the active duty space roster can admittedly get expensive on the exchange, so it's not without some cost potential, but give it a try.
Try a setup with dual beam banks and/or beam arrays like:
CDR Tac TT1, BFAW2, APB2, APB3
LT Tac TT1, BFAW2
LT Eng ET1, EPTW2
LCDR Sci HE1, HE2, ST3
Ens Uni (Eng) EPTS1
You'll need 2 purple damage control engineers in your active duty space roster that reduce emergency power to subsystem recharges, 2 development lab scientists that reduce science team recharge and 2 maintenance engineers that reduce engineering team recharge. If you don't have the fleet expansion to the roster and have 5 slots, then try just 1 development lab scientist.
Please try this instead of trying to out-think the build.
Talking about getting the Teams in my BO setup I can get Science Team I and Engineering Team I if I sacrifice EP2W1 or vice versa. What do you recomend in this regard
You can use ryakidrys boff slotting. Those damage control engineers will help you cycle Epts1 and eptw2
You can leave the components in your bank and they still work. You don't have to carry them with you. But your really do need to have them and to repair damage immediately if you play elite. It is polite in advanced too.
yeah change skill points and only fly ships with 5 tactical consoles and you should be fine. you might want to stack on crtd with critd consoles with romluan crtd boff and lobi console
Comments
In response to your question- I am after being competitive in elite regardless of team setup. I do understand the concept of teaming and a team that knows what its doing and comunicates strategy with each other.
Sorry for not answering you before, see above response.
AIso I now have 2 Mk XII Fleet Vulnerability Locators for Disruptors to boost my DPS. I did some STF's before and after and before according to Combatlog Reader my DPS was capping at around 3.992.67 and Damage at 3.218.082 after installing two of the new consoles replacing Mk XI Rare Disruptor Induction Coils my damage increase to 4.506.828 with my DPS at 4.570.819
Talking about getting the Teams in my BO setup I can get Science Team I and Engineering Team I if I sacrifice EP2W1 or vice versa. What do you recomend in this regard
Please try this instead of trying to out-think the build.
You can use ryakidrys boff slotting. Those damage control engineers will help you cycle Epts1 and eptw2