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Skill Build for T6 Fleet Ar'Kif Warbird Carrier

avengerkid1993avengerkid1993 Member Posts: 323 Arc User
Hi guys

First off: this build is meant to work on T6 Fleet Ar'Kif Warbird Carrier like this:

FORE:
4x Antiproton Beam Array (full CrtD)

AFT:
2x Antiproton Beam Array (full CrtD)
1x Kinetic Cutting Beam

DEFLECTOR DISH: Don't know, I was wondering about a Honor Guard or Aegis.
ENGINES: Honor Guard/Aegis
CORE: Not sure which one is better: the one that gives +100% Power Transfer Rate, or the one that gives 15% resistance to subsystems power drain.
SHIELD: Elite Fleet Resilient

ENG CONSOLES:
2x EPS Flow Regulators / 1x EPS Flow Regulator + Plasmonic Leech

SCI CONSOLES:
Everything to buff power drain / + Plasmonic Leech

TAC CONSOLES:
5x Vulnerability Locator (Ap)


BOFFS:
Cmd Tac: TT1 - BFAW2 - APB2/APO1 - APB3/APO3
Lt. Cmd Sci: HE1 - ST2 - GW1
Lt. Cmd Eng: EPTW1 - RSP1 - ET3
Lt. Tac: TT1 - BFAW2
Ens Eng: EPTS1

DOFFS:
2x Damage Control Engineers (EPTX)
2x Maintainance Engineers (ET)
2x Developement Lab Scientists (ST)


That was the build I had in mind, now that's the skills:


ENG: 16
Hull Restoration: 2
Hull Capacity: 2
Electro-Plasma: 2
Impulse Exp: 2
Hull Plating: 3
Power Sh/Aux: 3
Warp Core: 2

SCI: 15
Shield Restoration: 2
Shield Capacity: 2
Drain Expertise: 3
Control Expertise: 2
Shield Hardness: 2
Long-Range Trg: 3
Shield Mastery: 1

TAC: 15
Energy Weapons: 2
Projectile Weapons: 2 (I know its useless with that build, but I want it :p )
Accuracy: 2
Defense: 2
Weapons Ampl: 2
Weapons Spec: 2
Shield Weakning: 2
Hull Penetration: 1

I was wondering that maybe this way it could be better:
-2 Impulse Expertise
+1 Warp Core (efficiency)
+1 Hull Penetration

Also:
-1 Shield Mastery
+1 Control Expertise (that nice -35 damage resistance would be nice with a grav. well)

What do you think ?

Comments

  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Warp core efficiency has always been nice for warbirds, with the lower power settings on the singularity core. Why not the coordination abiltities on a carrier?

    Fate - protects fools, small children, and ships named Enterprise Will Riker

    Member Access Denied Armada!

    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • avengerkid1993avengerkid1993 Member Posts: 323 Arc User
    Warp core efficiency has always been nice for warbirds, with the lower power settings on the singularity core. Why not the coordination abiltities on a carrier?

    you know what ? Coordination Protocols were my first choice, but then I thought:
    The first rank is completely useless, since fighters have very low HPs ... the one that boosts base damage would be nice, but I have to spend 2 skill points juts to have a +20% damage. Its cool, but I think that skills like Shield Weakening and Hull penetration works better ...

  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Warp core efficiency has always been nice for warbirds, with the lower power settings on the singularity core. Why not the coordination abiltities on a carrier?

    you know what ? Coordination Protocols were my first choice, but then I thought:
    The first rank is completely useless, since fighters have very low HPs ... the one that boosts base damage would be nice, but I have to spend 2 skill points juts to have a +20% damage. Its cool, but I think that skills like Shield Weakening and Hull penetration works better ...

    Not all the skill planners show this, but in-game does - child skills have an effect on team, if you do a lot of queueing. Doesn't boost you directly, but everyone else.

    I've felt like the coordination has been a boost - you can probably drop the offensive power subskills for efficiency (they don't give quite as much power when figuring your settings) - power transfer is probably more useful (it has some interesting effects on maxed weapon power regenerating after weapons firing) than drain, as far as core choices. If you can get a core with the AMP modifier, power distribution to 'less allocated' skills helps boost damage too.

    Which starship traits?
    Fate - protects fools, small children, and ships named Enterprise Will Riker

    Member Access Denied Armada!

    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • avengerkid1993avengerkid1993 Member Posts: 323 Arc User
    Not all the skill planners show this, but in-game does - child skills have an effect on team, if you do a lot of queueing. Doesn't boost you directly, but everyone else.

    Noticed that, but its just a +5% ... it could be useful if ANYONE in the team have it, but I don't its going to happen :(
    I've felt like the coordination has been a boost - you can probably drop the offensive power subskills for efficiency (they don't give quite as much power when figuring your settings) - power transfer is probably more useful (it has some interesting effects on maxed weapon power regenerating after weapons firing) than drain, as far as core choices. If you can get a core with the AMP modifier, power distribution to 'less allocated' skills helps boost damage too.

    Offensive power subskills is for Engine and Weapons power, correct ?
    I didn't spent points for them, cause I don't really care about speed and turn rate (engines) since speed doesn't boost defense, and I don't need more power for Weapons, since I already run it maxed and overcapping is granted by EPtW and Plasmonic Leech ... at least I figured out this to work :p
    Which starship traits?

    No one ... maybe just Pedal to the Metal and The Best Defense (the one that boosts Attack Patterns ... its a mission reward).
  • ygrezygrez Member Posts: 21 Arc User
    About putting 3 points in drain expertise, I've been told that Drain Infection only works with skills, and not the plasmonic leech. Haven't tested it however, so can't confirm.
  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Offensive power subskills is for Engine and Weapons power, correct ?
    I didn't spent points for them, cause I don't really care about speed and turn rate (engines) since speed doesn't boost defense, and I don't need more power for Weapons, since I already run it maxed and overcapping is granted by EPtW and Plasmonic Leech ... at least I figured out this to work :p
    Which starship traits?

    No one ... maybe just Pedal to the Metal and The Best Defense (the one that boosts Attack Patterns ... its a mission reward).


    Yeah - those energy ones, if you've got a leech, probably don't need those for the benefit, and can turn it elsewhere.

    http://www.arcgames.com/en/forums/startrekonline#/discussion/1213373/control-amplification-drain-infection-power-tie-in-thread/p1

    Drain infection is only intended to work with active powers, so it won't affect leech.
    Fate - protects fools, small children, and ships named Enterprise Will Riker

    Member Access Denied Armada!

    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • avengerkid1993avengerkid1993 Member Posts: 323 Arc User
    Hmmm, TRIBBLE xD

    Well, I guess that I just solved the problem:
    -1 Drain Expertise
    +1 Shield Mastery

    Thx guys :)
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