Need Opinions on Build
I am currently running an Assault cruiser for my Engineer. I seem to hold my own pretty well a lot of the time, but at other times, I get completely decimated. Any suggestions?
I am running currently....
Weps / Forward
X2 Tetryon Beam array
X1 Dual Tetryon Beam array
X1 Quantum Torpedo Launcher
Weps / Aft
X3 Tetryon Beam array
X1 Quantum Torpedo Launcher
(Note: All weapons are MK XII / Very Rare)
Aegis Set, Borg Set, or Mk XI MACO Set
x2 EPS Flow regulators (MK XII / Rare)
X1 Monotanium Alloy (MK XII / Rare)
X1 SIF Generator (MK XII / Very Rare)
x2 Field Generator (MK XII / Rare)
X2 Tetryon Pulse Generator (MK XII / Rare)
Either X1 Zero Point Quantum Chamber (MK XII / Rare)
Third Tetryon Pulse Generator
(Note: Sometimes I use the third slot for universal consuls)
instead of a second flow regulator, get the borg console...its for free when u do the assimilation mission at the end of the game. 3 tetryon consoles will give you more dps than any other console in that slot. never use a univeral console in a tactical slot, unless it is absolutely necessary.
i run my cruiser with 3 borg and maco shield, and i know i'm not the only one doing so.
Mk XII very weapons doesn't mean much unless they have good modifiers, by which I mean [Acc]x2 minimum.
I found the DBB to be a DPS reduction because I kept trying to keep it on target and not Broardside as much which is a Cruisers real DPS. But that's just me.
What BOFF powers do you run, because I feel that is more important than weapons.
And I totally agree with the 3P Borg, MACO Shields theroy. I'm not doing too bad with 2P Borg, MACO Deflector & Shields. I get 5% off BOFF powers, I haven't noticed much difference in survivability, but I have noticed a definite reduction. But this does come with a DPS boost.
BOFF abilities are...
Tac Varies. I am not too worried about DPS. I did change to a third pulse generator. I am more worried about better survivability.
Emerg. to Aux 1
Eng Team 2
Eng Team 3
Directed Energy Mod 3
Emerg. to Shields 1
Emerg. to Shields 2
Reverse Shield Pol 2
Polaraize Hull 1
Hazard Emit 2
Thanx for looking and any advice you all may have. I already changed to 3 piece borg set and Maco Shields and that seemed to help some.
Tac: I know you said you change it alot but.
TT1, is good to have, make it the Ens slot and only change the Lt.
EPtS1 > RSP > AtSIF2 > AB3
EPtS1 > ET2 > DEM2
Sci is good.
PH1 > HE2
TT = Tactiacl Team, it auto distributes your shields.
EPtS = Emergency Power to Shields. Run two, alway active off cooldown.
RSP = Reverse Shield Polarity.
ET = Engineering Team. This is your least used hull heal and should only be used when HE will clash with PH and you expect to need PH soon.
AtSIF = Auxillery to Structural Integrity Field, this is one of the best heals you have, it's 15s cooldown, hull resist and doesn't share with any systems. It is based on Aux power but. at setting 25 I'm getting about 60% of ET2 but 3 times as much.
DEM = Direct Energy Modulation, this increases hull damage when their shields are up it is a great way to start a fight.
AB = Aceton Beam, I'm one of the few people who like this, at this rank it's a 300% damage decrease to your opponent, it's good to use when you don't have RSP handy.
PH = Polarise Hull, gets you out of Tractor Beams.
HE = Hazzard Emitters, puts out hull fires, stops the Borg Shield drain thingy, and is a good heal. Pop an Aux Battery if your in real trouble.
I'm sure others will comment, there are a lot of people who like AtSIF3 over AB3, and EWP (Eject Warp Plasma) can also be a great defenseive and offensive weapon. BOFFs to back up your choices will help too, getting TT to a low cooldown via Conn Officers helps. As Cruisers can't really run two copies like an Escort.
There are people who reccomend
EPtW1 > RSP1 > EPtS3 > AtSIF3
EPtW1 > DEM1 > EPtS3
But personally I'm not a fan. (EPtW = Emergency Power to Weapons.) Runing the 4 cooldowns in sequence can be a little tiresome unless you want to run Keybinds, and I'm still having issues with that.
I took your advice DKnight and it is working beautifully. I don't think I could be happier. I had 3 klinks pounding on me in Kerrat last night and they could only get my hull down to about 56% after a minute. By that time one of my friends was in range to help. Thanx :D
Glad it helped you, I do have another bit of advice you may be better off running 2 Neutronium for a 36% defense against all incoming damage rather than a single Monotanium for a 35% against Kinetic only. I'd ditch one of the EPS Regulators, I'm currently in the process of removing them from my ships and noticing only a small difference. I have 6 ranks in the EPS skill but.
Also get the Assimilated Module from the Undine Advance. It may go better in a Tac slot rather than replacing both your EPS, but I'm unsure of your skills. EPS skill ranks do increase your EPtS heals. Not sure if the consoles do.
In any way, he is better off removing one EPS console and putting the assimilated console in it's place.
Raudl you and I think the same, but I became a bit more cautious about what I recommend after I kinda got my head bitten off for saying EPS Consoles don't help with weapon drain and that going from High Impulse into a fight was a bad tactic.
I don't run them on my ships anymore and I'm not feeling it.
AS I recall in season 2 they changed weapons drain from a slow recharge to an instant after firing. EPS consoles used to help this but since they changed it i doubt it does anything any more.
also what about aux to inertial dampeners, I find it useful when i need to get on targer but dont want to use evasive manuevers.
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