Building a Tactical Recluse
I've gone through and found a couple of old threads, but it seemed like most people argued that this was a bad idea.
However, I want to buck trends. :mad:
I have a Recluse on my tactical captain, and I want to make it a 'tactical' Recluse. I have a couple of potential thoughts, and I'm wondering what others think.
Two major options:
1. Beam Recluse
Fore: 2x Polarized Tetryon Beam Array, 1x Thermionic Torpedo
Aft: 3x Polarized Tetryon Beam Array
Cmdr. Tac- TT1, APB1, TS3, APO3
2. Cannon Recluse
Fore: 3x [cannon]
Aft: 2x [turret], 1x Thermionic Torpedo
Cmdr. Tac- TT1, CSV 1, TS3, CRF 3.
If I went with (2), what kind of cannons would one use? I was thinking polarized disruptors...
The idea with (1) is that it's basically a shield stripping build so that torpedoes- both of myself and of the fighters- will hammer it. The idea with (2) is a more mixed directly offensive build.
Any suggestions? What kind of fighters would be most ideal? Are the two just terrible?
Weaponry: 2 dual beams, thermionic torpedo / 3 turrets
Cannon damage falloff is too extreme to be worthwhile in such a massive and sluggish ship. For cannons you have to get close, and not only will you have a lot of issues efficiently getting close with this behemoth you are also surrendering a big chunk of survivability by not taking an engineer in that CMD slot. You want to be far away to mitigate your sluggishness and you want to focus on one target at a time so you don't draw too much heat to handle.
For my experiments into Tactical Reclusion, I went with:
Torpedo high yield 1
Torpedo high yield 2
Beam target shields 3
Attack pattern beta 3
1.) Two copies of Torp HY is to make the anemic Thermionic Torpedo into the utterly devastating Heavy Disruptor Torpedo. Every 15 seconds you will be launching a HDT that can almost completely shut down an enemy's engines and weapons until the next HDT arrives.
2.) Target shields 3 has obvious purpose. Given that the highest DPS pet you have is based on torpedo spam, anything to knock down shields is a big plus for getting your pets to perform well.
3.) And pattern beta again has obvious utility. It has the benefits for a carrier of not only boosting your weapons, but also the performance of all your fighters and team mates too. (Plus it's fun to see the APB3 stacked on the enemy when so few other people ever use it because they're in a sordid affair with Scatter Volley)
The focus of this build is to disable and weaken an enemy, rather than grind down their hull. Yes, you can put a tactical commander on this ship but it's not a tactical ship: it's a carrier. It's big and slow and really meant for supporting, not Rambo'ing. Let your fighters be your DPS because they are good at it, while you stay back and mastermind the operation. Tactically.
I've been running
6x beam arrays (spiral wave disruptors)
FAW1, APB1, BO3, APB3
and grav well on the lt comm sci slot
so far it seems to work pretty well. I don't bother with torps because 1) tac powers are limited and 2) I don't want to deal with having to keep my nose pointed at something in ship that turns so poorly.
You can also try:
APB3, CRF2, THY2, TT1
RSP2, Aux2batt1, EPtS1
HE1, TSS2, PO2
Ironically, the Recluse is actually the most tactically oriented full carrier on the Fed side. The Aux2Batt1 goes with 3xTechnicians and PO2. The end result is that Aux2batt firing off back to back and by the time PO2 wears off its cooldown is up as well.
And you have 8s of RSP every 20 seconds on top of 100% TT uptime. Ridiculously tanky.
Chucked a tractor beam in there for some utility that does not rely on Aux, for you will have 5 aux for the entire time you are in combat. Which means your fighters spawn at about 45s intervals. Not too bad, considering that your CRF2 is making all your tetryon cannons proc into overtime.
Frankly this one scares me. It sounds like you've got a great strategy to keep your shields up, but you only have one hull-healing ability and you're constantly crippling it by draining its power supply. :(
TT1, FAW2, APB2, APB3
EPtW1, Aux2Sif1, EPtS3
HE1, TSS2, TSS3
6 x Disruptor Beam Arrays
Borg Console, 3 x Neutronium
4 x Field Generator
2 x Disruptor induction coil
2 x Adv Peregrine Fighters
1 x Borg Damage Doff
2 x Tac Team Doffs
2 x Damage Control Doffs (Emergency power reduction ones)
You fly it like a huge debuff machine putting APB on everything. For example in ISE fly under the cubes so you can debuff all four of the generators. Your carrier pets will also get a huge boost with APB on everything. You basically are unkillable, and can turn average groups into winners. It felt like cheating so I stopped flying it for a while.
If you absolutely must make a tactical carrier, you should go double Aux2Bat like has already been mentioned. This gives you maximum uptime on your very limited tactical options. APB3 is a must.
Torps are a no-go, you don't really have the speed to keep single cannons in your arc either. Just run beams.
Here is how i built my recluse and i been in various pve and pvps and get good dps
Full temporal Lobi set (chrono DB, TDD and the console)
Full MACO set
Fore: Chrono DB, TDD and Quantum Torps
Aft: Kinetic Cutting Beam and 2xQuantum Mines
Hangar: Widows or Danubes
Eng:Romulan console, Tholian Tetryon Grid , temporal console and RCS (purple)
Sci: borg console, Field Generator x 2, Shield Emitter Amplifier
Tact : Zero Point Quantum Chamber x 2
I tend to have a variety of Boffs which i switch out based on situation
Cmdr: HY1, TS2, Disperal patterns 2 and 3 (running into 14 mines will ruin anyones day)
Sci Lt CMdr : Tractor Beam 1, 2 & 3 (great for hunting escorts - there is no running away)
Doff (all purple)
3 projectile officers to reduce torp CD
1 technician to reduce BOFF CD
1 Tractor Beams officer to add shield drain to TB
By running torps and mine i don't have to worry about having low weapons power, and if i need the extra turn rate to stay on target or give chase i can use evasive maneuver or a deuterium surplus
I too have a tactical recluse. It's my all-the-time fit, but I mostly use it for elite STFs.
Forward: 3x Quantum Torpedoes
Rear: 2x Disruptor Turrets / KCB
Hangars: Widow Fighters
ENG Consoles: 4xNeutronium Alloy
SCI Consoles: Field Generator / Romulan Console / Borg Console / Rule 62
TAC Consoles: 2x Zero-Point Quantum Chamber
DOFFS: 3x PWO, 2x Conn (the ones that speed TT cooldown and enhance attack patterns)
TAC: Torp Spread I /AP: Beta I/Torp Spread III/AP: Beta III
TAC: Tac Team I
ENG: EP2S / EP2S2 / AUX2SIF2
SCI: Hazard Emitters I/ Tractor Beam Repulsors I/ Gravity Well I
SCI: Transfer Shield Strength I
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