I need help with the recluse carrier. I know there are many threads discussing about it... but I haven't found anything useful (and definitive) yet.
I'm new in the world of carriers so I'll have to ask you many things.
First: the career. Currently I have an engie, a tac and a slot ready for a sci. I was planning to use this carrier on my engineer one but I'm experimenting a sci character on tribble and I have to say it's funny flying a sci ship as the recluse is but I'm afraid for what I ask from a ship (high survivability for PvE and - hopefully - for PvP) I'll need an Engineer. Who knows... I'm not an expert about sci ships so let me know where the recluse gives its best :)
Second: The build.
As this ship has a powerful universal commander I was thinking to slot there a tactical to gain some extra firepower. Then I've found many who suggest to slot there a sci or eng instead to make that ship extremely survivable. So what should I do? If needed I'll test its capabilities on tribble copying a VA character to know what would suit best my needs
However, I was thinking to something like this:
TAC Ensign: TT1 (a must I would say)
ENG Lt.Comm: EPtS I; RSP I (or maybe one more EPtS here?); AUX2SIF II
SCI Ensign: TSS I
SCI Lt.Comm: TSS I; HE II; *something else here*
UNI (TAC) Commander: Spread I (I would not use that so often, but it could become handy); High Yield II and III; Attack pattern Omega III (or beta III to buff my fighters also, but what if my target uses TT in PvP?)
Weapons: 2 tetryon beam fore, 2 aft, thermionic torp fore, cutting beam aft (or another beam/torpedo here)
Consoles: ENG: 1 Monotanium (borg plasma torps); 1 Parametallic (if that's the correct name... it should be the one who boosts plasma resistance); 1 Neutronium and the assimilated module
SCI: Tetryon Grid; 2 Field generators and 1 Emitter Amplifier
I'm planning to use the MACO set on this ship (or the adapted KHG) so I'll use the emitter amplifier to boost a bit the regen rate of the resilient shield
So... what do you guys think?
Ok this is just my personal opinion and subject to my experiences.
The first obvious thing I probably would change, is don't have more than 2 copies of EPTS,
as the cool downs will overlap too often. While with 2 copies you can run them almost continuously.
With the Lt comm sci I would advise gravity well I find is good at keeping lesser opponents stuck in the same area.
With the Tac I'd see if you can pop in there beam overload somewhere so you punch a hole in their shields and then thermionic torp time with a high yield. The cool down on high yield and the thermionic torp are long to have multiple versions of HY.
Everything else looks ok to me, but I'm not really a carrier expert.
I still have to give a look to the thermionic torpedo cd but I didn't put BO as it would share cooldowns with the integrated targeting abilities (I'll test them though)
As for the HY, I might put an additional attack pattern omega/beta there to boost my overall damage, I think this could be a good idea
Thank you for your contribution theoric
Any more ideas?
thats what i do with my Atrox carrier (trying to make a copy of the reman warbirds) on my tac fed and my vo'quv on my klink (i use subsystem targeting BO abilities alot)
How are you (the captain) skilled?
Cmdr universal is both a blessing and a curse, you can turn the recluse into a pseudo-scort or more of a Sci-cruiser than anything...
If you're skilled well in the patterns, etc., then you're golden with your tac cmdr plan. So, here goes:
Tac Cmdr: I'm seeing a drop of the spread, and going HY I / AP-D I / HY III / AP-O III. You're gonna want (need) the maneuverability from Omega, and I found Delta to be a surprising multi target debuff, especially when you're in "tank" mode or you can apply it on a tank. HY I is there more to apply the thermionic's debuff through shields more than for damage, a HY III should be more than painful enough against hull. Keep in the back of your mind BFaW I instead of doubling HY torps, that ability comes in handy for anti-seeking torp defense when fighters are down or busy with other targets...
Sci Lt Cmdr: TSS I / HE II / GW I is a decent build.
Eng Lt Cmdr: EPtS I / EPtS II / AUX2SIF II. Twinned EPtS allows shield cycling, the Aux2Sif is a nice hull heal, though be careful if your aux drops too low as it lengthens the cooldown on fighter deployments. RSP is, IMO, more useful as a tank with multiple beams hitting you from multiple directions - the resists are more useful than the 10% heals...
Sci Ens: I'm leery of the second TSS I, especially with 3 shield heals already. Second copy of HE (HE I in this case) could be a hair more useful or even Sci Team if you want to keep yet another shield heal (and it's chainable with TT)
Tac Ens: TT all the way.
As for sets, I prefer Omega instead of MACO, Tetryon glider with tetryon guns and fighter tetryons = much shield shrinkage. I love keeping the queen's ship on Hive Normal with redlining shields across the board because of all this tetryon damage :)...
Looking at BOFF skills. Coming from one who has a great build for the Atrox carrier. I would move HE 2 to HE 1. not that big of a change in the skill. But TSS 1 to TSS 2 is huge. TSS 2 is way better than TSS 1. Put that there and your ship will live for a long time. I would also put TSS 3 in. That way it is always up. That really helps with shield power, level, and health. My 2 cents.
thanks all for the great ideas :)
one question remains though... what career would be the best for it? Science or Engineering? I already have a VA engie and I'm lvling up a sci too but I really don't know which one would be best in there.
As for the speccing i have all the Zen I need for an eventual retrain: in fact I'm not specced at all on attack patterns (I put my skills before starting to plan this build so...)
However, build apart, I need to know what career would suit best (that's why I opened a new thread)
Then... I've read that you get great performance putting an engineer or another sci in that uni cmdr, but that build both dareau and Kyle suggested me is really great :)
I posted this in another thread as well. I use the idential setup for a Tac and an Engie captain... works great for both. The only consumable I use is shield batteries (for my tac). I do alot of elite STFs and this ship is fantastic for them.
Forward: 3x Quantum Torpedoes (can be plasma if you get down like that)
Rear: 2x Disruptor Turrets (or Romulan plasma/disruptor from reputation tiers) / KCB
Hangars: Widow Fighters
Omega Engines (change to KHG when you get OMEGA Tier 5)
Omega Deflector (change to KHG when you get OMEGA Tier 5)
ENG Consoles: 4xNeutronium Alloy
SCI Consoles: Field Generator / Romulan Console / Borg Console / Rule 62
TAC Consoles: 2x Zero-Point Quantum Chamber (or the plasma ones if you choose to use plasma torps)
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
hmmm this could be a nice alterative although I'm not for torp boats. I haven't tested sci skills carefully yet but as far as I see I think I'll use it on my engie: more tankability. But as this ship is not account-wide... I think I'll make multiple copies of it in tribble and run some elite missions to see when it gives its best... I'm curious to see if someone has tested it in a sci captain though
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