An Engineer Steamrunner Build.
Any inputs/suggestions for improvements are very welcome.
Here is the skills I have given the Captain;
Ship: Balls of Furry:
Deflector: Assimilated Deflector Array
Engine: Assimilated Subtranswarp Engines
Shield: Assimilated Regenerative Shield Array
Tetraburnium Hull Armor
Point Defence System
Resonance Cascade Modulator
Rule 62 Multipurpose Combat Console
3x Disruptor Induction Coil
1x Transphasic Compressor
Fore: 3x DHC Pol-Dis, 1x Rapid Reload Transphasic Torpedo Launcher
Rear: 2x Turret Pol-Dis, 1x Breen Transphasic Cluster Torpedo
TT1, T:HY2, C:RF2
TT1, T:S2, C:SV2, APO3
So what do You think? Are the skills I have given the captain suitable for this setup?
Is there some skills that ought to be changed for this setup to work better?
Is there something with this setup that ought to be changed to improve it overall?
Thanks in advance.
I'm not sure on your engineering boff layout. 2 Engi teams are a waste I think, and DEM is obsolete with your attack patterns. I suggest instead:
With two copies of EptS1 cycling, plus RSP and your 2 copies of Tac Team too, (chuck in the engineer skill RSF if you want) you should find your shields will stay up nicely. Aux2SIF has a nice cooldown and should sort out your hull heal along with Haz Emitters. The latter two skills can be used on allies too.
Regarding consoles, your tac setup is fine I think. But you really need 2 field gens in your science slots. You can put the assimilated console in an engy slot as it is vital. I would suggest the following console setup:
Field Generator x2
The armour consoles are your opinion but I feel Neutronium is most useful with its kinetic and all energy resist.
Also suggest you post your doff setup too!
Of course this is only my opinion and I recommend you wait for other, wiser people than me to reply!
Yes, i avoided typing down the DOFFs, since i am still a little unsure of how to arrange the different stations. I agree that the station setup is sort of half-a**ed due to 2xET1 & 2xTT1.
I like the thought of one of each, but that indeed leaves me with two 'empty' ensign slots. I am not happy about adding something batterydriven stuff there. It would take up a dear deviceslot, but also forcing me to make use of a skill more. As the skill tree is now, i haven't added point towards the use of batteries.
I am taking into strong consideration what you are saying though.
Nice catch regarding DEM. Removed, and changed with RSP.
Field Emitter exchanged with SIF Generator.
Just one thing I doubt a little. I noticed you have 2x Tac Team and 2x Eng Team on your ship. Given that both of these share a global cooldown, you can only use one set of the two at a time, and 2x Tac Team is almost always necessary in an escort. Therefore, I recommend that you remove at least one ET and replace that with Emergency Power to Shields 1, as it will give you a small shield heal, along with plenty of shield resist.
Also, Extend Shields 1 is a very unusual choice, given that it can only be cast on other ships. You could stick with this, but healing others is more of a cruiser's job, IMO. I would go with Aux to Structural Integrity for a quick hull heal and resist.
Proper headscratcher this one.
Tac Commander - TT1, ?, ?, ?
Tac Lt. Com - TT1, ?, ?
Eng Lt - EPtS1, AtSIF1
Eng Lt - EPtS1, RSP1
Sci En - HE
You can fill in the rest with what ever tac powers you want.
I really like APB3 for PvE but it is useless for PvP, also if you add two purple con (tac team) doffs you only have to use one TT1.
With that new fashionable kinetic stuff out there, i cannot get myself to remove my Subspace Field Modulater either. I doubt reskilling more points into battery, using batteries to improve the shielding will help. It is already pretty effective. Getting batteries would/could (perhaps) reduce my firepower. I don't like peashooters.
I'll have to try this build out to see if it works, or is a Kodakmoment aka. FAIL. :D
Oh, another thing I spotted. You are running two torp skills, with only one launcher that utilizes them. Breen cluster is not affected by torp skills (or mine skills). It is not at all essential that you change this, but just incase you do want to free up a tac skill slot, you could probably drop either HY or TS, depending on your playstyle. Alternatively you could replace the cluster torp with a normal launcher and get more out of having 2 torp skills.
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