Making sure my assault cruiser is on the right path
I haven't played in a bit, am coming back and have been reading through the forums to check out any changes. I wanted to make sure the build I found was still viable.
Pretty standard beam boat, I just wanted to see if there are any tweaks that might be needed due to any changes in the game or if any fine tuning is needed. My main concerns are the Sci and Eng consoles. I wanted to make sure I went the right route with them.
Thanks and my ship and skill load outs are below.
Engineering Captain in an Assault Cruiser:
Weapons Fore: 3 X Polarized Disruptor Beam Arrays, 1 X Quantum Torpedo
Weapons Aft: 3 X Polarized Disruptor Beam Arrays, 1 X Quantum Torpedo
Devices: Red Matter Capacitor, Subspace Field Modulator, Shield Battery, Weapon Battery
Tact Consoles: 3 X Disruptor Coil
Eng Consoles: 1 X Neutronium Armor, 2 X EPS, 1 X RCS
Sci Consoles: 2 X Field Generator
Lt Cmdr Eng: EPW1, RSP1, EPS3
Cmdr Eng: EPW1, ET2, EPS3, Aux to Struct 3
Esgn Tact: Torp Spread 1
Lt Tact: FAW 1, APB 1
Lt Sci: HE1, TSS 2
Skill Loadout Link:
You should drop the aegis set and get the maco set.
What role are you trying to do with your Assault Cruiser?
Off the top of my head, I recommend trading in Torp Spread 1 for Tac Team 1. You don't have points in Projectile Weapons anyway, plus you can benefit more from shield power going to the shield getting hit.
You might want to swap the RCS for another Neutronium Armor. Everything else looks "okay".
As for the Aegis set, you can use that up to you start the Reputation System at lvl 50. Then you can start working your way up to getting the MACO set or the Assimilated Borg set. Have fun!
EPS won't do anything unless you frequently switch weapons settings or fly into battle from Full Impulse. Weapon drain (excepting Beam Overload) isn't affected by EPS.
Drop the EPS consoles, they'd only help you if you were using beam oveloads. They don't help mitigate the regular weapon power drain. Instead, add another Neutronium and your choice of a universal console (say, the Assimilated module, or the Romulan module).
Then adding at least one Tac team should help you quite a bit. If you want to keep some torpedo damaging capacity, I'd get rid of AP Beta and get Tac Team 1 and Fire at Will 2 on that Boff.
I run dual tac teams on mine, with a Torpedo High Yield in the other tac slot. I know I'm a tank. I might as well put my skills towards being a very tanky tank. I don't feel much motivation to run other weapons skills personally.
I also run an Eject Warp Plasma 1, but that's mainly just personal flavor. Plus it came in uber handy when I was doing that Elite ETF Khitomer Vortex a lot, for keeping the probes under control. I think Science skills depend *a lot* on whether you are focusing on PvE or PvP, so I won't comment too much. I don't mind jam sensors as a Ensign skill, because it breaks Borg cubes tractor beaming me. But again depening on what you're doing mileage may vary.
I just use all my engineering consoles on armor. Boring? Yeah. But tank is tanky. I had an EPS conduit too but I'm not satisfied that it brings a whole bunch to the table.
My Science consoles are one of those Fleet Embassay Romulan threat control/shield boosting doohickeys, and the Borg Assimilated Module (I have both of the Borg space sets).
Thanks for all the quick responses!
I actually posted the wrong link, I posted the link I found that I then tweaked a bit and thought it saved my changes. Sorry for any confusion but I had never used the STO skill planner before.
here's my actual link:
As to the role I wish to play, I'm trying to set it up to be able to dish out some damage while not getting blown up super easy and taking some heat of the squishier ships. Right now I only play PVE looking to maybe getting into STFs eventually but for now just playing around and completing the story missions and doing fleet actions like Starbase 24.
Thanks for the info about the EPS consoles. I do fly into combat from time to time at full impulse, however very rarely. I'll try it without those and grab another armor or 2 until I have a universal console that would be useful.
Did I see that correctly that the assimilated console is no longer available from the mission, only through the reputation system?
Regarding dropping APB: Is it better to give the damage buff to everyone with APB or to use TT1 for the shield rotation and damage buff? It seems like a no brainer to use TT1, but I thought APB would be more helpful to the whole party.
Regarding Torps: I do want to keep some torpedo damage as I find them very useful.
Maco or Borg sets may happen later on, but I haven't started with the reputation system just yet.
Sorry for the wall of text, just trying to respond to everyone ;)
While you may not need TT now (although it's sure always useful), you'll find it great when facing tougher enemies.
And yes, sadly the Borg Assimilated console is no longer obtainable through mission play.
You really do need a Tac Team, and because you can only have 1, you also need 2 or 3 blue or purple Conn Officers.
I suggest you drop some of your torpedo focus. Remove Torp Spread 1 and put Tac Team 1 there. Then replace your rear quantum with another beam, or better yet, the Kinetic Cutting Beam (only requires tier 1 Omega).
Your engi consoles need work. As people have pointed out, EPS is somewhat useless unless you run Aux2Batt. A single RCS console will have a negligible effect, especially on a cruiser. I suggest you replace all 3 of these with a mixture of Neutronium and Monotanium armour consoles. In the future, these engi slots will be your dumping ground for universal consoles like the Assimilated and Zero Point Conduit.
Thanks for all the advice/help!
Just an update I have since dropped APB, and have that Boff now setup with TT1 and FAW2 as Toiva had suggested. Regarding my Eng consoles, I knew that this was something that needed work. I have since swapped one of the EPS for another Neutronium armor.
smokeybacon90 - you had suggested setting up the Eng consoles as a mix of Neutronium and Monotanium armors. How would you suggest splitting it? 50/50 or 3 X Neutronium and 1 X Monotanium? Also would this lead to diminishing returns on the armors?
How are the Sci consoles? Is 2 Field Generators the way to go or should I swap one for a shield regen console?
Regarding a 7th beam, I had been thinking of picking one up and also had my eye set on the kinetic cutting beam once I get started with the reputation system.
I had been thinking of picking up the assault refit if they ever have a ship sale again. What has been the opinion on the Wide Angle Quantum Launcher?
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