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Career Officer
Join Date: Jul 2012
Posts: 43
# 785
06-28-2013, 07:51 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
polorize hull and TB2 dont do a bug that much good. the speed and turn rate should cause you not to need that extra tractor defense, and since the bug can out manouver everything you dont need to hold someone all that much. id also drop APD so you could shuffle your tac skills around so you got room for another APO. ET1 is the worst hull heal of them all, and its sorta crazy to pvp without 1 HE.

the rest looks fine, but id set it up like this

TT1, CRF1, BO3, APO3
TT1, CRF1, APO1

EPtS1, RSP1
EPtS1

TSS1, HE2

if you had attack pattern doffs, you could get full possible up time with APO3, but those are very expensive. you could get 2 or 3 doffs that reduces the cooldown of BO and FAW, so you can BO as often as you CRF. there are also the damage control doffs, 2 or 3 of those will let you run 1 copy of 2 different EPt skills with full up time, with a minimal chance of letting you down.
Thanks for the input....should I stay with the fleet antiproton weapons (all accx2/dmgx2) or should I switch to polaron weapons (all accx3) or tetryon weapons (all accx3) - using
3xdhc, 1xdbb and 3xturrets?? Note: my bug is only used for pvp.