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Join Date: Jun 2012
Posts: 846
# 16 Tac OrbWeaver.
09-15-2012, 05:26 PM
http://www.stoacademy.com/tools/skil...uild=Tacorb2_0

The OrbWeaver like all sci ships, for tac captains has lost abit of it's luster. (due to the nerf of PSW3) It does however have the option to mount Overloads and TBR3. Giving it some bite, that it needs fairly direly. This is basically on the other end of a TacXcelsior setup, where you set the ship up to do damage in waves and in concert with stuff like TBR3.

There is another orb setup that I'll cover later for tacs that is considerably more expensive to build. Consider this the cheapbook version.

Weapons: 3 DBBs, 3 Turrets. Acc2 CrtH. Turrets, CrthX2 Acc. Disruptors.

Deflector: Borg
Engine: Omega
Shield: Omega

Consoles: 2 Ablative Armor, 1 Borg
2 Field Generators, 2 Particle Generators
3 Energy Consoles.

Cmdr: TBR3, FBP2, TSS2, TSS1
Lt Cmdr Eng: EPTS1, EPTS2 EWP1
Lt Cmdr Uni: TT, BO2, BO3. (note due to the use of alot of non tac damaging abilities you can also swap this out for an APO, especially in danube infested matches)
Ens Tac TT
Ens Sci Polarize Hull1

Power settings: 100 to guns, 50 to shields, 25, 25. Secondary, 75 Weapons, 25, shields, 25 engines, 75 Aux.
Defensive #1, 25 weapons 75 shields, 25 engine, 75 aux.

Doffs: Tractor beam officer (TBR doff it lowers engine power of the targets getting nailed by TBR), 2 Shield Distribution officers, 2 Conn officers (Evasive Maneuvers)

It's a decent Crank Monster, with the Best Hits of a cruiser, sci ship, and higher spike potential than the average of both.

Last edited by ghostyandfrosty; 10-03-2012 at 08:09 AM.