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Lt. Commander
Join Date: Jun 2012
Posts: 125
# 13
09-23-2012, 10:30 AM
fangwolf1,

Ill post what I can here, but unfortunately there is already so much bad information on this thread that might throw you off. If you really want good build help from people who know the game, post in the PvP forums.

Some people have already made theses suggestions, but Ill say them as well.
For Survivability, Borg Engine, deflector and console with the Maco shield. Have 2 or 3 shield distribution doffs and 2 Lab development doffs.

You arent going to be the biggest damage dealer. But your advantage as a carrier is being able to heal, use high level science abilities and deal moderate damage too. This differs from a science vessel which is mainly for the high level sci abilities, and a cruiser which is mainly for sustained damage and heals.

Your damage will be coming from your pets. You can help them out by using Tetryon or phased tetryon damage. I would go with 6 beams and fly it like a cruiser. Do not put (dual/dual heavy) cannons on this. Sure it has the capacity for them, but with the horrendous turn rate and only 1 tactical Boff, you arent going to get much out of them. For the same reason, viral matrix and other directional abilities will be harder to use. I use Scramble III on my atrox because it is omni directional. By specializing into Countermeasures, you can get over 20 seconds of "confuse".

This is good in PvE if you hit a mob, they start attacking eachother. And great in PvP for pets, and also people. If the your target doesnt target the person he wants to heal, he might end up healing you! If the other team has dirty pets like Danube or Power Siphons, throw them a scramble and see if they like their own medicine. It also keeps you from sinking to their level and using those pets yourself.

With your inherent Eng abilities, plus Brace for Impact, plus the EPtS cycle going and the Borg procs, you should have more than enough heals for yourself and be able to share the global science team, 2x TSS and the hull heals. No need for RSP. You should have no problem getting 500k to 1mill healing per match and 200k damage.

Being a carrier in a Cap and Hold is awesome. Ive gotten so many kills from pets doing their thing 30km away and Im just sitting there capping a point. I didnt even see the other guy haha.

You will be keeping a high Aux setting most of the time unless its PvE, go max weapons.

As people have mentioned, keep the spec at mostly 6s. But for the lower tier skills, you can go with 9s.

Heres an example.
http://www.stoacademy.com/tools/skil...angwolfAtrox_0

Ill explain the Boff layout.
-2x tractor beams for control (and with the tractor doff, extra shield drain)
-Scramble III for reasons above.
-2x Transfer Shield III for heals. These can make someone feel invincible at high Aux. Unlike a cruiser running Extends, TSS cant be knocked off by a shockwave and can also be used for yourself.
-Hazards, Aux to Sif, Sci-Team for general heals. Remember to get two Lab Development doffs for a global cooldown (15 sec) Science team. This allows you you spot heal shields or clear science debuffs like Sub nuke or scramble.
-2x EPtS, rotating these is standard
-Tac Team, all ships should have at least one copy to counter alpha strikes
-Beta to help with damage

I use Advanced Peregrines and Stalkers myself. The stalkers are there to drain aux and the peregrines for general damage. Play around with pets to see what you like.

Hope that helps. And like I said, if you want real build help, go to the PvP forums.