Help with Engineer build please :)
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Join Date: Jun 2012
12-05-2012, 10:29 AM
Originally Posted by
The Skill build is ok, but a couple of things:
1. Driver Coil sucks. Yes, yes, it makes Full Impulsing into a fight slightly less terrible... but it's still terrible. Full Impulse is something you should aim to use the least possible.
2. Impulse Thrusters>Engine Power. Both for Speed and Turn Rate, so it makes no sense to max Engine Power but not Impulse Thrusters.
3. More Hull is always nice.
4. This is more arguable, but personally I prefer to decide between Energy Weapons and Projectiles.
Putting points in both makes it easier to change your build, but it also means you've always got a Skill that doesn't do much.
So, the changes I'd make:
Driver Coils: 6->0
Impulse Thrusters: 4->9
Engine Power: 9->3
Structural Integrity: 4->9
Power Insulators: 0->6
Projectile Weapons: 9->0
Energy Weapons Spec: 6->9
The BOFF setup? Well, tbh, you'll change it a few times until you find something you like.
If he is going for a tank build, there is really no need for him to put a 9 in Energy Weapons Specialization. I run an escort with just 3 points and I have no trouble putting out damage. Tanks usually do not run high weapons power, therefore these points will be wasted most of the time. Driver coil is also an invaluable skill to have if you want to go a decent speed in Sector space. Dropping Projectile weapons to 0 means effectively decreasing effectiveness of all torpedoes by 25%. Cruisers can
run 8 energy weapons effectively. It just drains too much power in the broadside (-80 all weapons power per volley). There have been numerous tests that can be found on the forums to prove that 6 beams function more effectively than 8 beams. The sweet spot for a cruiser is 6 beam arrays and 2 torps/mines. Take away points in projectile weapons and cruisers lose their one effective spike damage ability.