Lt. Commander
Join Date: Dec 2007
Posts: 120
If any one has some ideas let me know. right now im running a plasma build but am looking for something stronger.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-08-2012, 12:28 AM
I pilot a MVAE most of the time, but when I do use a cruiser, I put a dual beam on the front, and a Q Torp on each end. The rest are all beam arrays, and I am partial to Phasers (Mainly because they are the Federation 'normal' beam weapon in the Lore), and also for the chance to disable systems. The Disable proc actually happens more often that you'd think.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-08-2012, 09:47 AM
thanks =) ill look into what i got for that =D
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-08-2012, 12:22 PM
I'm only a Lieutenant Commander. But I have two good ship sets. As long as you upgrade with better gear as soon as you can or obtain it, do it. Otherwise, your ship will be destroyed easily.

USS Rising Thunder. I've equip her with all MKIV and MKIII components.
Type: Constitution Crusier (LtCmndr)
Forward Weapons:
-MkIV Phaser Array (blue color) x2 (Rare)
-MkIV Photon Torpedo
Shields:
-A rare MkII with 3609 shield strength (Rare)Capx2
Deflector Dish:
-MkIV deflector
Impulse:
- MkIV Impulse (Uncommon)MaxX2
Rear Weapons:
-Phaser Array (Infinate) (Rare) It came with the original Enterprise, and It's level increases with my level
-Phaser Turrets MkIV
Engineering:
-With a Tellurium Alloy plating MKIII, she can withstand more kinetic damage.
-Speed and Turn increase console
Science:
-Console changes, but usually a shield boost
Tactical:
- MkIV console giving a 6.2% increase to phasers


This is my current favorate ship, it works well. But the thing that makes your ship good are your officers. Max their abilities. They can mean life or death.

Thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-08-2012, 01:27 PM
he is looking for a build for a 4f4a config for the rear admiral rank, not for a noob lieutenant or lieutenant commander

If you are able to stfs I reccommend that you redeem your EDCs for Mk X req and invest in antiproton weapons and quantum torps. BTW, all stf weapons that you use Mk X req for are very rare so will have the [Borg] and 2 others.

Quick Config:

Fore: 2 Beam Arrays, Dual Bank and Torp Launcher
Aft: Same as fore but with a turret instead of dual beam if possible, other wise 3 beam on rear.

I use a Galaxy Dread with antiprotons beams and cannons with quantum torps. they work well but I usually exchange the turret for a Tricobalt Torpedo Launcher, mainly because you are at risk when they get behind you and it gives you an edge, especially against the borg.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-08-2012, 01:46 PM
Quote:
Originally Posted by ADMIRALCUTTER28
he is looking for a build for a 4f4a config for the rear admiral rank, not for a noob lieutenant or lieutenant commander

If you are able to stfs I reccommend that you redeem your EDCs for Mk X req and invest in antiproton weapons and quantum torps. BTW, all stf weapons that you use Mk X req for are very rare so will have the [Borg] and 2 others.

Quick Config:

Fore: 2 Beam Arrays, Dual Bank and Torp Launcher
Aft: Same as fore but with a turret instead of dual beam if possible, other wise 3 beam on rear.

I use a Galaxy Dread with antiprotons beams and cannons with quantum torps. they work well but I usually exchange the turret for a Tricobalt Torpedo Launcher, mainly because you are at risk when they get behind you and it gives you an edge, especially against the borg.
You have too many weapons up front. All cruisers at VA have 4 forward and 4 aft, you have 5 listed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-08-2012, 02:27 PM
Quote:
Originally Posted by Boba_Fett215
I'm only a Lieutenant Commander. But I have two good ship sets. As long as you upgrade with better gear as soon as you can or obtain it, do it. Otherwise, your ship will be destroyed easily.

USS Rising Thunder. I've equip her with all MKIV and MKIII components.
Type: Constitution Crusier (LtCmndr)
Forward Weapons:
-MkIV Phaser Array (blue color) x2 (Rare)
-MkIV Photon Torpedo
Shields:
-A rare MkII with 3609 shield strength (Rare)Capx2
Deflector Dish:
-MkIV deflector
Impulse:
- MkIV Impulse (Uncommon)MaxX2
Rear Weapons:
-Phaser Array (Infinate) (Rare) It came with the original Enterprise, and It's level increases with my level
-Phaser Turrets MkIV
Engineering:
-With a Tellurium Alloy plating MKIII, she can withstand more kinetic damage.
-Speed and Turn increase console
Science:
-Console changes, but usually a shield boost
Tactical:
- MkIV console giving a 6.2% increase to phasers


This is my current favorate ship, it works well. But the thing that makes your ship good are your officers. Max their abilities. They can mean life or death.

Thanks.
You have too many fore weapons, the Constitution has 2f2a
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-08-2012, 03:22 PM
It would help if you'd also tell us your career and what type of build your going for i.e. pvp, pve, STF

But anyway I'm a Tac and here's mine I try to build for PvP since with a good PvP build you handle PvE easily and it only needs a few tweeks for STF's.

3 Plasma Beam Array 1 Q Torpedo Fore.
4 Plasma Beam Array Aft

This gives me broadside power since I find trying to keep my nose or rear pointed at anything smaller then a Cube for more then a few seconds a pointless endeavor since it wastes half my beam potential. I am considering swapping out the plasmas for something else too since the new STF sets give plasma resists I think I'll either go Phasers or Anti Proton.

BO's

Tac: I keep 3 and swap em around as the situation calls for it

Tac Team 1, BFAW 2
Torpedo High Yield 1, Beam Overload 2
Torpedo Spread 1, BFAW 2

I usually keep the tac team 1 guy in the Ensign slot with the Beam Overload guy in the LT for PvP and if I see carriers I swap em. For PvE I use the Torp Spread 1 guy in the Lt Slot.

Sci:

Sci Team 1, Hazard Emitters 2

Good for all round heals and cleaning off debuffs. If you don't pvp you can swap the sci team for something else like Polorize hull if you go to Kerrat or a hold if you do STF's

Eng:

EPtW 1, Eng Team 2, Aux to SIF 3, Eject Warp Plasma 3
EPtW 1, EPtS 2, DEM 2

I cycle my Emergency power abilities so I almost always have one active unfortunately I don't have the timing to run 4 (yet) but some people say that's overkill anyway. Eject Warp Plasma is how I keep the escorts off my tail and turn to give em a broadside. If your going for STF's have the 2nd officer know Aceton Field 3 and swap his station with the Eject War Plasma 3 guy since that is good for crippling Cubes.

Equipment wise I run with the Retro Borg STF set (full) since as a Tac I need the extra heals to stay alive and the tractor beam is a fun toy, plus as a cruiser I have my shield power at 50 and with all the skills and bonuses running I can have it give me 100 power easy so I can make good use of the Regen Shield.

Consoles I run

Eng:

EPS, the 35% Shield Cap, Neutronium Armor and usually a Shield Power Console

Sci:

Borg, Shield Emitter

Tac:
3 Plasma

Remember build to the strengths of a cruiser you have lots of extra energy and eng slots so skill to try and sqeeze even more power out of the ship and keep your enemy in broadside while taking everything he has to throw at you with your sci and engineering powers and if he's not hitting you dole out heals to your friends between firing cycles. Don't try to out maneuver anyone besides a carrier just keep em in broadside and have things to punish them if they try to get on your tail or front (Torp Spread and Warp Plasma in my case)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-09-2012, 01:37 PM
Quote:
Originally Posted by ADMIRALCUTTER28
You have too many fore weapons, the Constitution has 2f2a
the X2 or x2 simply states it's class. It doesn't mean I have 2 forward arrays. Just that it's title is X2. I have a shield that is Covarient Shield Array x2(Cap) for example.
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