It's hard not to love the Guramba. It has a fancy animation, one of the most unique looks in the game, fires a gigantic laser... the list goes on and on. I fell in love with the ship when I bought it and wanted to squeeze every last inch of power out of the ship that I could.
I've been testing tons of builds, layouts and playstyles on the Guramba over the past couple weeks, and I feel I'm finally confident enough to share this build with all of you. The guiding principle is that you're abusing every trick in the book to keep all your critical ship power levels at outrageous highs, making you nigh-invincible if you play your cards right.
I should probably add a disclaimer that this build requires some consoles available on C-store ships. Some you can omit; some you really can't. I'll mention which below. I've left out things in the build spec that don't really matter to the main principle behind the build (like what mods to use on your weapons.)
Hopefully you'll find this build as fun as I have!
Guramba Siege Destroyer
Fore: Disruptor DHC x4
Deflector: Honor Guard (has +flwc)
Impulse: Honor Guard
Shields: Honor Guard
Aft: Disruptor turrets x3
Devices: Red Matter Cap, Subspace Mod
Eng consoles: Plasmonic Leech (from Vandal Dest), Aceton Assim (from Draguas), Assim Module
Sci consoles: Field Gen, Flow Capacitor
Tac consoles: Disruptor x4
Com tac: Tac Team 1, CSV 1, CRF 2, CRF 3
Lt com tac: Tac Team 1, AP Beta, Ap Omega
Lt eng: EPTS 1, FLOATING SLOT
En eng: EPTS 1
Lt sci: HE 1, TSS 2
The idea is to control your power levels and drain your target's power levels, enhancing your performance and crippling theirs. You use your buffs and passive bonuses to keep your weapons and shields power so high that you can redirect base power to your engines. This gets around the reduced turn rate and speed that comes with Siege Mode, and allows you to still fly around like a bat out of hell.
1) I set my power levels to 65/55/55/25. Depending on your skill points, you should tweak these levels to get a set of settings that works for you.
2) Siege Mode should be on, all the time. It adds 10 to weapon power and 5 to shields. Don't use your javelin unless you're showboating or need a big hit. The transformation time is a loss of damage and you'll lose the power level bonuses.
3) You should be chaining EPTS, CRF and Tac Team constantly. I find it helpful to bind all these to the same button together with Fire All and Distribute Shields so I can just mash it and get most of my buffs going.
4) In combat, pick your target and start firing. Use your engineering captain buffs: Nadion Inversion and EPS Transfer. When EPS Transfer is on cooldown hit your Red Matter Capacitor. For 50 seconds you'll basically have 125 power on weapons, shields AND engines. Your Plasmonic Leech console will contribute heavily to this.
5) The Aceton Assimilator is used to drain your target's power levels. Spam it whenever possible and in range.
6) When your engineering captain buffs are all on cooldown, you should STILL have 125 power to weapons and shields. Your engine power will drop to around 95. You'll still be tanky as all hell and you'll still hit like a truck.
Options for the floating slot
DEM - more damage.
Eng team - hull heal.
RSP - OH ****! button.
If you have or are considering getting a Guramba, please try this out! I'm happy to get any feedback on improving this build.
I like that a lot, although if you're going to ignore the Javelin, it may be worth throwing Polaron in there for the -25 power proc, it's relatively useless in itself (to the point where they're considered lolaron), but in conjunction with a drain build like that it just might tip things over the edge. I'm hoping to aquire the Nausicaan ships via dilithium to roll a Nausicaan engineer, this seems like a pretty intresting use of the consoles.
The only change I'd deffinitely make is swapping TSS2 for HE2, since aside from Miracle Worker you haven't got a hull heal unless you put one in the floater, and I found RSP1 indispensible in the Fleet Escort which has the same loadout bof slot wise. I also chained TT, weapons buffs and EPTS1 in that and found it very tanky.
I was worried at the lack of (my) usual engineering consoles in that build, but the lack of EPS console would be mitigated by the plasmonic leech, the lack of RCS console by the extra raw power on tap, but I'd still miss neutronium armour console if shields went down. I'd perhaps experiment with having one of the universal consoles instead of a weapons one and taking neutronium armour.
In combat 125 weapons power more useful especially with DHC's. 125 Engine power is only really good for running or chasing.
i'd also recommend EPS consoles, they are quite useful after long impulse burns and swapping power levels as required. For example: quickly dumping additional power levels to your Aux will improve your only hull heal.
I personally don't use RSP, it's the long cooldown and doesn't offer dmg res. I can't speak for everyone but most the good pvper's i know think it is a bit of a waste. Don't forget as an engineer you can generate shields with rotate. Aux to SIF is good in that spot.
Then again you do prioritise your power levels differently to how I would. I go all power to weapons and the left over goes into Aux. The big reason for this is it's affordable to max out the T4 engine and shield skills which give 9 extra points into energy levels.
You are missing out on the power of a Torpedo and adding in the extra cannon is hurting your overall power. With HG torps are especially wicked.
Also you are missing Theta Radiation Vents. Aceton Assemilators are pretty pathetic unless you are running a full Energy Drain setup and so they are not helping your Guramba much. Ditch those for anything better.
The Flow Capacitors generally do not help that much and they do next to nothing for Weapons power because it does not work the same way as just switching power. What they help with is restoring power after Full Impulse or the slight lag when flipping between modes.