I'm doing something wrong with my Luna but I'm not sure what. Took my first stab at an Elite KA and I cost the team the optional because I simply didn't have enough firepower to kill 4 Elite Probes (got 3, #4 was in bad shape when it hit the portal, but still got away). I don't expect to be a DPS gunship, but I don't want to need rescuing. I thought my build was reasonably solid but I guess not, so asking for constructive criticism, trying to improve the design without turning into another torpedo boat or turret-laden pseudo escort. Also note I don't care about PVP, so don't need to take those considerations into things.
Fore and Aft Weapons Each
2 Phased Polaron Beam Arrays Mk XI (576 DPS + 30x4 Tetryon Glider Drain)
1 Quantum Torpedo Launcher Mk XI (Borg) (592 DPS)
Deflector / Engines / Shield
Omega Mk XI, 11,633 Per Shield Facing
Shield Batteries, Engine Batteries, Subspace FIeld Modulator
Engineering Consoles (All Mk XI Rare)
Neutronium Alloy, EPS Flow Regulator
Science Consoles (All Mk XI Rare)
Borg Assimilated Module, Field Generator, Flow Capacitors, Particle Generators
Tactical Consoles (All Mk XI Rare)
Polaron Phase Modulator x2, Zero Point Quantum Chamber
Engineer Captain (so those inate abilities)
Gravity Well 2 (eng captain so don't have 3), Charged Particle Burst 2, Polarize Hull 2, Tractor Beam 1
Science Lt. Commander
Transfer Shield Strength 3, Hazard Emitters 2, Science Team 1
Aux to Structural 1, Engineering Team 1
High Yield Torpedo 2, Fire At Will 1
Tactical Team 1
Also just picked up a Liberated Borg BOFF off the Exchange but haven't configured her yet (so her Efficiency isn't added to the power levels), and bought a Thunderchild so have access to a Point Defense console but haven't figured where to put it yet.
My normal combat tactic is just a basic grind away the shields with the beams, stay at range and snaking back and forth to keep 4 beams on as much as possible, dip in for a 3-round high-yield torp burst, swing out the aft for torp 4, then resume beams while on cooldown. Against groups, use Evasive to swing in close and CPB a cluster, or lock them together with the GW. If I see one enemy ship exploding and his friend is right nearby, use the tractor beam to make sure he's as close to the boom as possible (works well on Cure Space).
I know I'm always gonna be the weakest part of a team damage-wise, but I'd like to be able to at least hold my own while performing other functions and not be a drag if I run more Elites. Yeah I could simply swap to an escort, but I have that on an alt and while its so much more effective, it bores me. I like being able to mess my targets up and make them easy prey, single or multiplayer. And I don't want to get so overly specialized that while I rule some situations I'm helpless in others. Trying to trade an A in one thing for a B in everything, a well-rounded design.
So, with my existing build, playstyle, and personal goals, any thoughts?
Get tractor beam repulsors, this will give you more CC so probes wont get away. Also you may try to change aft torp launcher to one more beam. And you MUST have ~125 weapon power in "attack" preset, especially with broadside beam setup. Drones does not shoot, you do not need shield there... and you can reduce engine power too.
And also... think about dual beam banks in fore and turrets aft, its more efficient for sci IMO, as you do not have those problems with turn rate as cruiser, you can easily hold target in 90 degree firing arc. And you do not need to do all those complex maneuvers, so you may use 25 engine power...
The Recon is a fast and maneuverable ship. So, if you don't want to go the torpedo boat road, you have 2 options:
a) 2x Single Cannons + 1 Torpedo front; 3x Turrets aft
b) 2x Dual Beam Banks +1 Torpedo front; 3x Turrets aft
With option A you'll lose your Subsytem Targeting and also quite some damage on long range, so I'd suggest B. In STFs you shouldn't have any issues keeping the enemy in your 90° arc. Energy type is up to you, but if you can get your hands on a nice Photon Torpedo Launcher with [Borg] use it instead of the Quantum or get 1 or 2 Projectile Weapons DOffs. Higher number of Torpedoes means a lot more additional radiation damage hits. The whole point of this is, you don't have to constantly change between broadsides and torpedoes and while it may look like a small difference first, it made my sci ships dealing a lot more damage.
Power presets and batteries:
You have to use all 4 available power preset slots and adjust them to your needs, so you can quickly switch to a power configuration you need.
Example: 1 = 100 weapons, 50 shields; 2 = 100 shields, 50 aux; 3 = 50 shields, 100 engines; 4 = 50 shields, 100 auxiliay
When you exceed 125 power, divert from that category to another subsystem. Also take the additional power of Emergency Power to Shields into account.
For batteries I'd suggest Weapons and Auxiliary Batteries instead. This way you'll always have both full weapons and aux power the same time when needed. Run high weapons power and use an aux battery, for the next spawn change to auxiliary setting and use a weapons battery. Cuts the battery cooldown effectively by 50 %.
Try to get a science captain train your BOff in Gravity Well 3. Every bit of damage and additional pull is helpful.
Get rid of Charged Particle Burst 2. Without any consoles supporting it, it's effect on STF Borg, specially Elite STF Borg, is basically non-existent. At least it is not worth the Lt. Commander slot. Either get the same science captain train your BOff in Hazard Emitters 3 and put Tractor Beam Repulsors 1 in the free Lt. slot or keep Hazard 2 and use Repulsors 2.
With Grav Well and Repulsors you have to 2 types of crowd control that do not have overlapping cooldowns or interfere in any way, 1 always ready when the other is on cooldown. Grav Well can also be supported by Tractor Beam 1, whos global cooldown works fine with Repulsors.
For your tactical officers I'd suggest Tac Team 1 / High Yield 2 and Beam Overload 1. Beam Overload 1 will take out shields on light targets like Probes so you can follow with a High Yield and/or deal more damage with your Gravity Well.
Consider to change your engineering officer to the standard of 2 copies of Emergency Power to Shields. This way you can keep your shield resistance up and Engineering Team will not interfere with Tac Team and Sci Team. Also as engineering captain you should be fine without Aux2SIF.
That's all I can come up with at the moment, hope it is of some use
Edit: A third option would be 1 torpedo front and 5 beam arrays, Fire at Will 2 and Torpedo Spread 1 for your tac officer. In this case you have to be constantly on the move between broadsides and torpedo salvos and the positioning of your ship is a lot more important. Do not spread your Fire at Will between too many targets and whatever happens, do not accidently hit the gates in Elite STFs with it
It seems you spent a great deal of effort to go the broadside route and honestly there is nothing wrong with it. Might not be top DPS but it can be improved with a few tweaks.
- drop rear torp for 5th beam array
- drop torp console for polaron console
- get friendly sci captain to train gravity well 3 to your boff
Other than that I would also grab attack pattern beta and drop either a torp skill or fire at will. It will increase your damage vs hull by about 30% while its active, including your gravity well damage. I'd also drop the engine power in combat and boost your weapon power to 100.
For the probes, broadside, then Fire at Will. their shields will be down in about 2 seconds... all of them. Then spread torpedos at them and they'll be hurting... Frankly, you don't really NEED tactical team. I've gotten quite good at balancing my shields myself and the skill can be used for other uses. Currently running 1 Spread, 1 high yield, 1 FAW-2... thinking about changing to an attack pattern and dropping high yield. Hmm.
Very similar to mine, but only one torpedo up front, 5 beam arrays, 3 polaron consoles. Instead of the regulator, I have more neutronium armor.
I would reiterate the weapon power setting advice mentioned earlier. I believe the general rule is that you get 2% energy weapon damage for every point in weapon power over 50. So if you do 100 damage at 50 power, you'll do 200 damage at 100 power and 250 damage at 125 power.
Running at 125 weapon power is the single biggest thing you can do for your dps.
Wow, responses here and some out-of-the-blue in-game too. Thanks!
Currently field-testing 2 DBB + Torp Fore, 3 Turret Aft. Adjusted power settings so Attack Mode runs Weapons at 118. Swapped FAW1 for Overload 1. Swapped CPB2 for Tractor Beam Repulsors 2, and found that while TBR is highly entertaining, if I'm not careful I really screw up other people's target positioning, so need to be careful there. Run a couple normal STFs but it looks spiffy so far, if somewhat different to fly (staying nose-on-target). Even had someone I had just barely met hook me up with a GW3 teacher (just a genuinely nice guy; shocking!).
Lets see how it all works out. And to everyone offering advice and assistance, seriously, thank you.
Swapped CPB2 for Tractor Beam Repulsors 2, and found that while TBR is highly entertaining, if I'm not careful I really screw up other people's target positioning, so need to be careful there.
You just said something that makes me so very happy. Nothing is more annoying than a person who uses an ability just because they can, and TBR seems to be very flavourful this month. I've seen tanks get wiped because the TBR pushed the Boss back and left them vulnerable. You already said you need to be careful and for that I salute you.
Example: If Donatra is trying to turn to face the tank she won't Torpedo Spam the group, TBR pushes her back and everybody but the tank and me die. I lived by a mere 1% hull because I saw it coming.