I know there's probably been a hundred threads like it, but I'm not going to bother with looking for one so I'll make my own. I'm a tactical officer and I'm probably going to be getting the HEC, so what should my build be for the ship?
Here is what know I'm going to have so far.
Lt. Cm. Tac: THY, TS
Lt. Cm. Eng:
I want to have my Borg and Photon Point defense consoles go somewhere in the Sci or Eng slots.
Tac: 4 Disruptor/AP/Tetryon (depending on which weapon set I'm using)
Weapons (Plasma-Disruptor Hybrid, AP, or Tetryon for the energy weapons):
I can also use the Jem'hadar set on it.
Any suggestions on my build?
Originally Posted by Ramming Speed at its finest.
[Combat (Self)] Your Ramming Speed III deals 158125 (201492) Kinetic Damage(Critical) to [Player's Scimitar].
We are the Borg. Irrelevancy is irrelevant. ~ Cry OP, and let slip the devs of nerf!
If you say banana slowly, you can hear the word gullible in it. ~ There's no Q in Star Trek.
Look, there's also the fact that I made this one specifically tailored with certain things I anted to have in there, so I am not mixed up with other people's specific builds. Now if you really don't have anything useful to add, you don't have to add anything.
I posted this in another thread, but the thread was derailed, so here is my build as an Engineer Captain.
Weapon Type: Disruptor
Fore: Cannon, Cannon, Dual Heavy, Beam Bank
Aft: Turret, Turret, Turret
Deflector and Engine: Borg
Shield: Maco XII
Device: Field Mod, and Engine Bat/Phaser Turret for STF's
Eng Consoles: Torp Point Def, Graviton Pulse, + Enemy Dependent hull plating or Impulse Capacitor Cell for a quick getaway.
Sci: Field Emitter, Borg Console
Tac: Disruptor x4
Hanger: Blue Runabouts or Blue Peregrines
been using phased tetryon cannon's and turrets on my HEC and i like them..... now if only i could figure out what energy console affects them. phaser relays or tetryon consoles?
2 different builds, ones on a tac, others on an eng
tac: all anti-proton
fore: 2x dhc, 1x dc, 1x quantum
aft: 3x turrets
from mem so skills ranks may be a little off.
CRF2, CSV2, TS1, HE1 and 2, APO3, APB1, epts1, rsp1 and 2, x2 tt1
eng: all anti-proton (skilled max in accuracy and weapon specialization)
fore: 1x dhc, 1x dc, 2x quantums
aft: 3x turrets
crf2, csv2, hy1, ts3, he1 and 2, rsp1 and 2, epts1, 2x tt1, apo3
both are pretty tanky ^_^ personal motto, if you're dead that's 0 dps until you can get back into the fight so i have a tendency to focus on survival.
tac was originally all cannons....just got annoyed with that wasted ensign tac slot, so it was a choice of a dbb, and BO or a torp. went with torp factoring in how much is unshielded in stf's and how BO drains weapon power whereas a torp does not.
fyi, evasive does pull you out of tractors...if you've skilled somewhat (3 ranks) into inertial dampeners. even 3 ranks can let you turn, albeit slowly while held. once beyond 5k with either evasive, deuterium, etc, tractor loses it's effectiveness. and switching targets, is also an option when held to what evers in front of you. so your dps never has to falloff unless you stay stubbornly fixed on a different target that's no longer in your arc. not hat i disagree that apo is good to have, it's on all my escort builds, armi or otherwise...there are other options though.
Last edited by deadspacex64; 08-17-2012 at 09:41 PM.