Career Officer
Join Date: Jun 2012
Posts: 829
# 1 An Engineer Steamrunner Build.
01-02-2013, 06:16 AM
Any inputs/suggestions for improvements are very welcome.

Here is the skills I have given the Captain;
Captain Kerayz

Ship: Balls of Furry:
Deflector: Assimilated Deflector Array
Engine: Assimilated Subtranswarp Engines
Shield: Assimilated Regenerative Shield Array

Engineering Consoles:
Tetraburnium Hull Armor
Point Defence System
SIF Generator
Resonance Cascade Modulator

Science Consoles:
Rule 62 Multipurpose Combat Console
Assimilated Module

Tactical Consoles:
3x Disruptor Induction Coil
1x Transphasic Compressor

Armament:
Fore: 3x DHC Pol-Dis, 1x Rapid Reload Transphasic Torpedo Launcher
Rear: 2x Turret Pol-Dis, 1x Breen Transphasic Cluster Torpedo

Stations:
Tactical:
TT1, T:HY2, C:RF2
TT1, T:S2, C:SV2, APO3

Engineer:
EPtS1, RSP1
EPts1, AUXtS1

Science:
HE1

So what do You think? Are the skills I have given the captain suitable for this setup?
Is there some skills that ought to be changed for this setup to work better?
Is there something with this setup that ought to be changed to improve it overall?

Thanks in advance.
/Kerayz
Vice Admiral Kerayz of the Federation of Misfits.

Last edited by sandormen123; 01-04-2013 at 01:35 PM. Reason: Updated Setup and Stations
Republic Veteran
Join Date: Oct 2012
Posts: 1,986
# 2
01-02-2013, 06:34 AM
I'm not sure on your engineering boff layout. 2 Engi teams are a waste I think, and DEM is obsolete with your attack patterns. I suggest instead:

EptS1, Aux2SIF1
EptS1, RSP1

With two copies of EptS1 cycling, plus RSP and your 2 copies of Tac Team too, (chuck in the engineer skill RSF if you want) you should find your shields will stay up nicely. Aux2SIF has a nice cooldown and should sort out your hull heal along with Haz Emitters. The latter two skills can be used on allies too.

Regarding consoles, your tac setup is fine I think. But you really need 2 field gens in your science slots. You can put the assimilated console in an engy slot as it is vital. I would suggest the following console setup:

Engi:
Monotanium/Neutronium
Assimilated Console
Rule 62

Sci:
Field Generator x2

The armour consoles are your opinion but I feel Neutronium is most useful with its kinetic and all energy resist.

Also suggest you post your doff setup too!

Of course this is only my opinion and I recommend you wait for other, wiser people than me to reply!

Last edited by smokeybacon90; 01-02-2013 at 06:38 AM.
Career Officer
Join Date: Jun 2012
Posts: 829
# 3
01-02-2013, 07:18 AM
@SmokeyBacon
Yes, i avoided typing down the DOFFs, since i am still a little unsure of how to arrange the different stations. I agree that the station setup is sort of half-a**ed due to 2xET1 & 2xTT1.
I like the thought of one of each, but that indeed leaves me with two 'empty' ensign slots. I am not happy about adding something batterydriven stuff there. It would take up a dear deviceslot, but also forcing me to make use of a skill more. As the skill tree is now, i haven't added point towards the use of batteries.

I am taking into strong consideration what you are saying though.

Nice catch regarding DEM. Removed, and changed with RSP.
Field Emitter exchanged with SIF Generator.
Vice Admiral Kerayz of the Federation of Misfits.

Last edited by sandormen123; 01-02-2013 at 08:12 AM. Reason: Edited skillplanner.
Captain
Join Date: Jun 2012
Posts: 1,466
# 4
01-02-2013, 08:04 AM
Just one thing I doubt a little. I noticed you have 2x Tac Team and 2x Eng Team on your ship. Given that both of these share a global cooldown, you can only use one set of the two at a time, and 2x Tac Team is almost always necessary in an escort. Therefore, I recommend that you remove at least one ET and replace that with Emergency Power to Shields 1, as it will give you a small shield heal, along with plenty of shield resist.

Also, Extend Shields 1 is a very unusual choice, given that it can only be cast on other ships. You could stick with this, but healing others is more of a cruiser's job, IMO. I would go with Aux to Structural Integrity for a quick hull heal and resist.
Career Officer
Join Date: Jun 2012
Posts: 829
# 5
01-02-2013, 08:19 AM
Quote:
Originally Posted by scurry5 View Post
Just one thing I doubt a little. I noticed you have 2x Tac Team and 2x Eng Team on your ship. Given that both of these share a global cooldown, you can only use one set of the two at a time, and 2x Tac Team is almost always necessary in an escort. Therefore, I recommend that you remove at least one ET and replace that with Emergency Power to Shields 1, as it will give you a small shield heal, along with plenty of shield resist.

Also, Extend Shields 1 is a very unusual choice, given that it can only be cast on other ships. You could stick with this, but healing others is more of a cruiser's job, IMO. I would go with Aux to Structural Integrity for a quick hull heal and resist.
I agree regarding ES1. On top of being an asset for allies only, it also shares cooldown with reverse shield polarity. Depending on which one being used first, it almost certainly make the other one moot, due to cooldown

Proper headscratcher this one.
Vice Admiral Kerayz of the Federation of Misfits.
Starfleet Veteran
Join Date: Jun 2012
Posts: 578
# 6
01-02-2013, 08:21 AM
Tac Commander - TT1, ?, ?, ?
Tac Lt. Com - TT1, ?, ?
Eng Lt - EPtS1, AtSIF1
Eng Lt - EPtS1, RSP1
Sci En - HE

You can fill in the rest with what ever tac powers you want.

I really like APB3 for PvE but it is useless for PvP, also if you add two purple con (tac team) doffs you only have to use one TT1.
------------------------ /\ ------------------------

"The Road To Hell Is Paved With Good Intentions"
Career Officer
Join Date: Jun 2012
Posts: 829
# 7
01-02-2013, 09:04 AM
Quote:
Originally Posted by ussboleyn View Post
Tac Commander - TT1, ?, ?, ?
Tac Lt. Com - TT1, ?, ?
Eng Lt - EPtS1, AtSIF1
Eng Lt - EPtS1, RSP1
Sci En - HE

You can fill in the rest with what ever tac powers you want.

I really like APB3 for PvE but it is useless for PvP, also if you add two purple con (tac team) doffs you only have to use one TT1.
I believe i have found what to put into every slot, except half of the ensign slots. Sort of. I'll remove them and have two orion chicks standing there dancing instead.

With that new fashionable kinetic stuff out there, i cannot get myself to remove my Subspace Field Modulater either. I doubt reskilling more points into battery, using batteries to improve the shielding will help. It is already pretty effective. Getting batteries would/could (perhaps) reduce my firepower. I don't like peashooters.

I'll have to try this build out to see if it works, or is a Kodakmoment aka. FAIL.
Vice Admiral Kerayz of the Federation of Misfits.
Republic Veteran
Join Date: Oct 2012
Posts: 1,986
# 8
01-02-2013, 01:04 PM
Oh, another thing I spotted. You are running two torp skills, with only one launcher that utilizes them. Breen cluster is not affected by torp skills (or mine skills). It is not at all essential that you change this, but just incase you do want to free up a tac skill slot, you could probably drop either HY or TS, depending on your playstyle. Alternatively you could replace the cluster torp with a normal launcher and get more out of having 2 torp skills.
Captain
Join Date: Jun 2012
Posts: 1,671
# 9
01-02-2013, 01:21 PM
Quote:
Originally Posted by sandormen123 View Post
With that new fashionable kinetic stuff out there, i cannot get myself to remove my Subspace Field Modulater either. I doubt reskilling more points into battery, using batteries to improve the shielding will help. It is already pretty effective. Getting batteries would/could (perhaps) reduce my firepower. I don't like peashooters.
Batteries are backups at best. Emergency Power to Whatever is almost required for running a Engineer-focused ship (particularly EP2Shields, which gives you everything you ever wanted in a shield heal), and has nothing to do with your batteries skill.
Career Officer
Join Date: Jun 2012
Posts: 829
# 10
01-02-2013, 03:44 PM
Quote:
Originally Posted by mandoknight89 View Post
Batteries are backups at best. Emergency Power to Whatever is almost required for running a Engineer-focused ship (particularly EP2Shields, which gives you everything you ever wanted in a shield heal), and has nothing to do with your batteries skill.
Oh. Thanks for clarifying that. You are absolutely right. I must have had a temporary brainbleed.
Vice Admiral Kerayz of the Federation of Misfits.
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