What kind of stuff do you have access to in terms of fleet gear, and how much you looking to sink into your build? I'm sure a lot of people can think of ways to make it work for 2m ec, and ways to go nuts via fleet everything, depending on how serious you intend to be. (However to truly tank effectively, actually take and hold aggro, you'll probably need a +th console no matter what your other resources.)
From my experience of what works on Cruisers, I've put together this build very quickly. It's fairly cheap, and almost all of the gear can be acquired from mission rewards or the exchange, with the exception of the Assimilated Module and Cutting Beam, and the threat-generating embassy console. Rarity of gear to taste.
You'll find that the Marauder handles quite differently to the Excelsior. This build is designed to get into the thick of the fight and stay there until it's over. Keep in mind that the hangar pets can be used on yourself or an ally; if you have an ally selected when you use the "Defend" command they will protect the ally instead of you. If you don't like how that particular Hangar works, swap it for To'Duj fighters to deal extra damage.
If you feel short on heals, you could swap the EPtW1 for EPtS1. For more damage instead, consider reshuffling Eng abilities to slot an Aceton Beam - but if you don't take any abilities that require Particle Generators, then you can put more skill points into Engineering skills.
No torpedoes included because of the lack of Tac BOff powers and Tac console slots to maximise their effectiveness. Consider a Hargh'Peng Torpedo because of this (in place of the DBB) as it can't be boosted by Boff abilities anyway.
More expensive options:
- More [Pla] embassy consoles
- Fleet or Romulan Reputation weapons
- [+Turn] mine consoles
- KHG, Adapted KHG, or Fleet Deflector/Engine/Shields
- Elite Scorpion hangar or any Elite fleet hangar to suit your preferences.
Last edited by starblade7; 08-17-2013 at 11:50 PM.
Com Eng: Eng Team I, RSP I, ES II, Aceton Beam III
LT Com Eng: EPtE I, EPtS II, Aux2Sif II
LT Sci: Polarize Hull I, Scramble Sensors I
Ens Sci: Hazard Emitters I
x2 Projectile Weapons (1 blue, 1 purple)
x1 Shield Distribution
x1 Systems Engineer (?) - can't remember the name, reduces cooldown on EPt abilities
x1 (?) - Nor this one, the one that gives Aceton Beam a chance to reduce subsystem power on target
As you can see I've gone for a support-ish build here which is why I went with torps, all power is to shields. Damage is a second priority with this ship, but it does spit out torps at a decent rate. And fully buffed it can still do serious damage with that cluster. the x2 piece bonus with the cutting beam helps, I may look to swap the cluster for those web mines for the x2 piece nukara bonus too.
I'm quite happy with this build, it survives tac cubes in ISE, it even survived a couple of blasts from that new elachi console. There are things I can do to make it better, but I don't have the assimilated set and I'm not prepared to spend serious Dil on embassy consoles or anything like that.
That's the best thing about it, cheap! Free ship, space set and half the weapons. The consoles and other weapons were borrowed from other ships. The final price tag came under 1 Mil EC.
Heres my submission - based off my Torpvette, its a transphasic based, no rep, no fleet, non lockbox (although I do advise picking up a suliban matter/anitmatter doff for a2d) cheap 'n cheerful build designed to turn the 'pigboat' into a fairly high speed (impulse 90 on my boat), shield ignoring patrol cruiser built more for group combat than single (I chose the paratrinic as its easy to get and with dual epts3, is rather tanky, ignoring the horrendous bleedthrough)
As to the cmdr eng ability, for kerrat (yes, I took it to kerrat for a test...and my god, the elachi spam...), I prefer acetone beam - using the harpengh to force an he use; this then gives acetone a free duration time - and the energy damage reduction that really helps your survival
Weapons Fore: 3 Polaron Array, Polaron DBB or torp-of-choice
Weapons Aft: 3 Polaron Array, KCB
Deflector: Positron [flwc][sif][stl]
Warp Core: Field Stabilizing
Hangar: Scorpions or To'Duj
Eng Consoles: Plasmonic Leech, Assimilated Module, 2 Neutronium
Sci Consoles: Emitter Array (+Th), 2 Field Generator
Tac Consoles: 2 Polaron
EPTW1, EPTS2, Extends2, Aux2SIF3
ET1, RSP1, EWP1
TT1, APB1 or FAW2 (APB for team support, FAW as an 'attention getter')
PH1, or TB1 if facing enemies with weak or no tractors
Use a couple of Damage Control doffs to cut the EPTx cooldowns, power around 100/40/20/40, and the rest is pretty straightforward "Fed Beamboat" but with a rowdier crew. And if you decide you like it, easy to upgrade with fleet neutronium consoles or reputation sets or lockbox weaponry, but even the base model will hold its own. Worked for my old Star Cruiser.