I'm considering a Nausicaan char. and I wanted to get a Guramba for him. So now, I'm a bit in between as to wheather should I go with a tac.captain or an engineer.
To be honest, I considering an engineer only for survavibility reasons, otherwise it's my least favourite class in the game. I'd prefer a tact.captain for this, but then again I'm not fond of getting popped, other than the mandatory Borg invisi-torps of death. So my question to people that use the Guramba is:
- How is it in the survavibility department? I mean PvE here. I'm used to the Mirror Qin, which has the same Boff layout and similar stats and I find it quite durable. Then again, it has a cloak which can sometimes be an asset. I'm wondering, does the Guramba have any issues to survive in PvE, elite STFs and such and would I need an engineering captain to keep it allive better, or it can be handled just fine by a tactical captain.
On paper, it seems that I shouldn't have any issues of keeping myself alive even with a tact.captain (which would be my preferred option), but I wanted to hear from players that actually use the ship.
guramba is actually quite durable...the 3 slots for engi boff powers is already the maximum you can get for an escort/destroyer and if combine this with HE, TSS in the sci section you should be fine.
double up EPtShields to have strong shield resi and get a aux2sif 1 for your hull healing ability.
Once you have a feel that you are not depending on EPtShields, you can get a EPtWeapons to get the extra 10% more dmg buff.
i actually never had any considerable problem with my tac flying the guramba, and the tac buffs/debuffs really propell the javeline dmg numbers into orbit!
Consoles were Rare Mk XI or better. Gear was a full Aegis set (this toon hasn't completed Reps yet), and a Field Stabilizing Warp Core Mk XI [Coi] [W->A] [SSS]. For devices I had a Red Matter Capacitor and a Subspace Field Modulator.
As for the G's survivability? I doesn't have much. I would rotate the TT, EPtS, and AtS constantly via my "Fire All" button, basically keeping them always running. If I drew too much incoming fire I was toast. The worse part is there isn't much room for heals, so without an external healer to lend you support (and most people are flying Escort-like ships these days in STFs), once you take damage, it takes a long time to get back to full health... So you become fragile very fast.
I had only recently got the Embassy console... Adding that -Threat was a huge boost to Survivability (ie Rule one to staying alive is not getting shot in the first place).
In Elite STFs, one on one, I was ok versus spheres. I could kill them before they could kill me. Regular Cubes, like the ones that spawn in KASE, I could take them by myself most of the time. It could get dicey though if they got in lucky shot, or my buffs were on CD. Having some of a Sci Captain's defensive powers helped. I could not solo or withstand directed fire from Tac Cubes or Gates for long at all. I'd break off attack and get out of range most of the time.
Further commentary: I found the Siege Mode kind of pointless... It was a cool/fun/neat thing for a while when it was new... Doing that "Death Star" super laser blast was awesome... It can do some spectacular shots (over 100k at times), but normally against non-bosses it's pointless (that should be obvious) and against bosses it more often does 10-30k dmg, which isn't that impressive, especially because you lose 5-10s transforming that you could have been shooting your normal DPS.
Once that got old, I found more and more I'd stay in the regular mode. In Siege you lose a lot of turn rate and really slow down. And that sucks: You can't bring your forward DHCs to bear as readily and if you slow down your Defense drops.
So only just a couple of days ago I switched out of the Guramba (to the Krenn Destroyer).
Hope that helps.
When XP earnings during a Double-XP Weekend still feel like I'm underperforming,
there's something terribly wrong with the reward system...
You can find/contact me in game as @PatricianVetinari. RIP Terry Pratchett. Original Join Date: Feb 2010.
I run the Guramba with an engineer, survivability is not a problem for me due to having "Miracle Worker" which acts as a big "Oh %#^" button when things get hairy. Such a fun ship to fly, and because javelin
Damage wise it does really well won't keep up with a well built 5 tac console escort or warbird but its good
Survivability wise it's fine I run maco mk12 from back in the days where it didn't take 4 years to get them
The trick is you have to keep moving apo and epte Helps in That
The javelin if used right is a nice tool but I would only use it on bosses where their slow and you can line your shot up
Your survivability isn't down to the ship 8 times out of ten its piloting and suboptimal gear that will hamper your survivability
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
the guramba is really survivable. I have a kdf eng and a kdf tac. The eng is ok in the guramba but not having APA with the javelin kinda sucks. I say go with the tac captain, it's the difference between one shotting something with well over 100k damage or just doing 50-60k.
My KDF Sci Alien was flying the Guramba for a quite a while. It's a good PvE ship overall, but not great.
What are you talking about? It IS one of the great ships, it's the only ship I flew before I got the Galor and i'm still using it time to time because it is amazing and the Javelin is alot of fun. Of course it's not gonna be that good if you're a sci flying it, but that's your own fault.