I have a Caitian Engineer that uses the Galaxy-X. I put together a pretty interesting build with it, using Phasers, Quantum Torpedo's and Quantum Mine's. I basically went Phaser Beam Array's all around except I put one Quantum Torp Launcher up front, and a Quantum Mine Launcher in the back. I find that by doing this I can keep a pretty good arc of damage. Basically I have no less than 3 beam banks firing on a target at any given point except when being attacked from the rear. In such case I use the Mine launcher. Front side damage is pretty good, as I use Target Shield Subsystems II and Phaser Lance. I always recommend using the lance after you get someone's shields down for maximum effect, and since it's on such a large timer, it's well worth it.
Defense wise I think I've got the Borg Engines, Deflector Dish, and Assimilated Console, then use the Aegis Shield Array. I find that my overall shields are too low using the borg shields and really by using all 4 pieces you just get a tractor beam. With the 3 pieces you still get the regen shields from the set. I also use EP2S III, which helps to fix my shields when being attacked, especially if someone manages to get them down. I also use DEM III or II I can't exactly remember without logging in... but it helps bust though the shields for that little extra damage with the beams.
Anyway just a few idea's. Mine is built more like a tank than a straight DPS build, but I find I can crank out a pretty decent amount of DPS as well.
I decided to go with Phaser Arrays..after playing yesterday I noticed that I spent more time then I though on my broadside so I think I should go with the Phaser Arrays..I might go with the AntiProton when the skill tree changes.
Interesting idea about the mines though have you tried Tricobalt Mines?
I also now have the Borg Console, Deflector and Engines.
My plan was this...Borg Console, Engines and Shields with the Aegis Deflector.
Originally Posted by Heathen666
I'll happily craft you some v.Rare q-Torps. E-mail in game if you want me to.
Thanks for the offer but I have just got 3x Phaser Dual Beam Banks XI (Very Rare) & 2x Quantum Torpedo XI (Very Rare)
- EPS Flow Regulator Mk X (Very Rare)
- RCS Accelerator Mk XI
- 2x Neutronium Alloy Mk XI
- Assimilated Module
- Biofunction Monitor Mk XI
- 2x Phaser Relay Mk XI
For bridge officers, here's my layout as well.
- Commander Engineering: Emergency Power to Shields I, Engineering Team II, Auxilliary to the SIF II, Aceton Field III
- Lt. Commander Engineering: Engineering Team I, Emergency Power to Shields II, Reverse Shield Polarity II
- Lieutenant Science: Science Team I, Hazard Emitters II
- Lieutenant Tactical: Torpedo High Yield I, Attack Pattern Beta I
- Ensign Tactical: Tactical Team I
And finally, my Power Display setup:
Mind you the power display does NOT include in it the various bonuses from my consoles/equipment/etc. It's focus is maximum survival against Borg in STFs/Red Alerts, specifically against Tactical Cubes or Command vessels (Unimatrix X of 10). I typically save my Torpedo: High Yield for use with the Tricobalt torpedo so when it hits, whatever it does notices. Attack Pattern Beta is used every time it comes off cooldown to help maximize damage output, and is particularly fun when using the Phaser Spinal Lance against an unshielded target, or even one that still has shields. Tactical Team is always in use for me, unless for some reason between the Borg set's hull regen bonus (Autonomous Regeneration Sequencer) and Aux to SIF II isn't keeping up with incoming damage. Reverse Shield Polarity comes in handy when those pesky Borg hit you with a shield neutralizer and your Hazard Emitters is down for the 8 seconds that the skill's active.
In all, not quite a tank, but built more around that which a dreadnought was in the World Wars. Carries a heavy punch, and can take a hell of a beating before sinking.
Also note: When the changes to the Gal-X go live on Holodeck, if I decide to keep the cloaking device, it'll replace the Biofunction Monitor science console, and a third Phaser Relay will take the added tactical console slot.
Your weapon setup would basically be the same as mine bar the tricobalt torpedo..I have never tried one of them before..would it still be worth having even though I have not spent any skill points in it? I obviously know the skill tree is changing but lets face it that is at least 2 months away.
- 2x Phaser Relay Mk XI (Rare) +26x2
Emergency Power to Weapons 1/ Engineering Team II / Emergency Power to Shields 3
Emergency Power to Weapons 1/ Auxiliary to Structural 1 / Emergency Power to Shields 3 / Directed Energy Modulation 3
Hazard Emitters 1 / Scramble Sensors 1
Tactical Team 1
Torpedo: High Yield 1 / Beam Array: Overload 2
With all my captain skills and traits..as well as the Def, Shield & Engines it should give me an output of:
Now with Emergency Power to Weapons and Shields..and also having 2 of each it should give me a continuous boost to this:
DEM3 and Beam Overload should work well together especially forward facing on my Dual Beams.
All in all a decloak, Attack Pattern Alpha, EPtW, Tactical Team, DEM3, Beam Overload & Torpedo: High Yield should wipe out a cruiser very quickly..with the enhanced shields to sustain any damage and scramble sensors when there are too many..not that there will be a real problem imo.
Bear in mind, before you respec your captain's skills, we're going to get another free respec here soon when the skill changes on Tribble server go live in the first week of December. If I were you, I'd work on everything else (since you said you had points in Escorts), since that part gets fixed in the new skill system. Instead, I'd focus on just getting the BOff abilities you want, gear and so forth.
Personally, if anything Pixie, I'd go with the Assimilated Regenerative Shield Array over the Aegis Covariant, which while it doesn't have as much capacity, it has a sickeningly fast regeneration rate. If you want shielding bonuses to go with it, replace the Assimilated Graviton Deflector Array with the Aegis model as it has a +5 shield power bonus. Now, I do PvE more than I do PvP so the massive capacity for shields is a moot point, especially in the face of the Borg shield neutralizer. I do however have some points that puzzle me.
· Why double up on Emergency Power to Weapons I and Emergency Power to Shields III? The latter I can understand because it's nice to juggle them every 15 seconds, but the first one seems like a waste when there's other tier 1 engineering BO abilities you could use.
· Why Scramble Sensors? There's a huge selection of Tier 2 abilities that are far better to utilize IMO, like Polarize Hull II for tractor beam immunity.
· DEM3, I've found that any rank of DEM is rather… lackluster in terms of shield penetration in use. You'd honestly get better mileage out of Aceton Field III which not only places a radiation DOT on the target, but for its 30 seconds of duration causes the target to deal 50% less energy weapon damage. Useful for anything you can't destroy in your opening volley, or for Tactical Cubes / V'Ger.
· I have thought about putting a level of Beam Overload into my setup, but since the Spinal Phaser Lance already has a significantly greater effect (albeit long cooldown), I find my mileage with Attack Pattern Beta works out better since it's 1) not sapping all my weapon power for a singular shot and 2) the rank 9 cooldown makes it easily spammable on a target, allowing you to do significant damage from your arrays and torpedoes. Plus, it has a separate cooldown from Attack Pattern Alpha allowing you to use them in conjunction with each other for some really amazing results.
However theres three things I'd suggest on on top of what Destraa mentioned:
Get rid of the Biofunction Monitor, it's useless for pretty much any ship. Instead use a Halon System to boost your Hazard Emitters.
RCS Accelerator is hardly worth having on a ship with such a low base turn rate. Its effect will be very marginal at best. You'd be better off with a different console here, such as a +7 shield power console or additional armour.
Ablative armour provides great resistance, but is quite specialist. Perhaps look at Neutronium armour since it covers all damage types, meaning the ship will have better all round resistance. You lose a little resistance in pha/dis/pla/tet, but you'll gain a good chunk of resistance against pol/ap and kinetic.