Lt. Commander
Join Date: Dec 2007
Posts: 120
Ok, this build worked for season 1, but I've found since I logged in last that my galaxy has gone from being able to tank and blow the **** outta enemies, to being unable to even stand up to a single escort.

I've been refitting the ship and trying to figure out the best equipment and skills available these days, my current setup is.

Tactical:
Beam Overload I
High Yield II

Engineering
2x Engineering Team I
1x Emergency to Shields I
1x Emergency to Shields II
1xEngineering Team II
1xAceton Field
1xExtend Shields
1xReverse Shield Polarity (or whatever it is... the "recharge shields when hit by beams" one)

Science:
1x Jam Sensors
1x Science Team II

Weapons:
2x Dual Beam Bank MK X (Very Rare)
4x Quantum Torpedo Launcher MK X (Very Rate)
2x Beam Array MK X (Very Rare)

Shields:
Reman Prototype

Deflector:
Aegis

Impulse Engines:
Efficient MK XI (used to have MK IV at Season 1... defintely not as powerful anymore)

Eng Console:
RCS Accelerator MK XI
2x EPS Relay MK XI (Rare, 70% recharge rate)
(I have one other, can't remember what it was off the top of my head)

Sci Console:
Assimilated Console
Saucer Sep
Biofunction Monitor MK XI Rare

Tactical Console:
2x Phaser Relay MK XII Rare


MY original role with the Gal was support, she'd sit bank heal, and lob weapons fire off at enemies to distract them during escort flyovers. It worked great, but now she can barely hold her on, let alone assist anyone else.

Any recommendations would be appreciated (I dont have the cash to get a Defiant refit and I dont want the Prometheus). I've also not been able to get a good STF team together so Omega, MACO and the like are probably a long way off, best I can get is AEGIS and I have max crafting abilities at MA for those very rare kits too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-25-2012, 01:05 AM
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-25-2012, 01:11 AM
Tactical:

High yield three can be trained by a tactical captain

Engineering

The engineering teamsí share a cool down one is a little less than the used one
Extend shields are to a friendís advantage and your shields weaken because youíre reinforcing your friends

Science:

Consider replacing with polarize hull to break tractor beams my own opinion.

Weapons:

You need to replace all your weapons with Mark XI Very Rear (for the best damage)
Dual beam banks have a very narrow firing arc.
Torpedoes share the same cool down so their no real help but are taking up space, consider replacing 1 dual beam bank and two torpedoes (leaving one forward and one aft) with, additional beam arrays this will allow you to broadside a target more effectively and give you a 360 firing arc.

Shields:

If you have a Mark XI shield your fine there it has the highest capacity of all the shields in game

Deflector:

The deflector is fine

Impulse Engines:

The best impulse engine for space combat is: Aegis, the best for sector space travel is the Retro Borg tech engine

Eng Console:

The Accelerators are good no problems there (I use 4 on my excelsior and it turns like an escort which is good but at the expense of hull armour )
Consider going down to one EPS manifold cause theirs a engineering officer ability that does it also
And consider putting some armour on for protection

Sci Console:

The Assimilated console has limited usefulness at best without the other parts
Saucer Sep, nothing wrong with that
Bio function Monitor, nothing wrong with that either

Tactical Console:

2x Phaser Relay MK XII those are very good but ONLY work if your using phaser based weapons

Note;

As much as having the proper equipment on your ship it also depends on your skill tree, but there I canít help you because I am a ship tech guy not a build guy..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-25-2012, 03:18 AM
Quote:
Originally Posted by maquis View Post
Tactical:

High yield three can be trained by a tactical captain
High yield 3 cannot be used on a Galaxy refit. Only on an Excelsior or a Galor cruiser.

Count23, I recommend you use Torpedo Spread 1 and Beam Fire at Will 2. You will do more damage on multiple targets.


Quote:
Originally Posted by maquis View Post
Engineering

Extend shields are to a friendís advantage and your shields weaken because youíre reinforcing your friends
Wrong. Extend shields does not weaken your own shields.

However, I suggest this engineer boff loadout for count23:

Cmdr:
Aux to Structural 3
Engineering team 3
Aux to Dampeners 1 (increases your turn speed and damage resistance)
Emergency power to weapons 1

Lt. Cmdr:
Emergency power to shields 3
Reverse Shield polarity 1
Emergency power to weapons 1

Ensign:
Emergency power to shields 1

Why two versons of emergency to shields and weapons? Because you can chain them one after another, keeping your weapons and shield power up constantly. Very useful to have max power in both those areas as consistently as possible.



Quote:
Originally Posted by maquis View Post
Science:

Consider replacing with polarize hull to break tractor beams my own opinion.
I suggest hazard emitters 1 and transfer shield strength 2. Hazard emitters clears debuffs and heals hull, transfer shield strength boosts your shields and a ally's shields at the same time if you target them and use it.

Also, carry auxiliary batteries in one of your device slots. Have 50 or so of them in reserve. Hazard emitters, transfer shield strength and aux to structural all get a boost when you have high aux power. Use an aux battery before activating one or all of those three abilities to get the maximum effect. With batteries, you don't need to waste an engineering boff on the emergency to auxiliary skill.

Quote:
Originally Posted by maquis View Post
Weapons:

[color="red"]
Torpedoes share the same cool down so their no real help but are taking up space, consider replacing 1 dual beam bank and two torpedoes (leaving one forward and one aft)
Wrong. Two torpedoes can now be fired one second after the other. You can use multiple torpedoes in a single firing arc if you want and they can be very useful. However, more beam weapons are usually better because they work better on shields and they have a much wider arc if you use beam arrays.

Quote:
Originally Posted by maquis View Post
Eng Console:

The Accelerators are good no problems there (I use 4 on my excelsior and it turns like an escort which is good but at the expense of hull armour )
Consider going down to one EPS manifold cause theirs a engineering officer ability that does it also
And consider putting some armour on for protection
Get rid of the accelerators, they don't help the Galaxy class at all. A ship with a base turn rate of 6 is barely affected by RCS accelerators. The Excelsior gets a much bigger benefit from them because it has a base turn of 8. Best engineering loadout is:

1 EPS manifold
1 Monotanium or Neutronium hull plating
1 Assimilated module (it is a lot more useful than maquis says it is, don't listen to him)
1 Damage specific armor like Diburnium for disruptors or Electroceramic for plasma weapons. Swap between them depending on the ships you're fighting.

Quote:
Originally Posted by maquis View Post
Sci Console:

The Assimilated console has limited usefulness at best without the other parts
Saucer Sep, nothing wrong with that
Bio function Monitor, nothing wrong with that either
Get rid of saucer sep. It's useless on the galaxy class. It makes your hull weaker and does nothing to make you do more damage. If you use mostly beam arrays and a couple of torpedoes, you will not need to turn much anyway.

I say use two Field Generators. Right now they each increase your shield hitpoints by 35% and you can use two at once.

Otherwise if you decide to spend some real cash or use cryptic points that you can buy with dilithium, buy the Venture class variant which has the "Antimatter Spread" console. Antimatter Spread is a brilliant ability that breaks all target locks on you for 8 seconds and makes enemy ships shoot each other. it's like a free Scramble Sensors ability and it is well worth the pricetag.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-25-2012, 11:39 AM
Quote:
Originally Posted by Forgotten-Nemesis View Post
Get rid of saucer sep. It's useless on the galaxy class. It makes your hull weaker and does nothing to make you do more damage. If you use mostly beam arrays and a couple of torpedoes, you will not need to turn much anyway.

I say use two Field Generators. Right now they each increase your shield hitpoints by 35% and you can use two at once.
2 things.... 1st is that saucer sep allows your drive section to turn like an escort. so i would put it as your last eng console (neutronium, borg, and EPS).

2nd, the +35% shields do NOT stack. using 1 is more than enough. Your other 2 consoles should probably be shield emitter + 24, for better shield healing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-25-2012, 05:15 PM
Quote:
Originally Posted by Cyell
2 things.... 1st is that saucer sep allows your drive section to turn like an escort. so i would put it as your last eng console (neutronium, borg, and EPS).
And turning like an escort is pointless when you use beam arrays in a cruiser. You don't need to turn quickly. especially since separation has a long cooldown and dual beam banks are useless when you reconnect and have to wait until you can separate again.

Quote:
Originally Posted by Cyell
2nd, the +35% shields do NOT stack. using 1 is more than enough. Your other 2 consoles should probably be shield emitter + 24, for better shield healing.
You are correct, they do not stack. They did for a little while in the last month when they messed around with the way the console works. I just discovered today after posting that they removed the stacking bonus. Still, I suggest something like the assimilated console in the remaining science slot and use the engineering slots for hull armors and one EPS console. You really don't need anything else.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-25-2012, 05:47 PM
Quote:
Originally Posted by Forgotten-Nemesis View Post
Wrong. Two torpedoes can now be fired one second after the other. You can use multiple torpedoes in a single firing arc if you want and they can be very useful. However, more beam weapons are usually better because they work better on shields and they have a much wider arc if you use beam arrays.
I thought Quantums had a global cool-down? Or do you mean different types of torpedoes?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-25-2012, 06:06 PM
Quote:
Originally Posted by pr1983 View Post
I thought Quantums had a global cool-down? Or do you mean different types of torpedoes?
All torpedoes have a global cooldown of 1 second. Fire one quantum, you only have to wait one second to fire another if you have two in the same arc. Both still have their own 8 second cooldown, so you still have to wait 7 seconds to fire the first quantum again.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-25-2012, 06:08 PM
Quote:
Originally Posted by Forgotten-Nemesis View Post
All torpedoes have a global cooldown of 1 second. Fire one quantum, you only have to wait one second to fire another if you have two in the same arc. Both still have their own 8 second cooldown, so you still have to wait 7 seconds to fire the first quantum again.
it used to be different, right? I mean, i'm not just imagining...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-25-2012, 06:34 PM
I'm pretty sure it's a 3 sec global CD. i.e. when one fires the other has to wait 3 sec before it can fire.
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