Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-03-2012, 09:45 PM
Assault Cruiser "Siberia" (with an engineering captain)

Fore:
Plasma Beam Array Mark XI [Acc]x2 [Dmg] (Very Rare)
Plasma Beam Array Mark XI [Dmg] (Uncommon)
Plasma Torpedo Launcher Mark X (Rare)
Dual Plasma Beam Bank Mark X [Dmg]x2 (Rare)

Aft:
Plasma Beam Array Mark X [CrtD] [Dmg] (Rare)
Plasma Beam Array Mark X [CrtH] (Uncommon)
Plasma Torpedo Launcher Mark X (Rare)
Plasma Mine Launcher Mark XI

Who says I like plasma?!

Consoles:
Tactical - 3x Plasma Infuser Mark XI (Uncommon) +24% Plasma Energy Weapon Damage / each
Science - 2x Shield Emitter Amplifier Mark X (Rare) + 12% Shield Regeneration Rate / each
Engineering
- Plasma Distribution Manifold Mark XI (Uncommon) +3,2 Weapon Power Setting
- EPS Flow Regulator Mark X (Rare) +65% Power Transfer Rate
- Parametallic Hull Plating Mark X +28 Polaron/Antiproton Damage Resistance
- Ablative Hull Armor Mark X (Rare) +24 Phaser/Disruptor/Plasma/Tetryon Damage Resistance

Shield is Reman Prototype Mark XI, engines are Combat Hyper-Impulse Mark VI (Rare) and deflector is Positron Deflector Array Mark X.

I started playing two years ago and back then I didn't use exchange (and we didn't have Dilithium Store, or dilithium altogether), so my gear ended up being random crab from drops. Then I reached lvl 50 and quit paying. Now in the era of F2P I have began modernizing my ships. Suggestions are very welcome, although I'm now giving up plasma weapons / my variety of 'em so advice is most helpful in the areas of consoles and engines/deflector/shields. I don't really need boosted turning rate for anything (there's always reverse...).

I am however uncertain about my choises in Science-consoles, engines and especially deflector. I never learned what difference can a deflector do. My current array boosts shield emitter, structural integrity and shield systems so it sounded like a useful one - don't really know. I also have always trusted in Covariant Shields and never bothered to try if faster regeneration rate would pay off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-05-2012, 03:40 AM
I found Plasma, Phaser, and Disruptor are the most commonly resisted energy types...coupling this with the lower DPS of cruisers, I opted for Tetryon for its shield stripping ability and FAW1 or 2. I have been tearing through shields with this, and I will cycle in one of my engineer boffs with DEM3 to punch through when using FAW. This has been pretty effective. I would drop the plasma, and stick with one of the more rare energy types: Tetryon, Polaron, or Antiproton.

Also, I would double your EPS flow regulators and rock 2...more juice means more power to your weapoins means more hate and discontent being spewed from your weapon ports.

Heck I am tempted to rock all beams, only beams and use FAW1 and BO2.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-05-2012, 06:46 AM
With plasma, you can kill your enemies without that much touching their shields at all, it may be slow... but what's the hurry. Regarding PvP one could argue that despite the cruisers supportive rather than dps-dealing role, every dps counts.. but let's allow me to keep my happiness from this nice spring day and not make this an discussion about that.

I'll take your advice about Flow Regulators though, thanks.

But yeah, you're right. Replying to your post was more difficult than my project management exam earlien today at school. Huh. The bottom line is that plasma isn't the best choice. I still like it more than the mentality about getting the job done as fast as possible. I play to play, it means having fun and plasma is the most fun damage type in the game. Like I said in the beginning of my reply, shields mean nothing against plasma, nor does time againts freedom. Plasma is a way of life!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-05-2012, 07:09 AM
I tried to like plasma, but the DOT doesn't stack with successive hits and plasma is cleared via HE. I found for PVP against good groups is that you want to drop those shields on enemies fast since in general cruisers will be buffing theirs and others shields a lot. My Tetryons strip them quick, which is a boon for the whole team as now my Tac Escort buddies do not have to work as hard. Plasma is cool with awesome effects, but tetryons I found were better then the plasma, phasers (even with the subsystem disable), and disruptors...there are too many resists against them. Polarons seem like they need a lot synergy to make them work, such coupling them with a beam array: target subsystem power.

I would like to know why antiproton is favored alot...what makes them much better then the other damage types.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-05-2012, 08:09 AM
Hi
I just wanted to update my build as I've changed it a lot

Assault Cruiser:

Fore Weapons
Borg AP Beam Array Mk XII
Borg AP Beam Array Mk XII
Borg AP Dual Beam Bank Mk XII
Borg Photon Torp Mk XII (Plan on changing to Quantum)

Aft Weapons
Borg AP Beam Array Mk XI (Will change to Mk XII when I can)
Borg AP Turret Mk XII
Phaser Beam Array [Dmgx2] (Will change to Borg AP Beam Mk XII)
Breen Cluster Torp

Deflector
M.A.C.O Mk XI (Will change to Mk XII)

Engine
Borg Assimilated

[b]Shield [/B
M.A.C.O Mk XI (Will change to Mk XII)

Engineering Consoles
Blue (Rare) Neutronium Mk XI Armor x2
White (Common) Ablative Hull Armor Mk XII
Blue (Rare) Tetraburnium Armor Mk XI

Science Consoles
Blue (Rare) Field Generator Mk XI (35% Cap)
Borg Assimilated Module

Tactical Consoles
Blue (Rare) AP Mag Regulator Mk X x2 (If/when I can I will upgrade to Mk XI)
Green (Uncommon) Directed Energy Manifold Mk XII (Will change to AP Regulator)

Since changing to this build (Still unfinished!) I have noticed a huge difference in survivability and DPS And the combination of armors give me (as far as I can tell) Max overall resistance, the stats are: Kinetic 25.7%, Phaser 37.2%, Disruptor 37.2%, Plasma (Borg use Plasma so useful for STFs) 45.1%, Tetryon 45.1%, Polaron 37.2%, Antiproton 37.2.
However I'm considering changing a Neutronium for an EPS Regualator but I don't I know what exactly they do.

BOFF Abilities

Before changes:

Tactical Lieutenant
Torpedo Spread I
Beam Overload II

Tactical Ensign
High Yield I

Engineering Commander
Emergency To Shields I
Reverse Shield Polarity I
Boarding Party II
Eject Warp Plasma II

Engineering Lieutenant Commander
Engineering Team I
Engineering Team II
Auxiliary To SIF II

Science Lieutenant
Hazard Emitters I
Feedback Pulse

After Changes:

Tactical Lieutenant: Same

Tactical Ensign
Tactical Team I

Engineering Commander: Same

Engineering Lieutenant Commander
Engineering Team I
Emergency To Weapons II
Aux To SIF

Science Lieutenant
Hazard Emitters I
Tyken's Rift I
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-05-2012, 11:37 AM
Quote:
Originally Posted by Bailey-Z-Kerr View Post
However I'm considering changing a Neutronium for an EPS Regualator but I don't I know what exactly they do.
EPS Regulator will boost your power transfer rate so when switching power from weapons to say shields it will transfer faster - you will also recover faster from full impulse gain. They do not boost DPS at all. Weapon power is drained by say 10 when a beam fires, it used to be you had to then regen that 10 to return to your pre-fire energy level, now weapons simply lock out that 10 power and then return it when the fire cycle completes so EPS no longer does anything to recover from weapon power drain.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-05-2012, 05:17 PM
Quote:
Originally Posted by shmutzig View Post
EPS Regulator will boost your power transfer rate so when switching power from weapons to say shields it will transfer faster - you will also recover faster from full impulse gain. They do not boost DPS at all. Weapon power is drained by say 10 when a beam fires, it used to be you had to then regen that 10 to return to your pre-fire energy level, now weapons simply lock out that 10 power and then return it when the fire cycle completes so EPS no longer does anything to recover from weapon power drain.
Very much this. EPS consoles haven't helped with weapon energy levels for a very long time. At best they will help recover power levels from firing off beam overloads or transferring power as stated above.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-06-2012, 12:15 AM
Sovreign Assualt Cruiser: USS Aramathais (D)

Weapons:

Fore:
1 Quantum Torpedo Launcher Mk 12 [?][Borg][?]
3 Phaser Beam Array's Mk 12 [?][Borg][?]

Aft:
1 Quantum Torpedo Launcher Mk 12 [?][Borg][?]
3 Phaser Beam Array's Mk 12 [?][Borg][?]

Systems:
M.A.C.O. Mk 11 Deflector
M.A.C.O. Mk 11 Engines
M.A.C.O. Mk 11 Shields


Eng:
EPS Power Console Mk 11 (Blue)
Neutronium Alloy Mk 11 (Blue) or Electroceramic Alloy Mk 11 (Blue) (35% plasma resist for STF's)
Assimulated Module
RCS Console Mk 11 (Blue)

Sci:
? < Not sure what is here ATM
Field Generator Mk 11 (Blue)

Tac:
Phaser Relay Mk 11 (Blue)
Phaser Relay Mk 11 (Blue)
Phaser Relay Mk 11 (Blue)

Officers:
Tactical:
Ensign - Tac Team 1
Lieutenant - Fire at Will 1, Topedo Spread 2

Engineering:
Lieutenant Commander - Emergency Power to Shields 1, Engineering Team 2, Direct Energy Modulation, Aceton Beam 3
Commander - Emergency Power to Shields 1, Boarding Party, Reverse Shield Polarity, (Extend Shield Strength as 4th skill in case I want to swap them around.)

Sci:
Lieutenant - Polarize Hull 1, Hazzard Emitter 2 (STF's)

or

Lieutenant - Tractor Beam 1, Scramble Sensors 1 (Solo)

or

Lieutenant - Hazzard Emitter 1, Transfer Shield Strength (Healing)

Currant ideas, getting a set of the Polarised Tetryon Beams from New Link to try out. I also have enough to get a set of 6 Mk 11 Antiproton Borg spec beam arrays. I upgraded the quantums because I know I'm keeping those.

EPS doesn't help weapons fire anymore... hmm may need to put another armor console on than. I rarely change power levels as my two EPtS's keep me at 96 Shield power while my weapons are maxed at 125. And I can always pop the Engineer EPS transfer power when I do it.

My ship is designed to fly above a Borg Tac Cube and not die, since I'm out of the (Invisible, unstoppable, instant, one shot kill) Torpedo Arc it acomplished this very well. For all those people who say 5 Escorts are they way to do Elite STF I say your wrong, a good tank holding agro allows the escorts to do their work without the 15 second interruption of dying and respawning. My lack of DPS is made up for by not losing all the escorts every alpha strike.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-06-2012, 04:15 AM
8 beams FTW
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-06-2012, 05:56 AM
Assault Cruiser : U.S.S. Athabaskan

Fore:
4x Disruptor Beam Array MkXII [Borg]

Aft:
4x Disruptor Beam Array MkXII [Borg]

Tac consoles:
3x Disruptor Consoles

Engineer consoles:
1x EPS flow
1x Neutronium Alloy
1x Assimilated
1x SIF Gen

Science console:
Field emitter very rare MK XI
Shield Emitter amplifier rare MK XI

MACO Shield Array Mk XI
Assimilated Deflector Array
Assimilated Impulse Engines

Tac boffs:
Ensign: FAW 1
Lt : FAW1, APB1

Eng boffs:
Com: EPtW1, EPtS2, EngTeam3, SIF3
LtCom: EPtW1, EPtS2, Boarding Party 2

Sci Boffs:
Lt: HE1, TSS2


As an engineer I've been able to build my ship as a straight up tank for elite STFs. When all the heals are cycling properly the ship has a pretty high resistance/heal tank which is sustainable against Tac cubes, and if/when someone else grabs aggro most of the healing can be redirected.

The ship is capable of decent sustained DPS, more so than some other tanks, but the tac skills are more for aggro sustain and debuff purposes so the escorts can burn targets down faster.

Normally I'd be running two engineering teams, but when I maxed Engineering CXP I took enough maintenance engineers to lower one to the global cool down.

The LtCom engineering skill is really open to anything, I'm using BP2 because I have Kel slotted and when 6 shuttles land on a Tac, they can do a number on it's systems.
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