Captain
Join Date: Jun 2012
Posts: 1,118
# 11
01-02-2013, 03:21 PM
I setup my Breen ship like I did my Fleet Tactical Escort Retrofit, but with all my old gear.

Weapons:
4x Phaser DHCs (fore), 3x Phaser turrets (aft), 1x Phaser beam array (aft)

Consoles:
4x Phaser Relay mk xi (blue), 1x Field Generator (blue), Breen console, 1x Embassy Shield Emitter (-threat, +plasma DOT), RCS console mk xi (blue), Assimilated Module, and Zero-Point Energy Conduit

BOFF layout:
Tact: 2x TT, C:SV1, APD1, APO1, C:RF3
Eng: 2x EPtS1, RSP1
Sci: HE1, TSS2, TSS3

Ship equipment:
MACO mk XI Deflector and Shield
OMEGA mk XII engine

It's a bit hard to get used to, but it's not a bad ship. Overall, it appears that this ship has more power to all of the subsystems than my Fleet Tactical Escort Retrofit (most likely because of the Zero-Point Energy Conduit).

In comparison, this ship has about 3-4k more hull and about 1.5k more shields. But, at the cost of less flight speed (26 instead of 28) and a lot less turn rate (28 instead of 42). Even with the significantly less turn rate, it still turns pretty well.

I'll probably stick with my Fleet Tactical Escort Retrofit, but if I wanted a ship to use for the sake of having something else to fly, I suppose this would be the ship.

I like an all cannon build, but I think having 4 turrets on the aft may affect my power regen rate. So, I think it's best to use something that will only activate when I'm not firing my fore.

Last edited by shookyang; 01-02-2013 at 04:14 PM.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,185
# 12
01-02-2013, 03:25 PM
Quote:
Originally Posted by shookyang View Post
I setup my Breen ship like I did my Fleet Tactical Escort Retrofit, but with all my old gear.

Weapons:
4x Phaser DHCs (fore), 3x Phaser turrets (aft), 1x Phaser beam array (aft)

Consoles:
4x Phaser Relay mk xi (blue), 1x Field Generator (blue), Breen console, 1x Embassy Shield Emitter (-threat, +plasma DOT), RCS console mk xi (blue), Assimilated Module, and Zero-Point Energy Conduit

BOFF layout:
Tact: 2x TT, C:SV1, AP1, AP:O1, C:RF3
Eng: 2x EPtS1, RSP1
Sci: HE1, TSS2, TSS3

Ship equipment:
MACO mk XI Deflector and Shield
OMEGA mk XII engine

It's a bit hard to get used to, but it's not a bad ship. Overall, it appears that this ship has more power to all of the subsystems than my Fleet Tactical Escort Retrofit (most likely because of the Zero-Point Energy Conduit).

In comparison, this ship has about 3-4k more hull and about 1.5k more shields. But, at the cost of less flight speed (26 instead of 28) and a lot less turn rate (28 instead of 42). Even with the significantly less turn rate, it still turns pretty well.

I'll probably stick with my Fleet Tactical Escort Retrofit, but if I wanted a ship to use for the sake of having something else to fly, I suppose this would be the ship.

I like an all cannon build, but I think having 4 turrets on the aft may affect my power regen rate. So, I think it's best to use something that will only activate when I'm not firing my fore.
If you're using the Borg Assimilated Module, why not replace the rear-mounted phaser array with a Kinetic Cutting Beam for the 2-set Omega Weapon Amplifier? The latter gives you a Nadion Inversion / near-zero weapon energy weapon drain for maximum DPS every few seconds. EDIT: You can also replace the RCS with a Tachyokinetic Converter for better turn rate and improved criticals.
Ensign
Join Date: Jan 2013
Posts: 2
# 13
01-02-2013, 03:35 PM
I love your set up. Good job.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,185
# 14
01-02-2013, 03:52 PM
Quote:
Originally Posted by petaluma1 View Post
I'm useing almost the same set up and agree the Hyper Torp is a great weapon to have for gates and slow moving targets. The only question is, are the new weapons from the Fleet Bases better than the Romulan weapons? and what about the new Embassy weapons that are coming out?
For PVE, the Romulan Hyper-plasma torp is very nice

For PVP, destructible torps are highly vulnerable to CSV's. Yes, most PVP'ers use CRF only, but it just takes 1 CSV BOFF switch mid-match to completely shut down hyper-plasma torps. As far as fleet weapons go, yes, there are Elite Fleet Weapons that will be better than Romulan weapons, but those will only be available to T5 starbases with a T5 Fabricator. I don't have any info on the new Romulan Embassy weapons yet, but our fleet has folks grinding daily's to upgrade our embassy ASAP.
Captain
Join Date: Jun 2012
Posts: 1,118
# 15
01-02-2013, 04:13 PM
Quote:
Originally Posted by shar487a View Post
If you're using the Borg Assimilated Module, why not replace the rear-mounted phaser array with a Kinetic Cutting Beam for the 2-set Omega Weapon Amplifier? The latter gives you a Nadion Inversion / near-zero weapon energy weapon drain for maximum DPS every few seconds. EDIT: You can also replace the RCS with a Tachyokinetic Converter for better turn rate and improved criticals.
The Tachyokinetic Converter is on my Fleet Tactical Escort Retrofit. Since I'm keeping that ship and don't intend to use the Breen ship that often, I'd rather keep it where it is and not spend another 200 lobi crystals on it.

As for the cutting beam, it doesn't get any benefit from my tactical consoles. I suppose I could try it out, as I have nothing else to spend Omega marks on...
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,185
# 16
01-02-2013, 04:22 PM
Quote:
Originally Posted by shookyang View Post
The Tachyokinetic Converter is on my Fleet Tactical Escort Retrofit. Since I'm keeping that ship and don't intend to use the Breen ship that often, I'd rather keep it where it is and not spend another 200 lobi crystals on it.

As for the cutting beam, it doesn't get any benefit from my tactical consoles. I suppose I could try it out, as I have nothing else to spend Omega marks on...
I swap consoles between my ships as needed. Like you, I only have 1 Tachyokinetic Converter console. I usually have it on my Mobius, but since the Breen ship is seeing a lot of action, I moved the console to it for now.

Tachyokinetic Converter + Borg Universal Assimilated Module + Zero Point Energy Conduit = 8.9 base critical hit rate and around +66.8% Critical Severity, AKA WIN!

The Kinetic Cutting Beam sux on its own, but when it procs with the Borg console, your weapons stay near 125 weapon power for 3 seconds per proc. This translates to a lot more DPS if you're running lots of high drain energy weapons like DHC's and turrets. Lastly, the cutting beam scores double damage against exposed hulls once you breach the target's shields. If you run a full borg set, its cutting beam + borg tractor beam becomes a nasty finisher weapon, scoring 2k kinetic damage (4k exposed hull damage) per second for 10 seconds.

Last edited by shar487a; 01-02-2013 at 04:28 PM.
Captain
Join Date: Jun 2012
Posts: 1,118
# 17
01-02-2013, 04:37 PM
Quote:
Originally Posted by shar487a View Post
I swap consoles between my ships as needed. Like you, I only have 1 Tachyokinetic Converter console. I usually have it on my Mobius, but since the Breen ship is seeing a lot of action, I moved the console to it for now.

Tachyokinetic Converter + Borg Universal Assimilated Module + Zero Point Energy Conduit = 8.9 base critical hit rate and around +66.8% Critical Severity, AKA WIN!

The Kinetic Cutting Beam sux on its own, but when it procs with the Borg console, your weapons stay near 125 weapon power for 3 seconds per proc. This translates to a lot more DPS if you're running lots of high drain energy weapons like DHC's and turrets. Lastly, the cutting beam scores double damage against exposed hulls once you breach the target's shields. If you run a full borg set, its cutting beam + borg tractor beam becomes a nasty finisher weapon, scoring 2k kinetic damage (4k exposed hull damage) per second for 10 seconds.
I'm not a fan of swapping consoles. Much too lazy, and I've had times where I forgot one. That's why I did Assimilated three times to get the Assimilated Module. One for my shuttle, one for my ship, and one to play around with.

I get 7.2% critical hit with my escort, so I ended up not putting the Zero-Point Energy Converter on it. Since I had the console, I figured I'd slap it on the Breen ship to make up for not having the Tackyokinetic Converter for it. Working fine so far (of course, I've only taken it to one STF).

I'll give the kinetic cutting beam a shot for a bit.
Lieutenant
Join Date: Dec 2012
Posts: 58
# 18
01-03-2013, 06:09 AM
Got it today. Absolutely love the Breen Warship so far! Nice surpise when coming back to the game. Looks alot cooler than my Advanced Escort too.

Front: 3x Disruptor DHC XI (borg), 1x Quantum Torp X (borg)
Aft: 3x Disruptor Turret XI, 1x Cutting Beam

Assimilated XI Deflector, Engines, Shields.

Devices: Subspace Field Modulator, batteries.

Consoles:
Engi: Assimilated Module, Neutronium Alloy, EPS Flow Regulator
Science: Breen console, Biofunction Monitor, Emitter Array
Tac: 3x Disruptor Coils XI, 1x Zero Point Quantum Chamber X

Boffs:
Tac: 2xTT, 2xCSV1, TS1, TS3, APB3.
Science: TSS1, HE2, GW1.
Engi: EptS1, RSP1.


Yea I should probably get some new gear (havent played in months, leveled a klink since I got back - besides the daily ice race ofc). Any advice?
Lieutenant
Join Date: Jun 2012
Posts: 92
# 19
01-03-2013, 08:15 AM
It looks like a lot of people are fitting it out like an escort. Does it work well as that? It seems like the turn rate would be too low to track faster moving targets. Doesn't seem like that would be a problem in PVE, since the borg are slow, but it might be in PVP. Thoughts?

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Career Officer
Join Date: Jul 2012
Posts: 1,121
# 20
01-03-2013, 08:20 AM
I'd go with a burst damage layout on this ship.

Front weapons: DHC x 4
Rear: Turret, cutting beam, Tricobalt mine x 2

Borg set for engine, deflector, shields

Tac consoles: energy x 4
Science: Breen, Field gens x 2
Eng consoles: Assimilated, RCS, Neutronium

Device, Shield bat, field mod, deuterium

Boffs:
Tac: TT1 x 2, CSV1 x 2, APO1, DPB3 x 1

Drain build/STFs
Eng: EPtS2, EPtS1
Science: ES2, TR1, HE1 x 2 (maybe a TSS1 outside of STFs)

AoE Nuker for weaker enemies
Eng: EPtS1x2, RSP1
Sci: GW1, HE2, TSS1 (or HE1 if wanted)
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