Career Officer
Join Date: Jun 2012
Posts: 829
# 11
01-03-2013, 07:24 AM
Done. Changed around a little bit on the abilities.

The setup the ship is running with, for trial and error is as such:

TT1, T:HY2, C:RF2
T:HY1, TT2, C:SV2, APO3

ET1, EPtS2
EPtW1, ET2

HE1

Next step is to find the right Boffs.
Damned be the randomness and prices of Purples.


As things are now, i can easily see myself exchanging the torps with a Kinetic Cutting Beam and an Omega Plasma Torpedo Launcher. If I can make it fly with 2x 3-Sets, I'll be happy.
It will depend on how slow the torps go. My idea is to rear mount it, so i can drop it on my foes head when i make a bypass.
Vice Admiral Kerayz of the Federation of Misfits.

Last edited by sandormen123; 01-03-2013 at 08:00 AM.
Captain
Join Date: Jun 2012
Posts: 1,425
# 12
01-03-2013, 08:37 AM
Quote:
Originally Posted by sandormen123 View Post
Done. Changed around a little bit on the abilities.

The setup the ship is running with, for trial and error is as such:

TT1, T:HY2, C:RF2
T:HY1, TT2, C:SV2, APO3

ET1, EPtS2
EPtW1, ET2

HE1

Next step is to find the right Boffs.
Damned be the randomness and prices of Purples.


As things are now, i can easily see myself exchanging the torps with a Kinetic Cutting Beam and an Omega Plasma Torpedo Launcher. If I can make it fly with 2x 3-Sets, I'll be happy.
It will depend on how slow the torps go. My idea is to rear mount it, so i can drop it on my foes head when i make a bypass.
Finding the right boffs is pretty easy for the abilities you selected, unless you're hunting efficient traits. Just make sure to select the Bridge Officer category on the Exchange, not the 'All' tab. It's a little bugged ATM. Boffs with APO3 go for less than 50K EC in my experience, and the rest of your abilities can be found at the BoFF trainer on Earth Spacedock.
Career Officer
Join Date: Jun 2012
Posts: 746
# 13
01-03-2013, 09:07 AM
Try Aux2SIF 1 instead of ET2. I use that with a special BOFF that does hull regen with Aux2SIF.
Starfleet Veteran
Join Date: Jun 2012
Posts: 564
# 14
01-03-2013, 04:33 PM
Quote:
Originally Posted by sandormen123 View Post

TT1, T:HY2, C:RF2
T:HY1, TT2, C:SV2, APO3

ET1, EPtS2
EPtW1, ET2

HE1
.
There is no need for the second tac team to be at level 2, two TT1 is more than enought and an APB1 is a great choice for PvE.

You are still using ET??? You shouldn't have more than two team powers.

I've never found the need for EPtW on an escort that's not using Beam Overload.
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"The Road To Arc Is Paved With Good Intentions"
Republic Veteran
Join Date: Oct 2012
Posts: 1,857
# 15
01-03-2013, 06:06 PM
Yeah, really, get rid of those Engi teams, they're pretty wasteful, shield heal is more important for you than hull heal. Get yourself Aux2SIF and RSP. You shouldn't have energy issues, so stick with EptS. Replace the TT2 with another TT1. The other tac slots are down to you. I highly recommend you go with this.

TT1, ..., ..., ...
TT1, ..., ...
EptS1, RSP1
EptS1, AuxSIF1
HE1

With the above setup, you could also use a Conn Officer with 2 or 3 Damage Control Engineers, all of which will get your TT and EptS copies cycling fast and keeping your shields up and power blazing. Good luck!
Career Officer
Join Date: Jun 2012
Posts: 829
# 16
01-04-2013, 05:52 AM
I have aquired the universal point defence system console.

Any inputs to what i shoudl remove?

The Plasma Distributon Manifold which adds +4 to Weapon Power Setting?
One of the three Disruptor Induction Coils that adds +30% Disruptor Damage each?
Or perhaps the SIF Generator?
-Although it is helpful in regenerating the hull, I run the ship
With ET1 and ET2.

What's Your take on this?
Vice Admiral Kerayz of the Federation of Misfits.
Starfleet Veteran
Join Date: Jun 2012
Posts: 564
# 17
01-04-2013, 07:24 AM
Think is will be the last time I try to explain why having four teams is a bad idea...

So you have TT1, TT2, ET1 and ET2.
These all have a cool down of 30 seconds and a shared global cool down of 15 seconds.

Activate TT2 = 30 seconds before you can use it again, TT1, ET1 and ET2 = 15 seconds before you can use any of these.

Now you like your ET2 so you activate that, ET2 = 30 seconds before you can use it again, TT1, TT2 and ET1= 15 seconds before you can use any of these...

As you ca see... Two of these powers will be on a constant cool down and thus going to waist.

Others in this thread have also tried to explain to you that following build is probably the best for this ship.

TT1, ..., ..., ...
TT1, ..., ...
EPtS1, RSP1
EPtS1, AuxSIF1
HE1

Oh well...
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Captain
Join Date: Jun 2012
Posts: 1,127
# 18
01-04-2013, 11:22 AM
The Plasma Dist shouldn't be needed if you run 100 Weapon power setting.

You should only really be running Engineering Team 2x if you're fighting Tholians, to help fight their constant disables. For most other combat, going Aux2SIF would be a better heal since all Teams have a triggered cooldown with each other and you'd want Tactical Team to be up as much as possible to keep your shields up.
Career Officer
Join Date: Jun 2012
Posts: 829
# 19
01-04-2013, 11:48 AM
Quote:
Originally Posted by smokeybacon90 View Post
Yeah, really, get rid of those Engi teams, they're pretty wasteful, shield heal is more important for you than hull heal. Get yourself Aux2SIF and RSP. You shouldn't have energy issues, so stick with EptS. Replace the TT2 with another TT1. The other tac slots are down to you. I highly recommend you go with this.

TT1, ..., ..., ...
TT1, ..., ...
EptS1, RSP1
EptS1, AuxSIF1
HE1

With the above setup, you could also use a Conn Officer with 2 or 3 Damage Control Engineers, all of which will get your TT and EptS copies cycling fast and keeping your shields up and power blazing. Good luck!
I will be running ^^^ this, with vvv that. (And keep them Tholians in mind regarding ET)


Quote:
Originally Posted by tom61sto View Post
The Plasma Dist shouldn't be needed if you run 100 Weapon power setting.

You should only really be running Engineering Team 2x if you're fighting Tholians, to help fight their constant disables. For most other combat, going Aux2SIF would be a better heal since all Teams have a triggered cooldown with each other and you'd want Tactical Team to be up as much as possible to keep your shields up.
Thanks for all the helip and patience.
Vice Admiral Kerayz of the Federation of Misfits.
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