Join Date: Nov 2012
Posts: 30
# 21
01-03-2013, 09:28 AM
it ate my reply.

simplified the build down some

breen weapon cruiser escort, and yes it functions very good as an escort, even if it is a cruiser. the dps on this build is phenomenal dispite the complete lack of torpedoes, and I had my doubts, but it shreds ships like butter in a fire.

em power to weapons 1, aux to struct 1
em power to shields 1

transfer shield strength 1, haz emitter 2, grav well 1

2 tact teams, 2 scatters, 2 attack pattern betas

4 mk xii dhcs (fleet gear sucks before elite fleet)
2 polarized disruptor acc/critd
1 disruptor critdx3
1 disruptor acc/2x critd
4 mk xii turrets
2 polarized disruptor (acc/critd)
2 disruptor (acc/2xcritd)

omega deflector and engine
maco shield

20% neutronium, romulan, tacyokinetic
30% field gen, isometric, borg

2x30% coils, 2x28% coils

2x cannon doffs
1 torosek for weapon batteries
1 ghost of hamlet
1 grav well doff

romulan and omega skills are all violence oriented.

very, very, very disgusting ship.

even more so than the fleet advanced ship.
Join Date: Jun 2012
Posts: 1,123
# 22
01-03-2013, 09:35 AM
Originally Posted by bertiewooster View Post
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?
I haven't used it in PvP yet. We'll likely be doing an in-fleet Breen ship battle at some point in the near future.

The turn rate isn't THAT bad. Best way to deal with fast moving targets is to fly in reverse. You turn a lot faster that way. My Breen ship has a turn rate of 28 with just a RCS console mk XI (blue) and Omega Mk XII engines. My Fleet Tactical Escort Retrofit has a turn rate of 42 with a RCS console mk XII (purple), Tachkyokinetic Converter, and Advanced Fleet Hyper-Impulse engines [turn]x3 [spd]. Not a fair comparison, but I'd say the Breen's turn rate is probably that of a Raptor.
Join Date: Nov 2012
Posts: 30
# 23
01-03-2013, 09:40 AM
tachokinetic console is all you need on the breen for turning.

evasive it swings a u turn on a dime.

where as the fleet advanced or mobi with tachokinetic and evasive is almost tooo much turn rate.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,206
# 24
01-03-2013, 09:45 AM
Originally Posted by bertiewooster View Post
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?
Yes, the above works well because the Breen Chel Grett does use an Escort-style BOFF layout. Its turn rate is definitely fast enough to support DHC's. I was PVP'ing with the Chel Grett last night vs. a couple of fleet buddies who wanted to test their builds. Although my ship was spec'd primarily for PVE, its dual CSV's proved too much for destructible plasma torps and carrier fighters.
Join Date: Jun 2012
Posts: 1,123
# 25
01-03-2013, 11:02 AM
Originally Posted by shookyang View Post
I'll give the kinetic cutting beam a shot for a bit.
I gave the cutting beam a go last night for two STFs.

It's alright. Even without the consoles working with it, it still had a higher DPS than the turrets. I forgot to compare it to the beam array that I had before.

I realized yesterday, that you can't get more than one Subspace Remodulator. Bummer.

I guess I'll slap in some aux and weapon batteries then, to go with my Red Matter Capacitor.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 26
01-03-2013, 06:20 PM
I went with all mk XII Polarized Disruptors
2-DC/1-DHC/1-Omega Torp

Devices- RedMatterCapcaitor/SubspaceField Modulator/Photon Torp Platform
ENG- 37.5 Electroceramic/37.5 Monotanium/Assimilated Module
SCI- Breen Energy Dissipator/Theta Radiation Vents/Field Generator
TAC - 3x 26.2 Disruptor Consoles/ 28.1 Ambiplasma Envelope

Univ - EngT1
TAC - TacT1/APB1/TS3/SV3
Tac- HY1/RF1
SCI -PH1/SciT2/HazE3

Purple Conn (-8 Sec TacT Cooldown/+10 to Attack Patterns for 10sec)
Blue Energy Weapons (50%chance reduce scannon abilities by 7.5 sec i.e. CSV&RF)
Blue Development Lab (-6 Sec SciT Cooldown/{+8 Shield Emitters for 10 sec)
Purple Maint. Eng (-8 sec EngT Cooldown +10 Hull Repair for 15 sec.)
Blue Nurse (+150% Crew Recovery while in combat and crew below 75%)
Lt. Commander
Join Date: Aug 2012
Posts: 131
# 27 #27
01-03-2013, 07:41 PM
Czech this out--no need for words or typing out my build. (P.S. Mark's my alias) (sorry for the bad quality the vid is unfinalized)

Last edited by mwhitaker; 01-03-2013 at 07:44 PM.
Join Date: Jun 2012
Posts: 92
# 28
01-04-2013, 11:15 AM
Originally Posted by nicha0 View Post
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

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)
Looks pretty good, I'm going to give that a try.

I'm continually impressed by this ship. Even with common gear it shreds stuff to pieces. I don't like transferring gear from ship to ship, but for the sake of experiment I might move all my STF gear off of my escort on to this long enough to try it out in a few elite runs. Long term though, I want to set this ship up so I can switch between the two whenever I want and not have to worry about anything.

Darius (TAC VA) USS Gahreesen (Chel Grett Cruiser), Shomat (SCI VA) ISS Selentic (Mirror DSSV), Napoleon (ENG Capt.) USS Fists of Latinum (Exploration Cruiser), Gothmog (Tac Capt.) IKS Nazgul (Hegh'ta Heavy BoP), Aaesia (Reman Sci Capt) RRW Arien III (Ha'Nom Guardian)
Career Officer
Join Date: Jan 2013
Posts: 73
# 29
01-07-2013, 06:18 AM
i really like this ship but im having real trouble with my shields on this ship ive tried my ship set's maco xii,omega xii,borg xii, reman and the shields stats drop from over 9,000 to just over 6,000 any help would be great thanks
Career Officer
Join Date: Jul 2012
Posts: 1,260
# 30
01-07-2013, 07:14 AM
The Maco shield will keep the ship alive briefing, but once the shields drop is has too low a recharge to survive an elite STF firepower unless you devote all your science powers to shield and hull heals, which limits offense greatly. The borg set can keep your shields up quite some time, the largest issue is the plasma fires and bleed through can rip your hull out while your shields are up, and the plasma torpedos and especially torpedo spreads will one hit kill you. The borg set needs field generators, the maco would be more survivable with regeneration rate consoles, but field gens and using RSP might be just as survivable if you plan to drop some bombs and get out.

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