Career Officer
Join Date: Nov 2012
Posts: 389
# 1 My Galor build
01-19-2013, 11:12 AM
It's a shield tank/beam boat

http://www.stoacademy.com/tools/skil...uild=tarah01_0


Gear:
Front Weapons: 1x Disruptor DBB XII [acc]x3, 3x Spiral Wave Disruptor
Rear Weapons: 1x Borg Cutting Beam, 3x Spiral Wave Disruptor

Deflector :MACO XII
Engine : MACO XII
Shields: MACO XII
( May swap for the XII borg set when I get it)

Devices: Each of the 4 batteries

Consoles:
Eng: Neutronium XI , Monotanium XII, RCS XII, EPS regulator XII (may be switched for the Romulan Zero point when I get it)

Sci: Borg Assimilated, 2x Field Generator XI

Tac: 3x Disruptor Induction coil XII

XI consoles will be upgraded as EC allows.

BOFFS:

Conn officer to reduce Tac Team cooldown
Conn officer to reduce Evasive Maneuvers cooldown
Warp Core engineer to boost power upon Emergency Power to- skills
2 Technicians to reduce BOFF skill cooldown times upon aux2bat


With 2 aux2bats and a EPW, I can keep my weapon power over 100 almost constantly, even using Fire at Will. Don't use torps, not going to. I prefer to use the skill points for defensive skills. I prefer to do a few things well rather than be mediocre at many.

Last edited by sjokruhlica; 01-19-2013 at 11:25 AM.
Captain
Join Date: Jul 2012
Posts: 658
# 2
01-19-2013, 12:40 PM
You could improve on this a fair bit. If you get a 3rd purple Technician instead of the Warp Core Engineer that will cut the CDs of all your abilities way down, and allow you to chain the AtBs continuously. That will allow you to keep EPtS up continuously with only a single copy. Then you could get an ET3 instead of EPtS3 (or ET1 instead of EPtS1), and you won't be able to use the A2SIF due to conflicting CDs, so you can replace that with an RSP, EWP, or Extend Shields. If you can't get the ET swap the HE and TSS to boost your hull heals that way. Also note that TT2 is not significantly better than TT1, you only really want it for the clear and redistribution, so you'd be better off with a TT1, FAW2, APO1 setup.
Captain
Join Date: Sep 2012
Posts: 1,546
# 3
01-19-2013, 01:36 PM
I'm curious: are the Spiral Wave Disruptors ... good?
Kathryn S. Beringer - The Dawn Patrol

Solaris build - Veritatum Liquido Cernene
Career Officer
Join Date: Nov 2012
Posts: 389
# 4
01-19-2013, 02:58 PM
Quote:
Originally Posted by cmdrscarlet View Post
I'm curious: are the Spiral Wave Disruptors ... good?
[acc]x2 [dmg]x2, with both disruptor and phaser procs. and they level with the toon. It's the only beam in the game with 4 bonuses and 2 procs.
Career Officer
Join Date: Nov 2012
Posts: 389
# 5
01-19-2013, 03:52 PM
Quote:
Originally Posted by jadensecura View Post
You could improve on this a fair bit. If you get a 3rd purple Technician instead of the Warp Core Engineer that will cut the CDs of all your abilities way down, and allow you to chain the AtBs continuously. That will allow you to keep EPtS up continuously with only a single copy. Then you could get an ET3 instead of EPtS3 (or ET1 instead of EPtS1), and you won't be able to use the A2SIF due to conflicting CDs, so you can replace that with an RSP, EWP, or Extend Shields. If you can't get the ET swap the HE and TSS to boost your hull heals that way. Also note that TT2 is not significantly better than TT1, you only really want it for the clear and redistribution, so you'd be better off with a TT1, FAW2, APO1 setup.
Added a third technician. swapped FAW and TT. Good suggestions. I'm keeping the Aux2SIF, because it gives damage resistance in addition to heal. I'm aware it shares a cooldown with aux2bat, but I can manage it. swapped the EPS1 for ET1, but haven't had to use it yet. I'll keep it in reserve as an "OH $#!+" heal. I've never found RSP to be useful, as the cooldown is too long.

But I thank yo for your input.
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