Doffs: 2 Systems Engineers, 1 Gravitmetric Scientist, 2 Shield Distribution Officers.
The X Wing is like all other bops a hit and run vessel, unlike the others which to some extent you can force into a tac captain, in my opinion the X Wing is only capable of being truly utilized by a Sci Captain. The purpose of this ship is to throw as many sci powers and CC down range as physically possible in a short amount of time. It's basically a Science Alpha Strike with battle cloak.
It is also capable of throwing heals to someone in dire need of them to relieve pressure on your friendly Negvar, Recluse or Flight Deck Cruiser since frankly the bop should either have killed, or maimed it's target, or left. Leaving heals unused in the process. Remember RSP is not there to help you sustain a fire fight. It's there to give you a cushion during your Getaway. And you need to getaway fast in this ship if the attack fails.
The OrbWeaver like all sci ships, for tac captains has lost abit of it's luster. (due to the nerf of PSW3) It does however have the option to mount Overloads and TBR3. Giving it some bite, that it needs fairly direly. This is basically on the other end of a TacXcelsior setup, where you set the ship up to do damage in waves and in concert with stuff like TBR3.
There is another orb setup that I'll cover later for tacs that is considerably more expensive to build. Consider this the cheapbook version.
Consoles: 2 Ablative Armor, 1 Borg
2 Field Generators, 2 Particle Generators
3 Energy Consoles.
Cmdr: TBR3, FBP2, TSS2, TSS1
Lt Cmdr Eng: EPTS1, EPTS2 EWP1
Lt Cmdr Uni: TT, BO2, BO3. (note due to the use of alot of non tac damaging abilities you can also swap this out for an APO, especially in danube infested matches)
Ens Tac TT
Ens Sci Polarize Hull1
Power settings: 100 to guns, 50 to shields, 25, 25. Secondary, 75 Weapons, 25, shields, 25 engines, 75 Aux.
Defensive #1, 25 weapons 75 shields, 25 engine, 75 aux.
Doffs: Tractor beam officer (TBR doff it lowers engine power of the targets getting nailed by TBR), 2 Shield Distribution officers, 2 Conn officers (Evasive Maneuvers)
It's a decent Crank Monster, with the Best Hits of a cruiser, sci ship, and higher spike potential than the average of both.
As of now I'd like to give the Ambassador a shot. Being an Engi captain, I'll try to stick with the name and create a support cruiser. I am currently flying the following setup, which I've been using roughly since the Amby got launched:
Weapons: 6x Phased Tetryon Arrays [ACC]x2, 1x Chroniton Mines as well the Breen Cluster Torp
So, this ship heals very decently. There are however a few problems I have yet to solve:
My damage is weak, very weak. I somewhere read here, a decent (heal) cruiser should deal roughly 1/4 to 1/3 of the healing he dishes out. However with this ship, it is much more like 1/8 to 1/6 in terms of damage/heal ratio. I often find myself somewhat useless for a team. I am pretty sure the weapon setup ain't the best, however my classic eight beam layout won't work at all without EPtW.
This is backed up by another problem. I haven't actively played since a while and this ship is as sturdy as a paper ship. Even though I am constantly redistributing my shields (of course), chaining those two EPtS2 copies, I got shreddered to pieces within eyeblinks by escorts - mind those are mostly not even tactical escorts, but sci ones. Even when I throw TSS and RSF in the mix, my shields get eaten up like popcorn. Tac Team helps for a very short while, but since I am using Sci Team with those Doff, TT1 doesn't really have much of a priority.
So basicly I fly around keeping my team alive, which works. Then some escort gets the glorios idea to target the healer - which would be me. And boom she goes, even when I fire up virtually all skills just for me, I rarely can't keep myself alive there. So what use is a healer, who deals no damage and virtually can't take any? As mentioned I can't remember neither my Excelsior, nor my Star Cruiser being THAT fragile, however I haven't played those since a while. So either escorts got more powerful or I am missing something here, maybe I forgot how to play.
Now I have 200 Lobi Crystals to spend and I am thinking about getting of those Tachyon Mine Launchers to either replace the Chroniton Mines or that Breen Cluster Torp.
Any additional comments? Is the Sci Team focused way even decent nowadays? I was thinking with either going 2xTT1 copies and change out two Doffs (to which?) or try an Eng Team focused build, which features ET3 and ES3.
Lately I've been also thinking about ditching those two BFI Doffs and replace them with Damage Control Doffs, basicly just cycling EPtA1 and EPtS1 - hoping for the Doff proc. However since I have a hard time staying alive even with EPtS2 and BFI as a backup, I don't want to know how this works with EPtS1 and without BFI...
i would suggest doing that, 2 dev lab, 2 damage control and 1 bfi is what i would run personally. you would have room for an RSP1, and ether another AtS or ES in the other LT slot. its pretty hard for a fed cruiser to tank indefinitely if they don't have an RSP somewhere in there to fall back on at some point.
Well DDIS now you have a crap ton of stuff to add to the TOC anyway. Serves you right for bein lazy and not rifling through the older threads!
or maybe i wanted your builds in your posts! and i wanted the thread to be a collaboration! until today, maybe it was not i who was lazy
oh and mav, don't miss out on the free tier 5 ambassador and kamarang during the anniversary event, at least log in and run the anniversary mission to get them. the tier 5 are only available during this event! they both have COM eng, LTC sci, LT eng, LT tac and ENS tac.
also, get the party popper from Q, you can fill rooms with huge balloons that it can make!