Lieutenant
Join Date: Feb 2013
Posts: 82
# 31
02-20-2013, 01:27 PM
Here is my skill builder, ignore the boff stuff. http://www.stoacademy.com/tools/skil...p?build=Name_0

The Emergancy powers work because when you hit EPW, it puts both the shields at 15s cd, while the other EPW to 30s cd. Thus 15s later I can hit shields, putting my other EPW to 15, other shield to 15, and so on. This method allows me to keep up both power bonuses at all times, the only downtime is 15s when I start the rotation.
Captain
Join Date: Aug 2012
Posts: 3,605
# 32
02-20-2013, 02:02 PM
Quote:
Originally Posted by eraserfish View Post
*snip*
sry for the snip eraser, but your post was really long and I don't want to clutter up the thread.

Quote:
Originally Posted by melisande77 View Post
Currently I am running a 7 Tetryon beam array, Wide Angel torp in the fore, with my boffs being

Lieutenant Uni: Hazard Emitters 1, Transfer Shield Strength 2

Lt. Cmnd Tac: Tac Team 1, Fire at Will 2, Attack Pattern Omega 1

Ensign Tac: High Yield Torpedo

Com Engi: Emergency to Shields 1, Directed Energy Mod 1, Emergency to Weapons 3, Auxilary to Structural 3

Lt. Engi: Emergency to Shields 1, Emergency to Weapons 2

Is there anything I can do to improve what I have going on? Ala changing from Beam Arrays to Banks or Cannons? Or changing around my Boff slots? Or even changing energy types? Basically whatever I can to preserve the feeling of being a really awesome battleship, escorts just felt weird to play; either seeming like a fighter or just sitting still.
Oooook. Well I have flown this ship myself, and the Regent is quite a beaut is she not? That being said, now for the pointers:
As Tac and Sci go, as eraser said, you're fine.

However as Engineering goes... well... um... sufficed to say, if a regular cube looks at you the wrong way on elite, you're boned. And if a gateway or tac cube decides you're a deadship, there is nothing you can do. You WILL get shafted. HARD. Eraser gave you a decent build, but here's an alternate, I use it on my FACR, and it works quite well:

Cmdr Engineering: ET1, EPtW2, EPtS3, Aux2SIF3
Lt Engineering: EPtS1, EPtW2

However in my defense, I have two purple Conn Officers (TT reducing ones), and I also have two purple Damage Control Engineer DOffs and a purple Warp Core Engineer DOff. Means I can cycle just one copy of TT1, and makes my EPtS1 quite potent and my EPtW2 just as nasty. Also gives me the possibility to constantly cycle EPtS3 (which when my WCE procs is just stupid). The EPtS1 is just a backup in case my DOffs don't proc. If you have enough leftover power in Aux, the HE1 and Aux2SIF will be enough to keep your hull mostly intact, with an ET1 as a just in case.

As your shields go though, the TSS and EPtS3 should be more than enough to keep your shields up. And if you're an engi, you do have RSF which majorly buffs your shields for a short period of time, and MW as your "OH @#$%" button. All 4 facings pretty much instantly restored and a nice hull heal.

However if you aren't an engineer, I would use this build:

Cmdr Engi: ET1, EPtS2, RSP2, Aux2SIF3
Lt Engi: EPtS1, EPtW2

Gives you a weaker version of the above build, but you can always beg some engi captain to train EPtS3 for you if it's too weak XD.

Oh, and as a last pointer, ditch tetryon, unless you are specced into flow capacitors, it's mostly useless... actually for that matter even if you are specced into flow capacitors, it's still pretty useless. I would recommend a switch to disruptors or polaron. Disruptors since the breach (I.E. resistance debuff) is VERY nice, and polaron because that -25 power to all subsystems is quite cruel. OR you can go polarized disruptor, lose a bonus, but get both procs available (which I run on my chel'gret, and get a HUGE laugh when both proc on a target and it just melts...).
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!

Last edited by hereticknight085; 02-20-2013 at 02:04 PM.
Lieutenant
Join Date: Feb 2013
Posts: 82
# 33
02-20-2013, 02:26 PM
On the Tetryon I kind of run it because I like the color of the beam, though I also happened to find a very rare MK XII beam, and then subsequently picked up two fleet versions. I understand Disruptors are really good, just kinda the thought of a Fed ship using them.

I am probably going to swap my HY1 for another Tac Team, at least until I get some of those Conn Officers. And probably going to end up swapping the DEM for RSP, if it is as useless as everyone says. And I am an Engineer myself, I love my Rotate Shield Polarity.

Ending up with Say EPtS1 x2, EPtW2 x2, RSP2, AtSIF3

Last edited by melisande77; 02-20-2013 at 02:39 PM.
Captain
Join Date: Aug 2012
Posts: 3,605
# 34
02-20-2013, 02:52 PM
Quote:
Originally Posted by melisande77 View Post
On the Tetryon I kind of run it because I like the color of the beam, though I also happened to find a very rare MK XII beam, and then subsequently picked up two fleet versions. I understand Disruptors are really good, just kinda the thought of a Fed ship using them.

I am probably going to swap my HY1 for another Tac Team, at least until I get some of those Conn Officers. And probably going to end up swapping the DEM for RSP, if it is as useless as everyone says. And I am an Engineer myself, I love my Rotate Shield Polarity.

Ending up with Say EPtS1 x2, EPtW2 x2, RSP2, AtSIF3
Well just going to say right now my FACR runs full disruptors. And green is awesome.

Secondly, the swap for TT is fine.

However you really should reconsider your Eng slots. EPtS1 isn't going to be enough to stop a very pissed off cube or gate, not in a cruiser. If you're an engi, and you have that LtCmdr slot available, you really should be slotting an EPtS3 there, or an EPtW3. If you absolutely MUST use a RSP, then use the level 1 version, it works fine. But since you are an engi, just use RSF. It works just as well and doesn't use an an engi slot. And that ET1 really is useful. It can clear any VM, and can also heal other players. Which is why we suggested it in the first place.

But if you want to go with that, it's your ship, your build, and I wish you the best of luck with it.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!
Lieutenant
Join Date: Feb 2013
Posts: 82
# 35
02-20-2013, 03:06 PM
Ah well, I'm not opposed to bumping up the level of my Emergency to x. Just thinking if I am chaining TTs, then no real room for ET. Aside from RSP or DEM, which I suppose could just use the level 1 RSP, anything else really worthwhile? My logic on the RSP is simply that it would let me have higher ranks of power to weapons, and I just pop the RSP if I am getting beaten on.
Captain
Join Date: Aug 2012
Posts: 3,605
# 36
02-20-2013, 03:19 PM
Quote:
Originally Posted by melisande77 View Post
Ah well, I'm not opposed to bumping up the level of my Emergency to x. Just thinking if I am chaining TTs, then no real room for ET. Aside from RSP or DEM, which I suppose could just use the level 1 RSP, anything else really worthwhile? My logic on the RSP is simply that it would let me have higher ranks of power to weapons, and I just pop the RSP if I am getting beaten on.
Reason you hold onto the ET1 is because you won't always have aggro, and if you pick it up, just move your shields around manually and change the facing on your target. And I don't use RSP mostly because I can keep my shield power level high enough that it hardens them to the point where the regen and any EPtS3 is enough to make them quite hard to break. Also the RSF has the same CD as RSP. But if you want to use RSP as a second "OH #$%@" button, then go for it.

I am not saying it's bad, I just don't use it. But in all honesty, it's not a terribly efficient power. 2 minute CD, and it's an emergency use only power. Works great, not going to say otherwise, but it's too effective if you know what I mean. It works so well they felt the need to give it an insanely long cd, thus making it less effective overall.

Another downside is that it starts at LT level instead of ensign, which means you are taking up a slot for EPtX2 with it. The alterations on an ACR are subtle, but game-changing. It is a lot different mostly because you can't run an EPtW3 AND EPtS3 (a brutal combo), but instead gives you a LtCmdr tactical. It's those little things you gotta watch out for. A lot of people celebrate the reduction of it's engi focus, but they do so forgetting that the higher level engineering powers are actually very powerful. It's just the lower level ones that are... not that impressive.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!
Lieutenant
Join Date: Feb 2013
Posts: 82
# 37
02-20-2013, 03:49 PM
Ah, mainly running ET1 because its just the most useful Ensign power? I could see that. Swapping to EPtW3 and EPtS2. That is definitely something I'll consider.
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