Captain
Join Date: Jun 2012
Posts: 545
# 11
02-25-2013, 02:22 PM
Thank you all for the great feedback!

I picked the standard assault cruisers as my level 40 ship, so I'm trying it out a bit now. So far it has been very positive, though my gear is still horrible. (I rushed this character through with patrol missions only). I think I'm going to get the Fleet Assault Cruiser, I have access to a T5 shipyard. I'll skip the Regent for now as I just don't have the zen (but tons of EC for the modules from the exchange). Maybe I'll get it later for the skin and torpedo when I farmed up some dil. Though probably not since the gear I envision for this will be extremely dil intensive to begin with (Romulan Plasma).

The Excelsior sounds interesting from a stat perspective, but the design never clicked with me. It just looks different from any other fed cruiser, like an odd man out.
I actually already have two D'Koras on other chars. I love that ship. I fly it like a destroyer/escort with DHCs though. So it doesn't cover the playing style I'm looking to archive with this (for me - I know it can be flown in a more traditional cruiser style too, but why fly the same ship three times when there are so many options I kinda already regret the second as too much)

I'll get back to you folks with a build to discuss tomorrow. My eyes are bleeding from 4 hours of patrol missions. "Kill 5 squadrons of Jem'Hadar", "Kill 5 squadrons of Cardassians", "Kill 5....". I need to stop before I hurt myself :X
Republic Veteran
Join Date: Oct 2012
Posts: 1,815
# 12
02-25-2013, 02:51 PM
Fleet Assault is a solid choice, I prefer its boff layout to the Excelsior's.
Career Officer
Join Date: Jul 2012
Posts: 1,129
# 13
02-25-2013, 03:03 PM
If you have access to a T5 shipyard the fleet assault cruiser refit is the best out there, I'm flying an excellsior now and its pretty decent, I'd kill for another tac spot. The oddy I am mixed on, it can throw out some big damage, but it pays for it.

Check my sig for the youtube videos of what I fly, a work in progress, but its does very well.
Delirium Tremens
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Captain
Join Date: Jun 2012
Posts: 545
# 14
02-27-2013, 01:47 AM
Alright, I reached 50 and got the Fleet Assault Cruiser. Now let's see about the build I have in mind (I could not test this yet, since I have to start from Tier 0 with the reputation stuff obviously).

As a refresher so you don't have to re-read the whole thread, my goal would be a STF build that achieves as much DPS as possible while being able to tank for the team. Captain type is Engineer.

Forward Weapons: Quantum Torpedo Launcher <Or Romulan Hyper Torp?>, Romulan Plasma Beam Array x2, Romulan Experimental Beam Array
Rear Weapons: KCB, 2x Romulan Plasma BA, <Open for suggestions>

Engineering Consoles: 1x Monotanium, 1x Neutronium, Zero Point Energy Console, Borg Assimiliated Module
Science Consoles: 2x +threat <which variant?>
Tactical Consoles: 4x Plasma Infuser

Boff Layout:

Lt. Cmdr. Tac: Torp Spread I, APB I, FaW III
Ens. Tac: Tac Team I
Cmdr. Eng: EPtW I, RSP I, EPtS III, Aux2SIF III
Lt. Eng: EPtW1, EPtS II
Lt. Universal: HE I, TSS II

Doffs : <???>

It's my first cruiser build so I'm sure there are some parts in it that'll make you facepalm, but I'm open to harsh criticism
Lot's of things I'm not very sure about at all.

- The Rom. Hyper Launcher would be interesting for the set bonus, but I'm not sure it makes much sense with the limited firing arc. The Quantums are easier because I only need to be at the right angle for a moment, IIRC that Hyper Launcher needs some time to spit out all three projectiles.
- Not sure what to put in the last open rear weapon slot. Another Quantum is probably best. I read not to put more than 6 beams for power reasons. I only have 5 beams, but the KCB needs energy too (And I need the KCB for the Borg set bonus, free Nadeon Inversion now and then). Suggestions?
- Not sure the ship is actually tanky enough with that console layout. It sounded easier in my head "It's a cruiser it'll tank, just make sure to draw aggro" Maybe I should move one of the two universal consoles to a tac slot and slot another defensive Eng console.
-Not sure which Engi consoles are worth considering overall. On my escorts Eng slots are always my dumping grounds for universal consoles, I never use anything more than one neutronium if even that.
- If I use +threat consoles (I'm not sure I can pull aggro off escorts without them), which variant would be best? On my escorts I use Plasma Infused ones for extra procs, but maybe I should consider shield or hull healing variants for the cruiser. Thoughts? Also which Science stat should I boost with them?
- I have no idea about which Doffs to use. I'm guessing a Conn officer that reduces TT cd won't hurt.
- Also unsure about what to run for Deflector/Engine/Shield. My first instinct would be to go full borg. I might get access to Elite Fleet Shields soon too. I read in some older cruiser build threads that the Aegis Engine was often considered too. Is that still an option or is that outdated?

Lot's of holes in that build still, I know. I hope you can help me fill them! Thanks in advance for any help.
Republic Veteran
Join Date: Oct 2012
Posts: 1,815
# 15
02-27-2013, 02:36 AM
Suggestion for Doffs:

You already run 2 copies of EptS and EptW, so Damage Control Engineers are not needed.

In that case I would suggest a Warp Core Engineer (chance of a power boost when using EptX), and 3 Conn Officers (with Tac Team on auto, it will be up 100% of the time unless you are subnuked). 5th slot is open for you to decide. A projectile doff if you want to rely more on your torpedoes, or maybe a Shield Distribution.

For the boff skills, I would change a few things:

TS1, BFAW2, APO1
TT1
EptW1, EptS2, RSP2, Aux2SIF3
EptW1, EptS2
HE1, TSS2

mainly the change of APB to APO, and raising of RSP1 to 2.

Engi consoles are fine I think. I use Engi as my universal dumping ground too, and a mixture of monotanium and neutroniums for the remaining slots is suitable. If you can, grab a tachyokinetic and replace the monotanium.

The 4th rear weapon could probably just be another Romulan beam. A lot of cruisers run an aft torp, but I have never seen the attraction in doing so. That said, I also use the Regent's wide-angle quantum at fore, which fires even without having to break a beam broadside, I highly recommend it.
Starfleet Veteran
Join Date: Jul 2012
Posts: 961
# 16
02-27-2013, 02:46 AM
I'd second the last rear weapon being a Beam Array. That would bring you up to six beams (the KCB doesn't really count), and help you take down shields faster so the torps and KCB can do their work.

Alternatively you could use a mine, but Cruisers to me are more standoff ships unless you want to use Eject Warp Plasma a bunch,.

You may opt to consider a slower torpedo like a Tricobalt for the front projectile. Given the emphasis on broadsides 6 beams + cutter makes you, having a longer cooldown torp could result in less "idle time', and once you get good at keeping shields down you can do crazy damage by timing the launch correctly.
Captain
Join Date: Jun 2012
Posts: 1,474
# 17
02-27-2013, 03:01 AM
Quote:
Originally Posted by arcademaster View Post
Doffs : <???>
Shield Distribution Officers are fun, they let you use your Brace For Impact as a kind of poor man's RSP. It's remarkably effective.

Quote:
- The Rom. Hyper Launcher would be interesting for the set bonus, but I'm not sure it makes much sense with the limited firing arc. The Quantums are easier because I only need to be at the right angle for a moment, IIRC that Hyper Launcher needs some time to spit out all three projectiles.
Once the hyperplasma launcher starts firing, you can turn away from the target. Though there is currently a thing where the hyperplasma launcher may start reloading when it's brought into its firing arc even when it hasn't fired. I'm not sure if this is a bug (sure feels like one), but it's worth considering if you plan on relying on your torpedo for fast shots as you turn through arcs.

Quote:
- Not sure what to put in the last open rear weapon slot. Another Quantum is probably best. I read not to put more than 6 beams for power reasons. I only have 5 beams, but the KCB needs energy too (And I need the KCB for the Borg set bonus, free Nadeon Inversion now and then). Suggestions?
4 single cannons, 3 turrets, cutting beam.

But if you really like your beams, consider putting 3 arrays and the cutting beam on the back, with 2 arrays on the front along with both the romulan hyper-plasma launcher for casual use and something like the Breen transphasic cluster for a knockout punch.

Or, dual photon torpeodes on the front combined with some projectile weapon officers will give you some serious artillery potential when pounding on big targets from extreme range.

Or just stick a turret on the back. Turrets don't eat much power.

Quote:
-Not sure which Engi consoles are worth considering overall. On my escorts Eng slots are always my dumping grounds for universal consoles, I never use anything more than one neutronium if even that.
Personally I just can't fly a cruiser with less than 3 layers of armor. But then, my philosophy of commanding a cruiser is that retreating is what other ships do. If you're all about the STF runs, then my recommendation is a minimum of 3 layers of neutronium. But 3 neutronium plus 1 of Monotanium will really take the sting out of the borg super-torpedoes.


Quote:
- If I use +threat consoles (I'm not sure I can pull aggro off escorts without them), which variant would be best? On my escorts I use Plasma Infused ones for extra procs, but maybe I should consider shield or hull healing variants for the cruiser. Thoughts? Also which Science stat should I boost with them?
My preference is
+Shield Emitters
+Threat
+Hull healing

Shield emitters helps all of your shield heals, the others are kind of pointless unless you're a science ship. And the hull healing is much stronger than the shield healing for a cruiser, because your hull is worth far more due to damage reduction from armor.

Quote:
- Also unsure about what to run for Deflector/Engine/Shield. My first instinct would be to go full borg. I might get access to Elite Fleet Shields soon too. I read in some older cruiser build threads that the Aegis Engine was often considered too. Is that still an option or is that outdated?
Aegis set is outdated and not that amazing. It gets you a little bit more defense value, but the fancy adaptive shielding gives you HULL resistance, not shield resistance.

A lot of people like using the Borg engine and deflector (gives automatic self-heal), together with the MACO shield. The MACO is Resilient, which makes a huge difference for tanking survivability since only half as much is getting through your shields. It doesn't recharge as fast as the Borg shield, but the Borg shield tends to get instantly shredded by the extreme levels of badness in STF missions. Their capacity just isn't very high.



=================================================

Quote:
Originally Posted by hereticknight085 View Post
The next one is the Fleet Excelsior. She costs 2500 zen (unless you have the VA version, in which case she's only 1, which brings her cost to equal that of the FAC+Regent Combo)
Worth pointing out that the Fexcel costs more in the fleet store because it comes with a bonus feature: An expanded list of transwarp jump destinations. This does make life so much more convenient.

Quote:
her BOff layout is... sub-par. That extra engi ensign is almost useless in many cases, and it also puts her damage output below that of the Imperial.
I used to think this, but after going with 2 copies of EPTW and an Engyteam1 in the ensign slots I have to say it works out fine. I use 2 Maintenance Engineers to get the cooldown down to 15 seconds.

Quote:
Another possible option (as was pointed out earlier in the thread) is the Galor.
And of course, the D'kora Marauder. The D'kora is something of a public secret, because its combat performance is significantly higher than it looks... this is due to its unique "Battle Mode" feature. This mode gives a bonus of +30 to your weapon skills, an additional +10 power to weapons, and +30% to your turn rate. So, from a performance standpoint, it's basically like a 12-console ship (built in RCS, plasma manifold, and tactical console). The D'kora is a little more fragile than the other cruisers mentioned because it only has a CMD engineer and LT engineer, but it's a very very powerful ship.
Captain
Join Date: Aug 2012
Posts: 3,553
# 18
02-27-2013, 02:36 PM
Quick Comment on OPs build so far: Your Tactical Consoles are fine. XD

Now as for the rest of it, your fore weapons are fine too, and your current rear weapons are fine, but you CAN run a 5th Rommie BA on your back, because your experimental doesn't use up any energy. That would just leave you with your KCB and 5 Rommie BAs using up energy, which I believe is only a drain of 58. One EPtW2 combined with base 125 weapons power will almost completely nullify that and keep you above 100 weapons power easily (if not slightly below). The hyper plasma also works fine, and also is ideal due to your boosted plasma damage (rommie weapons set).

As for your Engi Consoles, if this is PvE, I would recommend 2x Neutronium, 1x Monotanium and 1x RCS (or 2x Monotanium, and no RCS). As for your science consoles? Put your zero point and borg module there. If you are worried about threat generation, just put 4 or 5 points into threat control.

Now for BOffs. Your Universal Lt to sci with that ability set is fine. What smokeybacon said about your tac BOffs is probably the best idea. TT1, BFAW2, APO1 and TS1 is probably one of the better AoE damage and general damage output setup on the Imperial. However the Engineering BOffs is where I disagree with both of you. What I would run:

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

Reason is that you want the EPtS3. It makes your shields stupidly resilient (something like a 30% damage resistance bonus for the duration), and adds on a TON of power to your shields (somewhere around 40 I believe, depending on your EPS skill, which adds on even MORE resilience and additional regeneration). It's not as powerful as RSP2, but it's more useful, since you can have it up constantly (with the DOffs which I will mention next), instead of once ever 2 minutes. And it's effects last for 30 seconds, compared to the 10 seconds of RSP2. Also weapons power is VERY important on BA cruisers, hence the EPtW2, and the second copy is again if your DOffs don't proc. As for the ET1, it's for when you aren't under fire or get hit by a VM. You can use it to heal an ally or heal yourself. Aux2SIF3 is just universally useful. And the EPtS1 is in case your DOffs don't proc and you need a quick shield bolster.

DOffs? Here's what I would run:

Conn Officer x2 purple (TT cd reducer)
DCE x2 purple (blue works fine here)
WCE purple (blue works fine here)

The only MUST BE PURPLES are the conn officers. Two purples will reduce your CD by 16 seconds (turns into 15 due to CD rules) but that will give you 66% uptime on your TT1, and you can cycle just one copy. I can see no downsides to that. The double DCE are to make sure your EPtX is constantly up (mostly for the EPtS3, if you can constantly cycle that, almost everything has trouble getting through your shields). And the WCE is just mostly for EPtW2, making that one a little stronger. But when it procs on EPtS3, sufficed to say your shields become insanely strong as well.

Just my 2 long winded ECs XD.
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.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
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