Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Galaxy-X builds...
06-09-2011, 10:57 AM
Since I have bought a new toy to play with, and subscribed for another month so I could respond to another thread I'm going to play with this bucket of bolts for few weeks.

Anyone care to share his career/build/tactic/gear with me ? There is so many possibilities here...

P.S. I'm not interested on opinions of the ship, or that I should rather fly something else..I'm interested solely on this ship for this subscription period
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2011, 10:57 AM
I like the Galaxy X, though I tend to use my Assault Cruiser more. When I'm in mine - Tac officer btw - I usually run this:

Fore: 1 mk xi dual phaser beam bank, 2 mk xi phaser arrays, 1 quantum
Aft: 3 mk xi phaser arrays, 1 quantum.
Borg set across the board, but I rotate my Aegis shields in and out depending on what I'll be fighting.
Consoles are:
Engineering:
1 neutronium plating, one shield emitter (+35 percent shields), one shield power booster, one RCS module. All mk xi crafted.
Science:
1 Borg Console, 1 Induction Field Stabilizer Mk XI/Oberth Console
Tactical:
2 phaser relay mk xi - crafted.

Devices are Scorpion fighters, rechargeable shield battery, red matter capacitor, subspace field modulator.

Bridge powers are:
Tac Ens: Tactical team one.
Tac Lt: Fire at Will 1, High Yield Torpedo 2
Eng com: Emergency to Engines, Engineering team 2, Emergency to shields 3, reverse shield polarity 3
Eng LtC: Engineering team 1, Aux to inertial dampeners 2, Aux to Structural 3
Sci Lt: Polarize Hull 1, Science team 1.

Good ship, good firepower, and the Lance is AWESOME when it works right. You'll enjoy it if you can get passed it's turn rate and letting things just circle your death zones. Though Alpha Strike, EptE, and Aux to Dampeners will let you surprise anything for a quick turn right into the Lance's barrel. I can just hear Escort Pilots cussing from their end when I do a turn as sharp as they can once every minute forty...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 10:57 AM
Well I'm not afraid of dual cannons. I was piloting Galaxy-R extensively and never had problem facing target, so I was using like this couple of few days...

Science Captain

PvP Weapon Loadout

1x phaser beam Array, 2x phaser DHC, 1x Chroniton torpedo launcher
1x phaser beam Array, 2x phaser turret, 1x Chroniton torpedo launcher

The reason for chronitons is that Phaser lance seems to miss often because of its non-existant accuracy bonus. So the chroniton procs helps lowering the defence of the target, thus increasing the chance of actually hitting with it.

Dual Heavies because of more burst...

STF Weapon Loadout

1x phaser beam Array, 2x phaser DC, 1x Quantum torpedo launcher
1x phaser beam Array, 2x phaser turret, 1x Quantum torpedo launcher

The reason I switch to DC for STF is because of the borg proc. No need to slowdown NPC, so back to burst quantum.

Other Equipment

Complete Borg Set (need tractor beam)

1x Shield Cap, 1x EPS, 1x RCS, 1x Shield Power
Various Science Consoles
2x Phaser Console

Bridge Officers

Tactical Team I, Cannon Rapid fire I
Target Subsystem engine I (HYT1 for STFs)

Engineering Team I, Aux to Dampeners I, EPtS III, Aux to SIF III
EPtE I, EPtS II, Warp Plasma I

Science Team I, Polarize Hull II (PvP)
Polarize Hull I, Hazzard Emmiters II (STF)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 10:57 AM
Alien Engineer
Traits: Efficient, accurate, illusive, warp core theorist (traits chosen with PvP in mind)
Efficient Borg Bridge officer

PvP Build:-
Fore: 2 x Phaser Beam arrays (BA), 2x Phaser Dual Heavy Cannons (DHC)
Aft: 4 x Phaser BA

All around fire, with focus on forward firepower.

PvE Build (including STF):-
Fore: 4 x Phaser DHC
Aft: 3 x Phaser Turrets, 1 x Phaser BA

Engineering Consoles: Field Emitter, 3xRCS (yes, you do notice the difference)

This build rips through shields and hull like a knife through butter. Due to the lack of NPC manoeuvrability, I have no trouble bringing a target into my optimum firing arc. Works just as well in STF (though perhaps best to use the PvP set up for first space battle in KA).

The aft phaser array is a token beam weapon. The only reason I didn't go all out turret on the aft is that the Starship DPS calculator refused to calculate it, so I played safe.

It's extreme, it's basic, but it works very well. So effective it's rather boring...

Both builds:-
Deflector: Borg
Engine: Borg
Shield Array: Aegis

Science Consoles: Enhanced Plasma Manifold, Borg Universal Console
Tactical Consoles: 2x Phaser Relays

BO Powers:-
Tac Ens: Tactical team one
Tac Lt: Tactical team one, Cannon Rapid Fire 1
Eng com: Emergency to Engines, RSP, Emergency to shields 3, AUX2SIF3
Eng LtC: Emergency to Weapons, Engineering Team 2, Emergency to shields 3
Sci Lt: Science team 1, Hazard Emitters 2

Due to Tact team stacking, I decided not to rely on Engineering Teams for heals, rather use a combination of AUX2SIF and Hazard Emitters. Also, due to the Borg set and a focus on shield tanking, chances are the Borg heal proc will be set off anyway.

In PvP the engineering console layout changes depending on circumstances, though the field generator will always be used.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 10:57 AM
I took every turnrate enhancing ability, used 4 +35% RCS Accelorators in the Engineering slots, and run it on 74 Engines and as close to 100 weapon power as I can get. (There is one ability that stops providing bonus engine power at 75 power or above.)

The goal of my build is basically to compromise every defensive ability for more engine power/turnrate and more weapons power.

I'm specced entirely into phasers to boost the phaser special ability and use a mix of phaser cannons and phaser arrays.

The entire point of the build is maneuverable glass cannon burst damage and using BO abilities like Science Team to stay alive.

So my Galaxy X basically plays like a tough but slightly sluggish escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 10:57 AM
Well, I haven't TESTED this build yet (since I got my Galaxy X in Trial... it's a long story), it looks pretty beautiful. It's a DPS/Tank build primarily built to make an initial forward pass (with most of their weapons firing forward), then broadsiding in a turn fight. On the drawing board, it looks great.

Profession: Science Captain
Ensign Tactical: Target Weapons 1
Lieutenant Tactical: Target Shields 1, Torpedo High Yield 2
Commander Engineering: Emergency to Shields 1, Engineering Team 2, Directed Energy Modulation 2, Aceton Field 3
Lt. Cmdr. Engineering: Engineering Team 1, Aux to Inertial Dampeners 1, Reverse Shield Polarity 2
Lieutenant Science: Polarize Hull 1, Feedback Pulse 1

Equipment
Fore: 1x Plasma Dual Heavy Cannon, 1x Dual Plasma Beam Bank, 1x Plasma Beam Array, 1x Quantum Torpedo Launcher.
Deflector: Polarized Parabolic Deflector (Breen deflector)
Impulse: Supercooled Combat Impulse Engine (Breen engines)
Shields: Reman Covariant.
Aft: 2x Plasma Turret, 1x Plasma Beam Array, 1x Quantum Torpedo Launcher.

Tac consoles: Directed Energy Distribution manifold (Starship Beam weapons), Prefire Chamber (Starship Cannon weapons)
Science consoles: 2x Multi-Spectro scanner (Starship Sensors)
Engineering consoles: 2x EPS Flow Regulator (Power Transfer/Recovery rates), Shield Emitter Amplfier (Shield Regen), RCS Accelerator (Turn Rate).

Devices: Weapons Batteries, Shield Batteries, Subspace Field Modulator (From Devidian series, +Damage resistance and Defense), Deuterium Surplus.

Recommended Power Settings: 60 Weapons/Shields, 25 Engines, 55 Auxiliary.

Tactics
Find a target while cloaked. Get behind him, decloak, and fire spinal lance. Pop weapons battery, activate RSP 2 and Feedback Pulse 1. Target Shields, trigger High Yield 2. Stay on their tail with Aux to Inertia (turn rate increase), debuff with Subnucleonic Beam, hit with Aceton Field (3k damage over 30 seconds).

Hammer away until dead, repair and reshield as needed.

???

Profit!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 10:57 AM
Quote:
Originally Posted by Leviathan99
I took every turnrate enhancing ability, used 4 +35% RCS Accelorators in the Engineering slots, and run it on 74 Engines and as close to 100 weapon power as I can get. (There is one ability that stops providing bonus engine power at 75 power or above.)
This makes me curious... With all Captain skills, my Gal-X sits at Engine Power 74/50 (Max Impulse Speed: 28.22; Turn Rate: 10.3/Sec), with no +Turn consoles, on Aegis engines. How does yours look, with all those RCS? 14/Sec? Higher?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 10:57 AM
If i told you my build ive have to kill you.... with my lance.....

Also, my gal X doesnt turn... XD... Learn to drift lol. And i ram for like 40k dmg and only take 10k (And i thought they nerfed that lol) (40k is a current number, prenerf it was like 70k)
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