Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
06-22-2011, 10:29 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
in my experience 135 is the weapons energy level cap, so shooting for that if you run 6 beams is highly recommended if you want to deal damage. since you dont have enough tactical station powers for TT, a FAW, and THY, you would be better off getting a hold of 2 heghs to go along with your 6 beams, FAW II and TT 1, that's what i do with my galaxy R

the easiest way to get 135 power would be to run 2 copies of EPtW I. i would also suggest running 2 copies of EPtS II, ET III, Aux to Struc II, and buy RSP III for relatively cheap on the exchange. you should be able to deal decent damage, tank, and help those around you in a pinch, but at that point your not a support ship anymore. this is real close to my galaxy R build i use for pubing, and its good fun.
I'm curious as to how you have tested this 135 cap. On my testing, the cap is a hard 125. It is true that the 125 used to be a soft cap, but I believe they changed it somewhere along the way (I think when they changed the EPS consoles way back when). I tested this a few months ago with DHCs on my escort.

With base power at 125, no EPS consoles::
-Fire 1 DHC, no power dip.
-Fire 2 DHC, power drops to 113.

Then I added a +7 weapon power console, so theoretical power is 132:
-Fire 1 DHC, no power dip.
-Fire 2 DHC, power drops to 113.

Basically, same result. Now I can see if you have EptW or weapon battery active, your weapon power won't be dropping as above. But that is different from saying that 125 is only a soft cap, and that you can have a real cap of 135.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
06-22-2011, 11:47 AM
Quote:
Originally Posted by Latinumbar
I'm curious as to how you have tested this 135 cap. On my testing, the cap is a hard 125. It is true that the 125 used to be a soft cap, but I believe they changed it somewhere along the way (I think when they changed the EPS consoles way back when). I tested this a few months ago with DHCs on my escort.

With base power at 125, no EPS consoles::
-Fire 1 DHC, no power dip.
-Fire 2 DHC, power drops to 113.

Then I added a +7 weapon power console, so theoretical power is 132:
-Fire 1 DHC, no power dip.
-Fire 2 DHC, power drops to 113.

Basically, same result. Now I can see if you have EptW or weapon battery active, your weapon power won't be dropping as above. But that is different from saying that 125 is only a soft cap, and that you can have a real cap of 135.
i don't know, they probably lowered it again. the cap used to be gone a wile back and i was dominating with about 170-200 weapons power builds. last time i tested a few weeks ago 135 seemed to be the cap, i would not be surprised if they lowered it again though. cant have cruisers and engineers utilizing their awesome energy boosting abilities, nope they are never allowed to use that to do damage. tactical captains can stack endless buffs, and science captains endless debuffs wile engineers get HARD CAPS. i'm having so much less fun lately.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
06-24-2011, 02:02 AM
Right now I'm testing a FaW build with a starcruiser...

8x Phaser Beam arrays

Power levels: W 100(123), S 50(80), E 25(58), A 25(53)

Skills:

Com Eng - EPtW I, Dampeners I, EPtS III, Structural Integrity III
Lt. Com Eng - Eng Team I, RSP I, Directed Energy Modulation I
Lt. Sci - Sci Team I, Hazard Emitters II
En. Sci - TSS I
Lt. Tac - FAW I, FAW II

Aegis Set

Consoles:

Eng - EPS, Neutronium, Field Gen, Plasma Manifold
Sci - Borg, Halon, Biofunction
Tac - Phaser x2


I haven't seen the power levels drop low enough to hurt the beam fire, but I can't be 100% sure. What I do know is that its putting out better damage than other layouts I've tried and I've placed 1rst with this setup at Station 24 with pretty good consistency even over escorts.

I could use some suggestions on consoles and skills, I see a lot of folks using Eng team III but I've always used Eng team as a throw away skill since there are not very good choices at ensign for skills. I use EPtS III as a resistance boost and usually mix it with the other engineering shield buff to keep resistances high (I also use structural integrity III as a resist buff sometimes since it has a fast cooldown).

Note: I don't PvP, so my defense is probably too poor for PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
06-24-2011, 02:12 AM
Quote:
Originally Posted by kostamojen View Post
Right now I'm testing a FaW build with a starcruiser...

8x Phaser Beam arrays

Power levels: W 100(123), S 50(80), E 25(58), A 25(53)

Skills:

Com Eng - EPtW I, Dampeners I, EPtS III, Structural Integrity III
Lt. Com Eng - Eng Team I, RSP I, Directed Energy Modulation I
Lt. Sci - Sci Team I, Hazard Emitters II
En. Sci - TSS I
Lt. Tac - FAW I, FAW II

Aegis Set

Consoles:

Eng - EPS, Neutronium, Field Gen, Plasma Manifold
Sci - Borg, Halon, Biofunction
Tac - Phaser x2


I haven't seen the power levels drop low enough to hurt the beam fire, but I can't be 100% sure. What I do know is that its putting out better damage than other layouts I've tried and I've placed 1rst with this setup at Station 24 with pretty good consistency even over escorts.

I could use some suggestions on consoles and skills, I see a lot of folks using Eng team III but I've always used Eng team as a throw away skill since there are not very good choices at ensign for skills. I use EPtS III as a resistance boost and usually mix it with the other engineering shield buff to keep resistances high (I also use structural integrity III as a resist buff sometimes since it has a fast cooldown).

Note: I don't PvP, so my defense is probably too poor for PvP.
Lol FAWCruiser: (Id really recommend an Assault or Excelsior here)

8 Arrays

Borg Set + Covariant shield (for heals)

Consoles:

EPS - Neutronium x2 - Field Gen
Borg - Induction x2
Phaser x2

Tac : FAW1 - APBeta1 (if tactical, otherwise FAW1+2)

Eng : EP2Weapons 1 - DEM1 - EP2Shields 3 - DEM3
EP2Weapons 1 - ETeam 2 - EP2Shields 3

Sci : HE1 - TSS2
PH1

/profit (I consistently did every FA with 2-3 times the score of no2 (IE: If I did 6800 score, the second place did 2200-3400))
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
06-24-2011, 04:41 PM
Thats a lot of overlapping cooldowns...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
06-24-2011, 07:41 PM
Quote:
Originally Posted by kostamojen View Post
Thats a lot of overlapping cooldowns...
no its not, those 4 EPt skills can have 100% uptime
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
06-24-2011, 08:00 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
no its not, those 4 EPt skills can have 100% uptime
Emergency Power skills share a cooldown. You can't keep up both the shields and weapons at the same time. You wind up with a 15 second gap with both.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
06-24-2011, 08:21 PM
Quote:
Originally Posted by kostamojen View Post
Emergency Power skills share a cooldown. You can't keep up both the shields and weapons at the same time. You wind up with a 15 second gap with both.
nope, hit EPtW and the the other EPtW gets a 30 second cooldown. at the same time EPtS will only get a 15 second cooldown. after 15 seconds you can hit EPtS and the EPtW will get a 15 second cooldown, which it should already be at at that very moment. at that point ever 15 seconds you can activate alternating EPt powers, with 100% uptime. try it out, works great.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
06-24-2011, 11:54 PM
I stand corrected.

Now to figure out how to utilize this properly with other skills...
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