Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Fresh ENgineer star cruiser
08-31-2011, 06:52 AM
ive always had tac captains so an engie on a cruiser is somthing new to me and i still find myself trying to fly a cruiser like a escort and thats not working lol

so at the end of the night started a sta cruier and i was actuly having a blast with it

but im sure i can squeez so much more power out of it then what i got going on and this is only cuz im dumb when it comes to cruisers so heres what i got

all antiproton weapons
F
3x dba 1x ba
A
4x ba

x2 eng team1
x2 EM Pow sheilds2
aux tto sif2
em pow to aux 3
dem3

faw1
faw2

polorize hull 1
tractor beam 1
feedback pulse 1

im running full aegis


so the faw ith dem3 was amazing but still feel rather squishy and as you can see i got all my power up front..well ther are verry rare weapons so gotta stick with what i got lol

i was try to hit em pow to aux and the aux to sif then feedback pulse....... hull didnt see to heal verry much but feedback was doing massive dammage like 1000 per pulse which i thought was cool but wasnt impressed with aux to sif maby im doing it wrong


so anyways im reaching out to the comunity in hope to make somthing crazy powerful and also a better understading of the class

thank you much
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-31-2011, 01:05 PM
Quote:
Originally Posted by zombie619 View Post
ive always had tac captains so an engie on a cruiser is somthing new to me and i still find myself trying to fly a cruiser like a escort and thats not working lol

so at the end of the night started a sta cruier and i was actuly having a blast with it

but im sure i can squeez so much more power out of it then what i got going on and this is only cuz im dumb when it comes to cruisers so heres what i got

all antiproton weapons
F
3x dba 1x ba
A
4x ba

x2 eng team1
x2 EM Pow sheilds2
aux tto sif2
em pow to aux 3
dem3

faw1
faw2

polorize hull 1
tractor beam 1
feedback pulse 1

im running full aegis


so the faw ith dem3 was amazing but still feel rather squishy and as you can see i got all my power up front..well ther are verry rare weapons so gotta stick with what i got lol

i was try to hit em pow to aux and the aux to sif then feedback pulse....... hull didnt see to heal verry much but feedback was doing massive dammage like 1000 per pulse which i thought was cool but wasnt impressed with aux to sif maby im doing it wrong


so anyways im reaching out to the comunity in hope to make somthing crazy powerful and also a better understading of the class

thank you much
I personally didn't like DEM all that much. AF3 would help with that "squishy" feeling (target -50 weapons, the DoT sucks though) And Cruisers dont really take alot of hull damage unless you are fighting the borg. EPtAux works AMAZING with TSS and you can give it to yourself and will help regen shields w/ EPtShields. I really feel that having 2 AuxTSI is overkill, Eng Team with 1 AuxTSI should do fine, esp. if you use the EPtAux +TSS suggestion.

If you can get your hands on an Excelsior Refit DO IT! My tac captain is in one and its turn rate + tac abilties make it super OP. Just a suggestion
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-31-2011, 01:17 PM
i have one ive just been playign with difent thibngs and this is also my first engineer toon im just kinda bored with ship dont know why we never see any
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-31-2011, 01:20 PM
i see your flying galyxy retrofit how is that??????
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-31-2011, 01:54 PM
Quote:
Originally Posted by zombie619 View Post
i see your flying galyxy retrofit how is that??????
For my Engineer its great. The Saucer seperation turns your ship into escort-like. I mainly use The Galaxy Retro for STFs since it offers amazing support ( I have 2 EPtAux and 2 EPtShields to help with ExtendShields 3 and TSS2) I learned real quick that Escorts end up tanking with their crazy burst damage and some times they get Out Of Range. Thats my reasoning for using saucer seperation so much lol, I love the maneuvering.

From a DPS stand point, I guess if you fitted the Galaxy with 2 DBeams, Beam, Torp, 3 turrents and a beam ( or 3 DBeams a torp and 4 turrents ), it would do really good DPS.
The Saucer seperation has a 5 minute cooldown so build 2 may not work as great since you'll most likely be attacking from the side Food for thought
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-31-2011, 04:36 PM
The biggest problem is your mindset as you've already admitted. The Star Cruiser is nowhere near the top of the list on damage dealing Cruiser preferences. She is a healer and a tank above anything else and while you can squeeze some damage out of her, you'd be better off running it as a healer to support your team.

The SC has a very low turn rate, making DBB's and Torpedoes weak weapons overall as you're constantly trying to bring your respective arc's to bear on the target rather than focusing on the well being of your team and unleashing a 6-8 beam broadside at full weapons power without much turning work. Only Engineer's can get away with a full 8 beams effectively with EPS and Nadion Inversion cycling, while the other classes stick to 6 beam and 2 torp or mine launchers. Don't even think about using turn rate consoles either as they give a percentage based increase of the normal turn rate which I've already pointed out is abysmal. Example: +10% turn rate of a base 9 degree per second yields only 9.9 degree total, whoopdeedoo! That slot is better utilized with other consoles.

Onto abilities -

FAW is ok for clearing spam or whittling away a single target, but with multiple ships it's not that great. I use it in my dps build while I keep AP: Delta in my healing build (or a second Tac Team). Speaking of which, Tac Team is a must and finds a home in the Ensign slot of every ship I have. It's invaluable at clearing tac officer debuffs and distributing shields rapidly to compensate for heavy damage (works much faster than the standard distribute).

Engineering...
Again, this depends on your mindset. I keep mostly heal and support abilities here, though I do carry a DEM + Warp Plasma combo for s***s and giggles. With your power settings either at full weapons or full auxiliary and the rest in the non primary setting your shields and engines should end up in the mid 60's which is plenty for a Star Cruiser seeing as you're not trying to be quick on your feet and by cycling EMPTS abilities you can cap or come close to cap'ing your shield power almost 100% of the time.

So I run -

ET 3 (third in my hull heal preferences, to keep my other teams up more often in case of emergency)
ET 1 (clearing critical debuffs, normally TSS shields or Viral Matrix)

2x Extend Shields 1 (support, keep Extends up full time unless shockwaved)

EMPTS 3 (tanking + prebuff before using ES)
EMPTS 1 (minor damage + prebuff before using ES)

Aux to SIF 3 (first in my hull heal preferences, fired around 80%, excellent hull resist and quick recharge)

For my SCIENCE -

TSS 1 (most shield resists here, the heal is weak, but together with ES it can blunt a significant amount of damage)
HE 2 (second in my hull heal preferences, normally fired around 65%, good hull resist especially on top of SIF 3 or AP Delta or ENG Fleet)
ST 1 (due to the prevalence of SNB's, Scrambles etc... You're going to use this often)

* Polarize Hull is mostly a waste with the wide array of ENG hull resist buffs and the fact that a SC has the raw power and inertia to escape Tractor Beam's with full engine power and/or evasive as well as being able to power right out of a Gravity Well. Tractor Beam? Meh, I leave that to my supporting Science ships. Feedback pulse... Version 1 isn't very powerful and needs to be full Aux to do any damage, which takes away from your Weapon power (unless battery or EPS).

* EMPTA 3 is simply a waste too. With 125 weapons, 65 shield/engine and 83 Aux it's overkill on a SC.

I swap consoles around from time to time, but generally I run:

Full Borg Set (occasionally resilients shields for spike damage teams, otherwise regen's for shield strippers and low dps crews).

Neutronium Armor (more than 1 is overkill with Eng buffs), Shield Cap, (Shield Regen + SIF Generator or 2 Plasma Manifolds).

Induction Stab, Halon Console and Borg or Crew Recovery (testing effectiveness atm).

2 Phaser Relays (or 1 + Borg)

----------------
Well, good luck with the SC. And there are a bunch of us out there, we're just normally tied up with supporting our fleets, not hanging around space dock
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-01-2011, 12:37 AM
Quote:
Originally Posted by NohMalkiri
lots and lots of good advice

----------------
Well, good luck with the SC. And there are a bunch of us out there, we're just normally tied up with supporting our fleets, not hanging around space dock
The man knows of what he speaks for sure! As a former opponent (and now fleetmate) I remember how hard it always was to kill him and how great he heals me now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-01-2011, 09:38 PM
Quote:
Originally Posted by reon View Post
I really feel that having 2 AuxTSI is overkill, Eng Team with 1 AuxTSI should do fine, esp. if you use the EPtAux +TSS suggestion.
It's not overkill, it's downright wasteful. A fully skilled AuxTSI's cooldown matches the system cooldown. You can't possibly utilize more than 1, ever. That's why you only ever see the system cooldown when you use it.
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