Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Excelsior-R build for PvP?
09-15-2011, 10:16 AM
Hey all,

Been working through some different combinations trying to find a good cruiser build for PvP. I finally found a Tac BOff with overload III so I figured I'd try out an Excelsior refit. I'm not after a super-tank or a healboat here. I want something that can deal a respectable amount of damage and hold out long enough for help to arrive if ganged up on.

Here's what I'm running.

Forward Weaps: 2x Pol DBB, 1x 'peng, 1x Pol Array
Aft Weaps: 3x Pol Array, 1x Tricobalt Torp
Borg Deflector
Borg Engines
Reman Shields
Devices: RMC, SFM, shield batt, weapons batt
Eng Consoles: plasma manifold, field emitter, EPS, Neutronium Alloy
Sci Consoles: Biofunction, Borg
Tac Consoles: 2x polaron, 1x Directed Energy

Tac BOff: Tac team, FAW II, overload III
Eng 1: Eng Team
Eng 2: EPtW, RSP
Eng 3: Eng Team, EPtS II, EPtS III, DEM
Sci: Sci Team, Hazard Emitters II

The jury is still out in the Tric in the rear, may swap that for another 'peng. I'm also curious about running two Eng teams... thinking about switching one for EPtE.

Looking for opinions on the build.

Thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-16-2011, 12:09 PM
1) I'd consider two Aegis items (enignes and deflector) and two Borg items (shields and console) for thier bonus's.

2) Polarons ATM are really expensive to spec out in.

3) Consider switch the ENG3 slots to : EPTS I, EPTSII, Eng Team III

4) An EPTE/ATID would be hepfull for a quick burst of turn rate

5) Consider TSS in a science slot

6) Consider three of specced (beam) energy type tac consoles (beams are you bread and butter, Max' em out)

7) Dueterium Burst is your friend

8) The Excelsior is a good turning (for a Fed') cruiser, if your comfortable enough, Photon Torps have a fire rate of 6 seconds and Quantums 8 seconds. Theyre not fancy, but alot of VOF.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3 Tetryons in an Excel
09-18-2011, 11:06 AM
I have overload 3 as well but I use tetryons as my weapon tech. I may be an engineer but I do considerable damage. I use tetryons for taking out shields and then pump them with a spread 2 with quantums, it is very effective especially on escorts. I use all borg gear due to the fact that cruisers can keep regen-shields up better that other ship types and the borg procs let me have more BO skills to damage rather than healing.

Weapons front
2 dual tetryon beam bank
1 quantum
1 tetryon single beam
Weapons back
3 tetryon single beam
1 harpeng

Consoles
all borg gear for shields, engines, and deflectors
engine batteries and weapon batteries and Red Matter Capacitor and Subspace Field Modulator for devices
Diburnium, Tetraburnium, Ablative, and Monotanium armors for Engineering slots
Antimatter spread and Enhansed Plasma Manifold for Science slots
Zero Point Quantum Chamber, Tetryon Pulse Generator, and Borg Aux for Tactical Slots

Bridge Officer Skills
Tactical Team 1, Spread 2, and Overload 3 (Lieutenant Commander Tactical Officer)
Emergency Power to Weapons 1, and Directed Energy Modulation (Lieutenant Engineering Officer)
Engineering Team 1, Reverse Shield Polarity 1, Emergency Power to Shields 3, and Auxiliary Power to Structural Integrity Field 3 (Commander Engineering Officer)
Emergency Power to Auxiliary (Ensign Engineering Officer)
Transfer Shield Strength 1 and Hazard Emitters 2 (Lieutenant Science Officer)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-19-2011, 11:11 AM
My big problem with the "higher tier" energy types is the high opportunity cost to train in them. I don't see the "higher" energy types but that much more benefiicial over phasers/disruptors.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-19-2011, 11:48 AM
Quote:
Originally Posted by whamhammer View Post
My big problem with the "higher tier" energy types is the high opportunity cost to train in them. I don't see the "higher" energy types but that much more benefiicial over phasers/disruptors.
Agreed. The quick and dirty way to fix this would be to buff their procs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-19-2011, 12:36 PM
Quote:
Originally Posted by whamhammer View Post
My big problem with the "higher tier" energy types is the high opportunity cost to train in them. I don't see the "higher" energy types but that much more benefiicial over phasers/disruptors.
This is true, and hopefully will be rectified when the skills tree is revamped. I played around with the Excelsior some, but ultimately ended up flipping to an Exploration-R. Loses the tac slot, but gains tanking ability with LC and CM engineers... I can chain up 2 copies of EPtS III, so I've got a 30% damage reduction constantly running. Kick the saucer sep and it turns into a quick and maneuverable beam escort... and the saucer does a much better job of sticking around and helping out than the MVAM pets do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-19-2011, 02:42 PM
Quote:
Originally Posted by dvsaris View Post
This is true, and hopefully will be rectified when the skills tree is revamped. I played around with the Excelsior some, but ultimately ended up flipping to an Exploration-R. Loses the tac slot, but gains tanking ability with LC and CM engineers... I can chain up 2 copies of EPtS III, so I've got a 30% damage reduction constantly running. Kick the saucer sep and it turns into a quick and maneuverable beam escort... and the saucer does a much better job of sticking around and helping out than the MVAM pets do.
On my tACTICAL Excelsior:

Aegis engine:
Aegis deflector
Borg Shield


TAC: HYT 1, BO2,BO3

Engineer: ET 1, ET3, EPTS 1, EPTS2, APID 1, EPTE 1, DEM III,

SCI: Tractor Beam 1, TSS 2

Consoles:

Nuetronium Mk XI blue x2
RCS Mk XI blue x1
The console that gives +35% to shield capacity (away from game machine)

Borg Console
Console that improves tractor beam MK XI blue

Phaser Relay Mk XI blue x 3

Dueterium Tanks
Rechargable Shield Battery
Subfield Modulation Generator
Weapons Batteries


Phaser DBB Mk XI very rares x 3
Quatum Torp Mk Xi very rare

Phaser beam array Mk XI very rares x3
Quatum Torp Mk XI very rare

I have a turn rate of 17.5 at full speed (not full impulse). Does decent damage and can still take a beating.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-20-2011, 01:43 PM
Quote:
Originally Posted by dvsaris View Post
Forward Weaps: 2x Pol DBB, 1x 'peng, 1x Pol Array
Aft Weaps: 3x Pol Array, 1x Tricobalt Torp
I'm assuming you're already spec'd into Polaron. If you're a Tac captain you might want to consider switching to Antiproton. The skill point cost is the same so you don't have to worry about moving skill points around from other skills to spec into them.

Antiproton bonuses improve both critical hit chance and critical hit severity. A Tac captain has class skills\ that boosts crits. These mesh incredibly well. Fully spec'd, BO3 fired from a Antiproton Dual Beam, with Tac Captain buffs, and supplemented by 3 Mag Regulators is incredibly powerful and when it crits is devastating.

You might also want to consider switching to Quantums. Sure they don't have the 'peng's secondary, but they have a higher base damage, and with the changes to 'pengs you can fire them faster. And I belive they still have the fastest travel speed once fired.

BO3 ripping through shields followed by a HY2 Quantum barrage is going to ruin someone's day.

Quote:
Originally Posted by dvsaris View Post
Tac BOff: Tac team, FAW II, overload III
If you switch to quantums I'd change that FAW to a HY. Or if you want to keep an AOE attack look into the changes to Torp Spread. The new spread does almost as much damage as it's HY counterpart and people are reporting that it crits more frequently.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
09-21-2011, 08:26 PM
Us pvpers can help you better if this was in the pvp section.

Try torp spread 2, bo3, tractor beam and tac team.
Or, ditch beams an be a turret boat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
09-21-2011, 08:55 PM
cannons, turrets and a tricobalt.
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