Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
11-13-2011, 07:55 AM
Unless I'm mistaken I believe that Aux2SIF's cooldown is the same as the global cooldown so it's useless to have 2 copies on a build since their up and down time will be exactly the same.

I'm more of a DPS build myself but if you want to be a healer in a Star Cruiser this is a build I had great success with myself:

Fore weapons:
3x MkXI Phaser Beam Array
1x MkXI Quantum Torpedo

Aft Weapons:
3x MkXI Phaser Beam Array
1x MkXI Quantum Torpedo

Run Full borg set except Shields

Shields:
MkX Covariant (Ap) (Pha) (Dis) Expensive but very useful in PvP

Lt Tac:
TorpSpread 1, AP Delta

LtCmd Eng:
EPtS1, Extend1, ET3

Cmd Eng:
EPtS1, RSP1, ET3, Extend3

Ens Sci:
HE1

Lt Sci:
ST1, TSS2

I ran my power something like: 25/100/25/50

Consoles to support Sci and Tac are pretty much what you want, for Eng consoles I used an Eps console, 2 Neutronium armours, and a Sif generator.

I had pretty good success, I would put out a lot of healing and was able to support the rest of the team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
11-13-2011, 08:42 AM
Quote:
Originally Posted by Aternal99 View Post
Unless I'm mistaken I believe that Aux2SIF's cooldown is the same as the global cooldown so it's useless to have 2 copies on a build since their up and down time will be exactly the same.
You're correct, thanks for reminding me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
11-13-2011, 12:30 PM
Quote:
Originally Posted by Tick0
In that case...Extend Shields isn't a science ability, it's an engineering ability. :p
lol i fail
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
11-13-2011, 12:40 PM
Quote:
Originally Posted by KillingMeSoftly
Try;

Tactical: Tactical Team 1, Attack Pattern Delta 2
Science: Science Team 1, Hazard Emitters 1, Transfer Shield Strength 2
Engineering: Emergency Power Shields 1, Emergency Power Shields 1, Reverse Shield Polarity 1, Engineering Team 2, Engineering Team 3, Auxiliary to SIF 2, Extend Shields 3

That's if you want to be a pure support cruiser.
Hmm killingmesoftly, Im not sure i remember what tact team is good for a heal cruiser?


Quote:
Originally Posted by Aternal99 View Post
Unless I'm mistaken I believe that Aux2SIF's cooldown is the same as the global cooldown so it's useless to have 2 copies on a build since their up and down time will be exactly the same.

I'm more of a DPS build myself but if you want to be a healer in a Star Cruiser this is a build I had great success with myself:

Fore weapons:
3x MkXI Phaser Beam Array
1x MkXI Quantum Torpedo

Aft Weapons:
3x MkXI Phaser Beam Array
1x MkXI Quantum Torpedo

Run Full borg set except Shields

Shields:
MkX Covariant (Ap) (Pha) (Dis) Expensive but very useful in PvP

Lt Tac:
TorpSpread 1, AP Delta

LtCmd Eng:
EPtS1, Extend1, ET3

Cmd Eng:
EPtS1, RSP1, ET3, Extend3

Ens Sci:
HE1

Lt Sci:
ST1, TSS2

I ran my power something like: 25/100/25/50

Consoles to support Sci and Tac are pretty much what you want, for Eng consoles I used an Eps console, 2 Neutronium armours, and a Sif generator.

I had pretty good success, I would put out a lot of healing and was able to support the rest of the team.
I always used FAW1 vs Torps, had a full beam layout... thoughts on pros/cons?

also does aux still provide bonus to turn rate?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
11-13-2011, 01:42 PM
Quote:
Originally Posted by LEONHART View Post
Hmm killingmesoftly, Im not sure i remember what tact team is good for a heal cruiser?

I always used FAW1 vs Torps, had a full beam layout... thoughts on pros/cons?

also does aux still provide bonus to turn rate?
If you're inclined to run a beam load out, then absolutely consider using Tac Team and BFAW 1/2.

Tactical team is widely considered to be so-good-it's broken due to it's ability to buff both your weapons and shields sumultaneously and lends itself well to being combined with Power to Weapons and EPS Transfer. It's almost a mandatory power.

BFAW has been... made less effective since they toned its duration back, but its still, obviously a good option for Engineers running 'crowd control' or tank builds. Doubly so when considering a Beam loadout.

Torp Spread right now is also excellent, as while it "only" does 75% of the damage that an equivalent Torpedo high yield volley will achieve, it applies it to multiple targets. There is a lot of very controversial feedback on this ability right now because people are reportedly managing to achieve critical hits of 60K+.

Torp Spread is especially fantastic if you have a team member supporting you with Tyken's Rift and/or Gravity Well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
11-13-2011, 03:13 PM
I like the torps for a couple of reasons:

Its nice spike damage against enemy ships and it can also clear out spam. Its also a nice surprise for an escort who decided to park on your rear and try to take advantage of your poor turning ability. They also help your team when they get the shield down on somone and you need damage.

FAW is really nice for clearing spam or if you have a single target that you can broadside. Then you will see some good damage against that person. But that rarely happens in PvP so I go with the torps.

Aux does help turning, but in a Star Cruiser its not going to really matter. Its still going to turn like a dead cow.
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