Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-01-2012, 12:58 PM
Lots of interesting stuff here, thanks for the info guys!

I think I'll stick with the MVAE since I like to build my ships slightly tank-ish and the LtC Sci will really help with that.

Interesting note on the BO 2 vs BO 3 as well. I thought I was crazy when I noticed it missing more, looks like it's actually a thing heh.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-01-2012, 01:46 PM
Quote:
Originally Posted by CaptainHorizon
as an engie you can manage your weapons power the best of all the captain types. but to actually add a consistant spike in my engie/mvae i had to run this:

TT1, BO2
TT1, BO2, APO1, CRF3

EPTS1,2

HE1, TSS2, PSW1 (or another random ltcm sci silly)

3 dhc's, 1dbb fore 3 turrets aft your choice weapons. and yes the mkXI blue ACCx2 tets are absurdly cheap.

the reason for the dual BO2's is because of the rediculous miss rate of BO3. even with ACCx3 weapons its just too much dissapointment. so spike more consistantly at a slightly less impactful manner. and get a big push when you run a EPS power xfer (or nadion inversion) and your CRF3 along with the BO2. carry weapons batteries for that particular run....for right after the weapons energy drop.

other things ive tried:

-tractor beam1 and Tachyon Beam3. pop an aux battery before the run
-tractor 1 and CPB2.... worked better when timing torp strikes.
-PH1, PH2, TSS3 and aux2struct1....very tanky, just looking to stay in the fight as long as possible.
-HE1, ST2, TSS3.....solid healing with the option to spike when needed.

theres just so many options there. have fun!
This is by far the best advice in this thread so far.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-01-2012, 01:53 PM
Quote:
Originally Posted by CaptainHorizon
as an engie you can manage your weapons power the best of all the captain types. but to actually add a consistant spike in my engie/mvae i had to run this:

TT1, BO2
TT1, BO2, APO1, CRF3

EPTS1,2

HE1, TSS2, PSW1 (or another random ltcm sci silly)

3 dhc's, 1dbb fore 3 turrets aft your choice weapons. and yes the mkXI blue ACCx2 tets are absurdly cheap.

the reason for the dual BO2's is because of the rediculous miss rate of BO3. even with ACCx3 weapons its just too much dissapointment. so spike more consistantly at a slightly less impactful manner. and get a big push when you run a EPS power xfer (or nadion inversion) and your CRF3 along with the BO2. carry weapons batteries for that particular run....for right after the weapons energy drop.

other things ive tried:

-tractor beam1 and Tachyon Beam3. pop an aux battery before the run
-tractor 1 and CPB2.... worked better when timing torp strikes.
-PH1, PH2, TSS3 and aux2struct1....very tanky, just looking to stay in the fight as long as possible.
-HE1, ST2, TSS3.....solid healing with the option to spike when needed.

theres just so many options there. have fun!
This is very helpful.

I think I'll go with:
TT1
BO 1, BO 2
TT 1, RF 1, Omega 1, RF 3

That way I use up that pesky Ensign slot and still maintain dual RFs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-02-2012, 01:47 PM
Quote:
Originally Posted by mvs5191 View Post
This is very helpful.

I think I'll go with:
TT1
BO 1, BO 2
TT 1, RF 1, Omega 1, RF 3

That way I use up that pesky Ensign slot and still maintain dual RFs.

I stopped using Omega on my escort that way I can have CRF3, HYT3, CRF2, HYT1, along with a CSV1 and TS1, I do have a Beta 1 somewhere in there with TT. I stopped using APO at the direction of BoBad and he was right, if someone wants you stopped they will wait til your Omega is on CD an you just popped APB. Honesty I do not miss as much as you think. I changed to eng batteries, use my EM and RS more often but I hardly really notice I do not have APO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-02-2012, 02:15 PM
Quote:
Originally Posted by Captain Data
I stopped using Omega on my escort that way I can have CRF3, HYT3, CRF2, HYT1, along with a CSV1 and TS1, I do have a Beta 1 somewhere in there with TT. I stopped using APO at the direction of BoBad and he was right, if someone wants you stopped they will wait til your Omega is on CD an you just popped APB. Honesty I do not miss as much as you think. I changed to eng batteries, use my EM and RS more often but I hardly really notice I do not have APO.
The fact that Omega stops tractors is just icing on the cake for me (If I really need to get out of it, I'll just pop into one of my MVAE sections if they're not on CD), I use it mostly for the (albeit small) damage buff to help out my Beam Overloads.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-02-2012, 03:11 PM
Quote:
Originally Posted by Captain Data
I stopped using Omega on my escort that way I can have CRF3, HYT3, CRF2, HYT1, along with a CSV1 and TS1, I do have a Beta 1 somewhere in there with TT. I stopped using APO at the direction of BoBad and he was right, if someone wants you stopped they will wait til your Omega is on CD an you just popped APB. Honesty I do not miss as much as you think. I changed to eng batteries, use my EM and RS more often but I hardly really notice I do not have APO.
weird. i have actually gone APO1....X2 on my tac/defiant. i really love omega for the speed and turn rate boost, as well as the immunity to disables and stuns. the damage increase is barely noticeable. but i place such a high priority on getting my ship into the best spot in the battleshpere so i can really get max time and min distance on my target... so moving to max my agility just makes me more comfortable.

this also means a bit higher engine power setting, and a bit lower shield setting for me personally... and deuterium burns instead of engine batts.

also cap data, if i had that many different tac buffs to choose from i may go insane. especially on tac init runs.

have fun kill bad guys!

-horizon
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-02-2012, 09:29 PM
Quote:
Originally Posted by CaptainHorizon
weird. i have actually gone APO1....X2 on my tac/defiant. i really love omega for the speed and turn rate boost, as well as the immunity to disables and stuns. the damage increase is barely noticeable. but i place such a high priority on getting my ship into the best spot in the battleshpere so i can really get max time and min distance on my target... so moving to max my agility just makes me more comfortable.

this also means a bit higher engine power setting, and a bit lower shield setting for me personally... and deuterium burns instead of engine batts.

also cap data, if i had that many different tac buffs to choose from i may go insane. especially on tac init runs.

have fun kill bad guys!

-horizon
The reason I went with so many tac cannon skills is because of all of the SCI nerds with SNB. I love the QQ when they see me buff up and they wipe my CRF2 and HYT2 plus others and I turn around and put a little pressure on with CSV and TS. For some reason 90% of the time I get SNB'd my my 3rd skill of the same GCD is ready while the others take 30 second break.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-03-2012, 09:23 AM
Quote:
Originally Posted by mvs5191 View Post
with the shield distribution DOffs, it's like my Sci has a ghetto RSF every minute anyways).
The BFI/damage heal shields DOff?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-03-2012, 10:36 AM
what is so funny about the BFI Doff is when my shields are at like 10% when I hit the power it jumps to like 85% and that is with no extra shield heal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
01-04-2012, 07:38 AM
Quote:
Originally Posted by Captain Data
what is so funny about the BFI Doff is when my shields are at like 10% when I hit the power it jumps to like 85% and that is with no extra shield heal.
This is exactly why i carry 3 green of these doff thus giving me 90 percent total chance to proc their bonus.
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