Lt. Commander
Join Date: Dec 2007
Posts: 120
i got a bit tired of playing a escort captain for such a long time and wanted to try something different.

as i do not want to become a space healer i started to build a bit on a assault cruiser.
aiming for a good amount of damage and tank ability.

Skills& Bridge Officers

Weapons
  • Front: 4x Phaser Beam Array
  • Rear: 3x Phaser Beam Array, 1x Tricobalt Device
Eng Con
  • +70% Power Transfer Rate
  • +3.5 Shield Power Setting
  • +3.5 Weapon Power Setting
Sci Con
  • +26 Starship Power Insulators
  • Assimilated Module
Tac Con
  • +26% Phaser Damage
  • +26% Phaser Damage
  • +26% Phaser Damage

for the deflector, shield and impulse drive i will stay with the borg set until i can get a maco or omega one i guess
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-19-2012, 06:26 AM
Quote:
Originally Posted by Seuchenhexer View Post
i got a bit tired of playing a escort captain for such a long time and wanted to try something different.

as i do not want to become a space healer i started to build a bit on a assault cruiser.
aiming for a good amount of damage and tank ability.

Skills& Bridge Officers

Weapons
  • Front: 4x Phaser Beam Array
  • Rear: 3x Phaser Beam Array, 1x Tricobalt Device
Eng Con
  • +70% Power Transfer Rate
  • +3.5 Shield Power Setting
  • +3.5 Weapon Power Setting
Sci Con
  • +26 Starship Power Insulators
  • Assimilated Module
Tac Con
  • +26% Phaser Damage
  • +26% Phaser Damage
  • +26% Phaser Damage

for the deflector, shield and impulse drive i will stay with the borg set until i can get a maco or omega one i guess
I've had a look and tweaked a few things. http://www.stoacademy.com/tools/skil...alternatesas_0

Some things you'll notice about SP allocation is I've drained a few points to redistribute into raising your power levels. You seem to have the intention of maxing out weapons and shields so I've put more into Warp Core Potential, enough for a decent increase for every subsystem. I've also taken points out of weapons and shields performance and put them into engines and auxilliary, this is because those last three ranks (7 to 9) will only give +2 to those systems but put into the first three ranks of the neglected skills you will get +5 to those systems, meaning you can drop the power setting of those systems and raise the setting of weapons and shields for a greater net increase. Same reasoning for taking out three ranks of hull plating and putting it into threat control, more net damage resistance (for both energy and torpedo weapons) and more threat generation, a tank that isn't generating sufficient threat isn't a very good tank at all.

As for Boff stations, I've made sure you have 2 copies of EPtS 3, two copies of EPtS is pretty much essential for some tanking, chaining the two together will give you 100% uptime on both the power level buff and the resistance buff. I've swapped out Phot Off 1 because it's a pretty poor power at that rank and put in TSS 2, again for helping you tank better. I've put in APB in your Lt Tac slot because you're using FAW, you'll not only be hitting everything in range, but now debuffing them too helping yourself and everyone in your team. You said you don't want to be a healer so I've gotten rid of Extend Shields since this can only target an ally and is useless for tanking or DPS and put in EPtW 2, though you can change this to EPtAUX to buff your captain powers and sci boff, or AUXtID for extra torp resistance and movement /turnrate speed.

You might also want to consider swappin out BA: Target Shields for Tac Team as the latter helps both tanking and DPS, and then moving the SP in flow capacitors to starship attackpatterns.

I would warn against all those rank 9 skills you have, the last three ranks give a very small increase compared to the first 6, I usually prefer to have fewer rak 9 skills and make sure that everything my ship does it can do well, rather than doing a few things very well, but I didn't want to cramp your style too much so I didn't change that aspect.

You seem to be missing an Engi console too, I reccomend an armour console relative to what you're fighting. Also, you're missing the brilliant Field Generator console which fits in a sci slot and gives +35% shield capacity, get that. You can keep the shield emitter console and put the Borg module into an engi slot for one of the power consoles, which are pretty weak since they were nerfed, might also be an idea to swap out the other power console for a hull repair console, or maybe another armour console/C-store console if you cna find anything you think would be a good fit for your ship.
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