Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-06-2012, 09:35 AM
Quote:
Originally Posted by TheWackyWombat View Post
Assault Cruiser : U.S.S. Athabaskan

Fore:
4x Disruptor Beam Array MkXII [Borg]

Aft:
4x Disruptor Beam Array MkXII [Borg]

Tac consoles:
3x Disruptor Consoles

Engineer consoles:
1x EPS flow
1x Neutronium Alloy
1x Assimilated
1x SIF Gen

Science console:
Field emitter very rare MK XI
Shield Emitter amplifier rare MK XI

MACO Shield Array Mk XI
Assimilated Deflector Array
Assimilated Impulse Engines

Tac boffs:
Ensign: FAW 1
Lt : FAW1, APB1

Eng boffs:
Com: EPtW1, EPtS2, EngTeam3, SIF3
LtCom: EPtW1, EPtS2, Boarding Party 2

Sci Boffs:
Lt: HE1, TSS2


As an engineer I've been able to build my ship as a straight up tank for elite STFs. When all the heals are cycling properly the ship has a pretty high resistance/heal tank which is sustainable against Tac cubes, and if/when someone else grabs aggro most of the healing can be redirected.

The ship is capable of decent sustained DPS, more so than some other tanks, but the tac skills are more for aggro sustain and debuff purposes so the escorts can burn targets down faster.

Normally I'd be running two engineering teams, but when I maxed Engineering CXP I took enough maintenance engineers to lower one to the global cool down.

The LtCom engineering skill is really open to anything, I'm using BP2 because I have Kel slotted and when 6 shuttles land on a Tac, they can do a number on it's systems.



Not bad, ditch the boarding part and grab an extends, unless you hate your teammates then keep using boarding party.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-06-2012, 11:16 AM
Quote:
Originally Posted by Aldo-Raine
Not bad, ditch the boarding part and grab an extends, unless you hate your teammates then keep using boarding party.
It honestly wouldn't make a huge difference, I have 9 points in threat control and rarely loose aggro from the boss mobs. When I launch BP I have a good chance of disabling 2+ subsystems, which makes a huge difference when you're primary target.

I do use other abilities, but I like Kel and watching a mini armada storm a tac cube
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-06-2012, 12:18 PM
Boarding party = fail
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-06-2012, 04:49 PM
Quote:
Originally Posted by wiipe View Post
With plasma, you can kill your enemies without that much touching their shields at all, it may be slow... but what's the hurry. Regarding PvP one could argue that despite the cruisers supportive rather than dps-dealing role, every dps counts.. but let's allow me to keep my happiness from this nice spring day and not make this an discussion about that.

I'll take your advice about Flow Regulators though, thanks.

But yeah, you're right. Replying to your post was more difficult than my project management exam earlien today at school. Huh. The bottom line is that plasma isn't the best choice. I still like it more than the mentality about getting the job done as fast as possible. I play to play, it means having fun and plasma is the most fun damage type in the game. Like I said in the beginning of my reply, shields mean nothing against plasma, nor does time againts freedom. Plasma is a way of life!
Plasma has one very big disadvantage to it - the Borg use it. That means everyone and their brother has armor for it.

That said, it has a very big advantage as well - it's cheap on the Exchange. To get your first foothold into the Mk XI/XII realm of weaponry, you can afford a set of 6-8 Mk XI plasma beam arrays for less than one Mk XII beam of another type might cost. I don't know if the other weapon types are the same, but I imagine they are. Although I wouldn't stick with it forever, the first thing a recently-promoted admiral ought to consider doing is picking up a full set of these for low cost increased DPS.

Just my opinion, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-07-2012, 02:42 PM
Ship: Excelsior-Refit
Captain: Eng

ARMAMENT:
Fore:
Polarized Tet DBB x1
Polarized Tet BAx3

Aft:
Polarized Tet BAx3
Cloaking Tractor Beam Mines

EQUIPMENT:
Deflector: Borg
Shield: Omega Force Mk X
Engines: Omega Force Mk X

Console-Eng:
EPS Flow Regulator
RCS
Diburnium Hull
BORG

Console-Sci:
Flow Capacitor
Flow Capacitor

Console-Tac:
Tetryon x3

CREW:
Tac--
LCDR: Tac Team 1, B:FAW 2, B:O 3

Eng--
CMDR: EPTS1, EPTS2, EWP1, A2SIF3
LCDR: EPTW1, RSP1
ENS:Eng Team 1

Sci--
LT: TSS1, HE2

I put this together in order to see what all the fuss about tetryon glider was about. The build is designed mainly for shield stripping, sustained dps with periodic spike damage. Furthermore Eject Warp Plasma and Tractor Mines gives it some battlefield control and the Eng/Sci ability set also allows for reasonable party healing. Haven't had much opportunity to test it yet, but so far it does seem to drop shield facings just as fast as my fleet escort with Antiproton[borg]DHC XI gear. Still need to play around with it a bit more.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26 jem hadar set
03-09-2012, 05:46 AM
just wondering if anyone finds the jem hadar set any use with cruisers/escorts or should i stick with maco + borg set in pvp/stf's
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
03-13-2012, 04:30 PM
Star Cruiser

Deflector: Assimilated
Engines: Assimilated
Shields: M.A.C.O. MK XII


Fore:
(VRare) Antiproton Dual Beam Bank MK XII x2
(VRare) Antiproton Beam Array MK XII x2
Aft:
(VRare) Antiproton Beam Array MK XII x4



Devices:
Shield Batteries x2
Subspace Field Modulator
Red Matter Capacitor

Consoles:
(VRare) Neutronium Alloy MK XII x3
(VRare) SIF Generator MK XII
Assimilated Module
(VRare) Field Generator MK XII x2
(VRare) Antiproton Mag Regulator MK XII x2
Lt. Commander
Join Date: Dec 2007
Posts: 120
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