Lt. Commander
Join Date: Dec 2007
Posts: 120
Hey all, as the thread topic says, i'm very close to level cap now and i'm trying to get myself prepared/geared for the end-game stuff. I figure i'll post what my current idea(s) are and hopefully you all can shoot them down or tell me they look good.

I'm a Tactical Officer flying a Sovereign-class Cruiser. I know its not the ideal layout, but the Sovvy is my dream ship (unless I can somehow get an Odyssey somewhere sometime). So my BOFFs look something like this:

Lt. Tac:
Torp High Yield I
Beam Overload I

Ens Tac:
Tac Team I

Com Eng:
EPS I
EPS II
ApSF II
Reverse Shield Polarity III

Lt Com Eng:
Eng Team I
ApSF I
Reverse Shield Polarity II

Lt Science:
HE I
Science Team II

So, knowing what abilities i'm using, what else should I be doing? I want to be the anchor of the group, able to fly in, take the hits, and stay alive while still dealing decent damage. What weapon types should I be going for? What consoles? Are my officer abilities okay? Thanks in advance for the replies/advice!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-05-2012, 05:24 PM
Quote:
Originally Posted by Argolisk View Post
Hey all, as the thread topic says, i'm very close to level cap now and i'm trying to get myself prepared/geared for the end-game stuff. I figure i'll post what my current idea(s) are and hopefully you all can shoot them down or tell me they look good.

I'm a Tactical Officer flying a Sovereign-class Cruiser. I know its not the ideal layout, but the Sovvy is my dream ship (unless I can somehow get an Odyssey somewhere sometime). So my BOFFs look something like this:

Lt. Tac:
Torp High Yield I
Beam Overload I

Ens Tac:
Tac Team I

Com Eng:
EPS I
EPS II
ApSF II
Reverse Shield Polarity III

Lt Com Eng:
Eng Team I
ApSF I
Reverse Shield Polarity II

Lt Science:
HE I
Science Team II

So, knowing what abilities i'm using, what else should I be doing? I want to be the anchor of the group, able to fly in, take the hits, and stay alive while still dealing decent damage. What weapon types should I be going for? What consoles? Are my officer abilities okay? Thanks in advance for the replies/advice!
I've been flying a Sovvy since I hit cap early last year, and I've never looked back. There are times that I switch in to an escort (Elite STFs...) but there is nothing that can keep me out of the Reprisal for long, and it will take some serious magic from our most beloved Captain Logan to pry her away from me.

A few pointers...

I'd dump the second RSP from your Lt Cdr and consider EPTS3 - It's almost too good a shield heal not to consider. Second point would be to subsequently consider dropping EPTS1 or 2 and picking up either EPTW1 or ET2 respectively. Otherwise, your build looks... similar in many respects to mine.

Also dump the second instance of Aux to SIF - they share the same cooldown, with no overlap whatsoever, so you get no benefit from having two versions! I run a second version of Engineering Team as a consequence.

For science... Hmmm. ST2 is ok. I actually have multiple science officers depending on the task at hand, only use Science team when fighting the Dominion or Breen to counter their damned Subnuke beams. Elsewise, I find Transfer Shields 2 to be the superior option.

Only advice I would have is to start playing your dailies and STFs. The sooner you can get her a decent set of shields (Aegis is good for a start as you work toward MACO) and weapons, the better. The Sovereign in the hands of a tactical officer can do remarkable amounts of damage if you've built her well.

And when you do hit VA... It might be worth going back to rerun "Future Imperfect", as the MkXI Paratrinic Shield is the highest capacity covariant shield you can get this side of the KDF Honour Guard, and is an absolute steal considering it is free.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-05-2012, 05:35 PM
Interesting points, thank you. I didn't think I was able to get Emergency Power to Shields III with a tactical captain. Don't you have to be an engineer to train your crew in that?

Also, i'm running the 100/50/25/25 Power setup currently, so I find I get NO bonus whatsover when I try to use Transfer Shield Strength - that's why I went with Science Team. It seems like a hardier buff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-05-2012, 06:01 PM
Quote:
Originally Posted by Argolisk View Post
Interesting points, thank you. I didn't think I was able to get Emergency Power to Shields III with a tactical captain. Don't you have to be an engineer to train your crew in that?

Also, i'm running the 100/50/25/25 Power setup currently, so I find I get NO bonus whatsover when I try to use Transfer Shield Strength - that's why I went with Science Team. It seems like a hardier buff.
Well, a couple of points there...

First, you can get EPTS3 by having an Engineer train the officer for you. Go to spacedock, or any other social zone, and just ask around. Heck, I'll do it for you if you like - I'll be online in a few hours. If you remove all the officer's gear and items, you can drag them from your roster in to a trade window, and any suitably specced engineer can give them that skill for you.

Second, an important thing to remember about Science Team is that it is not a buff. It clears debuffs such as Subnucleonic Beam, and provides a sizeable shield heal, but it does not provide a shield resistance. Transfer Shields, on the other hand, provides you with an equal heal-over-time in addition to a resistance buff.

Always remember with shield heals - they will do nothing for a quadrant that has taken no damage, and so if you distribute your shields prior to using the power, you will get considerably more mileage out of it as you will not only have power being pumped in to the damaged section from other quadrants, but all four quadrants will be benefiting from the Heal over Time. This vastly improves the utility of that particular ability.

Third point is your power levels... I routinely change my power levels on the fly, and have a great deal of points invested in to efficiency skills to keep all levels up across the board - but always use Aux batteries. They provide so much benefit to your Engineering and Shield heals that it's just not even debatable!

Day to day though, I run my Aux power fairly high, keeping 100 in Weapons (buffed with EPTW, remember) about 70 in shields and Aux, and minimal in Engines. Once you get over the lack of turning ability in cruisers, speed becomes secondary to power.

Hence I run no RCS console, no armour, and as many power-improving consoles as I can.

At present, Reprisal runs as follows:

Engineering:
Mk.XI Plasma Distribution Manifold
Mk.XI EPS Flow Regulator
Mk.XI SIF Generator
Borg Universal Module

Tactical:
Mk.XI Phaser Relay (2)
Mk.XI Zero Point Quantum Chamber

Science:
Mk.XI Field Generator
Mk.XI Emitter Array

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-05-2012, 06:11 PM
I'd really appreciate the training for my Engineer - what's your Character name? I'll add you to my friends list!

And you think I should adjust my weapons level to add some to auxilliary?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-05-2012, 06:28 PM
Quote:
Originally Posted by Argolisk View Post
I'd really appreciate the training for my Engineer - what's your Character name? I'll add you to my friends list!

And you think I should adjust my weapons level to add some to auxilliary?
There are many ways you can squeeze more juice out of weapons. I run my weapons power at only around 80, and still get it up to 100 (unbuffed) through efficiency and specialization skills alone. It peaks at 125 (the hard-cap) when I hit Emergency Power to Weapons.

The 20 or so power I pull out of weapons goes straight back in to Aux.

Feel free to add me. My handle is the same as my forum name, @Koppenflak.

Should you catch me online, send me a PM.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-05-2012, 11:40 PM
If your intending to use your Cruiser as a Tank, you kind of need a Polarise Hull on there to escape Tractor beams, and for hull resist buff. It's rotatable with Hazzard Emitters 2.

I run 2 EPtS so I can keep them running at all times. Gives me 100 shield power despite it being set to 50. And with the 30s cooldown and 30s uptime it works great. That way I can leave my Weapons high and not need EPtW. Popping a battery before using an Aux ability is always a good idea, I myself use my Red Matter Capacitor but an Aux battery is just as good.

I use Fire at Will over Beam Overload, but that's just what I prefer. And remember swapping BOFF's around for a different configuration is always an option.

I have 3 different Sci officers for Solo, Healing and Tanking.

But your build seems good, just need to tweak it here and there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-06-2012, 02:51 AM
Thanks so much for your help guys, its greatly appreciated!
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