Lt. Commander
Join Date: Dec 2007
Posts: 120
I bet them Sci caps are having a field day with this ship. Fair enough, we Tac captains have been favored sons for quite a while and I'm willing to give them blue shirts some glory.

So, let's put our Tactical caps on and make the best of the Atrox. I profess I am not an experienced captain, so I really need help from my learned colleagues. From the way I am specced, and that my main ship is the AE, the only science role I can fulfil is that of a dedicated healer. That however still begets a huge problem with the Atrox given that I have more skill slots than I can fill it with.

After running through the databanks, I find that adapting Cygone's power drain build is no help since the Atrox turns like a moon and weighs about just as much, deflector abilities won't work. The Nebula build is more forgiving of turn, but requires points dumped into Particle generators which I can't make use of on my AE unless I grab the MVAE and use GW1.

I then stole some intel from Klingon think-tanks withh regards to carriers. However, these apply to their tac-heavy ships, and so the emphasis doesn't carry over to the Federation carrier easily (if not at all.)

So if I adapted myself to the nebula skill build, the best theory I've come up with is:

Comm Sci - HE1 / TSS2 / GW1 / PSW3
LtCo Sci - HE1 / PH2 / TSS3
LtCo Eng - EPtS1, EPtS2, EWP1
Lt Tac - THY1, THY2

Ideas?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-30-2012, 07:47 PM
Off the top of my head, I'll probably go with something like this:
(I'm sure I'll be trying MANY builds after I get my hands on it, lol)

Comm Sci - Tractor (or PH1)/ HE2 / HE3 / PSW3 (Would have said ES3 until the recent change to it)
LtCo Sci - SCI1 / TSS2 / TSS3
LtCo Eng - ENG1 / EP2S2 / A2SIF2
Lt Tac - TAC1 / APB1

EWP I'd drop, only because it's going to be very rough to make it REAL useful with the maneuverabiltiy this crate is gonna have.
I'm planning on all beams arrays. The torps from the fighters will be more useful than mine with a 5 deg. turn rate.
That lets me take APB, which will help the fighters.
Also, the turn rate is why I kept away from anything directional. *shrugs* Preference.
It's mostly a heal boat. Keep me alive while my minions whittle ships apart.
Not only that, but it's got an answer for most debuffs
YMMV, ofc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-06-2012, 06:56 PM
Oh yeah I forgot about the problem with turning.

However, as I only have 2 sci officers to fly my AE and Nebula (using Cygone's build), I find myself shoehorned into running this:

HE1, CPB1, PO2
TSS1, ST2, GW1, PSW3
EPtS1, EPtS2, Aux2Sif2
TT1, CSV1/CRF1

PO2 would allow me to cycle HE, TSS, GW, CPB1/PSW3 and the tac skills, then use Tactical Initiative to cycle the tac skills for a while more. All of them don't require a certain facing to shoot off, which is great.

However, it uses PO, which I hear isn't great.

But I'm not a sci captain anyway so I really don't know what else I'd chuck in there without gimping my other abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-06-2012, 08:26 PM
Were it me, I'd upgrade HE1 and CBP1 to 2's and throw in Tractor 1.
Energy Siphon 2 isn't too shabby either. It still seems to drain for a fair amount (PvE speaking) and buffs your own energy for a fair amount... but the duration vs cooldown makes it not as useful as it was.
I hear good things abou Gravity well. But be aware, that it does share a cooldown with energy siphon, tykens and Tachyon Beam, incase you decide to use those.
(Gravity well is directional too, but it should be fine, especially if it's your opener).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-07-2012, 12:39 AM
A stupid question from someone who has never piloted a carrier: do your personal skills (Weapon proficiencies/specializations) affect the damage done by the fighters? Or they only affect your own firepower, that of the fighters being fixed?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-07-2012, 02:25 AM
Carriers are the most interesting for Engineers IMO. Though Engineers could use help from a fellow Science Officer that trains their Bridge Officers the right powers. Tacticals could probably use the same, but you're ultimately suffering from the problem that Tactical Officers abilities boost tactical abilities and damage the ship itself provides, not that of your allies or pets. All those damage buffs are not very impressiive if you only got 6 weapon slots and no DHCs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-07-2012, 04:01 AM
I'm not sure about the specs affecting fighters, maybe a dev can weigh in on this?

However, I do know Aux power affects the cooldown on the fighters, so if their being blown up very quickly you can go full aux to launch them faster, and you're also healing them harder.

Quote:
Originally Posted by MustrumRidcully View Post
Carriers are the most interesting for Engineers IMO. Though Engineers could use help from a fellow Science Officer that trains their Bridge Officers the right powers. Tacticals could probably use the same, but you're ultimately suffering from the problem that Tactical Officers abilities boost tactical abilities and damage the ship itself provides, not that of your allies or pets. All those damage buffs are not very impressiive if you only got 6 weapon slots and no DHCs.
Tactical Fleet allows you to buff your fighters, but ultimately you do suffer from being unable to maximized your captain skills.

However, think of it this way: you're the only career officer who can make a 6 gun (or beam, BFAW1, BFAW2 works for this bigarse craft if you know how to fly it) 2 console boat hit harder, on top the science skills, on top of the fighters. Its not maximized, but it is still something.

I don't suggest Tacticals fly carriers as their day job (however counter-intuitive that sounds!!) but this thread is about making do until we get a flight-deck cruiser, or something like a Kar-fi. Which is pretty damn far off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-07-2012, 06:18 AM
Hello. Looking at your skill layout. If Aux is important to launching fighters and some of your heals then I would suggest a respec and move points into "Starship Aux Performance"? The same can be said for putting points into Starship Subspace Decomplier to boost your built in TSX abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-07-2012, 06:54 AM
Quote:
Originally Posted by Phoenix_Lord
Hello. Looking at your skill layout. If Aux is important to launching fighters and some of your heals then I would suggest a respec and move points into "Starship Aux Performance"? The same can be said for putting points into Starship Subspace Decomplier to boost your built in TSX abilities.
Yeah I was looking into maybe dropping points from coils and engine performance and getting 2 points of Aux. It's not a very big boost however, and for this ship I'd be running at 100 Aux power, so some part of me is nagging at me to keep my engine skills since the Atrox also lacks speed.

Updated the above post with the new build I'm running for my AE, Nebula, Tac Oddy and Atrox. I realized that I have too many points into Weapon power causing my limit to sit at 133/100 on my AE. That number 3 really is 2 points of wasted power above or below. A tac oddy allows me to hit 125 power still with its +10 power passive even if I lose that 3 points. So there's 3 ranks of Aux power now, might even have more if dropping 2 points from weapon power allows me to just hit 1 or even 0 above the nearest multiple of 5.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-10-2012, 02:13 AM
i would run this the same as you do an oddy or escort 125 weapon power and toggle the aux if you dont have a battery. You wouldnt be the big dps ship but a hybrid really fill positions needed. I would suggest being the person who takes probes and tanks the cube for an escort buddy. Just practice the power slide to change the pointing of your deflector. I will go from 3/4 impulse to 10% then reverse then full power once im turned to do a u turn to hit my front weapons on a mob to GW3 them. Just gotta practice. Dont expect escort damage more closer to cruiser maybe a bit more when your geared up. Use your ship as a CC beast load it will aoe damage/controlls and self heals to keep you alive while tanking would be my suggestion as a tac captian of the kitty carrier. I have experience in the vo'quv and karfi on my engineer and so far i have alot of experience with kitty carrier on my sci officer im currently saving dilithium to change my tac captians spec for making him a better dpser but my spec will allow me to fly this and my defiant too. drop drive coil and get impulse would help. Also grab an omega shield for the turn rate proc.
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