well, i think ill go into detail with my tac excelsior 8 beam array/4single cannon, 4 turret build
it requires having 16 expensive, high end weapons though. since this build relies heavily on the tetryon glider for maximum effect, and tetryon proc on top of that, i recommend tetryon weapons too. they are relatively cheap to get, and single cannons are the least popular and cheapest weapon on the exchange. at least acc2 beams are a must, but are thankfully easy to get from the D store.
i managed to score 4 acc3 tetryon single cannons and couldn't be more happy with them. they never miss even bops running evasive maneuvers and they just whittle your opponent down to nothing. as for turrets, those are always hilariously expensive. if you can find at least acc2 mkXI turrets for reasonable, consider checking out as blue acc2. the actual damage difference between a blue MKIX acc2 and a MKXII acc3 is only about 5 or 6 damage a shot.
whether your running beams or cannons, the station powers will be basically the same, except for tactical of course.
i suppose i could swap ET2 and RSP2 for ET3 and RSP1, but i find them quite adequate how they are now. RSP2 lasts so long now that i could go grab a beer and come back before it wears off. the ~8000 hull heal from ET2 is plenty, backed up by A2S3 and HE1
i run omega deflector and engine and maco shield. the omega deflector and engine are proboly the best in game, with or without glider. the omega engine has the best turn rate boost you can find on a hyper engine, and the deflector boosts your accuracy very noticeably. the maco shield is great too of course, 15% of the damage dealt to it basically goes away, thats damage you don't have to heal, and you get your energy levels boosted by just being shot at. i have also found its completely unnecessary to run field generators with it, its max capacity isn't that great to begin with so the return isn't as good as it would be with a cov shield. i run 2 flow cap consoles instead to maximize glider and proc damage.
for consoles its 3 energy damage in tactical of course, and engineering 2 armor consoles depending on what is being shot at you most, the borg consoles, and when your using cannons a turn console, and when your using beams an eps console
for doffs i run 2 blue conn doffs for TT, and 3 green shield distribution doffs. ya im poor i know. ideally they would all be purple. i have dropped TSS from my stations completely, its a bit greedy but seeing as the doff proc for brace for impact is equivalent to TSS 10, i had enough incentive to go without it.
my weapons power level unbuffed by skills tops out at 123, ad EPtW1 and its in the 140s. a weapons power in the 150s is ideal for maximum energy dps, higher then that becomes a waste, and your sacrificing a lot for your build to run weapons power higher then that full time.
if your in the middle of a cannon alpha strike and you see your weapons power dip below 90, use a weapons battery. really, use a weapons battery is the answer for every 'if' question you could possibly have with this build. exposed hull taking between 1700 and 1200 damage per rapid fire single cannon shot is a death sentence. always throw a tractor beam on someone your gunning for too of course. lack of defense score causes a silly amount of crits.
when the beam mood strikes you, don't bother with faw. if theres more then 1 person in range you do less damage to your target then you would just shooting at him without faw. though the rule of thumb is don't bother with BO unless your using a DBB, i gave it a shot and was incredibly surprised by how useful it turned out being. your not going to 1 shot anyone, but when you have them on the ropes, and their shields are nothing but slivers, a good 6-10k instant damage puts an abrupt end to your opponent. i BO hit every 30 seconds in a fight doesn't amount to much, but when you are dealing significant damage over time and you hit him with BO every 15 second, its hard to defend against for long.
pre loading BO2 at all times, waiting for someone to decloak and then hiting them with BO2 followed by BO3 with a weapons battery in between will turn the tables very quickly on your would be attacker. i find myself getting a kill exactly 15 seconds later in that situation pretty often, fancy that. when you have to run, and theres a good chance that escort is going to catch up to you, they arent expecting a BO3 to the face. runing and buyng a couple seconds for a heal cooldown to end, a weapons battery because your in high engine power mode, and a BO3 have got me more kills then i can count.
the glider is the cure for zombie cruisers. thanks to it and my tet weapons, i can deal shield damage to any ship faster then it can heal its self. theres no need to try to DEM or warp plasma someone to death with shield bleed damage when you can all but remove someones shields in a mater of seconds. the only effective counters are RSP and distro doff proc.
this ship with ether weapons load out can deal far beyond stranded cruiser pressure damage, wile having an extreme amount of survivability, and contribute a large amount of hull heals for the team. thanks to that great huper engine you can out run escorts with the borg engine.
beams work best against klingons, the pre loaded bo is a cloaked ships worst nightmare, and a speedy bop can never maneuver into the blind spot of a beam array BO3. the single cannons are great for burning up even the heartiest of slow turning federation hit point boats. you cant go wrong with ether, and its always a ton of fun to fly.
id go so far as to say its THE best dueling setup for a cruiser, wile not being useless to a team. and the most fun to fly period, for me at least. captain kirk would be proud
ah so it is. the guy that made it really deserves some credit, i don't recall his name though :redface: to bad he did the test with an escort and not a cruiser so he could have used 8 beam instead of 7. the ideal power level might by 149 for 7 beams, but for 8 beams it might be a bit higher.
Would you say your build would be more effective with a tac or engi captain?
after 2 and a half years, it couldn't be more clear to me that engineers cant deal significant damage and cant deal decisive damage no mater what. they have no ability that bumps their damage, its always constant and low. nadion levels it out a bit, but thats nothing compared to most of your shots dealing above 1000 damage with a simple click of APA, the tac captains main ability.
your best sticking a tac captain in that build. for an engineer it would merely be a poor healer and support ship, giving up a large amount of healing capacity for a relatively small amount of additional damage dealing, that will get washed away by the waves of team healing like it wasn't there in the first place. the excelsior is a ship for a tactical captain, no engineer should be in one imo, your less effective at the only thing your good at in an excelsior vs every other cruiser choice.
swinging for the fences on weapon energy only significantly increases dps when their are damage buffs stacked on your already high damage average shot. then it becomes extreamly beneficial. engineers are best at manipulating energy, but with nothing past 125 adding a modifier to the damage, it only increases average shot damage.
it really ends up being pointless for them, they have 2 free self heals, and 2 energy manipulating skills that you have to squint extreamly hard to notice a huge benefit from. aux based heals are more potent with eps transfer, you move a bit faster but your already flying at a speed that maxes your defense score (right? you are doing that right?), shields are a bit harder and average shot damage is ~3% higher. with nadiaon average shot damage is proboly ~5-10% higher. woopty do. asspull numbers, but ive never been able to notice a real difference when using these.
technically they are the best healers, they can give the most heals because they have their innate ones to fall back on. but as far as heals that can be cast on the team, a sci captain and tac captain can use those same heals in those same ships. at least science has sensor scan and subnuke, and tacs have 3 potent damage multipliers and FOMM. engineers are just more annoying when you shoot at them cause they got 2 more heals, they are like easy mode, training wheels so you are extra protected from scratching your knee during game play. basically, as they are now, i think they are absolutely worthless.
having a few sci captains around is helpful for the ever devastating subnuke, but other wise, a tac captain is best in every ship type. their damage buffs GREATLY effect the damage of science abilities that deal kinetic and i think feedback damage, they can make possible cruisers like the one i went into detail about a couple of posts ago, and of course in escorts, the damage potential is just enormous.
the only place i thing an engineer has worth is somewhat useful is in a carrier. carriers don't have quite the same array of heals that can keep cruisers alive so well, and they are just so slow and vulnerable, and a lot more squishy then you think. the tac captains abilities dont effect what your pets do, so using a captain that has no tac buffs doesn't cost you damage. if not in a carrier, stick him in an escort. your damage will be disappointing but you will be hard to kill, extreamly hard to kill if you have the right doffs. but not dieing doesn't exactly advance you toward victory the same way killing does
people really need to not mention engineers around me...:tongue:
Just to get your weapons over 125, and to keep your aux at a higher passive level
Between the two though I would sac Aux performance to boost Flow Capacitors.
Weapon power over 125 right now Matters again (thanks to some moron who will not be mentioned... he's the head of the systems team). So you want your weapon power as high as you can get it without compromising your build :smile:
Yeah, there's not enough proc rate to really justify the loss of beam damage This also makes your skill suite more efficient.
No ASIF because it interferes with your Aux to batts. Might as well keep the chain perfect as possible.