I know there's probably been a hundred threads like it, but I'm not going to bother with looking for one so I'll make my own. I'm a tactical officer and I'm probably going to be getting the HEC, so what should my build be for the ship?
Here is what know I'm going to have so far.
Lt. Cm. Tac: THY, TS
Lt. Cm. Eng:
I want to have my Borg and Photon Point defense consoles go somewhere in the Sci or Eng slots.
Tac: 4 Disruptor/AP/Tetryon (depending on which weapon set I'm using)
Weapons (Plasma-Disruptor Hybrid, AP, or Tetryon for the energy weapons):
I can also use the Jem'hadar set on it.
Any suggestions on my build?
Originally Posted by Ramming Speed at its finest.
[Combat (Self)] Your Ramming Speed III deals 158125 (201492) Kinetic Damage(Critical) to [Player's Scimitar].
We are the Borg. Irrelevancy is irrelevant. ~ Cry OP, and let slip the devs of nerf!
If you say banana slowly, you can hear the word gullible in it. ~ There's no Q in Star Trek.
Look, there's also the fact that I made this one specifically tailored with certain things I anted to have in there, so I am not mixed up with other people's specific builds. Now if you really don't have anything useful to add, you don't have to add anything.
I posted this in another thread, but the thread was derailed, so here is my build as an Engineer Captain.
Weapon Type: Disruptor
Fore: Cannon, Cannon, Dual Heavy, Beam Bank
Aft: Turret, Turret, Turret
Deflector and Engine: Borg
Shield: Maco XII
Device: Field Mod, and Engine Bat/Phaser Turret for STF's
Eng Consoles: Torp Point Def, Graviton Pulse, + Enemy Dependent hull plating or Impulse Capacitor Cell for a quick getaway.
Sci: Field Emitter, Borg Console
Tac: Disruptor x4
Hanger: Blue Runabouts or Blue Peregrines
Weapons Systems STF/PVP
1 x Quantum torpedo MkXII (borg)/ 1 x Quantum Torpedo MkXII (borg) or (Accx3) better
3x Front AP Mk XII DHC's/ 3 x Disruptor DHC MkXII
3 x Rear AP Mk XII Turrets/ 3 x Disruptor Turret MkXII
OMEGA MKII 3pc Set
Borg Assimilated Deflector, Impulse Engines,Assimaleted Moda & Shield Module/Reman MKXI or AEGIS (Reman looks bad ass)
Weapon Batt or Red Matter Capacitor,Subspace Field Modulator (SFM)
Point Defense System,Grappler,Point Defense torp (PDS=Borg HY Torp Killer) or 2 X Nuetronium Alloy MKXI+
2 x Field Generator MKXI+
4 x AP Mag Regulator MKXI+
Torp Spread I, Torp Spread I, Cannon Volley II, Cannon Volley III
Tactical Team I, Beta II
Tactical Team I
Emergency Power To Shields I,Enginering Team II, Reverse Sheild Polarity II
Science Lt. Commander
Hazard Emitters I, Transfer Sheild Strength II
This Setup works well for me i get a 15sec CD on both my cannons and torps and run a def rotation of SFM,TT,EPS,TT,TSS and ET,HE if u need it.
As stated before, weapons & tactical are fairly standardized, although you have the option to use Delta Flyers with Tachyon Beams and thus torpedos may be slightly more viable on it.
However, the one thing I would really recommend (and which I really enjoy on my ship) is an Engineer boff with [Emergency Power to Weapons 1] [Auxiliary to Structural 1] [Emergency Power to Shields 3]. Combined with 3 Damage Control Engineer doffs, it gives you the ability to constantly keep up both emergency powers. This gives you good survivability and will save some points from weapon energy that can be used for something else (like aux to recharge the hangar bay more quickly for example).
For PvE (please note I use this with my Sci Cappy):
COM Tac: Tactical Team 1 / Scatter Volley 1 / Scatter Volley 2 / Attack Pattern: Beta 3
LT Tac: Torp Spread 1 / Attack Pattern: Beta 1
ENS Tac: Torp Spread 1
LTC Eng: Emergencey Power to Shields 1 / Emergencey Power to Shields 2 / Directed Energy Modulation 2 (Alt 1: Emergencey Power to Shields 1 / Auxiliary to Structural Integrity 1 / Emergencey Power to Shields 3) (Alt 2: Emergencey Power to Shields 1 / Emergencey Power to Shields 2 / Eject Warp Plasma 1)
Kills stuff in STF's dead. The AoE powers and ability to paint Attack Pattern: Beta on everything under the sun generally means most things die at lightning speed, and for anything that doesn't, you have the Peregrines. Keep them in formation and then send them on their attack run whenever you're painting a target with damage buffing skills (Sensor Scan, Fire on My Mark, and Attack Pattern: Beta) to greatly increase your single target damage and offset not having single-target powers. Once your Peregrines have completed their attack run, recall them, or they'll just broadside their target with thier dinky phaser pulse turrets. Seriously, the pets are another attack, so use them, don't just set them to intercept and forget about them or they won't bring much to the table.
The Photon Torp console brings the Torp PDS's damage up to about 16k per target. With good positioning you can all but instantly wipe out an entire wave of spheres and probes instantly, on both Infected and KA with a combined Peregrines to Intercept mode, Scatter 2, Beta: 3, Torp Spread, and Torp PDS console attack.
Oh, don't hoard the torp console unless you know you're about to get a huge wave of enemies. It's there to do damage, so let it! You end up with one less defensive console, a lot like a Defiant with the cloaking console, but have pets and powerful Engineering options at your disposal to offset it, so use 'em.
For power levels, I reccomend one with 100 wep / 25 Shields / 50 Engine / 25 Aux & 100 wep / 50 Shields / 25 Engines / 25 Aux as your attack & defensive modes, respectively. Another setting with 25 / 75 / 25 / 75 (or 25 / 50 / 25 / 100) for healing is also quite handy, and a last one with 25 / 50 / 100 / 25 for when you need to haul ass.
Last edited by corsair114; 07-12-2012 at 04:30 PM.