Part 5: The Doffs
I already touched on Doffs in the previous section but this deserves its own discussion.
- Conn Officers that reduce the CD of Tactical team I already mentioned and are very useful. You only need One Very Rare and one Rare doff ( a purple and a blue) to bring the CD down to 15 seconds.
- Energy Weapons Officers I mentioned as well.
- Warp Core Engineers are a very good, very solid choice. Very Rare versions have a 20% chance when activating an Emergency Power to Subsystem to boost all power levels by 25. Since you will be using EPtX every 15 seconds, you will get a lot of mileage out of one of these.
- Hazard Systems Officers add a boost to damage resistance to Brace for Impact (a skill you will be using often) and Ramming Speed (not so often) that can come in very handy.
- Shield Distribution Officers can add shield regeneration to Brace for Impact, a sort of miniature Reverse Shield Polarity.
- Normal Evasive Maneuvers CD reducing Conn Officers can also be useful to help position your ship better or get out of the way of certain things, but they would be something I slot only if I had nothing better.
There is a trick you can do with Technicians and Aux to Battery that I know at least one person really loves (Carmenara is the spelling I think, or was prior to the PWE forum change over). I have tried it out myself, and I dont really like it. It is very good for dealing out damage with a cruiser (19 second CD on CRF/CSV), but it doesn't incorporate the right amount of defense to really handle say, 7 spheres at once shooting at you from different angles. If she(?) comes across this and wants to add in the plan for using that set up, Ill let her do it.
Part 6: The Gear
This section is very straight forward.
If you're doing BFAW, which I recommend, especially for Feds, 8 beams.
If you're doing CSV, Cannons forward, turrets rear. As maneuverable as the Vor'cha is, I can see you getting away with Dual Cannons. Most Fed ships will have to use Single Cannons (even though I don't think its very optimal, its still fun and looks rather nice if you rotate your ship off to the side a little. Head on, everything spews out of a single point, which looks retarded).
If you incorporate a torpedo .... >.>
As far as Deflector, Engines and Shields:
Using Borg Deflector, Engines, and Console and a Maco/KHG shield are popular for a reason. The healing the borg set bonuses give is big.
As for using other set pieces, it all comes down to what you are comfortable with using and having. Maco Deflector and Shields with the Borg Engines and Console is common. KHG Shields and Engines or Shields and Deflector with attendant Borg pieces can also work (especially if you are using torpedoes, the 25% torpedo damage boost is quite something). If you feel you dont need any of the borg set regen and want to slot full MACO or KHG, go for it. It that case, it is still definitely worth using the Borg Console for the weapon power and critical hit and damage increase.
As for consoles:
Engineering:
- Neutronium Alloy is your bestest friend, ever. Slot three of these and you will be ready to take on anything. Using specialized Consoles (Monotanium, Electroceramic, etc) will net you slightly higher resistances, but only against the damage types they specify. Plus, remember the diminishing returns.
- I like to put an EPS Flow Regulator as my fourth Eng console. Other people stick the Assimilated Module here, or other universal consoles.
Science:
- The prevailing opinion is to slot as many Field Generators as you have Science console slots, but really, you don't need any. Most of the time, I use one, at the very most and slot the assimilated console in the other sci slot.
- Flying a Star Cruiser set up, a Biofunction Monitor or Shield Emitter Console would be a good third choice if you are not a Field Gen Fanboy.
Tactical:
- Pick an energy type. Make sure all your weapons are that energy type. Get tactical consoles to match.
- Sure, its technically true that 'Rainbow' ships are not as bad as most people think, but tanking is about min/maxing. You don't have any leeway on the aggro tables to go messing around sub-par weapon damage set ups.
And lastly, Devices:
A definite must-have is the Subspace Field modulator from the Skirmish Mission. You wont need to use it very often, but its very useful for those times when you need to buy a little extra time to get something else off cool down or know you are about to be kicked in the teeth and cant move out of the way.
After that, its whatever you feel you can get the most use out of. I would avoid the Scorpion Fighters and placeable satellite turrets, they aren't too impressive.
I use the Red Matter Capacitor (which you get from having the collectors edition, go look it up on Amazon, you can still get it), Aux batteries and Engine batteries. Dueterium Surplus Canisters would be another good choice. Aux batteries are particularly good for when you use the Call Reinforcements cool down, the higher your Aux power level when you punch that button, the better the ships you call will be. Engine batteries are for use with Evasive Maneuvers, 125 Engine power plus an Evasive will take you quite far.
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So, that is pretty much it.
The plan is to reserve a couple of posts in case there are other things I haven't thought of that need to be put in here or whatever else.