a sci team as a third team ability is not the best choice for the slot. TSS1 would share no CD with any of your abilities and heals shields just as good...with less overheal actually.
i would also switch the spread2 for a beta 1 and get spread 1 instead and dump HY1 completely
also there is no real sense in skilling starship sensors...it only increases stealth detection...and when you stated you are not doing PVP it makes the stat utterly useless. Power insolator is of more use, since drains don't hurt you as much.
i never understood why driver coil has such an appeal to people...in my opinion a useless stat for combat. and if it is useless for combat, it is useless for playing.
put those points in attack patterns and you actually have a beast at your disposal.
Like that i see your setup as a raw diamant...
the real big problem i have with your consoles is, that you wasted all the good tactical slots for your universal consoles...the smart move is to fill the engineering console slots with them...then the sci slots...and the tactical slots should be filled with the weapon type consoles...they are the only ones without diminishing return.
Also, if you skill batteries...you should actually use them! if you have access to a red matter capacitator use it...if you have the doff that adds additional buffs when using a battery...use him.
In general, a phaser setup would be beneficial for your point defense console if you put in 4 phaser consoles. The console can become very powerfull if buffed correctly.
PS: the borg set adds already massively to graviton generators which is the skill for the repulsor, if you stick with that ability (which i do too) you can invest some points too.
and if you don't want critique, don't post your setup on the official forum.
Doesn't the sensor skill boost the effects of fire on my mark? Or am I just being silly?
Player of the once promising game known as Star Trek Online. Derider of the derisory, Sultan of Stun, Captain of the Obvious and the Oblivious.
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Crashing on startup since s8 went live, ticket ID 26531885
Yea, if you're running an Armitage, I would advise removing those universals from the tactical slots and add more mag regulators, and putting the universals in the engineering slots. The armitage is a pretty tough nut to crack in PVE, armor for it isn't really required.
I'd also suggest removing the stationary turrets from the device slot and add in the subspace field modulator. It can help in a pinch to give a good defensive boost when you've gotten to much aggro from PDS and TPDS.
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
Unrepentant is not a fleet or a group of friends, it's a way of life...with lots of beer.
Last edited by daiouvegeta2; 08-02-2012 at 06:51 AM.
Tac Team 1 x2
Rapid Fire 1 & 3
Attack Pattern Omega 1
High Yeild 1
Torp Spread 2
Reverse Shield Polarity 1
Eject Warp Plasma 1
Sci Team 1
Tractor Beam Repulsor ( only used for federation blockade) otherwise Tractor Beam is there.
i suggest you seriously think about putting 4 antiproton mag regulators MK XI in the tac console slots, put the borg console and the torp point defence consoles in the sci console slots and 2 nutronium and the console that boosts your shields in the 3 engine console slots,
trust me pal, u will notice a HUGE increase in DPS with 4 AP mag regulators, and a difference is defence with 2 nutroniums,