Ensign
Join Date: Jul 2012
Posts: 13
# 11
08-09-2012, 05:40 PM
Quote:
Originally Posted by raud1 View Post
Comm Univ - Tac - TT1, CSV1, CRF2, APB3
Ens Tac - TS1
LT Comm Eng - EPTS1, RSP1, EPTS3
LT Comm Sci - HE1, FBP1, GW1
Ens TB1


Consoles

Eng - Neutronium, Tholian Grid, Borg Console, Subspace Jump
Sci - Field Generator x2, Particle Generator x2
Tac - Tetryon consoles x2
This is actually what I would run if I had the phased tet turrets. (somehow my 24 boxes of weapons have only two turrets- and my $170 didn't even net an orb weaver-anyone have an extra, gimme! )

I would replace epts 1 and 3 with eptw1 and aux to battery1
And replace HE1 and FBP with PolHull1 and TSS2
Starfleet Veteran
Join Date: Jun 2012
Posts: 49
# 12
08-09-2012, 06:02 PM
Quote:
Originally Posted by rahadamanth View Post
This is actually what I would run if I had the phased tet turrets. (somehow my 24 boxes of weapons have only two turrets- and my $170 didn't even net an orb weaver-anyone have an extra, gimme! )

I would replace epts 1 and 3 with eptw1 and aux to battery1
And replace HE1 and FBP with PolHull1 and TSS2
I actually have several BOF's that I switch out depending on the specific STF / FE, but the ones I listed work as a good all around setup when I get lazy

I had fairly good luck with the phased tetryon packs that I bought and got the rest of the weapons straight up on the exchange when the prices were low. (6 BA's, 2 DBB's, 6 Turrets and 3 cannons) just so I could try all combo's on my Recluse and Weaver

I haven't used my 6 MK XII acc x2 Beam arrays yet as I was hoping they would be account bound after the patch today but they show as character bind on equip

Last edited by raud1; 08-09-2012 at 06:05 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 38
# 13
08-09-2012, 08:03 PM
Here is my set up which works absolutely amazing for tanking. now if I could squeeze a bit more damage out of her. ^_^

BOFF powers:
CMDR ENG: EPtW1, EPtS2, ET3, Aux2Sif 3
LTC ENG: EPtW1, EPtS2, ES2
LTC SCI: Haz EM 1, TBR 1 , GW 2
LT SCI: TSS 1
ENSG TAC: FAW 1

Ship Gear:
3 part Borg, Maco MK XII shields
Weapons: working towards 6 phased tetryon beam arrays mk XII acc x2
Eng consoles: Ablative Hull armor, Electroceramic Plating, Monatonium alloy, (Currently empty)
Science Consoles: 2x Field Generators, Borg, Tholian Console
Tacical Consoles: 2x Tetryon
Hanger: Widows, (perhaps not the best but i love their little blue beams)

Doffs:
Energy Weapons Officer
Tholian Warfare SPecialist: borg
warp core engineer
Technician
Gravimetric scientist
<-- Subscribed February 2010
The user formerly known as athenaX
current Tyrant of the 222nd Corsairs
Ensign
Join Date: Jul 2012
Posts: 13
# 14
08-09-2012, 09:08 PM
Quote:
Originally Posted by raud1 View Post
I actually have several BOF's that I switch out depending on the specific STF / FE, but the ones I listed work as a good all around setup when I get lazy

I had fairly good luck with the phased tetryon packs that I bought and got the rest of the weapons straight up on the exchange when the prices were low. (6 BA's, 2 DBB's, 6 Turrets and 3 cannons) just so I could try all combo's on my Recluse and Weaver

I haven't used my 6 MK XII acc x2 Beam arrays yet as I was hoping they would be account bound after the patch today but they show as character bind on equip

Lucky. In using polarized tetryon arrays, I find the 10% proc increase up from 2.5% a better advantage. You want some phased tetryon dual cannons, I've got like 10 of em.

Aux to Battery, with Technician Boff helps skill resets amazingly. I run that and Eject warp plasma as interchangeable.
Ensign
Join Date: Jul 2012
Posts: 13
# 15
08-09-2012, 09:17 PM
Quote:
Originally Posted by gremlin View Post
Here is my set up which works absolutely amazing for tanking. now if I could squeeze a bit more damage out of her. ^_^
Damage= commander tactical.

Without swapping much I would trade FAW1 for TacTeam1, run Aux to Battery, ditch the engineering armor consoles, and put 2X particle generators in with the gravity generators. You may want the shield cap console in science though...add a dual beam bank up front, that will increase front DPS, and limit arrays to 5, remember the fifth array is firing at -40 weapons energy, -45 with the EPS regulator.

Are you running...nadion inversion? The engineering skill which does increased DMG through shields?

Last edited by rahadamanth; 08-09-2012 at 09:25 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 38
# 16
08-10-2012, 10:56 AM
Quote:
Originally Posted by rahadamanth View Post
Damage= commander tactical.

Without swapping much I would trade FAW1 for TacTeam1, run Aux to Battery, ditch the engineering armor consoles, and put 2X particle generators in with the gravity generators. You may want the shield cap console in science though...add a dual beam bank up front, that will increase front DPS, and limit arrays to 5, remember the fifth array is firing at -40 weapons energy, -45 with the EPS regulator.

Are you running...nadion inversion? The engineering skill which does increased DMG through shields?
Commander Tactical=Not a Tank ^_^

Nadion inversion reduces the power drain of a power, I think you are talking about DEM (Directed Energy Modulation) I am not currently running, though I am seriously considering it. Perhaps by making my build a bit more selfish by dropping extend shields.
<-- Subscribed February 2010
The user formerly known as athenaX
current Tyrant of the 222nd Corsairs
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 17
08-10-2012, 12:24 PM
Quote:
Originally Posted by gremlin View Post
Commander Tactical=Not a Tank ^_^
While Engineers certainly get a suite of exceptional survivability tools, in space "tanking" is heavily decided by your ship.

In the same vein the amount of damage, particularly burst damage, you will be capable of will also be heavily decided by your ship.


All of that being said, a Tac brings huge damage potential to every ship type just as an Engineer brings survivability to every ship type.

Finally, while an Eng in a cruiser will certainly be much more survivable - a Tac in a Cruiser can basically tank nearly everything this game's PvE environment has to offer.

The things it can't are generally things that tend to one-shot some all cruisers - like the infamous borg torpedoes.



Now, with all of that in mind a "tank" needs NPC ships to shoot at it, if you actually intend to be a tank - a Tac in Cruiser with 6 ranks of threat will consistently out threat an Eng in the same Cruiser with 9 ranks of threat.


Where does that leave the Engineer?

Well, the Engineer has what I like to consider 'survivability to spare' - meaning that while they are tanking they can also afford to toss out quite a large portion of their heals to other ships.

The tac can tank just fine, but tends to be unable to share those resources.

Last edited by ussultimatum; 08-10-2012 at 12:26 PM.
Republic Veteran
Join Date: Jun 2012
Posts: 14
# 18
08-10-2012, 12:46 PM
I like the ideas about the phased weapons. Never thought about it. Main question I am wondering about is when I look at the phased tetryon cannons they have the chance to disable a ship system. While all the other kinds of phased tetryon weapons have shields and system damage. When I read the tool tip on the weapons themselves, even the cannons say that the weapons damage shields and systems. I liked the idea and was going to make the switch but was wondering what was up with that? Anyone have an idea?
Empire Veteran
Join Date: Jun 2012
Posts: 38
# 19
08-11-2012, 04:19 AM
@ussultimatum

the comment is not about Tactical Captains tanking, it was about using the commander universal boff slot. In which case the 4 tac powers over 4 engi powers would be a massive DPS increase, but with a huge loss of tanking ability.
<-- Subscribed February 2010
The user formerly known as athenaX
current Tyrant of the 222nd Corsairs
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 20
08-11-2012, 12:51 PM
The Recluse is an outstanding carrier, but definitely not a DPS machine. Putting a tactical officer is a waste of abilities. You won't get many damage from 6 beams anyway, so don't bother with them. You wouldn't see many changes if you didn't fire at all duting the game. The best you can do is relying on your pets to do a lot of damage, but don't expect to do anything significant yourself. So a commander science is heavily advised.

Several possibilities : Photonic shockwave, tractor beam repulsors (the level III is epic), tractor beams, one or two transfer shield strengh, a gravity well (you don't want to put this at level III tough, it's just a control ability, not a dps one), maybe a tykens rift I or II...

For your LtCmdr engineer, two EPTS are recommanded. If you want more turnrate, you can add an aux to dampeners I, if you want more survivability, a reverse shield polarity I is fine too. I choose the turnrate. You'll need more.

Consoles? Just no RCS one, it's a waste of credits there. There is no difference. Take whatever console you want, accordingly to your science choices and put every universal console you want in the eng slots.

Last edited by diogene0; 08-11-2012 at 12:56 PM.
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