Lt. Commander
Join Date: Jul 2012
Posts: 178
So I figured I'd post it and get some suggestions, but this is my set up so far (but as always slowly upgrading the Mk's as I go along).

In front I have Dual Disruptor Beam Banks.
  • Currently all Mk XI with [Dmg]x3.
Total DPS of ~1,700 DPS.

In the back I have Disruptor Beam Arrays.
  • 2 are Mk XI with [Dmg]x2
  • 1 is a Mk XI [Dmg]x3
  • 1 is Mk XII [Dmg]x3
with a total DPS of ~1270 DPS.

The "fundamentals" are.
  • The Deflector is Borg.
  • The Shields is Aegis.
  • The Engines is Borg.

I don't tend to use many devices.

Engineering Consoles I have currently.
  • Transwarp Computer
  • Ablative Hull Armor Mk XII (+30 for Phaser, Disruptor, Plasma, and Tetryon Damage resistances)
  • Tetraburnium Hull Armor Mk XI (two of them) (+52.4 (total) Plasma, Tetryon, Polaron and Antiproton Damage resistances)

The Science Consoles are currently
  • Subspace Jumper
  • Borg Assimilated Console


The Tactical Consoles are
  • Two Disruptor Induction Coil Mk X (+24.4% Disruptor Damage)
  • One Disruptor Induction Coil Mk X (+26.2% Disruptor Damage)
Giving me a total of +75% Disruptor Damage.

So that means in front I can do a total of 1,500 DPS, and in the rear I can do a total of 1,125 DPS.

My Bridge Officers are set up with

Lt. Cmdr Tactical Station
  • Beam Array: Fire at Will I
  • Target Shield Subsystems II
  • Beam Overload III

Cmdr Engineering Station
  • Emergency Power to Engines I
  • Extend Shields I
  • Aux Power to Structural Integrity Field II
  • Aceton Beam II

Lt Engineering Station
  • Engineering Team I
  • Boarding Party I

Ensign Engineering Station
  • Emergency Power to Weapons I

Lt Science Station
  • Science Team I
  • Tractor Beam II

My Items in my menu bar
  • Engineering Fleet I
  • Miracle Worker II
  • Nadion Inversion III
  • Rotate Shield Frequency III
  • EPS Power Transfer III
  • Abandon Ship II
  • Brace for Impact III
  • Evasive Maneuvers III
  • Fleet Support I
  • Subspace Jump

What do you guys think?

Jim

Last edited by jim940; 09-20-2012 at 12:45 PM.
Rihannsu
Join Date: Jul 2012
Posts: 3,274
# 2
09-19-2012, 10:07 PM
First, the massive drain makes it very hard to use a all beam setting.

Second, I see no Kinetic resistance consoles and Torpedoes are the most dangerous thing in the game.

Third, FAW is pretty much a point defense system and everyone runs with Tactical Team.

I am not sure about the Induction Coils do stack or not, I remember there were changes some time back that affected consoles.
Empire Veteran
Join Date: Jul 2012
Posts: 5,257
# 3
09-20-2012, 12:45 AM
I'm curious, do you run STFs, are you in a fleet, any of that fun stuff? STFs can net you high mk, Borg-specific gear (and it ain't bad for other stuff). and a good fleet can help you get outfitted, along with giving you people to do stuff with.

Anywho...let's get going...

Deflector/shield/engines, those are fine. I'd say MACO shields if you have em, even mk X is good.

Consoles...I REALLY recommend Neutronium alloys, or at least take off the Tranwarp Computer (trust me, not that useful for missions and STFs), and put on a Monotanium, it'll save you a LOT of trouble. Your tactical consoles are ok as is. I'd also say at least buy a Field Generator, even if you don't use it, just so you can have one to up your shield strength sometimes if you feel like you need it.

As for weapons, I've always felt Beam Arrays are generally better, like 3 in front, 3 in the back, with a fore torpedo, and then either a mine or an aft torpedo. That's just me, but all energy, even if you are mostly firing fore or aft, can still be very draining. Especially with FAW and BO 3. DBBs aren't bad though if you have nothing else.

On the other end of the spectrum, the Excelsior is great to run a single cannon/turret build with. Especially like 3 single cannons, 4 turrets, and a torpedo in the front, or a DBB for BO 3, etc. For the BOFF recommendations, I'll stick to you using your beams though.

With that...

Lt. Sci: Transfer Shield Strength 1, and Hazard Emitters 2 is a better combo, because Sci team shares cooldown with the other two 'team' abilities. Plus both of these heals can still be given to others.
Cmdr engineer: E-power to Shields 1, Reverse Shield Polarity 1, Aux to structural 2, Eject Warp Plasma 3
Lt. engineer: E-power to X 1, Reverse Shield Polarity 1
Ensign engineer: Engineering Team
Lt. Cmdr Tactical: Tactical Team 1 (this one is vital), Fire at will 2, and then an abillity of your choosing, such as Attack Pattern Beta 2, AP Omega 1, torpedo spread 3, etc. Beam Overload 3 is really only good with DBBs.

So, there's my thoughts for you.

Survivor of Romulus
Join Date: Aug 2012
Posts: 1,073
# 4
09-20-2012, 03:15 AM
Quote:
Originally Posted by mimey2 View Post
Lt. Sci: Transfer Shield Strength 1, and Hazard Emitters 2 is a better combo, because Sci team shares cooldown with the other two 'team' abilities. Plus both of these heals can still be given to others.
I'd say Polarise Hull 1 is better than TSS1, your recommendations already come with a ton of other shield-heal related skills on the engineering side, including two RSPs which might even be overkill. But there's nothing to really counter tractor beam holds (granted, only really an issue if he intends to go into STFs or PVE) and PH1 also has a lot of DR to boot.
Captain
Join Date: Jun 2012
Posts: 853
# 5
09-20-2012, 08:27 AM
It's an excelsior, so it'd work excellently with 4x cannons (or 3 if you want to take a torpedo) and 4x turrets. Make sure to keep them buffed cycling cannon rapid fire 1 and 2 and you'll do the most damage a cruiser can do without it equipping dual heavy cannons.

Throw in directed energy modulation if you want to add even more damage to it.
Previously Alendiak
Daizen - Lvl 50 Engineer - Fleet Avenger
Selia - Lvl 50 Tactical - Fleet Avenger
Toval - Lvl 50 Tactical - Fleet Mogai
Lt. Commander
Join Date: Jul 2012
Posts: 178
# 6
09-20-2012, 11:10 AM
Quote:
Originally Posted by mimey2 View Post
I'm curious, do you run STFs, are you in a fleet, any of that fun stuff? STFs can net you high mk, Borg-specific gear (and it ain't bad for other stuff). and a good fleet can help you get outfitted, along with giving you people to do stuff with.
I do play STF's often, and used to have a full Mk XI set on the ship, then decided to try something different, hence this loading. As for a fleet, I'm the leader of GBC-CCET.

I don't know, ever really focused on how to properly build up a ship, seeing as its just not something I've done on MMORPG's, not to extent my friends and brother do any ways.

Most of the time torpedoes do not bother me too much, which is why I've not put any Torpedo specific consoles on board, and instead focused on a variety of energy damage. I find I can shoot most torpedoes fired towards me in STF's and missions. Or just simply avoid them.

Quote:
Originally Posted by stofsk View Post
But there's nothing to really counter tractor beam holds (granted, only really an issue if he intends to go into STFs or PVE) and PH1 also has a lot of DR to boot.
I might be wrong but "Emergency Power to Engines I" counters tractor beam holds. Or at least they get me moving in STF's after being locked on.

Also what is PH1?

Quote:
Originally Posted by orondis View Post
It's an excelsior, so it'd work excellently with 4x cannons (or 3 if you want to take a torpedo) and 4x turrets. Make sure to keep them buffed cycling cannon rapid fire 1 and 2 and you'll do the most damage a cruiser can do without it equipping dual heavy cannons.
Thanks for the heads up.

Jim
Captain
Join Date: Jun 2012
Posts: 2,901
# 7
09-20-2012, 11:56 AM
nope, that setup is not gonna let you rock elite stfs...
i suggest you do some reading on some of the good cruiser guids on the forum.

first you should ask yourself: do i want to tank, or do i want to deal dmg...if it is the second, you might wanna consider an escort or a tactical captain. (escorts with engi captains are very tanky, and can tank anything in elite stfs)

get borg weapons...MKXII, the weapons you use are below stf elite standard.
and get a maco shield, aegis is not gonna give you anything without atleast a second piece, but the maco shield does.

many, many more things to consider, which are sub optimal with your build and it would take the better part of my evening to point it out and explain why your choices are not good.
Go pro or go home
Empire Veteran
Join Date: Jun 2012
Posts: 471
# 8
09-20-2012, 12:12 PM
PH1=Polarize Hull 1.
If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
They taste the same.
Lt. Commander
Join Date: Jul 2012
Posts: 178
# 9
09-20-2012, 12:43 PM
Quote:
Originally Posted by baudl View Post
nope, that setup is not gonna let you rock elite stfs...
Right.

Quote:
Originally Posted by baudl View Post
escorts with engi captains are very tanky, and can tank anything in elite stfs
I already tank rather well in Elite STF's in space missions. The three engineering consoles mean I have a +82.4 Resistance to the plasma damage that the Borg cause.

Quote:
Originally Posted by baudl View Post
get borg weapons...MKXII, the weapons you use are below stf elite standard.
Borg Weapons are 293 Disruptor Damage, at 234.4 DPS. Meaning one volley every 1.25 seconds.

Which means, the extra 1000 Borg damage I can possibly get is every 16.7 seconds per gun, or a mere bonus of 60 DPS per second. And that is just Borg alone. So I'm looking at 294.4 DPS with Borg gear per gun, verses 242 DPS I'm currently, so only a 50 DPS boost. Which seems like a lot at first, but considering I'm stacked up with Disruptor Induction Coil consoles, that is a additional bonus of 75%, or hitting at 423 DPS Borg weapons or not per Dual Beam Bank.

Quote:
Originally Posted by baudl View Post
and get a maco shield, aegis is not gonna give you anything without atleast a second piece, but the maco shield does.
It does, but its a trade off, slightly higher regeneration rate for lower initial shield strength.

Quote:
Originally Posted by baudl View Post
many, many more things to consider, which are sub optimal with your build and it would take the better part of my evening to point it out and explain why your choices are not good.
Please do, because unlike others here who offered constructive criticism, you have not.

Quote:
Originally Posted by piwright42 View Post
PH1=Polarize Hull 1.
Thanks

Jim
Captain
Join Date: Jun 2012
Posts: 2,901
# 10
09-20-2012, 03:52 PM
you miscalculating that one [acc] modifier is worth 2 [dmg] in overall dmg and you get an additional [critD] ontop they are one mark higher meaning already one and a half [dmg] modifiers.
[dmg] modifiers are the weakest modifiers in this game for space combat, but if you like them, get atleast the fleet advanced versions.

problem with the resistance consoles is, that they only work for the bleed through dmg and if you lost your shields, and that should not happen anyway.

and the maco shield is no way a trade off against a aegis shield. this is a completely wrong assumption. maybe with the 2 piece bonus it wouldn't be that wrong, but the 20% plasma resistance (that actually work while shielded) outweigh any higher shield point rating by many, many miles. additionaly to that it increases your power levels while fired upon, which means little more shield resistance, movement, weapon power, and aux power. In a cruiser you should aim for "beeing shot at" in PVE anyway.
resistance consoles have a diminishing return anyway, so i'm not sure if you actually reach above 80% resistance to plasma. so remove 2 resistance consoles, you really only need one. sci console slot should house atleast 1 field generator.

atleast one tactical team should be in your setup to keep shield facings up (add DOFFs that reduce tactical team cooldowns)

next thing: you are not flanking your target if you use DBB in front...meaning your rear beams are useless during your frontal attack run. use turrets instead. and if you think that thought further, why not get a complete cannon build? there are some excellent cannon excelsior guids somewhere here on the forums.

aceton beam 2? really? srsly, switch AUXtoSIF 2 into the commander slot (AUXtoSIF3) and get (if you must have it) aceton 1. has a much shorter cooldown anyway and the dmg is ignorable low to begin with on all 3 versions.

sci boff slot should be HE1 and TSS2 or the other way round (i prefer this way)
for the tac boff slot i would use something like TT1, BO2, APOmega1 or TT1, CRF1, APDelta2/beta2
engi boff should have one RSP1 or 2 (i prefer RSP1) and atleast 1 version of EPtS 1, 2 or 3

those things i postet are not my opinion, they are more or less proven facts. Calculations have been made for this by others, use their experiance and information.
you defend your build and your choices, but you made those choices based on misinformation and wrong assumptions.

also, do not underestimate devices. if you have access to a red matter capacitator, use it allways. Subspace field modulator is a must have on any cruiser. deuterium surplus is a emergency evasive maneuvers if your own is on CD. those devices can really make a hell of a difference if used correctly.

i didn't give much constructive critique, because there is nothing really to pick up from...80% of what i see is bad boff choices or gear choices.
as i said before, read through some of the existing cruiser guides. The guys who wrote them really know what they are doing, you won't be disapointed with the results.


PS: also you should be aware, that if you post your own build on the official forum, you are getting the negative feedbacks despite how well thought out your build is in your opinion. Even close to perfect builds will get negative feedback. And with obvious flaws like you present them, i wonder how many more negative reviews you will get.

in general i agree with the comment mimey2 wrote. But i want to point out again that your weapon choice is very poor.
Go pro or go home

Last edited by baudl; 09-20-2012 at 04:00 PM.
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