Starfleet Veteran
Join Date: Jun 2012
Posts: 546
# 11
09-20-2012, 04:28 PM
Quote:
Originally Posted by baudl View Post
80% of what i see is bad boff choices or gear choices.
i agree with the post above...
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Posts: 5,537
# 12
09-20-2012, 08:42 PM
Honestly, yes that is true I have a lot of shield heals, but in ANY PvE, you are gonna lose shields quickly, no matter how much you have of them. Plus Polarize Hull does share cooldown with Hazard Emitters. So between an E-power to shields, and a Rotate Shield Frequency, you can make your shields VERY tough to get through, and by the time they run out, you can either use another shield heal, or use your tactical team to start getting your shields where you need them.

Also, Attack Pattern Omega 1 can also get you out of tractor beams just as easily.

Captain
Join Date: Jun 2012
Posts: 3,030
# 13
09-21-2012, 12:54 AM
Quote:
Originally Posted by mimey2 View Post
Also, Attack Pattern Omega 1 can also get you out of tractor beams just as easily.
and buffs your speed, turnrate, def, resistance and firepower ontop of that
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Join Date: Jun 2012
Posts: 1,618
# 14
09-21-2012, 02:29 AM
Quote:
Originally Posted by jim940 View Post
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
I'm not going to bother with the weapons since it clearley works for you. I would also like others have, suggest the neutronium alloy consoles. You will find that 2 neutronium alloy's equal the damage resistances of 1 energy specific console and 1 monotanium alloy but grant that benifit across all energy types. if you replaced both your tetraburnium consoles with neutronium you would get the a higher bonus than just one but also a kenitic resistance. But thats up to you.

The transwarp computer is meh if you have nothing better why not but still.
The maco shield is superior to the aegis simply because ontop of its 20% plasma resistance it also has a 10% resistance to all other energy types.

I would also suggest an attack pattern, probably delta or omega depends on which slot you want to do without. and other than the actual damage there is no difference between aceton beam I,II, or III so oyu could slot the more powerful aux2sif and still keep the damage reduction of AB.

It's odd that you aren't using many healing abilitys but if you have been sucessful in staying alive more power to you.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

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Join Date: Aug 2012
Posts: 1,203
# 15
09-21-2012, 08:34 AM
Quote:
Originally Posted by mimey2 View Post
Honestly, yes that is true I have a lot of shield heals, but in ANY PvE, you are gonna lose shields quickly, no matter how much you have of them. Plus Polarize Hull does share cooldown with Hazard Emitters. So between an E-power to shields, and a Rotate Shield Frequency, you can make your shields VERY tough to get through, and by the time they run out, you can either use another shield heal, or use your tactical team to start getting your shields where you need them.

Also, Attack Pattern Omega 1 can also get you out of tractor beams just as easily.
Yes I agree it is a trade-off, but PH1 gives a better DR bonus than APO1 (at least I think it does), which is a LtCommdr slot compared to PH's ensign sci. Both give immunity to holds, and APO1 gives a slight boost to damage and the boost to movement, but the movement boost isn't all that hot - you can get the same from evasive and/or deuterium burn (and he's talking about a cruiser so there's enough device slots to spare for the latter, and both of which have a better movement/defence boost anyway). The LtCommdr slot might be better used for stuff like TS3, THY3, BO3, FAW3, or another attack pattern not considered is APD2 (which gives a comparable DR buff to PH1 as well as a DR debuff towards whatever target's attacking you), or APB2 (more team friendly). Also, if he's going for Attack Patterns, shouldn't his skills be set up to reflect that? Not sure if that's the case. Outside of tactical characters, I'm not sure how worthwhile it would be to do so.

While PH does start a cooldown on HE, and you're right that is an important thing to take note of, I personally don't find this to be that onerous. For a cruiser, he should be able to tank through a bit of plasma fire, so HE being on cooldown can be managed, but being tractor-locked by a cube (if he's doing STFs), can spell disaster. At least for me, I want to be able to move and gtfo if I need to.

As for shields, yes you do find yourself in situations where shields get torn down quite quickly, but you have him with two RSPs - that should more than adequately save him in such a scenario.

TSS is good if you want to support the team though, so that's a step in its favour. I'm not sure if Extend Shields is better though (he's got it as one of his Eng LT skills) - it seems to give better DR bonus, but less shield regen, but the shield regen lasts longer - but TSS can be used on yourself too, sooo... I dunno.

Quote:
Originally Posted by jim940 View Post
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.
I don't know, according to the wiki it doesn't, but I think the other point that could be made is you might want an extra EPtS or EPtW instead.
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Join Date: Jul 2012
Posts: 5,537
# 16
09-21-2012, 09:25 AM
Quote:
Originally Posted by stofsk View Post
Yes I agree it is a trade-off, but PH1 gives a better DR bonus than APO1 (at least I think it does), which is a LtCommdr slot compared to PH's ensign sci. Both give immunity to holds, and APO1 gives a slight boost to damage and the boost to movement, but the movement boost isn't all that hot - you can get the same from evasive and/or deuterium burn (and he's talking about a cruiser so there's enough device slots to spare for the latter, and both of which have a better movement/defence boost anyway). The LtCommdr slot might be better used for stuff like TS3, THY3, BO3, FAW3, or another attack pattern not considered is APD2 (which gives a comparable DR buff to PH1 as well as a DR debuff towards whatever target's attacking you), or APB2 (more team friendly). Also, if he's going for Attack Patterns, shouldn't his skills be set up to reflect that? Not sure if that's the case. Outside of tactical characters, I'm not sure how worthwhile it would be to do so.
To be fair, I did mention a lot of those Lt. Cmdr tac abilities in my first post. I only rementioned APO because of the tractor beam thing.

I generally, as a personally thing avoid too many shared cooldowns, at least not without having DOFFs to make up for it.

Extend shields IS good for a lot of things, it's more a matter of, 'is he/am I using it enough, or is it just taking up space?'

Captain
Join Date: Jun 2012
Posts: 3,030
# 17
09-21-2012, 10:00 AM
APOmega is mainly for escorts, but it is a very, very strong ability. Most cruiser don't even have the possibility to use it. Excelsior does. However, since a cruiser can take much more beating and a plasma fire is not really something that should bother a cruiser, PH instead of HE is valid, and the only option for the majority of cruisers to get out of TB. AUX to SIF 3 can easily cover for that loss of healing.

On the other hand, a cruiser should not even bother with being tractored, it sucks, but your defensive abilities should keep you alive during the duration of the tractor. An escort does not have that luxury. It may result in not fireing on anything because your escort looks in the wrong direction. A beam cruiser with wide fireing arcs does not have this problem, or should not have it.

extend shields is kind of a tricky thing, and should not be compared with TSS, since TSS is usable on you and your party, extend shields is only for others. Mayor downside of this otherwise very good group ability. You may end up never using it if you, as a tank cruiser, keep the aggro on you. But it is very usefull in PVP anyway, but so is TSS.
A support cruiser should have both, a tank cruiser needs only TSS. I usually use 2 engi BOFFs for the same slot, one with extend shields in the ltdcmdr slot for support and PVP and the other one with aceton beam 1 to tank stfs
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Join Date: Jul 2012
Posts: 178
# 18
09-22-2012, 12:02 PM
Quote:
Originally Posted by disposeableh3r0 View Post
I'm not going to bother with the weapons since it clearley works for you.
It works okay, I used to run the 360* turrets like I've seen others use, but then realized I tend to get right into the middle of the fight, at which point the beam weapons are doing significantly more damage then turrets would especially once I end up in a position using Fire At Will or when I end up needing to turn to face the enemy.

Quote:
Originally Posted by disposeableh3r0 View Post
I would also like others have, suggest the neutronium alloy consoles. You will find that 2 neutronium alloy's equal the damage resistances of 1 energy specific console and 1 monotanium alloy but grant that benifit across all energy types. if you replaced both your tetraburnium consoles with neutronium you would get the a higher bonus than just one but also a kenitic resistance. But thats up to you.
I am taking a look at that.

Quote:
Originally Posted by disposeableh3r0 View Post
The transwarp computer is meh if you have nothing better why not but still.
Just kept it in its place after I got the retrofit because I was transwarping around the map a lot (especially during Tour the Universe etc). Have not gotten around to replace it with anything else.

Quote:
Originally Posted by disposeableh3r0 View Post
The maco shield is superior to the aegis simply because ontop of its 20% plasma resistance it also has a 10% resistance to all other energy types.
That makes sense, reason I have the Aegis is because I've had it since I bought it off the market when I got the Retrofit. I have never actually gotten the Shield drop in a STF yet.

Quote:
Originally Posted by disposeableh3r0 View Post
It's odd that you aren't using many healing abilitys but if you have been sucessful in staying alive more power to you.
I currently have 6 healing abilities, excluding Extend Shields which is for others. How many more are there?

Quote:
Originally Posted by mimey2 View Post
Extend shields IS good for a lot of things, it's more a matter of, 'is he/am I using it enough, or is it just taking up space?'
I've been using it often, Medical Officers seem to be the healers of ground missions, but Extend Shields is good for space and its not too shabby. Cure Space, the Fleet Missions protecting freighters etc. I can keep it on what ever freighters are taking the more damage as we eliminate the enemy.

I have not lost a freighter to a enemy in Star Base Fleet Defence yet.

Which is 99% of the reason I've kept that power it as is. Doesn't help me but has worked well to help team mates and freighters.

Jim

Last edited by jim940; 09-22-2012 at 12:04 PM.
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Join Date: Jun 2012
Posts: 1,618
# 19
09-22-2012, 07:04 PM
Quote:
Originally Posted by jim940 View Post
I currently have 6 healing abilities, excluding Extend Shields which is for others. How many more are there?
(snip)
Jim
Most people chain EPTS1 in their ensign slots to maximize the shield damage resistance and regen rate. Your native powers while great tend to be on longer cool downs and most people tend to dismiss engineering team alltogether unless they are dedicated healboats.

I find that on my oddy (which I run at an extreme tactical slant) needs 2 epts1's 1 he2 1 TSS1 1 aux2sif3 and RSP1. This keeps me alive but somtimes just barely.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Lt. Commander
Join Date: Jul 2012
Posts: 178
# 20
09-24-2012, 08:24 PM
I got the MACO shield.

Jim
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