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On the first Advanced cruiser build, we have the DPS hybrid. This is pretty much to provide extra dps pressure on targets at any given time, as well as to assist in spam clearing. These all assume Assault Cruiser as the cruiser being used. Excelsiors, Star Cruisers and Oddys will get their own posts eventually.
It sacrifices some maximum healing capability (though with the right DOFFs that's up for debate. I'll cover those soon too), for more damage dealing.
This works best obviously on an Assault Cruiser, but can also work on other cruisers.
EPTW1 (emergency to weapons 1), EPTS2 (emergency power to shields 2), Engineering Team 3, Extend Shields 3/ Aux to structural Integrity 3 (depending on which you'd rather have or can get access to)
Lt Cmdr, EPTW1, EPTS2, Aux To structural Integrity 2/ Extend Shields 2.
LT Tactical, Tactical Team1, Fire At Will 2
Ens. Fire At Will 1
Alternate Loadout. LT Tac, Tactical Team 1, Beam Overload2, Ens. Fire At Will 1
Lt Science, Transfer Shield Strength1, Transfer Shield strength 2.
Power Levels. 80 Weapon 70 Shields, 25 Engines 25 Shields as primary. Secondary, 80 Shields, 70 Weapons, 25 Engine, 25 Aux. Tertiary. 25 Weapons, 70 Shields, 25 Engine, 80 Aux. 4th Power setting, 80 Weapons, 25 Shields, 70 Engines, 25 Aux. (this is your run like a screaming girl/ chase setup)
Weapon loadout, 8 Beam Arrays/ 6 Beam Arrays and 2 Dual Beam Arrays. There's two theories on this The First assumes you are going to be broad siding all the time to sustain DPS. This however also incurs a much larger power drain, so it's highly recommended that you run an EPS Console, or be prepared to eat more weapon batteries during spike damage periods. 8 Beams is best for a double FAW loadout, as it maximises your firing arc for your discoball. (aka death blossom, aka FAW Spam)
The Second theory utilises 6 Beams for still potent broad side, (2 fore, 4 aft) and maintaining decent aft DPS. The reason the dual beams are there up front is it mitigates power drain substantially on broadsides (which means EPS console isn't as necessary here), while providing much stronger fore fire. It also gives you a much better Beam Overload 2 strike, for Alpha strikes, with your Escorts. The Second Theory, is more Tac Dependent, as APA, and Go Down Fighting are fantastic damage adders. You'll often down a facing, which allows for an immediate opening in enemy defenses. While you aren't going to be providing as much sustained damage, invariably your spike dps will be much stronger. Do keep this in mind. I wouldn't use the second theory on a non tac, as your crit chances are substantially lower, as is your actual crit damage, and baseline numbers. You also won't have the turn rate that the tac has to really get the miles out of the DBBs.
Preferred Weapons for these two loadouts. Tetryon (if you spec into Flow capacitors), preferrably Polarized Tetryon arrays for the Beams. And some ACC x2 CrtH DBBs. Anti Proton, for ridiculous crit potential (get as much CrtD and CrtH as possible), and of course Phasers... because that proc is still ridiculously overpowered.
Devices, Aux batteries will be much more intensively used here to supplement your healing. This is a good ship for a 3 sci ship team, since there will inevitably be alot of aux based healing going around. Engineers, also use your EPS power transfer for yourself when you know the enemy is about to really ramp up their damage. Subspace Field Mod... this thing's just too good to pass up. Deuterium Batteries, Shield Batteries.
The second setup is abit more control oriented. This allows your team to have more crowd control at their disposal. While it also is a damage hybrid.
Cmdr, EPTS1, EPTS2, Eng Team 3, Eject Warp Plasma 3
Lt Cmdr, EPTW1, Eng Team 2, Extend Shields 2 Alternate Loadout (this is dependent on Doffs which I will cover in the next post as to why it is) EPTW1, ASIF1, Extend Shields 2
Lt Tac. Tac Team. Fire At Will 2 Ens. Target Engines 1. Alternate, Tac Team, BO2, Target Engines 1
LT Sci. Transfer Shield Strength1, Transfer Shield strength 2. Alternate Sci Team 1, Transfer Shields 2
Weapons loadout. Same as above.
Weapons types. Same as above. With Phasers being moved to the top, Tetryon Second and AP third.
Devices same as above.
Power settings, same as above. With the added caveat that the engine power bias setup, allows for more rapid delivery of warp plasma.
This setup allows for a substantial amount of zone control being added to the battle field with a minimal loss in healing potential especially as right now it seems warp plasma stays on the battlefield even if the user of it dies. It clears spam very easily, and when correctly used lowers the defense scores of multiple targets on the battlefield as well as inflicts a fairly strong damage over time on your targets (especially if it's a tac dumping it out with full buffs up) This setup fits in well with 2 to 3 other sci ships. More the 2 sci ship team (assuming the other 2 are Escorts) It's also very irritating for klinks, as the warp plas disables cloaks while the DOT is up.
So during my drunken flying I came up with a brilliant controller healer... cause we all know I don't like just facerollin that keyboard sober.
Cmdr, Warp Plasma 3, Extend Shields 2, EPTS2, EPTS1
Lt Cmdr, Emergency Power to Aux1, Aux to structural 1, ET3 Alt EPTA1, RSP, ET3
Lt, FAW1, Attack Pattern Delta1
Ens. Tac Team
Transfer shields 1, Hazard2
Shields, Borg shield, or Maco Elite Fleet Shield Resilient.
Consoles, 2 SIF Generators, RCS or Neutronium, Ablative Armor
Sci, Borg, and Field Generator
Tac. 3 Energy consoles.
DOFFs. 3 Maint engineers (purple ideally of course... 2 blues and a green works as well), the Warp Plasma Doff, and a brace for impact shield distribution doff. Changed the shield distribution doff for the Warp Core engineer that gives a 20 percent change to get +20 power to all subsystems with each hit of Emergency Power. As I have 3 Emergency systems I've got a 60 percent chance of getting free extra power. which when it procs when EPS power transfer up, almost maxes out all of my subystems.
Power settings 100 weapons, 50 shields. 25, 25.
Heal bot with warp plas, and high weapon power. It's fairly flexible, and stable. So far it seems pretty straight forward. And much more entertaining to play than my old heal bot build was Ideal team would probably be 2 Recons, and a nebula. As it's missing a heal spot, you need a fairly solid team I would think. Could probably also work it with 2 Intrepids, and 2 Escorts as well
]Tactical Captains skip this post after the following Public Service Announcement.
Public Service Announcement If You are A Tactical Captain And You Are In A Star Cruiser. Get Out Of It. NOW. I don't mean later or tomorrow I mean literally right now. Get out of your ship take your toys off of it, Discharge it and buy an Assault Cruiser or Excelsior, or go find an Escort. Seriously. This is not the ship for you. Nothing you do will work in it. I'm sorry, but it's true.
This Concludes our Public Service Announcement brought to you by OPVP and weeping Escorts everywhere.
Much Like my AC cruiser posts, however I'm only doing one SC one. I would go insane if I covered this ship too much (I'm a tac.. I murder people... most of opvp knows this just mentioning me and flying heal ship makes me cringe).
The Star Cruiser is debatable the best heal cruiser in the game. Especially Fed Side. In my opinion it is the best heal cruiser on the fed side. (the Neb is classified as the Sci Ship after all) However aside from the standard Harmless Healer role, that it is primarily seen in, it can be made to sub in some control. It's not as effective as a Control AC, at zone denial and control but it is capable, and is still at least as good of a healer as the AC while the AC is more of a dps and control ship.
The Standard Heal Bot layout.
Cmdr, EPTS1, EPTS2, ASIF2, Extend Shields 3
Lt Cmdr, EPTA1/ET1, EPTS2, ET3
Lt Tac. APD1, Tactical Team.
LT Sci, Transfer Shield Strength1, Transfer Shield Strength 2
Ens. Sci Team1/ Hazard 1.
Alt choices, LT SCi. Transfer Shields 1, Hazard Emitters 2, Transfer Shields 1.
Tertiary Alt. Lt Sci, Sci Team 1, Transfer Shields2, Ensign, Sci Team 1
Console load out should follow the standard heal boat pattern I posted before. Shields, and Set. Maco/Omega/Borg shield with 3 other borg pieces.
Doffs, same as standard healing setup as above. (see why that got posted first? It was so I can be lazy later!)
Now someone somewhere out there is moaning "But Mav I don't want to heal in this thing Damn it man. Gimme something"
Here is where you can break the mold abit with the Star Cruiser.
EPTA1, EPTS2, Extend Shields2, Eject Warp Plasma 3
Lt Cmdr Eng
Eng Team 1, Aux to structural integrity 1 1/Aux To damp1, Eng Team 3.
Lt Tac, Tac Team, Attack Pattern Delta1 (APD1)
LT SCI, Transfer Shields strength1, Transfer Shield Strength 2 Alternate Sci Team 1, TSS2
Ens sci. Tractor Beam. Alternate Hazard Emitters 1
Now, before my fellow OPVPers bust out laughing their faces off. Here is why this setup can work. You can greatly reduce the CD of Emergency Power to Shields with the proper DOFF. You are going to want. No Need This Doff This doff is called the Damage control engineer. Get as good of quality or as many of these as you can, as well as the + to power level doff for it to work, and the Brace For Impact Doffs. This allows you to get away with one of each emergency power, as you can pretty reliably kick them into global with it.
"But that doesn't fix the horrid turn rate and flight speed!" It requires abit of fancy flying to use, but you wanted something non standard but functional. It will take some trick flying at times but it's pretty worth it once you get to pulling it off.
It's abit more healy still than the control AC. But the AC is more agile, and has more dps. Other Doff considerations are, the deflector cooldown reducing doff.
Consoles. Eng Consoles same as the standard above. Sci of course field emitter, and 2 particle generator consoles. tactical 1 energy or cstore console, and borg console.
Set Item. for most teams I recommend Maco and 3 Borg. Unless you have a secondary healer handy, then go 2 borg and 2 omega.
Power Levels /25 weapons /75 shields /25 Engines /75 Aux. Both ships.
Devices, Engine batteries, Shield Batteries, Subspace field mod, weapon battery (lol).
Control Devices, Engine, Shield, Subspace field mod, Deuterium.
These are the two that I know that work pretty well and that was waaay before Doffs came in to make things better, there's variations of them that also work but these I've tried at one point or another. Sci toons can work in the last setup, with aux to Damp going, and sci fleet to boost the teams and their own shield resistances to massive levels and throw dampening field in for that extra kick. Aux To Damp means that you'll actually get to see your sub nuc get used more than once in a blue moon. (think of it like flying a much better healing DSSV with better hull points and decent control that happens to be stun/repel immune for abit)
Public Service Announcement Tac Captains this really isn't the ship for you in terms of optimization. You really really should be in a Vorcha if you are going to roll in a cruiser on the kdf side. It has the base turn rate, superior inertia, and bridge officer layout for your needs. This is pretty much a sci and engi cruiser.
The Neghvar is the other T5 Klink Cruiser. I won't lie, this thing is far better than the Fed counterpart, the Failaxy. But only due to the fed counterpart being a terrible nay horrible ship. (The Failaxy and it's Gal X variant I am not going to cover. They are Horrible ships and you shouldn't be flying one as anything but a vanity item, I'm not enabling that sort of behavior!) Equal in shields, and hull to fed cruisers, but with a far superior turn rate. However, it has among the worst Inertia scores in the game at a meager 25. But Mav how much difference does 5 Inertia really make? Oh god. If you thought your Assault Cruiser was a pig you ain't seen nothing yet, the Negvhar's Inertia is -so- bad compared to it's turn rate that you will often lose a hefty portion of your defense score during aerial maneuvers when you are really trying to crank it. I'm not kidding. All of the Neghvar builds covered here, assume the klink team doesn't want any non cloakers.
Technically this thing can mount Dual Heavies. I really really don't recommend this though. The lowest you should be going on firing angle on this thing is Dual Beams. It's slow, and it's incredibly stall prone. The Neghvar in my opinion is for that klink team that really wants all their ships to be cloak capable, and still be more heal friendly than the Vorcha. In a surprise butt secks style team I rank this ship over non MESed carriers but only barely as carriers have the superior sci slots for healing and that's not mentioning the Siphon Drones and Tachyon Drone shenanigans, and the orion cruiser is a star cruiser clone. (which I'll touch on later as there are some slight differences)
I wouldn't bother putting a torpedo on this ship as you'll have to combat general torp user issues, as well as this things incredibly gimped inertia score.
The Weapon Loadout, I would try the following, 2 Dual Beams, and 4 beam arrays or try 4 Dual Beams 3 turrets and a beam array. Dual beams drain abit more power than Cannons, which is why I would back the rear turret count down to 3. It also gives you a wider angle for beam overloads (which is actually starting to make a comeback). While the former layout gives you a very good Fire At Will ship. You could also try 8 beams, as you -will- have the slot potentially for two emergency power to weapons1s.
There's three schools on the Neghvar, much like most cruisers. The Damage boat, (which has healing as a very strong secondary), the Heal Bot (imo pure healing isn't going to carry you and your team mates all the way to the top with as good as high end sto pvp teams have become), the Control Boat (which subs in Dps, or Healing depending on what the team is lacking on)
Shields, Omega or KHG
Engine Omega or Borg.
Yes the glider really is that OP. Assuming hell freezes over and Crytpic gives the Glider a kick in the junk like it so rightfully deserves
Energy Type, I really recommend either Disruptors or Tetryons. Disruptors for obvious hull debuff when enemy shields -will- collapse from your glider cheese. Tets to bring shields down even faster.
Damage, 80 Weapons, 70 Shields, 25 engine, 25 aux
Heal 25 Weapons, 70 Shields, 25 engines, 80 aux.
Tertiary, 25 Weapons, 75 shields, 75 Engines, 25 Aux
Post Tertiary, 75 weapons, 25 shields, 25 engines, 75 Aux.
The Control Boat.
Cmdr Eject Warp Plasma 3, Extend Shields 2, EPTS2, EPTW1/EPTA1.
Lt Cmdr, EPTS1, Aux to Damp1, ET3 Or if there's no photonic shockwaves on the enemy team. EPTW1/EPTA1, ASIF1, ET3 Sci might want to consider RSP inplace of Aux to damp as well.
for an even more control happy ship, you can try the following in ltcmdr. EPTS1, ET2, Warp Plasma 1. This allows you to chain warp plas constantly.
Ens. EPTW1/EPTA1. Which ever one you don't have 2 of already.
LT Sci. Transfer Shield Strength 1 and 2. Or Sci Team1, TSS2.
Lt Tac. Tac Team, FAW2 or Tac Team, Beam Overload 2. (latter if you have dbbs anywhere)
EPTS1, EPTS2, Extend Shields 2, DEM3
EPTW1, Aux To damp, ET3 Sci captains might want to put RSP in place of Aux to Damp
Transfer shields 1 and 2.
Tac, Tac Team, Beam overload 2. Tac Team, FAW2, or FAW1, FAW2, BeamOverload1 and 2.
Cmdr, EPTS1, EPTS2, ASIF2, Extend Shields 3
Lt Cmdr, EPTA1, Aux to damp1, ET3
Lt Sci Transfer Shield strength1, Transfer Shield Strength2 or Hazard Emitters 1, Transfer Shield Strength2
Doffs. 2 Shield Distribution Doffs (blue preferably), 2 Maintance Engineers (blue preferably), 1 Warp Plasma Doff (if you are running warp plasma) if not that doff then either the bonus power level doff (warp core theorist I believe) or a third shield distribution doff.
This is a build for Engies, who want to run high aux and no guns. The dot from plasma, when loaded up onto a ship is actually pretty substantial. The Neghvar is agile enough to run this without compromising firing arcs too badly. It does good solid pressure damage (enough so that people -will- be forced to use hazards prematurely well before their shields can collapse in some cases.
This ship is surprisingly easy to learn, and master, while remaining useful on the battlefield. Due to the speed and agility of the Negvhar it can pull off 90 degree bombardments rather easily, which is a great Asset especially on the battlefield that has BOPs and other decloak alpha ships present. It's also pretty effective at spam clearing thanks to the AOEs of Torp spread, and Warp Plasma. (which is also great for catching entire teams) The Chron mines out back can keep people slow, and the double plasma mines keep more burn on the field at all times.
This build also works for Tacs as well, as the Negvar becomes more agile... but loses durability. So keep that in mind. Also you will have to sack something abit to get Attack Patterns ranked up if you use this with a Tac.
The Spec: http://www.stoacademy.com/tools/skil...ineticnegvar_0
Tac variant I would pull the some of Aux performance out for Attack Patterns.
Weapon Systems AccX2 CrtD Plasma Torps, 3 to 4 Forward, 2 Chroniton mine launchers, and 2 plasma mine launchers. Set it all to AutoFire.
Deflector : Borg
Engine : borg
Shield: KHG, Omega, Res Cap 2 MK XII, or Res Cap 3 Mk X if you still have one.
Public Service Announcement The Excelsior is a tac ship first and foremost. while there used to be sci Excelsiors that would work fairly well, due to just how laughably bad Target Subsystems has become it's really not an option anymore. Engies can just skip this post as you'll never crit enough or hard enough to really roll this one effectively in a Team.
And now we move on to the Excelsior. Step one? Acquire 3 SNB Doffs to **** everyone off Nah I kid.. okay only half kidding there.
There's several good options for an Excelsior build, the ships viability in Premade PvP is debatable, outside of a couple of specialized teams, but there are places for this dps friendly ship, most of my setups here are going to be DPS, or Control oriented sometimes both. There's only going to be a couple with any kind of heal focus to them.
Consoles, Borg, SIF Generators 2r, Armor of your choice (anything but Monotanium)
Sci Field EmitterX2
The Cannon Excelsior, this one was really popular back in the day. The reason? The Excelsiors god like turn rate, and more importantly almost Escort levels of Inertia. The ship can stop on a dime, making for some really shockingly effective uses of Evasive Maneuvers. There's at least two variations that I've tried both worked fairly well. There is another good one earlier in this thread (I'll link to that post after I write this post)
The first one I list is also decent for extra crowd control and can be subbed in for that second escort on a team.
Power Setting, 90 Weapon Power, 60 Shield Power, 25 engine, 25 aux.
Lt Cmdr, Cannon Rapid Fire 2, Attack Pattern Beta1, Tac Team Variant, Cannon Scatter Volley2, APB1, Tac Team.
Lt Eng, EPTW1, ET2 Variant, EPTW1, EPTS2 Alt Variant, EPTW1 and Aux to Dampeners.
Ens Eng, EPTS1. Variant ET1
Lt Sci. Transfer Shield Strength1, Transfer Shield strength2,
Variant, Sci Team 1, TSS2. Alternate Variant Hazard Emitters1, Transfer Shields 2.
Doffs, I'd strongly consider, the Warp Plasma Doff that adds an immobilize to your warp plas. Get as high quality of one as you can afford. (I can't remember if you can stack multiples of these or not if so, get one more)
Maintenance Doff... the one that reduces Team ability cool downs. Get 2 of these blue or better preferably. (till they change it... if they change it)
For your final doffs, Shield Distribution officers. (the brace for impact shield healers) as many as you have slots for.
and 3 BFI Shield Distribution doffs.
This ship is highly mobile as it is the omega shield, and RCS make it even more so. Throw in the warp plasma which will inevitably slow or stop targets with APB and rapid fire 2 cranking means there will be a ton of pressure applied to a given target. The Tetryon Glider will further assist in shield removal which adds even more pressure.
The other variant that I used is covered in the Variant, save for the cmdr spot being rounded out with DEM3.
The DBB Boat. This one is a more heavy dps variant on the Cannon Excelsior. This one utilizes either FAW or Beam Overload to get the job done. It's abit more difficult ship to position about, but it's forward arc is devastating. You will want to tweak your power settings here to max out those evil DBBs.
Armament, 4 Dual Beam Banks. Yeah you read that right. 4 of them. 4 Turrets. This is surprisingly energy efficient, and the ship is agile enough that with practice and proper implementation of warp plasma you'll be hosing people down pretty well. This ship also takes place of a second Escort.
Sci TSS1, Tss2 Variant A, Sci Team Transfer Shield Strength2 , Variant B Hazard Emitters 1, Transfer Shield Strength 2.
It flies quite abit like the Cannon Excelsior, only with a considerably stronger forward strike, for a significant loss on broadside dps. Think of this ship like a mounted knight on horse back armed with a lance. Everything in the front of this thing is going to feel the pain. Anything to the sides? not so much. Fly it accordingly plan your moves, so that your DBBs will always land on a target, or secondary target when possible on your straight charges so you hose the target in the opening volleys, hit it with warp plasma, and aim the ship towards the second, rinse and repeat on your turn inevitable turn around to the primary.
The Death Blossom and Deadly Broadside Excelsior.http://www.youtube.com/watch?v=pe3zM...ature=youtu.be Here is the ship in action, just to show some of the versatility of this platform. I'll have another using it's standard FvF layouts next.
Power Settings. 90 Weapon, 60 Shields, 25 engine 25 aux.
Armament, 8 Beam Arrays (4 Aft 2 For), Properties: CrtDX2 ACC. Disruptors or Tetryon are Preferred.
Secondary Armament, 7 Beam Arrays (4 aft 3 Fore, 1 DBB)
Cmdr, DEM3, Extend Shields2 or EPTS3, ES1, EPTW1. Alternate. Eject Plas 3, EPTS3, ES1 EPTW1
LT Cmdr, Beam Overload 3, Attack Pattern Delta 1, Tac Team.
Alternate, FAW3, Attack Pattern beta 2, Tac Team.
Tertiary Alternate Beam Overload 3, Beam Overload 2, Tac Team. And last alternate, APO1, Beam Overload2, Tac Team.
Lt Eng. EPTW1, RSP1
Ens Eng, EPTS1
Lt Sci. Tractor1 and TSS2. Alt Sci Team1, TSS2. Tertiary Hazard 1, Transfer shields 2.
Doffs, , 3 Brace For Impact shield distribution doffs. Warp Core Engineer, (extend shields -or- power level booster), matter anti matter specialist when you run DEM, if not, tractor beam officer.
Devices for all of these, Weapon batteries, Shield Batteries, Subspace Field mod, and Team Weapon Batteries.[
I've seen way too many Failboats out there flying Oddys... so yeah. Post incoming this weekend...probably, barring any catastrophes.
First off, the Sci Oddy is hands down the best one. Use it if you have the choice between them all and ditch the rest. Yes Sensor An. is really that good with 8 beams.
Public Service Announcement Tac Captains put down the Oddy... go get an Excelsior, or AC... the Oddy is too fat and too slow for you.
Secondly, the Oddy is in my opinion an Engineer's or sci's ship. It's too fat and slow even with aux to ID going for anything else. FAAAT is the operating phrase with this ship. For several reasons, one it has a really poor turn rate, and Inertia score. Secondly, the model of the ship itself is HUGE. It dwarfs the Assault Cruiser, and nearly every other cruiser in terms of size, which changes the physical distance required for it to make a turn, without factoring in it's Inertia. (hooray for cryptic not thinking things through right?)
The first thing we should discuss is which Oddy is right for you? The answer is of course the Science Cruiser. No other ship has Sen An and 4 sci console slots. This makes it by far hands down the best Oddy in the game.
Now let's talk turn rate. It's garbage. Don't bother using any powers that involve moving your ship, because it's just setting yourself and your team mates for an epic fail. Warp Plasma is a No No on this ship. DO NOT USE IT. We'll get to the Controller variant later. And it doesn't use Plas. Or Gravity Well. Or Tykens.... because you need to be able to Turn to use them.
Infact the slower your ship the worse of an idea facing related, or movement related abilities are.
So what do you use?
Here's a staple healer Oddy.
Cmdr, EPTS1, EPTS2, Eng Team 3, Extend Shields 3
Alternate: EPTS1 EPTS2, ASIF2, Extend 3
Lt Cmdr, Sci. Transfer Shield Strength1, Hazard Emitters 2, Transfer Shield Strength 3.
Alternate heal, TSS1, Sci Team 2, Transfer Shield Strength 3.
LT Tac, Tac Team (when pugging if your team seems competent switch out tac team for target engine 1), FAW2.
Ens Uni. Sci Polarize Hull. Tac uni, FAW1, and change the Lt tac slot to Attack Pattern Delta. Engi, Emergency power to Auxiliary 1. (I actually really like this one)
Shields, Maco or Borg.
Engine, Borg or Omega
Deflector, Borg or Omega.
Doffs, 2 blue (or even better purple!) Maintaince Engineers, Warp Core engi, 2 shield distribution officers of blue quality.
Consoles, 2 SIF Generators, 2 Armors, I prefer Ablative and Neutronium combo
Sci, Shield emitters consoles. 3 and a field generator.
Power levels, 100 to guns, 50 to shields, 25 engine, 25 aux.
Throw the crack on yourself (EPS power transfer) and use EPTA1 and you'll have almost max power across the board.
EPTS1, EPTS2, Eng Team 3, Extend Shields 3
Lt Cmdr uni Sci.
Transfer Shield Strength1, Hazard Emitters2, TBR1, FBP2 or VM1 or shockwave.
Ens uni. Emergency power to Aux1.
Lt Tac, Tac Team, Faw2.
Consoles, 2 SIF Generators, 2 Armors.
Field Generator, Borg, and Particle generator consoles.
Power levels, same as above for Engineer. Sci captains, 75 weapons, 50 shields, 25 engine, 75 aux.
A brief word on my favorite or least hated carrier.
This is a Tactical or Sci Officer's ship. The LT Cmdr slot compliments those two classes nicely. For Tacs this gives you access to BO3, 2 and say... Tac Team. For Sci this gives you, Tac Team, FAW1 and 2.
The Karfi, is a damage focused carrier in my book. It's not the best healer by any means, and it's kind of squishy. However you do have options to get some decent longevity out of this thing and I'll go over them as completely as I can.
We are going to cover the Tac Karfi first.
Weapons, The Karfi is just a hair too slow to go with a Dual Beam bank setup, so I recommend the usual standard 6 beam arrays, with one mine launcher in the aft. That mine launcher should of course be spitting out chronitons. Preferred Properties, AccX2 CrtH and or AccX3
Shield, KHG, or Borg.
Power Settings, 100 to Weapons, 50 to Shields, 25 to everything else.
Alternate #1, 100 to weapons, 30 to shields, 25 engines, 35 Aux.
Alt #2, 50 Weapons, 25 shields, 25 engine, 100 aux
alt #3, 25 weapons, 100 shields, 25 engines, 50 aux
Devices, Shield Battery, Aux Battery, Subspace Field Modulator.
Viral Matrix 3, this skill provides a 10 second shut down to multiple subsystems and is one of the few good sci powers left in the game. Transfer Shield Strength 3, Hazard Emitters 2, Tractor Beam
Lt Cmdr, Tac Team, Beam Overload 2, Beam Overload 3.
Lt Tac, Tac Team 1, Dispersal pattern Alpha 1 why alpha and not beta? More mine clusters, means they will seek 2 targets to crap on instead of one.
Ens Sci, Polarize Hull 1 you need this.. both as a hull resist, and as a way to break tractors.
Lt Engineer, Emergency Power to Shields 1 and 2.
Hangars, for full on **** Move status, go with the double siphon pods. You'll be the life of every party. If you want to just go for raw murderous potential Advanced Skulls. They give you free torp strikes vs nekkid hull and as a tac you'll get plenty of those opps with BO2 and 3 slamming home every chance you get.
This layout is fairly standardized and capable of giving good non aux dependent shut downs, and decent shield tanking potential, with a nice hull heal thrown in to ice the cake.
Abit more of a risky but possibly higher payoff version of this ship before I move to the sci.
Cmdr, Photonic Shockwave 3, or Tractor Beam Repulsors 3. Why? with full tac buffs applying to these powers you can be absolutely Murderous. Can we say routine 22k strikes with PSW3 vs a non shield facing target? Or a stream of 10 -20k crits from TBR3 when TBR3 starts rolling crits? Both are also good for disrupting healing cycles as PSW knocks off extend shields, and TBR can potentially push either your target, or the healer out of reach... so you and your bop buddies can get all rapey, if you cooridinate and learn to aim your TBR3s.
If running PSW3, TBR2.. while TBR2s damage isn't as substantial as TBR3s, it's still good for pushin and spam clearing, Transfer Shield Strength 2, and Hazard one fill out the sci slots here. The rest of the boffs are unchanged.
Sci, Karfis, are more healing and control focused than their murderous tac counter parts. Here's the sci karfi I've found works best.
Weapons, 6 beams, and 1 chroniton torp launcher
Deflector Engines and Shield see above.
Power settings same as the tac
Cmdr, Viral Matrix 3, Photonic Officer 3, or PSW3, Sci Team 3, Transfer Shield Strength 2, Hazard 1
Lt Cmdr, Tac Team, FAW2, FAW3 (that's Fire At will for those of you that don't know that yet)
Lt Tac, Torp Spread 1 and 2. Alt loadout, Torpspread1, Attack Pattern Beta1/Delta1
Lt Eng, EPTS1 and 2
Ens Sci, Tractor beam.
Hangars, Siphon Pods or Frigates.
Doffs, the Sci Team cool down reduction doffs. Get your ST3s as close to global as possible, Brace For Impact (shield distribution) doffs, and then a Warp Core Engineer.
The Sci Karfi is more reliant on debuffs, as by nature sci captains lack the necessary burst buffing powers to make the relatively few tac slots worth it. (as again the Karfi is just a hair too slow for Cannon and DBB use.) It can also provide abit more healing to it's team mates as the sci captain has access to dampening field -and- sci fleet to help keep himself alive during focus periods, as well as team mates. (these also buff your pets by the way) As a controller a Sci Karfi is absolutely obnoxious to play against when handled well. Hair pulling Obnoxious and to make it worse, it can often full heal it's allies shields making the small inroads against their enemies for nothing.
Consoles I saved to the end as they are identical for both ships.
1 Ablative armor, 1 Borg
3 Field Generators, and 1 particle generator, or 3 Particle Generators 1 Field generator
3 Energy Consoles.