Captain
Join Date: Dec 2012
Posts: 546
So, I started this game like last month (tried when it first when F2P but gave up due to lag at the time) and a friend dropped me a pack of 10 Master keys which I used on the Lock boxes I had picked up at the time...one of them dropped a Mirror Assault Cruiser on me. I am an Engineering Captain (and proud of it!).

Just wondering what build would be best. I've mainly focused on the Engineering section of the Space Skills with occasional forays (usually when I hit three or four up in the Engineering sections) into science and tactical skills that I feel could work for me. I mainly do PvE but would like to foray into PvP.

I could also maybe be talked into giving up my Mirror Assault if someone thinks that I would be better served with something else as I am aiming to make myself and my ship into a Solid Jack-Of-All-Stats/Stone Wall/Mighty Glaicer Tank (I.E. I take hits and hit back just as hard).

And if I hear anyone say I should go Escort due to DPS...I chose Engineer for a dang good reason.


[Also, I got like 36 more Lock Boxes (21 of them Temporal) and would like to unload them to anyone or any fleets that want them for Commander level gear.]

Edit2: These are the skills I have and the ones I got access to through my Brigde Bunny BOffs.

Me
Quote:
Lieutenant
Starship Weapons Proficiency, Driver Coil, Starship Batteries, Hull Repair, Starship Shield Emitters all maxed.

Lt. Commander
Energy Weapons & Projectile Weapons 3, Structural Integrity 7, Subsystem Repair 6, Warp Core Efficiency 7, Power Insulators and Shield Systems 3

Commander
Targeting Systems 1, Starship Electro-Plasma/Warp Core Potential 4
My BOffs
Quote:
Tactical 1 (Andorian Female): Tactical Team 1, Beam Target Shields 2, Attack Pattern Beta 2

Tactical 2 (Human Female): Tactical Team 1, Beam Target Engines 2

Science 1 (Trill Female): Science Team 1, Tractor Beam 2, Photonic Shockwave 1

Science 2 (Bajoran Female): Polarize Hull 1, Energy Siphon 1

Engineering 1 (Vulcan Female): Emergency Power to Shields 1, Reverse Shield Polarity 1, Eject Warp Plasma 1

Engineering 2 (Borg Female): Emergency Power to Weapons 1, Engineering Team 2
I heard Tac Team was good which is why I went for it and then went for having all three teams at once. As I said, this is just to knwo what to do with the Mirror Assault and maybe want to do when I hit Captain.

Last edited by raventomoe; 01-11-2013 at 03:51 PM.
Captain
Join Date: Dec 2012
Posts: 519
# 2
01-12-2013, 09:47 AM
Looks pretty nice, though personally I would go

Science 1 (Trill Female): Transfer Sheild Strength I, Hazard Emitters II, Gravity Well or Tyken's Rift I

Mainly because PSW only has a 3km range and PSW III is alot better. Gravity well, although it doesn't do much damage, it can group them up and you can pull a nice Eject Warp Plasma/Gravity Well combo. Or Tyken Rift for a some power drain and hurt.

Because Engi team might conflict with Tac Teams, I would trade that for Aux to Structural Integrity or Emergency Power to Shields II



Could also try this. Taken from the Dragon Flagship Build.

The Dragon Assault

Link to Skill Planner Profile: The Dragon Assault Cruiser

Power Settings:
Weapons - 114 / 90
Shields - 80 / 55
Engines - 53 / 25
Auxiliary - 51 / 30

Weapon Loadout -

Fore (PvP): Dual Antiproton Beam Bank Mk XII [ACC][CRTD][CRTH]
or: Tricobalt Torpedo Launcher Mk XII [ACC]x3
or: Quantum Torpedo Launcher MK XII [ACC]x3
Fore (PvP): Antiproton Beam Array Mk XII [ACC][CRTD][CRTH]
Fore (PvP): Antiproton Beam Array Mk XII [ACC][CRTD][CRTH]
Fore (PvP): Antiproton Beam Array Mk XII [ACC][CRTD][CRTH]

Aft (PvP): Antiproton Beam Array Mk XII [ACC][CRTD][CRTH]
Aft (PvP): Antiproton Beam Array Mk XII [ACC][CRTD][CRTH]
Aft (PvP): Antiproton Beam Array Mk XII [ACC][CRTD][CRTH]
Aft (PvP): Antiproton Beam Array Mk XII [ACC][CRTD][CRTH]

Deflector: MACO Deflector XII
Engine: Aegis Engine Mk X
Shield: MACO Shield Mk XII

Tactical Console: Antiproton Mag Regulator Mk XI
Tactical Console: Antiproton Mag Regulator Mk XI
Tactical Console: Antiproton Mag Regulator Mk XI

Science Console: Field Generator Mk XI
Science Console: Assimilated Module

Engineering Console: Antimatter Spread Module
Engineering Console: EPS Flow Regulator
Engineering Console: Neutronium Armor Mk XI
Engineering Console: EPS Flow Regulator Mk XI

Devices: Red Matter Capacitor, Subspace Field Modulator, Large Engine Battery, Large Aux Battery

Bridge Officer Layout:
LT Tac: Fire at Will 1, Attack Pattern Beta 1
Ens Tac: Tactical Team 1 ( If you went with the Tricobalt then you might want High Yield 1 instead, or Torpedo Spread 1 if you went with a Quantum)
LT CMD Eng: Emergency Power to Weapons 1, Engineering Team 2, Emergency Power to Shields 3
CMD Eng: Emergency Power to Weapons 1, Reverse Shield Polarity 1, Emergency Power to Shields 3, Aux to Structural Integrity Field 3
LT Sci: Hazard Emitters 1, Transfer Shield Strength 2



Build Use Summary: The Dragon Flagship Build is designed to be an anchor for the fleet action. The build is designed for it's Captain to be able to lead the charge straight into the heart of the battle and then act as an anchor for the entire match. Your able to tank incredible amounts of damage, while healing yourself or your allies. All the while, dishing out extensive amounts damage to either crush any opponent that dares challenge you, or help destroy your allies targets.

Tactics -

1) The secret to this build is its ability to keep your Weapons Power setting and your Shields Power setting at a permanent 125. You accomplish this through the use of four abilities, your EPTS and EPTW. Ill break it down on how you accomplish this task.

First activate EPTW 3, you'll notice that your other EPTW ability goes on a 30 second CD while your two EPTS go on a 15 second CD. When EPTS 3 comes off CD immediately activate it. Now you'll notice that as you hit EPTS 3 your EPTW 3 is still active for another 15 seconds, and your other EPTW 1 was 15 seconds way from being off CD. When you hit EPTS 3 it resets your EPTW 1 to a 15 second CD, but wait.... wasn't it already on a 15 second CD anyway. Thats correct! You managed to actually not place anything new on a CD that it wasn't already on. So you should now have EPTW 3 still active for another 15 seconds and your EPTS 3 which you just hit is active for 30 seconds, at the same time placing your other EPTS 2 on a 30 second CD and your other EPTW 1 on the same 15 second CD that it was already on.

Now when your EPTW 1 comes off CD immediately activate it, this will cause the same chain to happen again, sending your EPTW 3 onto a 30 second CD and your remaining EPTS 2 on a 15 second CD ( which EPTS 2 was already on). Now you'll have EPTS 3 and EPTW 1 active at the same time. Now to finish the chain; activate EPTS 2 immediately when it comes off its remaining 15 second CD. It will place your EPTS 3 on a 30 second CD and your EPTW 3 on a 15 second CD. Once EPTW 3 comes off CD, immediately activate it. This starts your cycle all over again, and you can now infinitely loop through these four abilities to create a chain that grants you 125 power to both shields and weapons.

Note - You can start the chain with EPTS 3 instead of EPTW 3 if you feel you want to enter the chain on a more defensive approach instead of offensive approach, the only difference will be that you activate the chain with EPTS 3 --> EPTW 3 ---> EPTS 2 ---> EPTW 1.

2) The reason why you take Transfer Shield Strength 2 instead of the Hazard Emitters being your higher ranking LT Science Spot, is because TSS2 gives you a 14% shield strength resistance vs TSS1 only giving you 6%. Meanwhile HE2 gives you 9600 hull repair and a plus 18 resistance buff vs HE1 gives you 6400 hull repair and a plus 14 resistance buff. So its better to get the extra 8% shield resistance from the TSS2 instead of the plus 3200 life and 4 resistance from the HE2.

List of Abilities that can't be changed: EPTS x 2, EPTW x 2

Last edited by xigbarg; 01-12-2013 at 10:03 AM.
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