Career Officer
Join Date: Jan 2013
Posts: 233
# 1 Fleet Ambassador Build ideas
02-18-2013, 01:19 PM
Ok so I'm wondering what some others are running for the Fleet Ambassador's im grabbing mine when i get off work in an hour. Right now im flying an Excelscior with Fleet Anti-Proton Beam Array's, Fleet For Quantum, and Rear Cutting beam. I intend to take these with me. Now I also have most of the universial consoles, minus point defense, and the Frengi console. So what I'm looking for is a layout idea for my Ambassador, along with a good boff build that can tank as well as dish out the damages. Just note my Engines, Shields, and Engines are fleet as I am not Tier 5 Omega, just hit Tier 4 last night, its what happens when you come back to STO after a year and a half lol.
Lt. Commander
Join Date: Nov 2012
Posts: 142
# 2
02-18-2013, 02:13 PM
Tactical captain

Fore weapons:
3xFleet Phaser beam array (ACC or CrtH preferably) its what I use but Antiprotons are fine.
1xWide angle Quantum Torpedo launcher (from the Regent)

Rear weapons:
3xFleet Phaser beam array (ACC or CrtH preferably)
1xFleet Quantum Torpedo launcher

Deflector:Maco Mk XII
Engines:Maco Mk XII
Shields: Maco Mk XII
(preferably the adapted version) Aegis or Maco XI should do the trick as well

Devices: Weapons Battery, Shield Battery, Auxiliary Battery, Subspace Field Modulator
(better: Battery - Weapons and Auxiliary, Deuterium surplus, Battery - Shields and Auxiliary, Subspace Fieldmodulator )
before entering a PvP arena or Elite stfs you may also use Prototype Ablative Jevonite Hardpoints in a device slot, activate it and then switch it out for a battery again) ot increases your hitpoints for 15 minutes ( if you die within those 15 minutes the effect is lost!)

Engineering:Neutronium Armor Mk XI purple or better, Tachyokinetic Converter, Zeropoint Energy Conduit, Phaser Point Defense System ( since you dont have that another Neutronium Alloy is good to, or a Plasma Distribution Manifold, or Antimatter Spread if you like angry opponents in PvP )

Science: 2xMk XII Field Generator (blue(same as Mk XI purple) or purple), Borg Assimilated Module

Tactical:2x Phaser Relais MkXI purple or better , 1 Zero Point Quantum Chamber
(or 3x Phaser Relais)

Boff abilities:

Tac-Lt.: Torpedo High Yield I , Beam Overload II

Tac-Ens.: Tactical Team I

Uni-LT.: Torpedo Spread I, Beam Fire at Will II

Eng-Com.: Emergency Power to Weapons I, Emergency Power to Shields II,Engineering Team III, Reverse Sheild Polarity III

Sci.LtC. Science Team I , Tractor Beam II , Feedback Pulse II
(Photonic Shockwave or Gravity well arefavorites as well)

Doffs: it should include those that reduce cooldown inenergy weapons special attacs, torpedo attacs, attack pattern alpha, tractor beam energy drain.

It trades in some Engineering and hull heal for more offensive options and Shield heals.

Have fun
Cruisers ftw!

Last edited by erhardgrund; 02-18-2013 at 04:32 PM.
Career Officer
Join Date: Jan 2013
Posts: 233
# 3
02-18-2013, 02:51 PM
Im an Engineer also i dont PVP I guess i should have specified
Lt. Commander
Join Date: Jul 2012
Posts: 143
# 4
02-18-2013, 03:25 PM
Forward Weapons:
Romulan Hyperplasma Torpedo Launcher
Plasma DBB (of any kind) x3

3x Plasma Turret (any kind)
Omega Cutting Beam

Reman Set (Deflector/Engine/Shields)

Engineering Consoles:
Tachyokinetic Console
RCS Thrusters (At least Purple and Mrk X)
Ablative Armor Console (preferably Purple Mrk XI minimum)
Borg Module

Sci Consoles:
Romulan Zero Point
Science Shield Modules (The +% shield Strength) x2, OR!
Embassy Threat Console (Shield Generator) x2

Tac Console:
Plasma Infuser Or Ambiplasma Envelope x3

Tac Lt:
Torpedo High Yield II; Tac Team 1

Universal Lt:
Tac Team II; Torpedo Spread I
Tac Ensign:
Beam Overload I

Engineering Cmdr:
Engineering Team I; EptW II; RSP II; EWP (don't have anything better to train in there)

Science Lt. Cmdr:
Polarize Hull I; TSS II; Hazard Emitters III

Tough, EXTREMELY dangerous and powerful, and... well okay, not on a budget.
Lt. Commander
Join Date: Nov 2012
Posts: 142
# 5
02-18-2013, 04:31 PM
Originally Posted by spork87 View Post
Im an Engineer also i dont PVP I guess i should have specified
The build i posted is more of a pve build but it shoulg go well with Kerrat or PvP duels as well. For Pure Team PvP it would either need more tanking abilities or an aux to bat built to increase rate of fire and heals. but that would mean to put an engineer in the Lt. Uni. slot decreasing tactical options.

no matter wha , for pvE use something along tose lines
weapons and equipment as above but with antiproton beams

Tac-Lt. Torpedo Spread I, Beams Fire at Will II
Ens Tac.: Tactical Team I

Eng-Com. Emergency Power to Weapons I, Auxiliary to battery I, Directed Endergy Modulation II, Reverse Shield polarity III

Eng-Lt. : EEngineering Team I, Auxiliary to battery I

Sci-LtC. Science Team I, Feedback-pulse I, gravity well I

Doff: 3x purple technician: they reduce cooldown time every time auxiary to battery is used
You will practicly double your boff abilities.
combined with DEM Doff youll get somethign along the lines of nadion inversion in adition to your engineering ability so your weapons energy stays high - > more damage, double rate of boff powers -> higher rate of fire + Fire at will II -> very high rate of fire, more damage, more crits, even more damage.

To increase critchance of your weapons make sure you have the aforementioned consoles: Tachyokinetic Converter, Zeropoint Energy Conduit, Borg Assimilated Module
The embassy Weapons signature consoles do have a chance to ad plasmafire to the target doing aditional damage - its not much but its an extra and the increase or decrese your threat level dependig on version.

Should work for an Engineer

have fun
Cruisers ftw!
Career Officer
Join Date: Jan 2013
Posts: 233
# 6
02-18-2013, 04:48 PM
loving your build man this thing is dishing what it gets
Join Date: Aug 2012
Posts: 689
# 7
02-18-2013, 05:00 PM
Here's what I've been running with...been working rather well.


Deflector: Assimilated Deflector
Engines: Assimilated Sub-Transwarp Engines
Shields: M.A.C.O. Resilient Shield


Fore: 3xPhaser Beam Arrays, Wide Angle Quantum Torpedo Launcher
Aft: 3xPhaser Beam Arrays, Borg Kinetic Cutting Beam


Engineering: Assimilated Console, Zero Point Energy Conduit, Rule 62 Console, Point Defence Console.
Science: Tachyokinetic Converter, 2xField Generator
Tactical: 3xPhaser Relays

Bridge Officer Layout:

Lt Tac: Tactical Team 1, Attack Pattern: Beta 1
Lt Uni (Tac): Beam: Fire at Will 1, Torpedo: Spread 2
En Tac: Torpedo: Spread 1 ? (really wish this was a uni spot as well)
Cmd Engineering: Emergency Power to Weapons 1, Emergency Power to Shields 2, Eject Warp Plasma 1, Auxiliary to Structural Integrity 3
LtCmd Sci: Hazard Emitters 1, Transfer Shield Strength 2, Gravity Well 1

Duty Officers:

Can't remember the type but the ones that allow me to rotate one copy of Tactical Team and the others allow me to rotate one copy of my Emergency Power abilities so that I have 100% up time.

Join Date: Oct 2012
Posts: 1
# 8
02-20-2013, 12:46 PM
My build is very similar to nike's

Tac captain:

Fore: 3x Fleet Phaser Arrays, 1x Wide Angle Quantum
Aft: 3x Fleet Phaser Arrays, 1x Cutting Beam

Ass. Deflector XI
Ass. Engines XI
Fleet Resilient B

Eng. Consoles: Ass. Console, Neutronium XI blue, 2x Monotanium XI purple
Sci. Consoles: Zero Point, 2x Field Generator XI blue
Tac: Phaser Relay XII blue, 2x Phaser Relay XI blue

Lt. Tac: FAW I, THY II
Lt. Uni (Tac): TT 1, APB 1
Ens. Tac: TT 1
Lt. Cmd Sci: HE1, TSS 2, GW 1
Cmd. Eng: EPS 1, RSP 1, EWP 1, Aux2SIF III

Other than a slightly inconvenient power drain when FAW goes off, I can preemptively buff my shields, fly through the center of enemy groups and do a little crowd control. While I can't fire off a GW from a distance and then fill it with warp plasma like I can with my Nebula, I think the damage from the beam arrays makes up for that.

As for power distribution, I run at 120/59/57/75 or something like that. My DOFFs aren't great, but I try to leverage Gravity Well with a purple that adds procs and a blue deflector power recharge doff. I think the other three are a purple recharge to TT, a blue torpedo doff, and a green damage control doff.

Solely for PvE!

All that being said, I've tried some variations in the universal Lt. slot, with a Eng. with EPW 1 and DEM 2 and a Sci. with TB 1 and Power Siphon (?) 1. Both were okaaaay, but I think since I'm a tac and have points in my attack patterns, I do better by leveraging my abilities with a Tac in that slot.

Last edited by ambassadorhotel; 02-20-2013 at 12:50 PM.

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