I've been gradually upgrading my build over the past few weeks with an eye towards being able to pull my weight better in ESTFs and not be melted in two seconds when PVPing with fleet members. This is what I have right now but it's still hardly overpowering.
What I want is a beam cruiser build that is durable but more geared toward offense than defense. I have access to advanced fleet weapons and elite fleet everything else, and have purchased a skill retrain token so I can get reorganize skill points I ill-advisedly invested in stuff like stealth. C-store and fleet ships are fine, but I'm not interested in lobi or lockbox ships since A) I don't have access to them without spending lots of money on keys, and B) I'm an RP guy.
If you use abbreviations can you please explain them? Thx.
I haven't read much of the following comments, but i would sugget to get a Mirror Assault Cruiser. It's same looks as your ship but Bridge Officer Layout as the Assault Crusier, handy isn't it?
I can't tell anything about PvP really, but in my experience with this build you can get through EVERY ESTF and rule.
Here's what i would do:
Weapons fore: Romulan Hyper-Plasma Torpedo Launcher; Experimental Romulan Plasma Beam Array; 2x Romulan Beam Array MK XII
Weapons aft: Kinetic Cutting Beam, 3x Romulan Beam Array MK XII (normal Plasma Beam Arrays will be ok too.)
Tactical Lt.: Tactical Team 1; Fire at Will 2
Tactical Ensign: Torpedo Spread 1
Engineering Cmdr.: Emergency Power to Shields 1; Aux to Battery 1; Eject Warp Plasma, Aux to Structural 3
Engineering Lt. Cmdr.: Emergency Power to Weapons 1; Aux to Battery 1; Reverse Shiled Polarity
Science Lt.: Transfer Shield Strength 1; Hazard Emitters 2
Engineering: some nice Fleet Mine engineering console, Nukara Particle Converter; Zero-Point Energy Conduit; Assimilated Module
Science: 2x Threat-Scaling Science Consoles - Plasma Infused [Pla] Emitter Array
Tactical: 3x Plasma Infuser (as high as possible)
What set bonuses do you get?
Romulan Singularity Harness, Omega Adapted Borg Technology Set (Omega Weapon Amplifier), Tactical Readiness (MACO)
3x Technican (Recharge time on bridge officer abilities reduced)
Warp Core engineer (Chance of temporarily improving your ship power on use of any Emergency Power ability)
Damage Control Engineer (Chance to add a hull heal-over-time effect to Auxiliary Power to Structural Integrity Field)
Or Systems Engineer* (Reduces Weapon subsystem energy drain while using Directed Energy Modulation)
*only use this one if you decide to use Directed Energy Modulation instead of Aux to Structural III
I hope you don't mind grinding Romulan, Nukara and Omega/MACO reputation stuff.
Personally i have a (single player) fleet on my own and i am working on unlocking the dilithium mine consoles and warp cores, so i can't give you any good advice what to use.
Basicly cycle Emergency power to shields, Emergency power to weapons, and both Aux to battery all the time. This reduces the cooldown of ALL bridge officer abilities to their absolute minimum. This means you have basicly double of everything, but things that need Auxillery power are almost worthless....
Which leads us to Aux to Structural:
This is your fortress mode, use it to turn you ship into a undefeatable force, but limiting your offensive. Cycle Aux to structural together with emergency power to shields and weapons. Your high auxilliery power will make your hazard emitters and Aux to Structural heal you in no time. Then you can switch back to your "assault" mode and start cycling AtB plus your emergency powers.
(Tip: don't forget to continously distribute your shileds ALL THE TIME)
When fighting an group of enemies, use Eject warp plasma as often as possible (best to use with evasive maneuvers) and lock your enemies into a plasma field, then rake them with boardsides (Fire at Will and Plasma Hyperflux every 2 minutes), and a plasma torpedo spread from time to time.
The plasma burn alone will make your enemies melt in seconds.
You don't even need to kill their shields most of the time.
might be an idea to go after some of the new lock boxes as they have some helpfull gear in them also as stated by another user geting rep up to max and going for the sheild and hull repair bonus works too
It also depends on what focus of beams you want to use. DBB are good for a frontal only assault, but need turrets and KCB to help them out but everything but a well built Advanced Heavy Cruiser (Excel') or Assault Cruiser (Sovy, Regent) can be made to turn well enough to use them, either that or a Gal-R after seperating the saucer, but that isnt very tactical focused.
Probably an all beam array ship with a torp would work best.
Okay, so now I'm running a Fleet Avenger. This is a partial of what I'm looking at based on some advice from my fleet and from here.
Note that I'm using a Fleet Assault Cruiser as a placeholder on the skill planner because they don't have the battle cruiser or its console yet (right now the empty tac slot is where I have the VATA console, but that can change). The only difference between the two layouts is that the exact arrangement of the boffs is slightly different (the Lt Eng is where the Lt Sci is on the chart and vice versa) and that there's one fewer device slot on the Avenger.
-- The Lt Sci is a purple human.
-- I'm using torp high yield on the Ens Tac instead of BFAW1 because, having playtested a couple prototypes of the boff arrangement, using two copies of BFAW really doesn't add much of practical use in PVE. Without Tactical Initiative active, after firing BFAW2, all I get is being able to activate BFAW1 twenty seconds after BFAW2, at the cost of locking out the stronger version for an extra ten seconds. With Tactical Initiative active, BFAW1 is completely superfluous.
Advice on where to reskill and what to put in empty console slots (can't afford a Plasmonic Leech right now, unfortunately) would be appreciated.