Space DOFFs slotted are:
1 blue Conn Officer for Tac Team cooldown, 1 blue Energy Weapons Officer for beam special abilities cooldown, 1 purple Projectile Weapons Officer for torp special abilities cooldown, 1 purple Damage Control Engineer for emergency power abilities cooldown, 1 purple Warp Core Engineer for extra power on all subsystems when using emergency power abilities.
The build is all over the place. You're trying to be psuedo torpedo, pseudo broadsiding and pseudo massed forward firing all mashed up into one kit. Make up your mind as to what kind of ship you want to make, and focus on that. As it stands now you're going to have weapons and abilities conflicting with each other pretty much nonstop.
He does have the marion doff, 2 purple technicians, 1 green technician and 1 blue nurse.
Even though he has only completed t3 omega and nukara and t2 romulan he does have the maco mk xii shield from the old prototype tech. He is using phasers because that is what he was using in the galaxy-x. Going 5 dbb across the front with turrets in the aft keeps all my weapons forward treating it like an escort.
I am using 2 embassy romulan tac boffs for the superior operative and the ensign slot ability is never used at this time. he is only there for crit.
Even though this build is a work in progress he still is about a 10k build.
For 8 seconds every 45 seconds (assuming you can get DEM to the global, which you can't without A2B). Setup a ship right and even 8 beams firing nonstop won't knock you off of 125 for more than a second or two on the first volley, and even then you won't drop below 100, especially with EPtW3 at 100% uptime.
Outside of spike-based PvP builds, the expense is not worth the gain. He's passed into the realm of mk XII VR tac consoles - smallish gain for an absurdly exorbitant price.
Last edited by stirling191; 10-25-2013 at 09:59 AM.