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Branching Out.

Started By:
EchoWombat, Thu 02 Jan, 2014 6:54 AM
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    #1
    Well, I finally decided to bring my Support Cruiser Retrofit out of it's box and into the limelight for my first cruiser on my main character (Science cap. by the way). Since I'm stupidly short on EC and am terrible at building/don't have the reputation tiers to get amazing stuff I only have it equipped with the barebones stuff: http://skillplanner.stoacademy.com/?...geambassador_0 (I know my skill tree is screwed, but it's my first character, I'm thinking of saving up for a respec token though, just so I can get something more effective.)

    I was intending to upgrade into Romulan Plasma once I get sufficient reputation, and maybe some of the fancy-shmancy embassy consoles too once I'm allowed to get a crack at them. I was also going to go with the adapted MACO shields, not sure for the engines/deflectors yet.

    So, any thoughts on my hodge-podge build? I'm only looking for something fun and relatively cheap that I can use in PvE.
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    #2
     –  Last edited by Cehus; Thu 02 Jan, 2014 7:38 AM.
    Hey there,

    There's a few things that I might advise reconsidering or looking in to:

    -Aux2Bat and sci abilities
    Currently Aux2bat, or Auxiliary to Battery is popular among many cruiser pilots and more than a few destroyer Captains. You have one Aux2bat 1 in your LT. Engineering slot at present according to your link. This ability would make your Gravity well, Hazard Emitters and Auxiliary to SIF field abilities all near worthless as they all use Aux power to be truly effective.

    -Price
    Auxiliary to battery is currently one of the more expensive setups out there as you will need three purple technicians to reap the ability cool-down reduction benefits, each of which are valued at approximately 10 million credits.

    -Fleet Bank
    The fleet bank has many weapons in it that are better than the ones you currently have in the link provided. I'm pretty sure you will be able to withdraw 3 weapons per 24 hours that are blue rarity or better.

    -RL cash
    If you are of the sort of person who has a superfluous amount of money in real life, you could always buy Zen to buy Dilithium from the exchange to outfit your ship that way, or buy lockbox keys to sell for credits.


    I'm by no means an expert cruiser captain, for specific advice on how to build one properly, I'd have to refer you to someone else.


    Edit:
    In the future, you might want to consider posting in the Help and Tips section located here:
    http://ufplanets.com/forumdisplay.ph...-Help-and-Tips
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    #3
    Firstly, Thanks for the response.

    Regarding the Aux2Bat in combination with other science abilities, I keep aux2bat on standby until I've either used the abilities that depend on auxiliary power or until I decide 'No more fancy tricks, I just need to down this structure/sphere/whatever, which is when I hit EptA, Aux2bat and Weapon system Efficiency, I'm not sure if that's clever or just plain stupid though. Are there any better alternatives you could suggest?

    Price range is something I'm limited on. I'm currently stockpiling zen by means of converting Dilithium in order to get some fleet modules going so I can get my hands on a proper fleet ship. As of posting, I have just shy of 900K EC, so a proper Aux2Bat build is out of the question until I can get some proper dosh coming along.

    With regards to the fleet bank, I'm still unsure as to how I'm supposed to requisition items from it, and what items I could requisition, because if I could get some stronger beams on this puppy I would be very happy.

    With the cash factor, I'm not in any position to be buying zen in the foreseeable future, so my only option is slowly refining my Dilithium supplies.

    Also, sorry for posting in the wrong section, I'm still not familiar with these forums yet. Again, thank you for your time.
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    #4
    Hiya Echo,

    This is the link to the UFP's Fleet Bank threads/forum. There's a thread in there where you can make a request for an idea and a Quartermaster will work with you.

    http://ufplanets.com/forumdisplay.ph...CL1-Fleet-Bank

    Smile
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    #5
    Moved to SFO Ten Forward area.
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    #6
    Firstly, Thanks for the response.

    Regarding the Aux2Bat in combination with other science abilities, I keep aux2bat on standby until I've either used the abilities that depend on auxiliary power or until I decide 'No more fancy tricks, I just need to down this structure/sphere/whatever, which is when I hit EptA, Aux2bat and Weapon system Efficiency, I'm not sure if that's clever or just plain stupid though. Are there any better alternatives you could suggest?
    I'd actually recommend you run the Gamble build. Its pretty easy to run, since you only need 3 green techs to accomplish it. The only thing is that your auxiliary will be "gambled" on, depending on which one you are on. If you use the first battery, you'll have no aux. If you fire off the second, you'll have I think its 5 or 10 less than what you'd have it at. You'll probably not remember when you have it "on" or "off", hence why its called Gamble.

    If you go with 3 greens as well, there's a long uptime for when your auxiliary will be up and allowing you to be able to still use many of the higher up skills for Engineering this way. Just a thought.
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    #7
    Given the handling, I don't think you'll get much use out of Eject Warp Plasma. If you're going to have duplicate Aux abilities, you may as well take Aux2SIF3 instead.

    Generally I'd say EPtW is more important than EPtA. Since you're not spamming Aux2Batt, you'll need a way to keep your weapon power up during your firing cycles.

    What you're supposed to do is cycle EPtS and EPtW constantly. Two copies of each allow for 99% uptime of both at once. If you're using Aux2Batt to regularly reduce cooldowns, then one copy of each would allow for 99% uptime. That keeps your shields hardened and regenerating, as well as your weapon power up.

    Without anyway to mitigate the power drain, I imagine your power level probably drops to around 70 when you use FAW. Remember that each point of weapon power is worth 2% damage.