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Posted Tue 10 Feb, 2015 10:29 AM
This is my current setup:
http://www.stoacademy.com/tools/skil...oingmerry_6378
Doffs 2x very rare 'Chance to reduce the time to recharge trops'
1x very rare 'Chance to gain shield power when using torp weapons'
1x rare 'recharge time on boffs abilitys reduced'
1x very rare 'reduce the time to recharge hangar bays and boarding partys'
I prefer to go with a trop build as that makes using the heavy escort carrier fun to me. But realistically i also want to do well/decent in advanced stfs. So i'm not sure to what i should do for a build.
Any and all advice is appreciated, thanks in advance.
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Posted Tue 10 Feb, 2015 11:06 AM
Hi, i wold do a Drake build with 3x purple Damage Control Engineer and you can run Emergency Power to Shields I, Emergency Power to Wapons III, i wold take out the Proton consol. For commander tactical i wold use torpedo spread I, beam fire at will 2, beam fire at will 3, attack pattern beta 3. At Lieutenant Tactical tactical team I and torp spread 2. I wold swap the romulan torp if you rly want to use one with the delta one or a quantum. A 3rd Omni antiproton wold be nice. For the deflector i wold go for the Counter Command, Nukara engiens, Nukara shield, a fleet warp core with AMP and locators with crit chance from the spire. If you want high dps consider getting dual beam banks with critD x3/x4 in the front.
P.S. Tachyokinetic Converter and Bioneural Circuit from the lobi store instead of the proton and the flow capacitor console.
Have fun and ill see you in "space"!
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Posted Tue 10 Feb, 2015 11:41 AM
Hey Vampy!
Looking good thus far: The plan is obvious and I can tell you from experience that it works! Now you're at the upgrading parts piece by piece, and some will give you amazing upgrades, while others will see more improvement as your build goes up.
For your best bang for buck/time I would focus first on the tactical consoles and your weapons. Getting Tactical Vulnerability Locators [+AP] from the Fleet Spire will see a huge boost in damage, especially as they get upgraded to Mk XIV. Grabbing some regular AP dual beam banks (Just craft them until you get a good set of CrtDx3 and then upgrade those. Way cheaper), as it will mean not only higher damage, but much higher critical severity.
Final one I would add would be the Delta Neutronic Torpedo. Supposedly it's about to get 'knocked down', but honestly the numbers still seem skewed.
Hope that helps!
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Posted Tue 10 Feb, 2015 8:25 PM
This is my current setup:
1x rare 'recharge time on boffs abilitys reduced'
This wouldn't by chance happen to be a technician?
The thing about technician DOFFs is that their short description is extremely ambiguous. If you look deeper, you'll find that they rely on a BOFF ability called 'Auxiliary to Battery' to trigger their cooldown proc. Without it, technicians are a waste of a DOFF slot. This seems to be tripping a lot of people up lately, I've noticed.
Vivi suggests a 'drake' build and the FHEC is a good candidate for that. A guide to dragon, drake and Aux2bat builds can be found here. I think it is still relevant.
I'd also agree with ditching the mines and getting the ancient antiproton beam from running the episode 'Sphere of Influence'.
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Posted Sat 14 Feb, 2015 11:00 PM
Updated what i'm currently using:
http://www.stoacademy.com/tools/skil...oingmerry_6378
These are the changes i want to make short term then i'll go from there.
counter command deflector (like the majority advised it's simply the one to rule them all)
Adapted Maco impulse and shield. (for well... the entire 2 set, as it all seems very useful)
Adapted Maco 2 set:
+25% torp damage, +8.2 aux setting, +66% res against crewman loss, +8.2 crew recovery rate.
Do you think that the Adapted Maco is a good idea?
Any and all advice is appreciated, thanks in advance.
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Posted Sun 15 Feb, 2015 2:35 AM
–
Last edited by Dark; Sun 15 Feb, 2015 2:38 AM.
AMACO is for torpedo boats. You have one torpedo, it's not a good idea.
Use the Romulan Engines to boost Attack Patterns (APA, APO, APB).
Use the Nukara Shields and Deflector for the damage bonus. As it's a Resilient shield, it's not a bad shield either.
Alternatively, grab the CC Deflector for the Acc bonus (usually unnecessary) and a Fleet Resilient [Cap]x2[Adapt][ResB] shield for more survivability. Nukara is recommend though.
Speaking of torpedoes, dropping Torp Spread will cause your DPS to increase considerably if you go:
TT1/APB1/APO1/APO3
FAW1/FAW2
TT1
This allows you to cycle APO3/FAW2, APB1/FAW1, APO1/FAW2, APB1/FAW1, every 20s.
You also need to toss out the Hydrodynamic and get the Assimilated Console out of the 5th Tactical slot. Tactical console slots are for energy-appropriate Tactical consoles, never for Universals. Fleet Vulnerability Locators when you can afford them.
If you want to keep Torp Spread, then go:
TT1/APB1/FAW3/APB3
TS1/FAW2
TT1
This lets you alternate between FAW3/APB3 and FAW2/APB1 every 20s, while still having Torp Spread 1 for fun.