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Mirror Guardian Cruiser - need advice

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, Sat 24 Sep, 2016 3:41 PM
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  1. tallon2k

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    #1
    Need some advice on this build, i'm on a budget, so need to work with what is easily obtainable ingame.

    http://skillplanner.stoacademy.com/2...16915a27ba5322
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    #2
    I see you're using Disruptors, which is nice since you won't need to change much with regards to energy type. You do want a full load of beam arrays with your KCB as weapons though - just do the Terran Rep, and swap out torpedoes and then turrets (in that order of preference) as you get Disruptor arrays from the project boxes. Even the Mk XII blues will be better.

    The Terran Task Force Disruptor Beam Array is actually the best weapon in the game, and non-Disruptor builds switch to [+Beam] consoles just to fit it in. You're already good to go with Disruptors though, so three Vulnerability Locators [+Dis] is the way to (eventually) go.

    Eventually you'll want to switch over to the Iconian reputation 4-piece, but Gear isn't really that important (just have to use the right type, as in Beams vs Cannons vs Torpedoes since they're affected by different abilities, so you only want to stick with one) so it's onwards to the most important - Bridge Officer Abilities.

    You're really scattered everywhere - generally you want only a few (good) abilities, and have them on as low a cooldown as possible.

    Given the available seating, without any Duty Officers:

    Ens Uni: Tac Team 1
    LCdr Tac: Tac Team 1/Fire At Will 2/Fire At Will 3
    Lt cEng: Emergency Power to Shields 1/Engineering Team 2
    Cdr Eng: Emergency Power to Shields 1/Emergency Power to Weapons 2/Emergency Power to Weapons 3/Auxiliary to Struct 3
    LCdr Sci: Hazard Emitters 1/Science Team 2/Gravity Well 1
    The above is what's known as a Dragon build, by having two copies of two different EPtX abilities, you can keep both active at the same time. That's because EPtX has a 30s duration, a 15s system cooldown, and a 30s duplicate ability cooldown. So by having duplicates (2 copies of the same) you'll have that active all the time, and the 15s system cooldown means that after the initial 15s you can have the other version active all the time.

    Ideally though, you'd use at least 2 purple Damage Control Engineer DOffs (the hologram you get from the Engineering Commendation is a DCE that does this, so that's 1 purple and 1 blue there) which gives a chance to reduce the cooldown of all EPtX abilities on any activation of an EPtX ability. This allows us to have at least 80% uptime of two different EPtX abilities with just one copy of each (it goes up to like 93% or something if you use 3 purple DCEs). The chance the cycle breaks at the 30s mark is generally unimportant, since things should generally be dead by then.

    In any case, the superior Drake version:

    Ens Uni: Tac Team 1
    LCdr Tac: Tac Team 1/Fire At Will 2/Fire At Will 3
    Lt cEng: Overwhelm Emitters 1/Rally Point Marker 1
    Cdr Eng: Engineering Team 1/Emergency Power to Shields 2/Emergency Power to Weapons 3/Auxiliary to Struct 3
    LCdr Sci: Hazard Emitters 1/Science Team 2/Gravity Well 1

    Okay, now how this works.

    First, you alternate between triggering either EPtS2 or EPtW3 every 15s. They'll keep your Shield/Weapon Power up, with all the benefits of that, as well as harden your shields and flat increase the damage done. You also fire off AtSIF3 every 15s, so you're constantly healing and your hull is hardened for 10s out of every 15s. Since the point is to keep your shields up, this is more than sufficient to deal with any bleedthrough to your shields.You'll also want to fire off Tactical Team 1 every 15s - the effects (clears boarding parties and instantly redistributes shields) last 10s, and while each has an individual cooldown of 30s, the system cooldown is 15s. So again, 10s out of every 15s will have this. It's a staple of survival.

    Offensively, you'll be cycling between FAW3 and FAW2 when in combat. The system cooldown here is 20s, so fire it off every 20s. Ideally things will be dead in the first 20s (especially if you group them up with Grav Well 1 first), and by the time you hit the next encounter FAW3 will be available again.

    Next are recovery abilities. Hazard Emitters and Eng Team are more for clearing hazard debuffs and subsystem disables than healing, though they're certainly there in case your shields fail and hull drops - again though, AtSIF3 should keep it up most of the time. Science Team is of course a shield heal, and also clears Confuse/Placate effects - very very handy. Overwhelm Emitters is also a good shield heal - I consider it recovery because it usually isn't necessary to help drain shields unless you're fighting Voth. Rally Point Marker is the only other Command ability that's well regarded, and it's an excellent heal - though if you're having a lot of trouble keeping your shields up, Reverse Shield Polarity 1 is a better choice for that slot.

    That should net you a minimum of 10k while being practically indestructible.