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Build Help: Presidio Com BC for an Engineer

Started By:
Shiff, Fri 22 May, 2015 8:23 PM
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    #1
     –  Last edited by Shiff; Fri 22 May, 2015 8:26 PM.
    Thank you in advance!

    So to start, I want to say that I've been reading all the recent threads about the Presidio posted by other members, but I had some specific questions. First, here's my build for reference (updated since this morning).

    http://skillplanner.stoacademy.com/?...stobuildbeta_0

    1) I'd like to know what DOffs I should use. I currently have:
    Space:
    Law: Projectile Weaps Off (probably getting rid of him soon)
    Exocomp: Maintenance Engineer
    Laula: Warp Core Eng
    Shane Marjory Shymske: Transporter Officer
    Hakeev (Mirror): Astrometric Scientist
    I can already tell I'm going to need new ones. Smile I have a DCE but she's green, not sure if she's worth it.

    Ground: Does it even matter?
    Armory Officer
    Assault Squad Officer
    Fabrication Engineer
    Transporter Officer
    Biochemist

    2)Consoles: What to get, where to get it, and why, please! Smile Should I bother with sets for powers? (I've seen lots of mentions of the Vulnerability Consoles from the Spire, but I seem to be missing the point of stacking 4/5 of the same console. Are the Consoles I'm using even useful? Biofunction Monitor?)

    3) While I like the Aegis set (mostly since I've been using it since I made them WAY back in 2010 and the effect is awesome), there must be better stuff I could use. Suggestions on all the Ship Parts?

    4) To Torp, or not to Torp? That is the question. Consensus seems to point to no...

    5) Skill points? Do I need a respec, or some point shuffling?

    I appreciate it!
    Shiff
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    #2
     –  Last edited by Dark; Fri 22 May, 2015 8:55 PM.
    That's a Drake build, you need DCEs, as many of as high quality as you can get. (2 Purples or 3 Blues is sufficient.)
    You likely want sufficient Conn Officers to reduce Tac Team's cooldown to 15s if you want to fire it off as much as possible.
    Aside from those keystone things, I tend to just grab Shield Distribution Officers to make Brace For Impact useful.

    Ground DOffs absolutely can make a difference, you already have the Armory, Fabrication, and Transporter I usually recommend. Explosive does the same thing for mortars, and I like to take the EMH so the Doctor occasionally appears on the battlefield. :3

    All your tactical slots should be Vulnerability Locators from the Fleet Spire, [+AP] 'cause you're using AP. That leaves 7 slots. You have the 4-piece, so why not. For the 3 remaining, you have Assimilated, and the easiest next console to get would be the Zero-Point from the Romulan reputation and the whatsit +Damage one from Iconian rep.

    If you were space-rich though, you'd want to drop the 4-piece for the Leech console (Exchange, $$$), 3 Flow Caps [+Plas] from the Fleet Embassy, the Bioneural Infusion Circuits (Lobi), and the Tachyokinetic Converter (Lobi) instead of the Zero-Point and Iconian rep consoles.

    Warp Core should be a Fleet with [AMP], it's cheaper than upgrading the Obelisk to UR to get [AMP]. The core that reduces power drain, don't remember if it's from the Spire or the Mines. Then Romulan Engines (Rom rep), for the bonus to Attack Patterns. Nukara Shields and Deflectors (Nukara rep) for the 2-piece bonus and it's a Resilient shield anyway.

    Alternatively, Romulan Engines and everything else Iconian, upgrading the Iconian core to UR to pick up [AMP], but this hasn't been rigorously tested yet.

    No torps. They don't even match your primary kill zone.

    Your skillpoints are very inefficient. All Performance skills (the power ones) should only be rank 6, this includes efficiency. Aux power should not be ignored, and should also be at rank 6. Aux is important for [AMP], the Nukara traits, and obviously some abilities. Engines also shouldn't be ignored, also for [AMP]. Your armor skills should be no higher than rank 3. Attack Patterns should be maxed out because it's cheap. Maneuvers should be maxed out because it's good enough to be worth it. You want a minimum of 3 ranks in Batteries, but the rest is up to you and if you use batteries a lot.

    If you could afford a Leech, you'll want to max out Flow Caps, otherwise ignore it. Power Insulators is handy, but doesn't do all that much against the buffed Tachyon Beam that the Borg carry.
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    #3
    Should I try to get 1 or 2 of the Blue Male Romulans with Spec Op for the Crit stuff?
    Shiff
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    #4
    Oh, BOff traits.

    Yeah, you want all your Tactical seats to be occupied by the blue male Romulans with the Superior Romulan Operative trait.
    You'll want your Science seat to have the potatohead from the Delta Rising episode because he has Pirate and Efficient.
    Then the next "most effective" one you can pick up a Pirate from hitting Tier 4 in the Diplomacy Commendation (the DOffing thing), though I didn't do that because they're ugly and I'd rather have a half-naked Orion wandering around my bridge. :emoticon_ShiftyEyes

    Beyond that, you only have Efficient (Saurian) and Leadership (Human) to choose from as "traits that do something in Space".
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    #5
    Some input from me regarding the science/command boff slot:
    I run my Presidio without ANY science skills and completely rely on my engineer healing skills.
    EPtS2 on 100% uptime + 2xET1 + AtSIF1 + AtSIF3 + that shield cruiser command makes this thing undestroyable.
    So i can use the science/command boff for command powers. This helps with building up inspiration.
    Currently i am runing 2x Overwhelm Emitters for shield drain and extra shield heal for me. But Concentrate Firepower is funny aswell if youre running Torp heavy pets (for example the Elite Scorpions that i am using).

    Other than that a "standard" Drake FAW build is fun to fly with it and i can fully recommend Darks suggestions. If you dont have the EC (yet) to buy purple doffs blue will be okay too. They are between 50-150k right now each.
    Buy 2-3 of the Tactical Team cooldown reducing and 3x Damage Control Engineers. When you can afford Purple ones you will only need 2 of each so you will have 1 or 2 open doff slots. But we'll talk about that when the time has come Wink
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    #6
    I have 2 Mil EC. How much we talking about, and what is a reasonable way to make the EC we're talking about?
    Shiff
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    #7
    Reasonable way to make EC is to do Crystalline Entity and get 1st which gets you 2 purples which if you get lucky enough, can sell for some good prices.
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    #8
    Getting 1st is hard
    Shiff
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    #9
    Getting 1st is hard
    Depends. My T6 Fleet Exploration Cruiser regularly pulls 1st on Advance CE.
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    #10
    Dark can you explain the skill points in a more detailed fashion, or make a build I can look at? I don't seem to have enough points to do what you suggested.
    Shiff
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    #11
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    #12
    Mayrheane
    Mayrheane Medals
    "I am a Romulan, and I find this post... Quite offensive~"
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    #13
    Dark can you explain the skill points in a more detailed fashion, or make a build I can look at? I don't seem to have enough points to do what you suggested.
    That's weird. From your link:

    -3 Starship Warp Core Efficiency to 6
    -3 Starship Warp Core Potential to 6
    -3 Starship Shield Performance to 6
    -3 Starship Weapon Performance to 6
    -6 Starship Hull Plating to 3
    +5 Starship Attack Patterns to 9
    +1 Starship Maneuvers to 9
    +6 Starship Engine Performance to 6
    +6 Starship Auxiliary Performance to 6

    I see 2000 points left over, which could +2 Driver Coil to 9.

    Personally, I'd rather:
    -1 Driver Coil to 6
    -6 Starship Batteries to 3 (3 minimum for EPS Manifold Efficiency)
    +6 Starship Power Insulators to 6

    Here's something you can reference: Starship Skill Point Effects
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    #14
    -6 Starship Hull Plating to 3

    That's what I missed! Didn't realize I had to lower it. Thanks again!
    Shiff