Man, shush you!
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Man, shush you!
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Hey, I got as much right to be here as anybody. You can't...
(Bur'ar comes up behind Gen with stun pistol, ends the conversation)
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Oooooo'.. Excelsior Class.
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What if they are the torp boat without a beam can they still be trusted?
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Sure, that's all good!
(That line stems from a little "shop talk" Scar and I had a few years back. Scarlett said it to me in the course of trying to decide whether to drop the torpedo launcher from the Solaris.)
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Could go with Dyson gravimetric torpedos. They look like canon photon torpedos and are very good in damage.
Good ship over-all!
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Yeah, what Mack said. Gravimetrics are fun. On the VoKor'At, she's sometimes a Terran torp, sometimes a Gravimetric, and sometimes both.
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Thank you for the feedback!
Frankly, Gravimeteric is my go to torp for this ship. Yet, once I got the wide angle torp, I really appreciate it's fire arc ...
But I do loves me some orange-red ball of DOOOOOM!
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The caveat here, Scarlett, is if you ever use Concentrate Firepower using your CMD slots, the HY Grav is a big slow destructible fella. Be forewarned.
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I'm not a fan of Command skills - but I ensure to use that specific skill on my LT spec seat for Tzenkethi Battlefront Advanced. It's really effective.
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Over time I've come around on Rally Point Marker if I need more survivability, but it's not must-have. Overwhelm Emitters sometimes, but hardly universally. Concentrate Firepower, however, is just so damn fun that I use the tier-3 version on every ship that 1) has a LCDR/Command seat to spare, and 2) is using a torpedo for which HY isn't a baaaaaad idea. One of Ghorrin's alternate rides is a Martok flaghip decked out with AP weaponry, the Crystalline Torpedo with CF3, that's a damn good time right there.
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UPDATE! So, I did more research and am following my own advice from long ago - use a torpedo. Also, I asked Bridger if I may use his template (without images because ... work).
Below is the ship as it is today ...
T6 - FLEET ADVANCED HEAVY CRUISER REFIT – RESOLUTE CLASS – USS SOLARIS, NCC-74588
Ship Specifications:
Unlock Bonus Description I Absorptive Hull Plating +25 Physical Damage Resistance Rating
+25 Kinetic Damage Resistance Rating II Rapid Repairs Regnerates 1.25% of your maximum hull every 3 seconds in Space. Twice the amount is regenerated out of combat III Enhanced Hull Plating +25 All Energy Damage Resistance Rating
+25 Radiation Damage Resistance Rating IV Armored Hull +10% Hull Hitpoints V Starship Trait Improved Weaponized Emitters
The Build:
SHIP EQUIPMENT: SUPPORT BUILD FORE WEAPONS: 3x Phaser Beam Array [CrtD]x3 [Dmg]
1x Gravimetric Photon Torpedo Launcher [CrtH]x3 AFT WEAPONS: 2x Phaser Beam Array [CrtD]x3 [Dmg]
Omni-Directional Pulse Phaser Beam Array [Arc][CrtD]x3
Trilithium-Enhanced Omni-Directional Beam Array [Arc][Acc][Dmg]x2 DEFLECTOR: Elite Fleet Intervention Protomatter Deflector Array [ColCrit] [DrainX]x2 [EPS] [Sh/HullCap] IMPULSE ENGINE: Prevailing Fortified Impulse Engines [SecSpd-2] [Spd] WARP CORE: Elite Fleet Plasma-Integrated Warp Core [AMP] [Acap] [A->W] [Eff] [Trans] [W->S] SHIELDS: Prevailing Innervated Resilient Shield Array [Cp/Rg] [Reg] DEVICES: Red Matter Capacitor
Subspace Field Modulator
Energy Amplifier
Reactive Armor Catalyst
*Nimbus Pirate Distress Call
*Delta Alliance Reinforcements Beacon ENGINEERING CONSOLES: Reinforced Armaments
Dynamic Power Redistributor Module
Secondary Shield Projector
Proton Particle Stabilizer
Quantum Phase Catalyst
SCIENCE CONSOLES: Temporal Disentanglement Suite
Bioneural Infusion Circuits TACTICAL CONSOLES: 3x Vulnerability Locator [+Pha]
Plasmonic Leech
*Can be used from your inventory
Boff Abilities:
Com. Engineering (Krenim)
Emergency Power to Shields I Reverse Shield Polarity I Emergency Power to Weapons III Auxiliary Power to Structural Integrity Field III Lt. Com Tactical (Romulan) Tactical Team I Attack Pattern Beta I Beam Fire at Will III Lt. Com Engineering (Krenim)
Concentrate Firepower I Overwhelm Emitters II Aceton Beam I Lt. Science
(Hierarchy) Transfer Shield Strength I Hazard Emitters II Ens. Engineering
(Krenim) Engineering Team I
Specialization:
PRIMARY: SECONDARY: Intelligence Temporal
Traits:
Personal Traits: Tactical
Inspirational Leader Duelist’s Fervor Operative Repair Crews Superior Beam Training Ablative Shell Fleet Coordinator Self-Modulating Fire Point Blank Shot
Starship Traits:
Emergency Weapon Cycle Specialists Knowledge Improved Weaponized Emitters Honored Dead Majority / Minority
Space Reputation:
Precision Advanced Targeting Systems Chrono-Capacitor Array Auxiliary Power Configuration - Offense Enhanced Shield Penetration
Active Reputation:
Quantum Singularity Manipulation Refracting Tetryon Cascade Bio-Molecular Shield Generator Deploy Sensor Interference Platform LOCKED
Doffs:
Doff Specialization: Effect: Energy Weapons Officer Chance to reduce the time to recharge when using beam special attacks Energy Weapons Officer Chance for stacking Crit Severity buff on firing Energy Weapons Conn Officer Recharge time reduced for Tactical Team and buff Damage Control Engineer Chance to reduce the recharge time for Emergency Power to subsystem ability Warp Core Engineer Chance to remove all debuffs on use of any Emergency Power ability Maintenance Engineer Recharge time reduced for Engineering Team and buff
Some thoughts:
This is not a finished build, per se. It also uses the Kraken Build doctrine. This is an idea I was toying with in order to bring CD to their bottom without knowing the idea had a name. Although I only have Improved Engineering Readiness, with three Krenim Engineering BOffs I am certainly seeing their abilities available more often. I'm not impressed with my DOffs, yet I also don't feel like I'm "needing" them with the current build (relative to A2B builds).
I think my dedication to the ship's Trait may be holding back some firepower as it necessitates using not only Overwhelm Emitters and Aceton Beam, but dedicating some EPG into the build to stretch those abilities further.
My skill tree can be seen earlier in the thread. I will add it to this format later.
Thank you for looking!
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I think the key thing I would change is to switch to an A2B Build, also the Torpedo is not that useful on the Excelsior another Beam might be the better choice.
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he who does not ask a question remains a fool forever” ~ Chinese Proverb
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Thank you for looking!
The torp was a recent return to the build and modeled from the Walker build. I'm not settled on it, admittedly, even if it has the lovely orange ball. Believe me: using another beam fits my lazy "watch-as-I-play" style. As much as I'd rather not, I would bring back my Prolonged Phaser.
SO, I'd have to drop Concentrate Firepower to replace it with ...
* another copy of Overwhelm Emitters - I've done this previously and keeps the ability available 100%. This would certainly mean I keep my current EPG levels with the IWE Trait. Frankly, one BOff would have all the Radiation powers and there's a fun symmetry there
* swap Overwhelm Emitters from the LT slot into Ensign, then add Rally Point Marker - I've tried this and it's certainly an awesome heal. Yet, the Engines proc depends on a heal for added maneuverability ... which is pointless in a static marker. Maybe if I used the Anchored Trait, then RPM would really get some use, but then I'd likely slot OUT the Prevailing Engines for ... something else that increases damage output (Romulan likely).
* EPtE - this would help with some of the DOff activations while adding maneuverability ... which is easily available from the Prevailing Engines. This ability has seen a resurgence lately in build meta and I have not discerned why, especially because of the Prevailing Engine proc. My ship currently has four heals available and ...
Zomg ... is it the Engines that needs getting moved around?!?!