Post by Marshal on Jun 20, 2012 20:54:50 GMT -8
I like the forum you guys have setup. I thought I post my build for my engineer. I'm a F2P player and haven't spent a lot of money on ships, so this build is just the standard Admiral Cruiser you can get for free. I chose the star cruiser for the tankability of it.
Weapon Load-out - Forward
x2 Dual Disruptor Beam Bank MK XI,
x1 Quantum Torpedo Launcher MK XI,
x1 Disruptor Beam Array MK XI
Weapon Load-out - Aft
x4 Disruptor Beam Array MK XI
Note: I chose disruptors for the damage resist debuff. I figured if I can't find more ways to do more dps, then I can try to find ways to make the enemy take more damage. I typically like photons over quantums, but without a HY or Torpedo Spread ability, I have to rely on hitting as hard as I can when the shields fall.
Consoles
Engineering (4): x1 Neutronium Alloy MK XI, x2 RCS Accelerator MK XI, x1 Assimilate Module (My thinking with RCS accelerators is that I like to be more maneuverable, and hopefully my shields are never down enough that extra armor is needed.)
Science (3): Field Generator MK XI x3, Biofunction Module MK XI (I keep this in inventory and swap it in between fights to speed up crew heal if need be.)
Tactical (2): Disrupter induction coil MK XI
Devices
Shield Batteries
Weapon Batteries (Energy Drain heavy on this ship)
Subspace Field Modulator
Deuturium Surplus (Like an extra evasive maneuvers, comes in handy.)
Bridge Officer Slots
CMD Eng: EPtS1, RSP 1, Aux2SIF 2, Eject Warp Plasma 3
Lt CMD Eng: EPtW1, Extend Shield 1, Direct Energy Modulation 2
Lt Sci: Transfer Shield Strength 1, Hazard Emitters 2
En Sci: Polarize Hull (I considered science team 1, but the damage resist buff and immunity to tractor beams rock!)
Lt Tac: TacTeam 1, Beam Over Load 2 (Combos great with Eng abilities - will explain below)
Energy Loadout
Weapon: 124/100
Shield: 74/50
Engine: 59/25
Aux: 58/25
Basic Strategy
Nadion Inversion is my friend. Firing off from my forward arc, I'll trigger Direct Energy Modulation 2 for shield penetration, Beam Overload 2, and then Nadion inversion just before shooting. Nad inversion cuts down the energy drain loss from BO2 from -50 to -25. Trigger EPtW1 right after and I don't miss a beat with weapon energy level. BO2 has a 30 second recharge so I can usually fire it off a second time before Nad inversion ends, so my weapon energy level is not effected. Trigger a weapon battery after nad inversion ends to keep the party going a little while longer. I've averaged 6k~8k damage with just BO2, and have hit a crit as high as 12~15k.
Not bad for a cruiser!
Weapon Load-out - Forward
x2 Dual Disruptor Beam Bank MK XI,
x1 Quantum Torpedo Launcher MK XI,
x1 Disruptor Beam Array MK XI
Weapon Load-out - Aft
x4 Disruptor Beam Array MK XI
Note: I chose disruptors for the damage resist debuff. I figured if I can't find more ways to do more dps, then I can try to find ways to make the enemy take more damage. I typically like photons over quantums, but without a HY or Torpedo Spread ability, I have to rely on hitting as hard as I can when the shields fall.
Consoles
Engineering (4): x1 Neutronium Alloy MK XI, x2 RCS Accelerator MK XI, x1 Assimilate Module (My thinking with RCS accelerators is that I like to be more maneuverable, and hopefully my shields are never down enough that extra armor is needed.)
Science (3): Field Generator MK XI x3, Biofunction Module MK XI (I keep this in inventory and swap it in between fights to speed up crew heal if need be.)
Tactical (2): Disrupter induction coil MK XI
Devices
Shield Batteries
Weapon Batteries (Energy Drain heavy on this ship)
Subspace Field Modulator
Deuturium Surplus (Like an extra evasive maneuvers, comes in handy.)
Bridge Officer Slots
CMD Eng: EPtS1, RSP 1, Aux2SIF 2, Eject Warp Plasma 3
Lt CMD Eng: EPtW1, Extend Shield 1, Direct Energy Modulation 2
Lt Sci: Transfer Shield Strength 1, Hazard Emitters 2
En Sci: Polarize Hull (I considered science team 1, but the damage resist buff and immunity to tractor beams rock!)
Lt Tac: TacTeam 1, Beam Over Load 2 (Combos great with Eng abilities - will explain below)
Energy Loadout
Weapon: 124/100
Shield: 74/50
Engine: 59/25
Aux: 58/25
Basic Strategy
Nadion Inversion is my friend. Firing off from my forward arc, I'll trigger Direct Energy Modulation 2 for shield penetration, Beam Overload 2, and then Nadion inversion just before shooting. Nad inversion cuts down the energy drain loss from BO2 from -50 to -25. Trigger EPtW1 right after and I don't miss a beat with weapon energy level. BO2 has a 30 second recharge so I can usually fire it off a second time before Nad inversion ends, so my weapon energy level is not effected. Trigger a weapon battery after nad inversion ends to keep the party going a little while longer. I've averaged 6k~8k damage with just BO2, and have hit a crit as high as 12~15k.
Not bad for a cruiser!