Review before grinding
#1
I am more or less flushing out all my characters, I am looking for suggestions before, I more or less have full fleet access and Marks. I just need to do the reseach. I am not looking for the best, but rather a solid goals to achieve for upgrades.

Right now most of my toons are already running the MkXV Gear with the Advanced Tactical Vulnerability Consoles. What I am currently missing is a solid choices for impulse engine, shield, deflector, warp core for space space set for the give weapons, I am also including the current Space Doffs, IF there are suggestions for swapping out the Projectile Weapons for full beams please let me know.

Toby, Federation Engineering,
Weapon Base, [Antiproton Beam Array Mk XV [Ac/Dm] [CrtD]x2 [CrtH] [Pen]]
Doff 3x, Technician, B'Tran Cluster, Recharge of bridge officer abilities reduced after Auxiliary to Battery
Doff 3x, Projectile Weapons Officer, Khazan Cluster, Chance to reduce the time to recharge torpedoes

Aila, Romulan/Federation Science,
Weapon Base, [Romulan Plasma Beam Array Mk XV [Ac/Dm] [CrtH]x3 [Proc]]
Doff 3x, Technician, B'Tran Cluster, Recharge of bridge officer abilities reduced after Auxiliary to Battery
Doff ?x, Projectile Weapons Officer, Khazan Cluster, Chance to reduce the time to recharge torpedoes

Nate, TOS/Federation Tactical,
Weapon Base, [Temporal Defense Chroniton Beam Array Mk XV [Ac/Dm] [Acc] [CrtD] [Dmg]x2]
Doff 3x, Technician, B'Tran Cluster, Recharge of bridge officer abilities reduced after Auxiliary to Battery
Doff ?x, Projectile Weapons Officer, Khazan Cluster, Chance to reduce the time to recharge torpedoes

HoSghaj, KDF Tactical,
Weapon Base, [Disruptor Beam Array Mk XV [Ac/Dm] [Acc] [CrtH]x2 [Pen]]
Doff 3x, Technician, B'Tran Cluster, Recharge of bridge officer abilities reduced after Auxiliary to Battery
Doff ?x, Projectile Weapons Officer, Khazan Cluster, Chance to reduce the time to recharge torpedoes

Sensna, Reman-KDF Engineering,
Weapon Base, [Romulan Plasma Beam Array Mk XV [Ac/Dm] [Acc] [CrtH] [Dmg] [Proc]]
Doff 3x, Technician, B'Tran Cluster, Recharge of bridge officer abilities reduced after Auxiliary to Battery
Doff ?x, Projectile Weapons Officer, Khazan Cluster, Chance to reduce the time to recharge torpedoes

Viret'ix, Jem'hadar/Federation Tactical,
Weapon Base, [Polaron Beam Array Mk XII [CrtD]x2 [Dmg]]
Doff 1x, Technician, B'Tran Cluster, Recharge of bridge officer abilities reduced after Auxiliary to Battery
Doff  ?x, Projectile Weapons Officer, Khazan Cluster, Chance to reduce the time to recharge torpedoes

Kudat'Zun, Jem'hadar-KDF Science,
Weapon Base, [Tetryon Beam Array Mk XIII [Acc] [CrtD]x2]
Doff 1x, Technician, B'Tran Cluster, Recharge of bridge officer abilities reduced after Auxiliary to Battery
Doff  ?x, Projectile Weapons Officer, Khazan Cluster, Chance to reduce the time to recharge torpedoes

Laureline, Discovery/Federation Science,
Weapon Base, Phaser?
Doff  2x, Technician, B'Tran Cluster, Recharge of bridge officer abilities reduced after Auxiliary to Battery
Doff  ?x, Projectile Weapons Officer, Khazan Cluster, Chance to reduce the time to recharge torpedoes
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#2
Do not, I repeat, do not delete a TOS Temporal Agent. You would lose every reward from it.

As for equipment, I recommend the Colony Deflector, Colony Warp Core and Shield with a Competitve Wargame Impulse Engine.

As for Weapons, well that's pretty much anything goes these days. However, Disruptors still seems to be preferable to most DPS chasers.
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#3
Thats what I was looking for.

I have been running Solanae Hybrid Technologies, Desperate Defenses, Kobali Regenerative, but nothing has caught on for me
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#4
Do you have suggestions for ground Doffs? It looks like there are limits to some classes that i was not aware of. Like you can have three Security Officer for tac, but only one Fabrication Engineer for engineers?
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#5
(03-23-2019, 05:22 AM)tobywitczak Wrote: Do you have suggestions for ground Doffs? It looks like there are limits to some classes that i was not aware of. Like you can have three Security Officer for tac, but only one Fabrication Engineer for engineers?
I have find to find a general overview as to how many DOFFs of one specific class can be used at once.

Recommendations for Ground DOFFs? Well, can't help much their. First of all, I play as an engineer, so I spam fabrications. Secondly, at least more me, the options are limited by the epic DOFFs you get in game. You kinda got to put them in your Ground roster:
  • EMH Mk I (Nurse) - Mission reward from "All That Glitters".
    » "25% chance: On use of any hypo, provides a chance to activate an EMH Mk I who will heal you and your allies for a while before deactivating."
  • Temporal Agent Barret (Consultant) - Temporal Agent Recruitment reward.
    » "Increases the amount of earned Expertise, Experience Points, and Specialization XP from most sources by 5%."
  • Elder Malik'itan (Warfare Master - Space) - Gamma Recruitment reward.
    » "Having this officer on active duty will increase all of your damage output when in combat versus any enemy on both Space and Ground Maps by 10%."
So, even if you bought the sixth Ground DOFF roster slot (from Fleet Spire, iirc), you have only three slots left. In my case, those went to an Armory Officer (40% chance to spawn two additional turrets), a Fabrication Engineer (40% chance to beam in additional Supprt Drone) and a Transporter Officer (40% chance to create a Medical Generator or Shield Generator, when the other is used).
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#6
So I finally broke down and pickedup the following,

[Elite Fleet Intervention Protomatter Deflector Array Mk XII [ColCrit] [DrainX]x2 [EPS]]
[Elite Fleet Plasma-Integrated Warp Core Mk XII [AMP] [Eff] [SArrowW] [SSR] [WCap]]
[Prevailing Innervated Impulse Engines Mk XIII [Spd]]
[Prevailing Innervated Resilient Shield Array Mk XIII [Reg]]

I do notice that hits got from the 1000-3000 to more like 2000-5000, but it seems like I am less survivable. But i do have a Real fast shield recharged.

Any sugestions
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#7
I'm about to make the switch to this build on my escort, I'll let you know how I handle it. I think it may require a speed defence, where you have to get some distance to loose Aggro, unless there is a Tank handy
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