![]() LCdr Sci: Hazard Emitters 1/Science Team 2/Gravity Well 1įirst, you alternate between triggering either EPtS2 or EPtW3 every 15s. Lt cEng: Overwhelm Emitters 1/Rally Point Marker 1Ĭdr Eng: Engineering Team 1/Emergency Power to Shields 2/Emergency Power to Weapons 3/Auxiliary to Struct 3 The chance the cycle breaks at the 30s mark is generally unimportant, since things should generally be dead by then. 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). ![]() 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. 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. That's because EPtX has a 30s duration, a 15s system cooldown, and a 30s duplicate ability cooldown. LCdr Sci: Hazard Emitters 1/Science Team 2/Gravity Well 1The 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. Lt cEng: Emergency Power to Shields 1/Engineering Team 2Ĭdr Eng: Emergency Power to Shields 1/Emergency Power to Weapons 2/Emergency Power to Weapons 3/Auxiliary to Struct 3 LCdr Tac: Tac Team 1/Fire At Will 2/Fire At Will 3 Given the available seating, without any Duty Officers: You're really scattered everywhere - generally you want only a few (good) abilities, and have them on as low a cooldown as possible. You're already good to go with Disruptors though, so three Vulnerability Locators is the way to (eventually) go.Įventually 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. ![]() The Terran Task Force Disruptor Beam Array is actually the best weapon in the game, and non-Disruptor builds switch to consoles just to fit it in. 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. I see you're using Disruptors, which is nice since you won't need to change much with regards to energy type.
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