In building this week’s Jupiter, I made pronounced mention of the Reciprocity trait from the Phantom intelligence escort, claiming that it changes the way ships are built. It only makes sense to show what that means using the Phantom itself, a very good ship in its own right. As far as escorts go, it’s fast, has a built-in cloaking device, some neat but kind of hard to use intelligence abilities, and is a little squishy. But it looks enough like a Defiant variant that it still feels like Star Trek, which is more than you can say about many of the other endgame ships, and with Reciprocity and intel abilities it can straight up massacre things.
Build:
Tactical captain in a fleet Phantom using the Reciprocity trait. This can work in other tactical ships, though obviously you lose the intel abilities that Reciprocity works with. Now that Reciprocity is available to Klingons and Romulans through lock box reward packs (40-50 million ec on the exchange at this point), it also works ridiculously well with the Faeht intel light warbird and with the Mat’ha raptor to a lesser extent and can have vital utility to just about any ship that isn’t a standard cruiser running A2B or an old style straight 7 tactical boff slot escort. It can also work with other captains to great effect.
Weapons:
Fore:
4x AP DBB
Aft:
Crafted omni AP beam array
Ancient omni AP beam array
Kinetic cutting beam
Any other choices of energytype? Strangely tetryon, which now also has a second omni beam array (though I have not tested it yet to see if they can both be slotted at the same time but assume they have the same functionality as the two different omni AP arrays), and the very cool Nukara hyper refracting dual beam bank. You’d think phaser to go along with the phaser lance that comes with the ship however the lance console is kind of disappointing and not really worth it considering there’s no second omni phaser array so you’d be stuck with a completely unbuffed turret or a phaser array that rarely shoots.
Any other choices of weapon? If you want to run dual heavy cannons and turrets, this ship can be very good for that too. It’s easily fast enough to keep any target in front of you. Most of the time a cannons set up will not perform as well as the DBBs because of how spread out and messy missions are, and the DBBs with their wide firing arc and ability to hit two different targets at opposite ends of the screen with FAW will be hitting multiple enemies while your cannons have to turn to hit just one. That being said, a more sedate mission or one with enemies grouped closely together will be cleared faster with cannons. If you are doing cannons as Fed, then phasers are actually an option with the phaser lance console put back in, but my favourite cannons are disruptor for the far better proc and because it also has access to the biomolecular equipment set which provides some rather big bonuses (phaser also has this, but has a crappy proc for PvE).
What about broadside beamscorting? We do have at least one member who advocates this, and with the Pilot specialization trait (more firepower with more time at full speed) it certainly has something going for it, especially in the messiest of messy missions (like the big melees in the two space battlezones). I think it’s a waste of a more maneuverable ship in most situations.
I’m a torpedo user. What about my torpedo? Oh, we can certainly find room for that. Especially say if you’re a phaser or disruptor user because the enhanced biomolecular photon torpedo is super awesome with torpedo high yield 1. We’ll get to that in a second.
Equipment:
Deflector/Engine/Shields/Warp Core: Iconian, 8472 deflector with Nukara engine and deflector
Engineering Consoles: Plasmonic leech, Assimilated Module, Tachyokinetic Converter
Science Consoles: Temporal Disentanglement Suite, 2x Plasma-Generating Weapon Signature Amplifier +Flow
Tactical Consoles: 5x Fleet locator of energy type chosen
Devices: shields battery, subspace field modulator
Why the Iconian Space set? The Iconian space set carries some of the biggest offensive buffs from any set. The only real problem with it is upgrading the warp core to get the [amp] bonus, which can get really, really expensive if you’re unlucky. Other good options include 8472 deflector with Nukara engine and shield with fleet warp core, especially if you’re a torpedo user.
What if I can’t get some of those consoles? Plasmonic leech is like a million ec on the exchange and tachyokinetic converter is 200 lobi. Other choices include bioneural gel pack, sustained radiant field, bioneural infusion circuit if you have that instead of tachyokinetic converter, and zero point energy conduit. If you decide to run phasers then the heavy phaser lance is an option as is the phaser boosting console from the Sunrise featured episode.
What if I don’t have plasmonic leech? What embassy consoles do I get then? Well, flow capacitors would be kind of useless in that situation. I’m not sure, power insulator? The consoles are worth getting just for the plasma explosion proc and they really help to maintain aggro when in a good group.
Boff setup:
Cdr Tac/Int: ETL1, IT1, OSS3, APO3
Lt Cdr Tac: TT1, APD1, FAW3
Lt Cdr Eng: EPTS1, RSP1, EPTW3
Ensign Eng: ET1
Lt Sci: TSS1, HE2
Why? Lots and lots of firepower. With reciprocity active and enemies shooting at you and missing, you should reach universal cooldown on all your tactical and intelligence abilities. APO3 is a bit of a long cooldown one so I like to double that up with APD1 to ensure continual attack pattern coverage. APO3 is great in this situation because, along with a moderate damage bonus to self, it also gives a very large defence bonus, which would help with tripping reciprocity. APD1 I figure is a good choice since you will have aggro all of the time and everyone will be shooting at you, and this would debuff them all while helping improve your survivability as opposed to APB. Frequent OSS3 will greatly boost your hitting power (though be ready to activate ET1 if you aren’t using the Iconian set). FAW provides good multitarget dps, which would be replaced by CSV2 for cannon users or even CRF2 if fighting a limited number of large targets.
What are IT1, and OSS3 and what are they for? Those are intelligence abilities and they are a big reason why this particular build works. OSS3 is override subsystem safeties 3, which drastically boosts all power levels when activated, and slowly returns to normal over time, at which point one random subsystem will go offline for a brief period. OSS3 has a very brief offline status, unlike lower levels of the ability which have a longer offline. The offline can be repaired with emergency power to (subsystem), miracle worker, engineering team, the appropriate battery, or, and this is important, the Iconian set bonus that almost instantly repairs subsystem offline status. So basically the downside of this power is eliminated. IT1 is ionic turbulence 1, a power that causes an area damage resistance debuff on your enemies, while messing them up.
What is ETL1 and what is it for? This is the intelligence ability evade target lock, which causes a brief interrupt in your enemies’ ability to shoot at you and gives you a very large defence bonus. It could be useful when the aggro becomes too much or conversely when you need someone to miss to activate the reciprocity cooldown reduction. It’s not a great ability, and if you are made of money getting kemocite laced weaponry 1 from a lockbox reward pack is a better choice since it adds a decent amount of extra firepower. It does however cost about 180 million ec last time I checked. That’s a lot of ec even for me. If you want to try your luck, kemocite comes from the Xindi-Terrestrial lock box.
What if I’m a torpedo user? Then replace that ETL1 with TS1 or, if you’re using the enhanced biomolecular photon torpedo, THY1. Yes, usually THY1 is terrible, essentially just firing two torpedoes instead of one, or a heavy torpedo that hits hard but is painfully slow and destructable, but with the enhanced biomolecular photon torpedo it’s super awesome, giving you all the nasty power of a heavy torpedo in the fast moving, invulnerable form of a regular torpedo.
I want more boom! Give me more boom! That’s not really a question but there are certainly some options to further increase your firepower here. You can replace RSP1 with DEM1 which would give you a little extra shield penetrating damage, and replace HE2 with DRB1, that’s destabilizing resonance beam from Blood of the Ancients that is quite the nasty science attack as long as you’re specced for it. If you’re a torpedo user then the engineering reward pack ability structural integrity collapse would help boost your torpedo damage as well, while providing a little hull damage on its own.
Doffs:
2x Damage Control Engineer – to reduce cooldown of EPtS and EPtW.
Conn officer – tactical team cooldown plus buff to attack patterns
Maintenance engineer – engineering team cooldown plus buff to hull heals
Shield Distribution Officer – for buffs when brace for impact is used.
Any other doffs that are options? You could use a third damage control engineer to increase the reliability of that cycle, if you’re using science team there’s the development lab scientist that reduces the cooldown of science team. Some fabrication engineers enhance the duration of RSP, which could be handy.
Power settings:
Weapons power of course, but also a secondary aux power for using the reputation trait that grants extra offense with more auxiliary power. I’d tend to fly this with max power to weapons and everything else to auxiliary. Yes, this is what I end up using on pretty much every non-torpedo focussed ship.
1: 100 weapons, 15 shields, 70 engines, 15 aux
2: 100 weapons, 15 shields, 15 engines, 70 aux
3: 15 weapons, 15 shields, 100 engines, 70 aux
4 15 weapons, 85 shields, 15 engines, 85 aux
How do I use these most effectively? Use setting 1 for maneuvering yourself in combat but once you’ve found your place run in setting 2 almost exclusively. Use setting 4 for healing when out of danger or just pure tanking, and only use 3 for running away.
Combat Style:
This ship is a pure gunfighter. Start battle cloaked, activate your buffs. Choose the biggest ship as your primary target and get gather intelligence working on it right away (starting this decloaks you, so I often use it as the beginning of my attack run so I don’t have to bother pressing the decloak button). If your target is a tough one you might actually get the chance to use one of your intel exploits on it (for PvE this is usually the one to decrease their damage resistance). Because the boost starts dropping immediately, save OSS until you’ve actually started shooting so none of it is wasted. Be ready to use ET1 or an appropriate battery/capacitor to clear the shutdown at the end if you’re not using the Iconian set. Use ionic turbulence on groups. Because it has somewhat of a travel time, I find it better used against a closer target than a farther away target (unless used in conjunction with gravity well).
Keybinds
Where would this build be without the keybinds to use it properly? I’ve attached the files here and here (download to your Cryptic Studios\Star Trek Online\Live directory and then enter /bind_load_file phantom.txt and /bind_load_file space.txt in the chat window to upload to the game) but you’ll have to set up your trays exactly as I lay out below. Some of the placements might seem a little awkward. That’s because I have chosen to maintain consistency across multiple ships and multiple characters to make it easier for me to set everything up and to pilot my ships, relying on muscle memory, repetition, and the least amount of thinking that I have to do, rather than absolute efficiency on each individual ship. I fly so many completely different builds that without this consistency I would not be able to function.
With all there is to do on a fully loaded ship these days, I am having trouble finding space to put the new commands. For intel ship powers, along with command ship powers, I’ve taken to using leftshift+numpad#, which I suppose is how the second row of default keys was originally intended to be used but I’ve always found a bit uncomfortable compared to my standard practice of using numpad0 to shift. I tend to run Intelligence as my primary specialization, Pilot as my secondary. If you’re a torpedo user Command would be a must.
Row 1: 1 Brace For Impact, 2 Evasive Maneuvers, 3 Attack Pattern Alpha, 4 Fire On My Mark, 5 Go Down Fighting, 6 Tactical Initiative, 7 Tactical Fleet, 8 Abandon Ship, 9 Fleet Support, 10 Ramming Speed
Row 2: 1 Space Set Power (if applicable), 2 Blank, 3 Blank, 4 Activatable Console (if applicable), 5 Activatable Console (if applicable), 6 Sensor Interference Platform, 7 Temporal Negotiator (if applicable), 8 Shields Battery, 9 Subspace Field Modulator, 10 Cloak
Row 3 (Cdr Tac/Int): 1 ETL1, 2 IT1, 3 OSS3, 4 APO3
Row 4 (Lt Cdr Tac): 1 TT1, 2 APD1, 3 FAW2
Row 5 (Lt Cdr Eng): 1 EPTS1, 2 RSP1, 3 EPTW3
Row 6 (Ensign Eng): 1 ET1
Row 7 (Lt Sci): 1 TSS1, 2 HE2,
Row 8: 7-10 Intelligence abilities in the order in which it appears on the weapons tray
Row 9: Non-Combat Pets, etc.
Row 10: 1 Intelligence Fleet, 2 Rock and Roll, 3 Battery Capacitor, 4 Nimbus Pirate Distress Call, 5 Biomolecular Shield Generator 6 Refracting Tetryon Cascade, 7 Quantum Singularity Manipulation, 8 Call Trade Freighter, 9 Full Impulse, 10 Quantum Slipstream
You would use the bridge officer tray along with the 3 row tray to display rows 1, 2, and 10 such that every combat ability you have is visible somewhere. Make sure your Intelligence tray is showing.
And here’s how you use it, starting with the generic space keybinds (these are consistent across all my ships):
Ctrl+o Playersay General Purpose Space $$ bind_load_file space.txt
HUD
I’ve always felt that the status icons are just far too small to see. Pressing the right Alt key will increase the size of your own status icons and your target’s status icons by half again. You can change this number to whatever you want. 1 is default, 2 would be double the size, etc.
Ralt “GenSetEarlyOverrideFloat Hud_Buffs scale 1.5 $$ GenSetEarlyOverrideFloat Hud_Statustarget_Space_Bufflist scale 1.5”
Resolution
I’ve chanced it from 10% increments to 20% increments with 25% resolution being the lowest. I wasn’t using the odd numbered ones and with all the JJ Abramsing going on in space combat these days my poor old computer can’t handle it.
5 “”
6 “renderscale 0.25”
7 “renderscale 0.4”
8 “renderscale 0.6”
9 “renderscale 0.8”
0 “renderscale 1.0”
Camera
Pressing “+” and “–” will finely tune your camera distance.
– “AdjustCamDistance 1”
Equals “AdjustCamDistance -1”
Combat Log
These will record your combat log for parsing and later analysis, for those of you who have a log parser. A word about combat logs: they are a great tool to see how well you are doing, and how well other people are doing, and what abilities you have to prepare for in what context. The two major combat log parsers are Advanced Combat Tracker (ACT) and Combat Log Reader (CLR) which I’ve included the links to here. CLR has better analysis while ACT has better visualization. Both have their uses and I recommend you get them. CLR is nice because it is very easy to install and includes a handy button to copy and paste the damage results as well as a handy way to see any player’s ship build on Gateway (as long as they haven’t made their accounts private).
Shift+c “CombatLog 0 $$ Playersay Stopped Recording”
Control+c “CombatLog 1 $$ Playersay Recording Combat Log”
Diplomatic Immunity
k “+TrayExecByTray 8 9”
Pet
p “+TrayExecByTray 8 5 $$ +TrayExecByTray 8 6 $$ +TrayExecByTray 8 7”
Holoemitter
h “+TrayExecByTray 8 8”
Chat Command target my target
Press “g” to instruct your teammates to attack your current target.
g Team Focus fire on $target.
Profession Fleet
Pressing both “0” and “+” on the numpad will activate your professional fleet. This mirrors the way I have it set for ground combat. I thought it would be easier to remember this way.
numpad0+add “+TrayExecByTray 0 6”
Abandon Ship
Press Left Alt to abandon ship.
Lalt “Trayexecbytraywithbackup 1 0 7 0 7”
Brace for Impact
Press “4” on the numpad for incoming torpedoes or exploding ships.
numpad4 “+TrayExecByTray 0 0”
Evasive Maneuvers
Press “.” on the numpad to activate Evasive Maneuvers.
decimal “+TrayExecByTray 0 1”
Ramming Speed
Press both “0” and “.” on the numpad to activate Ramming Speed when you are damaged if you want to do so.
numpad0+decimal “+TrayExecByTray 0 9”
Rock and Roll
Press the left shift button and decimal (usually evasive maneuvers) to put your ship into a defensive barrel roll from the Pilot specialization tree should you have this currently active.
LShift+decimal “+TrayExecByTray 9 1”
Quantum Singularity Manipulation
numpad0+numpad9 “+TrayExecByTray 9 6”
Refracting Tetryon Cascade
numpad0+numlock “+TrayExecByTray 9 5”
Biomolecular Shield Generator
numpad0+divide “+TrayExecByTray 9 4”
Pirates
numpad0+subtract “+TrayExecByTray 9 3”
Capacitor
numpad0+multiply “+TrayExecByTray 9 2”
Throttle
Used to fine tune your speed.
numpad0+e “throttleadjust .10”
numpad0+q “throttleadjust -.10”
Team Focus
F1 “Target_Teammate 1 $$ Assist”
F2 “Target_Teammate 2 $$ Assist”
F3 “Target_Teammate 3 $$ Assist”
F4 “Target_Teammate 4 $$ Assist”
F5 “Assist”
Loot
This seemed to be the most convenient spot to put the Need/Greed roll selection keys. It’s not particularly easy to type but it at least gives an easy to remember way to make your choice without resorting to the mouse.
Shift+q “LootRollNeed”
Shift+a “LootRollGreed”
Shift+z “LootRollPass”
Power Presets
Delete “StatsPreset_Load Preset_1”
End “StatsPreset_Load Preset_2”
PageDown “StatsPreset_Load Preset_4”
Nearest
This key often doesn’t work, but it’s nice to possibly easily select the closest enemy target.
Capital “Target_Enemy_Near”
And here is the ship specific bind file:
Switch configuration
By pressing “o” you can quickly and easily reload your bind file. This is handy for making adjustments to the bind file or with slight modification can be used to swap ships with ease (i.e. change “phantom.txt” into whatever the name of the bind file for your other ship is).
o Playersay Phantom $$ bind_load_file phantom.txt
Intelligence Commands
This is a little tricky and hard to use but it’s the best way I’ve come up with while maintaining consistency across all my ships. Press “shift” and “5” on the numpad to start collecting intel on your target, then “shift” again with either “1”, “2”, or “3” on the numpad to activate any of the three intelligence abilities once they become available. Most of the time in PvE I use the damage buff, which I have bound to “1”.
shift+numpad5 “+TrayExecByTray 7 6”
shift+numpad1 “+TrayExecByTray 7 7”
shift+numpad2 “+TrayExecByTray 7 8”
shift+numpad3 “+TrayExecByTray 7 9”
Spacebar Chain
Pressing spacebar will fire all your weapons, redistribute your shields, activate APO3, APD1, TT1, EPtW3, and EPtS1. You don’t have to be constantly hammering away at spacebar, just when one of the chained powers is becoming available or when you would like to distribute your shields. I’ve also added commands to increase the status icon size to a third again larger than default to make them easier to see.
space “+TrayExecByTray 4 2 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 2 3 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 4 0 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 2 3 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 4 2 $$ GenSetEarlyOverrideFloat Hud_Buffs scale 1.33 $$ GenSetEarlyOverrideFloat Hud_Statustarget_Space_Bufflist scale 1.33 $$ +power_exec Distribute_Shields $$ GenSendMessage HUD_Root FireAll”
Alpha Strike
Pressing “1” on the numpad will activate your immediate single target damage buffs, in this case APO3, APD1, EPTW1, TT1, and OSS3, along with APA and Tactical Initiative.
numpad1 “+TrayExecByTray 3 0 $$ +TrayExecByTray 0 2 $$ +TrayExecByTray 4 2 $$ +TrayExecByTray 2 3 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 2 2 $$ +TrayExecByTray 0 5 $$ +TrayExecByTray 2 2 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 2 3 $$ +TrayExecByTray 4 2 $$ +TrayExecByTray 0 2 $$ +TrayExecByTray 3 0”
Decloak Strike
Press “0” and “1” on the numpad to decloak, activate Fire on my Mark, and start shooting (assuming you are cloaked to begin with).
numpad0+numpad1 “GenSendMessage HUD_Root FireAll $$ +TrayExecByTray 0 3 $$ +TrayExecByTray 1 9”
AoE Strike
Pressing “2” on the numpad will activate the same buffs as on “1” except OSS3 but will also activate FAW and begin firing. FAW is duplicated on either side to ensure that it is the first activated to give you the best chance to knock down incoming heavy torpedoes.
numpad2 “+TrayExecByTray 3 2 $$ GenSendMessage HUD_Root FireAll $$ +TrayExecByTray 4 2 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 2 3 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 0 2 $$ +TrayExecByTray 0 5 $$ +TrayExecByTray 0 2 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 2 3 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 4 2 $$ +TrayExecByTray 3 2”
FOMM
Press “3” on the numpad to debuff the damage resistance of your target, best used on large targets that you want to kill quickly.
numpad3 “+TrayExecByTray 0 3”
SFM
Press “0” and “4” on the numpad for large resistances.
numpad0+numpad4 “+TrayExecByTray 1 8”
Hull Repair
Press “5” on the numpad to activate ET1 and HE2. ET1 goes first despite it being the instance heal in order to clear OSS should it be necessary.
numpad5 “+TrayExecByTray 5 0 $$ +TrayExecByTray 6 1 $$ +TrayExecByTray 5 0”
Hazard Emitters
Press “0” and “5” on the numpad to activate just Hazard Emitters by itself
numpad0+numpad5 “+TrayExecByTray 6 1”
Shield Heal
Press “6” on the numpad to activate EPtS1 by itself along with TSS1. EPtS1 is duplicated to either side to ensure that it is activated first (sometimes you want to hold the TSS in reserve to use on a teammate) and having a separate button for shield heal is sometimes more reliable than pressing spacebar.
numpad6 “+TrayExecByTray 4 0 $$ +TrayExecByTray 6 0 $$ +TrayExecByTray 4 0”
RSP
Press “0” and “6” on the numpad to activate RSP for when you really need it.
numpad0+numpad6 “+TrayExecByTray 4 1”
Evade Target Lock
Press “7” on the numpad to activate ETL1. This can either provide you with a brief respite from lots of incoming damage, or be used in an attempt to force Reciprocity to activate by increasing your defence rating.
numpad7 “+TrayExecByTray 2 0”
Ionic Turbulence
Press “8” on the numpad to activate IT1 to debuff a group of enemies.
numpad8 “+TrayExecByTray 2 1”
GTFOOD
Press “9” to run away really fast while rerouting shields aft. This is an absolute lifesaver when things get disastrous, and also includes APO3 and APD1 in this instance. GTFOOD is an acronym for get the fuck out of dodge. I borrowed that name from a poster on the forum.
numpad9 “+TrayExecByTray 0 1 $$ GenSendMessage Throttle_FullImpulse_Button FullThrottle $$ StatsPreset_Load Preset_3 $$ +power_exec reroute_shields_rear $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 2 3”
About to die
Pressing “+” on the numpad will activate Fleet Support and Go Down Fighting.
Add “+TrayExecByTray 0 4 $$ +TrayExecByTray 0 8 $$ +TrayExecByTray 0 4”
Devices
These are self-explanatory, but I must stress that to maximize your effectiveness you should be using all your devices liberally. Numlock is currently set up as Temporal Negotiator from the Delta Recruitment event should you have it.
numlock “+TrayExecByTray 1 6”
divide “+TrayExecByTray 1 7”
multiply “+TrayExecByTray 1 7”
subtract “+TrayExecByTray 1 7”
Consoles
These will activate your activatable consoles if you have any, and as currently set up Page Up will activate Deploy Sensor Interference Platform.
PageUp “+TrayExecByTray 1 5”
Home “+TrayExecByTray 1 4”
Insert “+TrayExecByTray 1 3”
Spaceset Power
Press both “0” and “enter” on the numpad to activate your space set power from the Iconian space set if you have it. It’s a long cooldown so it’s placed out of the way.
numpad0+numpadenter “+TrayExecByTray 1 0”
Targeting
Pressing the “Up” arrow will target the closest enemy in your front 90 degree firing arc while redistributing your shields in that direction Pressing the “Right” arrow will target the closest enemy in your broadside (to either left or right, but usually the way your screen is pointed) while still redistributing your shields right, for use if you are running a broadside weapons arrangement.
Up “+power_exec reroute_shields_forward $$ Target_Enemy_Near_ForArc 90”
Right “+power_exec reroute_shields_right $$ Target_Enemy_Near_SideArc 70”
Team Heal
Pressing “`”, that’s the squiggly thing to the left of the number 1, will send all your transferable heals to your current target (if friendly). The numbers “1” thru “4” will do the same to that numbered teammate.
` “+TrayExecByTray 3 0 $$ +TrayExecByTray 5 0 $$ +TrayExecByTray 6 0 $$ +TrayExecByTray 6 1”
1 “Target_Teammate 1 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 5 0 $$ +TrayExecByTray 6 0 $$ +TrayExecByTray 6 1”
2 “Target_Teammate 2 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 5 0 $$ +TrayExecByTray 6 0 $$ +TrayExecByTray 6 1”
3 “Target_Teammate 3 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 5 0 $$ +TrayExecByTray 6 0 $$ +TrayExecByTray 6 1”
4 “Target_Teammate 4 $$ +TrayExecByTray 3 0 $$ +TrayExecByTray 5 0 $$ +TrayExecByTray 6 0 $$ +TrayExecByTray 6 1”
This should be able to produce obscene forward firepower in a fast, slippery ship. The intelligence abilities will take a bit of work to use well, and frankly for PvE they tend to only come into play against the bosses, as the bosses are the only enemies that will last long enough for them to become active.
Hello
Fires at all is that your build are greater. Thanks to you I start new level of game play.
Now I have one question. Can you make one special build for “Elachi Sheshar Dreadnought Cruiser”? I know it is expensively ship but I like him. His look is nice and it coiling me. I wait almost 1 year to get that ec fit that ship. I know that you can make him with your build nice ship to fly. Also I wonder what you think about that typ of weapon what hi use.
Thank and good time in game
@ratucus
Hi there. I’ve never really given the Sheshar much thought, as I had no intention of getting one for myself and none of my regular chatters in the fleet had one. That being said, make sure you get the Intelligence version of the Sheshar, as it gives you access to the wonderful Intel abilities whereas the Command version I’ve had a hard time finding anything useful to use with the Command abilities.
Looking at the Sheshar now, it has too few engineering slots to do A2B, so again you’d end up using reciprocity and damage control engineers much like the Phantom in the above post. From there you have a big decision as to what to do for the universal lt cdr, either tactical or science. With tactical, and if you have the ec for it, you can really go big on offense with APB2, FAW2, TT1, focussed assault 1, and kemocite laced weaponry 1. Engineering would be EPTS1, ET1, RSP1, EPTW3, and A2S3 for lots of toughness and some firepower. Science would be HE1, TSS2, OSS3 or perhaps reduce the healing and use IT1, or if you’re using the Iconian space set with its instant subsystem repair, drop OSS to OSS2, and include GW1. Your other option would be to use the universal as a science boff, in which case it would be built almost identically to the Jupiter in the previous post.
As for weapons, if you’re starting from scratch then I’d recommend antiproton. Either go with the radiant AP array and 7 conventional or if you’re feeling especially good at flying, use the DBB setup from the above Phantom with an extra gun. The Sheshar is a little slow for it, I have a hard time running DBBs on a Scimitar and the Sheshar is slightly less maneuverable than that. You’d need several consoles that help with your turn rate to be able to pull that off.
Thank you for your reaply. Yours sugestions are very helpful. I will wathing for more of yours builds.
Oh and I forget to ask about
Deflector/Engine/Shields/Warp Core: Iconian, 8472 deflector with Nukara engine and deflector
What is what… you pyt 2 deflectors and also dont know what is engine and shield and warp core 🙂