One's Science Jem'Hadar Attack Fighter

The Phoenix Divisions' tactical section for individual and team combat readiness.

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daBelgrave
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One's Science Jem'Hadar Attack Fighter

Postby daBelgrave » November 8th, 2012, 8:34 pm

Switching to this ship felt like upgrading from an F-14 to an F-22 :shock:

For the most part, my equipment is the standard escort survival and DPS package. Damage consoles in tactical, field generator in science, and armor in engineering. One change you may notice is I switched out the Assimilated Console for the Tachyokinetic Console. This was in preparation of Season 7's upcoming change to the Assimilated set. I am uncertain if I will be changing the other set items for something else, and will need to see how things work out in Season 7.
Sci_Bugship_Gear.png
My abilities are pretty similar to what I've been using in my previous escorts. One ability I miss is my tractor beam, so I may seek a way to put that on the ship without compromising any survivability. The top row shown in this image are the abilities I have on keybinds.
Sci_Bugship_Abilities.png
Duty officers take a good setup, and make it better. They can greatly enhance survivability, especially when using the Damage Control Engineers. I am experimenting with the Technicians to see if they make any noticeable difference with my ability cooldowns.
Sci_Bugship_Doffs.png
Here are my power levels.
Sci_Bugship_MainPower.png
Sci_Bugship_MainPower.png (18.23 KiB) Viewed 1285 times
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daBelgrave
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Posts: 950
Joined: August 6th, 2012, 8:54 pm
Location: The Dabo Table
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Re: One's Science Jem'Hadar Attack Fighter

Postby daBelgrave » December 15th, 2012, 10:21 pm

I've made some adjustments to increase the lethality of my ship. The gear currently remains the same, with the primary changes taking place among my duty officers and bridge officers. First, let's take a look at my bridge officers. I now have four with the Efficient trait, and one with the Veteran traits.
Sci_Bugship_Abilities_02.png
Sci_Bugship_Abilities_02.png (118.33 KiB) Viewed 1279 times
The greatest change was the replacement of my Attack Pattern Omega I with a cannon ability. At first glance, this might leave me weakened and vulnerable without that second attack pattern, but I actually obtained two duty officers that let me reduce the cooldown on attack patterns. This lets me utilize my Attack Pattern Omega III as if I had two of them. I then have two Cannon Rapid Fire IIs. These are my primary cannon abilities. The Cannon Scatter Volley I remains as a backup ability for clearing spam.
Sci_Bugship_Doffs_02.png
As mentioned, the Conn Officers reduce the cooldown on my attack patterns. The Damage Control Engineers let me keep both of my EPtX abilities up almost all the time. The Hazard System Officer increases my survivability.

Another change was with my power levels. Previously, it was believed that engine power, and thereby speed, was what gave a ship its defense value. It turns out the defense value is tied to the throttle, not the actual speed. You can have low engine power, but if your throttle is all the way up, you have maxed defense. I put that extra power into aux to benefit my science officer abilities.

Upcoming potential changes might be the replacement of one turret with the Borg cutting beam, and the replacement of the Tachyokinetic Converter console with the Assimilated Console. This is because the cutting beam is supposed to do more damage than a turret, and the set bonus of those two items increases survivability. I won't have the cutting beam until tomorrow, so I haven't yet been able to put this into testing.
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