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davisjm0311

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re: Breen Sar Theln Carrier

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I'm really loving this ship and I was wondering what the rest of you thought of it so far.  I've attached a link to the build I'm currently using on it (still tweaking it a bit) and I'm curious what y'all are currently using.

Click Here



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Wupteedo
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re: Breen Sar Theln Carrier

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Impressive build, Sir.  I am currently flying three of them, but my builds are what I can find either as Reputation "gifts" or on the exchange, i.e., poor players build.   Also, all of mine have the Breen Consoles (3), so it makes for some interesting battle.  Best thing that I have done, as the Dilithium flow allows, is updating the Carrier Pets.   Not sure which is best, so I have been trying both types.  One of my also is using Siphon Drones with the Brek Frigates.  In many cases, I find myself getting second or third place doing the advanced CE.  Bottom line, I really like this ship, especially for my science officers. 

Cheers



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CAPT Huckabee
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I'm just jealous of the Mk XIV......I've barely got 4 beams to XIII.  I just don't have the resources for it.



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davisjm0311

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Yeah, I ran out of resources doing it. My lifetime sub stipend has become my monthly attempt to upgrade another piece of gear lol. At least I can make the tech upgrades myself so it's really just the dilithium. 



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Blake Rainer
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I have enjoyed using the carrier too, but it has been extra interesting for me because I have never used an actual carrier, only the escort carriers. I have been having a hard time deciding if I wanted to use the breen consoles or not though. I am using an energy drain build, so the flow capacitor stat from the two piece is alittle tempting, plus the energy dispisator does not share a cooldown with energy siphon, so you can drop both onto a target, which is kind of fun somtimes. I can't help feeling while I use them that there are better choices, but when I ditch them I feel like I should get them back.

The elite raider pets are crazy though. They will sometimes disble a ship all by themselves with energy drain.

I haven't upgraded my weapons on it to XIV yet because my science builds were always secondary, but I am seriously thinking about using this ship as my main one for a while.

VADM JT Kerry
VADM JT Kerry
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Here's my Breen Carrier build...

Skill Planner link

It took a couple of weeks of R&D work to bump what I could up to a minimum of Mk XIV purple - Very Rare, or better.  It might not be the greatest build, but it works well for elite level game play.  I had to run through the Breen Episodes to get ship set (Deflector/Impulse/Shields), and happened to get a Very Rare Universal Breen Transphasic Cluster Torpedo - splits into 10 level 60 self tracking mines (close to 15,000 DPS total).

JT



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Wupteedo
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Interesting, would of never thought to build around torpedoes and energy drain.   Then send in the Brek Frigates to clean up.  Thank you, Sir, for sharing.



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VADM JT Kerry
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re: Breen Sar Theln Carrier

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Wupteedo wrote:

Interesting, would of never thought to build around torpedoes and energy drain.   Then send in the Brek Frigates to clean up.  Thank you, Sir, for sharing.

 
The Team Shields and Aux and Team Weapons and Aux run each time I use the Red Matter Cap (without consuming the Team batteries on use), which gives the Grav Well III length of time and number of singularities bump. I've seen a single Grav Well launch morph into 3 singularities and last for well over a minute with about 20 seconds from the final fade to being able to launch a new one.  I also have another capacitor (forget the name) that I can kick off with only 15 sec cool down from the RMC, and it activates the team batteries just as the RMC does.  And, I never have to go out and buy more Team Batteries from the Lobi Store, but still get all the benefits of having them configured on my ship.  I bought 10 each of the Team Batteries about 3 ships ago (about a year ago), and still have 6 of one and 8 of the other.

The Torp Spread III and Torp High Yield do not affect the Cluster Torp, only the Rap Reload Transphasic Torp. and they will launch from independent cool downs.  The Dual Heavy Cannon has a +50 Critical Severity and +20% Accuracy.  The Turrets are pretty standard purple (Very Rare) +20 Critical Severity and +10% Accuracy.  Having a 12 fighter cleanup crew is pretty awesome.



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