Tactical Officer Lacking in survivability and DPS. Tips? [Escort]
I just hit VA and this is my current build: http://skillplanner.stoacademy.com/?build=SkillBuild0_0
I'm running a TER that focuses on plasma and disruptor cannons. In PvP I last just a few seconds on the first pass of other ships. most of my shots are doing ~100 dmg a hit (occasionally I'll see a spike of 1200 but its not very often.)
Plasma dual cannons XI [critD] [critH]* 3
Disruptor Heavy cannon XI [critD] [critH]
Plasma Beam Array * 3
Deflector array MK XII
Hyper impulse MK XII[turn]
Covariant shields mk IX [cap]x2
ablative plating Mk X (uncommon)
Shield emitter XI (uncommon)
Halon System X
Biofunction Monitor XI
Prefire Chamber XI (rare)
Plasma Infuser XI *2(uncommon)
Disruptor Induction Coil (uncommon)
any thoughts about how I can improve my survivability? It sucks being the focus of attention in PvP and dying in just a few seconds.
Trade the aft beam arrays for either 3 turrets or 2 turrets and an aft torp. The readon for this is you get greater forward DPS. Since most of your firepower is in the front, anyway, adding a little extra helps that much more.
Mk XII provides nothing in the way of benefits over Mk XI. Consider the Aegis set to start. Upgrade all uncommon consoles to rare. Replace the Biofunction Monitor with the Borg universal console.
Disruptor induction coil? Did you mean that Plasma console you get with the Oberth? Put that in place of the Halon console. The jump you get in aux power will more than make up for the loss of the Halon, even though it's just a glorified battery.
Replace the Field Emitter console with the Field Generator. The +35% shield capacity more than makes up for the extra +7 power.
Add 2 additional Plasma Infuser XI
What's your Bridge Officer station loadout look like? Also, how you specced while levelling up is very important.
Are you sure about the MK XII thing? In game shows it gives a higher improvement on whatever item its on.
EDIT: Oh yeah forgot, I'm also leveling up my crafting to get the Aegis set so that'll be awhile until I can get that.
I did not know about that Universal Enhanced Plasma Manifold from the Oberth. I'd rather have constant passives over an active like the EPM. But if the EPM is "all that" I'll consider changing over.
Doesn't the Halon system buff my BOs Hazard Emitters? I find that to be pretty nice heal and that's why I have it. no good?
CTO: Cannon: rapid fire 3, cannon scatter volley 2, APB 1, Beam target weapons 1
LCTO: APD 2, Tactical Team 2, Beam target engines 1,
LE: Engineering Team 2 , Emergency Power to Shields 1
LS: Tachyon Beam 2, Hazard Emitters 1
ET: Beam fire at will 1
I leveled similar to how i am now. Except i focused more on beams instead of cannons. I switched because of the higher DPS.
thx for the reply!
Hi, decoy, welcome to PvP! I hope that you've enjoyed your time so far, and that we can help you to find a build that works for you.
So, to start things off, a few observations for you:
That's just a few thoughts, and I'll go into a little more detail once I have some time.
To answer a few of your questions:
DHC's and DC's deal the same overall DPS, however, the much higher hitting power of the DHC's leads to higher hits and much more effective spike damage, which is the Escort's greatest strength. DC's provide pressure damage, and, if you run torpedoes, can help land your torpedoes on bare hull, but for overall versatility, the DHC's are simply superior.
Ideally, you want to get it so you don't have more than 5-6 weapons firing in any given arc, to maximize your weapon power management: thus, an effective all-energy weapon loadout might be:
AEGIS is an ideal choice for an Escort, in the interim, however, I would recommend grinding Emblems (52) to trade for Marks of Honor at Battle Group Omega, and pick up one of the [Cap]x3 shields (Covariant or Resilient) from K-7.
The Borg Assimilated Module is a must, so I recommend finishing Assimilation ASAP.
For your Tactical Consoles, if you go all-energy weapons, you'll want 4 of the Consoles that boost that specific energy-type. There are no penalties for stacking any types of consoles in the game (the so-called 'diminishing returns' only apply to consoles that provide damage resistance, and it is NOT true diminishing returns, but a poor representation of the formulas that determine resistance, which are to blame).
Finally, for your BOff layout, if you want to try all-energy weapons, here's a thought:
Comm. Tac: APO3, CRF2, Beam: X (your choice) 2, Tactical Team 1
Lt. Comm. Tac: CRF2, APB/D 1, Tactical Team 1
Ensign Tac: Beam: X (your choice) 1
EPtS2 and ET1 OR EPtS2 and EPtS1
Shield heals: TSS2 and ST1
Hull Heals: HE2 and either PH1 or TB1
If you have any questions, feel free to ask here or shoot me a PM in-game (@BigRedJedi)
NOTE: I'm on vacation after tonight, until June 12, so my 'Net access will be iffy, at best.
I'd spend some time in crafting and add an Aegis DEF/SHIELD/IMP combo ... the reactive shielding really helps ...
also look at your power balance; i have in default attack mode I have more than 125 points of power nominally available for attack, indeed about if i set base weapons power to 95 the overall weapon power is still 125, spreading those other 5 (otherwise wasted points) into shields or impulse really helps too.
Hey another 2 questions:
My current turn radius is 3.1 Deg/sec. That's with all power to weapons and no buffs. Is that low for a refit tactical escort? I've heard that they can turn on a dime and just wanted to make sure I was doing everything right.
I also read that going all beams is viable for escorts. But the thread was over a year old. Is it still true? How does it compare with going straight cannons?
thx again for any help you can send my way.
I would highly suggest putting Tachyon beam II and Directed Energy Modulation I into second abilities for engineering and science bridge officers. Back that up with appropriate captain skills and equipment.
I'm also a little leery of plasma -- it's a dot secondary effect when an escort generally wants lots of front-loaded damage. Though the ability to ignore shields with that dot IS a big plus. Most enemies will have hazard emitters, but of course that just means hit them more...
As others have said, generally better to focus on one energy type.
Biggest problem I have with torpedoes is that it can be really hard to keep shields down for your hit. (Though when you do... huzzah!)
If I may offer an opinion as well, I'd say drop plasma altogether. Plasma only works if your enemy is going to survive awhile, so the full DoT can do it's thing. As an excort, I would recommend you choose to go phasers, disruptors, tetryon, or if you have the skillpoints for it go antiproton. At the moment those are the most effectie energy types for an escort.
I wouldn't worry about getting anything MkXII yet, unless you magaed to get your hands on some very rare weapons. That's where mkXII actually has noticeable difference.
Everything really stacks in consoles except, as has been mentioned, resistances and (as I've been told) only having one Field generator counts. Stack as many weapon consoles of a given type as you wish.
Also, I'll echo not to use Tachyon beam. In an escort I found it just does not have the effect it ought to when used (read: for high AUX), since you'll be up on weapons. Hazard Emitters is definitely your better option there, along with Science team to clear any Science-related abilities or Polarize Hull to add damage resistance and return your mobility if caught in a tractor beam.
Good luck in your build! :)
Where is the best place to get space based weapons using emblems
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