[Tactical Fleet Escort] Improvements for my wee ship?
Hi everyone, I've been using the setup ever since I hit Rear Admiral (which was quite a while ago) I've messed around with my respecs and this is what I came up with. Mainly my ship consists of pure DPS, and I've tried to invest as many skillpoints as I can into doing so.
I've read up on a few peoples suggestions and I thought I'd let you all see what I've came up with so far.
Fore - 3 x Phaser DHC Mk XI, 1 x Quantum Torpedo Launcher Mk XI
Aft - 3 x Phaser Turret Mk XI
Deflector Mk XI [HS]
Assimilated Subtranswarp Engines
AEGIS Covariant Shield Array
Engineering - Field Generator Mk XI, Assimilated Module, Plasma Distribution Manifold
Science - 2 x Halon System Mk XII
Tactical - 4 x Phaser Relay Mk XIII
Tactical Lt. Commander
That's pretty much my whole ship so far. If anyone can suggest a few improvements Bridge Officer wise, that'd be great. This is my old school setup all the way back form Season 1 and I know a few people have changed since then.
Your help will be greatly appreciated :)
This is still a good setup, imo.
I run a dual beam on my fleet escort because I have 2 copies of beam overload 3, but if you're going to run all cannons, using attack pattern beta should help you out a lot.
There's really only one comment I can add, and that's why did you choose not to go with more pieces of either the borg/aegis set?
There are serious benefits to using either for an escort...I run the aegis set because it gives you some serious defense boosts, but if you ran borg engines and deflector, you'd get both the shield and hull proc regens, which are very powerful. I run 3 pieces of borg + high capacity shield on my science ship and my cruiser, and this setup is one of the best in the game just because of the regen procs.
If the reason is because you haven't done the cure yet, let me know, I'm always up for a good raid.
Thanks for the C&C. I don't run any more AEGIS/Borg stuff 'cos I never found a use of them, other than the Subtranswarps + Assimlated console giving a nice bonus, and the AEGIS shield array having over 7k hitpoints.
I was looking into more AEGIS stuff to give more bonus buffs, 'cos I've seen some PVP ships shrug off all kinds of damage with the complete AEGIS set.
I haven't done the Cure yet. Just recently resubbed after a few weeks not playing. Need to get into it more!
i would drop the EPtW, the weapon energy cap is going to prevent any real benefit from it. Another EPtS will allow you 100% up time though. i donít bother running RSP on escorts, if Iím getting shot up i just dump all energy to engines and hit evasive. Instead, i would use aux to struc, like hazard emitters itís all aux based healing. You can use it ever 15 seconds too, relaying just on HE would make me nerves. Some might use ET II here, but with that you need to spec into engineering team, hull repair, and run a SIF console for an extra boost. plus a third team skill would really fowl up your ST and TT cool downs. with Aux to Struc all you need is aux power. i would have engine and aux batteryís on hand too, the engine battery +evasive = 30km away from the people shooting at you. The aux battery used right before your heals will bring you from dead to fully healed in about 5 seconds.
That's great info. Thanks for that. I always thought about my Sci & Eng support abilities.
Can anyone comment on my Tactical abilities? I remember reading a few weeks ago that a combination of CRF II and a higher level Attack Pattern can do more damage than CRF III and a lesser Attack Pattern. It would be great if I could find that info again, but alas, it's lost.
your in a fleet escort, and they will see you coming, so you might want a build that hangs around and is more set up to do a lot of damage over a lot of time. for that you might want CRF III, 2x APO I, CRF I, TT II, and 2x HY I. with those skills you will be hitting hard at nearly all times.
also, HY I out of all 3 levels of HY does the most boosting of damage to ever individual torpedo. HY II and III actually do less damage per torpedo then normal, but you get extra torpedoes. the debuffs from APB and APD only seem to effect hull, so they are only useful after you have beaten down a shield.
you might consider APB III, 2x APO I, x2 CRF I, TT I, and HY I and save that devastation APB III for when your opponents shields are beaten down to nothing, and shield gaps are common.
I still have my ship token for a Defiant-R, but my main concern is that extra Tac Ensign slot over the Fleet Escorts Eng Ensign slot and Eng console might be missed. I do enjoy the flexibility of at least having a fighting chance, and in PVE I've always got a support to fall to if the numbers are a little overwhelming.
Mind you, the Defiant-R has that cloak too for it's alpha strike capabilities.
I've scribbled down all the stuff you suggested and I'll try and spec up a new bridge crew. My old setup was fairly conservative, never leaning any more towards offensive, than defensive. HE + Aux Bat 80% of the time recovered all my hull, and RSP with EPtS with a Shield Bat balanced out all my facings too.
If anyone has any other suggestions, I'm all ears :)
i don't really care for the defiant, mostly because of the huge fan boy following it has. though i do completely respect it and those that fly it because it is just about the most dangerous ship in game. if i ever do fly one again i was planing on 4 heavy cannons up front with that alpha strike build i posted, and 3 beam arrays aft.
i think if i used aft turrets, their power drain might not be worth the damage they add. the dual heavy cannons should be firing at the highest energy level possible. a weapon fired at 125 power will do more damage then a weapon fired at 100 power, and much more then a weapon fired at 80. if your energy levels are being drained that much your weapons damage is being neutered.
if you just use cannons there's no way you can full all those tactical stations. those aft beams will hit anyone out of your cannon arc allot harder then turrets, and you can fill out the rest of those tactical stations with beam powers. you may be using all energy weapons, but not all at once, i think this could be quite dangerous and versatile.
I know I am going to be called a damned fool for this. But I would recommend you try out a few games with Single Cannons. It is completely ignored by a lot of players, but for a fleet escort (IE someone in a fight for good) there is a lot to be said for HALF of your ship being in your firing arc. The biggest advantage actually comes from Z-axis as there is the hard cap on turning up and down. But I run 1 torp, then cannons front, and one torp and turrets rear. And being able to just hammer someone unrelentingly can make a difference especially in Capture maps. Also it means that being tractor beamed for a moment or two does not completely shut you down.
I have ran DHC and HC before, and the damage dropoff for swapping to Singles just wasn't that much. Especially once considered the near total firing time you gain.
single cannons seem made for the excelsior and vorcha, that's were i use them. an escort just wont survive long enough to kill someone with them though, and if you cant get your target back in your narrow firing arc quickly its best to just abort, fly off and prepare another attack. dual beams are about as low damage as you want to go for a forward escort weapon. having 1 of those can be helpful if you luck out and get BO III though
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