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-   -   Multi-Vector Advanced Escort Build Suggestions? (http://sto-forum.perfectworld.com/showthread.php?t=266891)

Archived Post 04-18-2012 06:13 AM

Multi-Vector Advanced Escort Build Suggestions?
 
After close to a month of being frustrated with my current ship build I decided to suck it up and purchase the MVAE. At first I must admit after dying a great deal I've tweaked her and it's packing a heck of a lot of punch. I feel though that her defensive abilities ie, ability to take a beating is in need of desperate overhaul.

I will say though after beating a Unimatrix Borg ship all by myself yesterday I'm extremely impressed by the firepower this little ship packs compared to my Assault Cruiser. I have the feeling in combat like I'm fighting a platoon with a minigun while using cardboard boxes as cover. I've seen PVP guys that take this ship and destroy everything in sight and stay in the fight forever. I've stayed away from PVP because of this aspect and my old Assault Cruiser could not compete. With my new MVAE I'd love to start PVP but it need work.

Take a look at my ship let me know what you think as I'm always open to suggestions.

http://www.use.com/images/s_3/b9eb9d1afd73a30a8872.jpg


I'm running
Fore: 4 Antiproton Dual Heavy Cannons up front MK XII's and XI
Omega MK X Deflector
Assimilated Borg Engines
Omega XII Shield's
Aft: Antiproton Beam Array's MK XII
Engineering Neutronium Alloy x2
Science: MVAE Console / Borg Universal / Shield Emitter Amplifier
Tac: Antiproton Mag Regulator's x4

Archived Post 04-18-2012 06:36 AM

1. Dual Heavy Cannonns are WORST weapons for Tetryon Glider. These things have weakest RoF from all weapons in game, while Tetryon Glider effect applie to each shoot - so it benefit fast firing weapons. Regular Dual Cannons have same DPS as Dual Heavies, but have 2x better RoF, so Tetryon Glider do 2x more DPS on dual cannons then on dual heavies. 4x cannons are IMO not good option, as it drain energy very fast. I personally use 2x Dual Cannons + 1x Dual Beam (for beam overload 3) + 1 Torpedo
2. Beam arrays are second worst weapons for tetryon glider. 3x rear beam array is also worst option for escort - you are sacrificing tons of front firepower. Natural option for escort are 2x turret + beam/torpedo/mine or just 3x turret (my choice). Turrets as fast firing weapon are well supported by Tetryon Glider.
3. Tetryon glider don't work on XII+X sets, all set items must be at equal level.
4. To maximize effectiveness of Tetryon Glider you should use max Flow Capacitors skills, max weapons energy settings and at least 2 flow capacitors consoles. My tetryon glider do 48 damage per hit, which is very high value.
5. MVAE console is not the best choice you can make. I suggest replacing it with something else (for example Flow capacitors console for TG)

If you want to "take this ship and destroy everything in sight and stay in the fight forever", you should focus on BoFF abilities and key binds. Player using his BoFF abilities effectively (mainly by keybinding) can destroy 50 similar ships with equal equipment controled by players not using their BoFF abilities effectively.

Archived Post 04-18-2012 07:17 AM

Quote:

Originally Posted by deathray38
1. Dual Heavy Cannonns are WORST weapons for Tetryon Glider. These things have weakest RoF from all weapons in game, while Tetryon Glider effect applie to each shoot - so it benefit fast firing weapons. Regular Dual Cannons have same DPS as Dual Heavies, but have 2x better RoF, so Tetryon Glider do 2x more DPS on dual cannons then on dual heavies. 4x cannons are IMO not good option, as it drain energy very fast. I personally use 2x Dual Cannons + 1x Dual Beam (for beam overload 3) + 1 Torpedo
2. Beam arrays are second worst weapons for tetryon glider. 3x rear beam array is also worst option for escort - you are sacrificing tons of front firepower. Natural option for escort are 2x turret + beam/torpedo/mine or just 3x turret (my choice). Turrets as fast firing weapon are well supported by Tetryon Glider.
3. Tetryon glider don't work on XII+X sets, all set items must be at equal level.
4. To maximize effectiveness of Tetryon Glider you should use max Flow Capacitors skills, max weapons energy settings and at least 2 flow capacitors consoles. My tetryon glider do 48 damage per hit, which is very high value.
5. MVAE console is not the best choice you can make. I suggest replacing it with something else (for example Flow capacitors console for TG)

If you want to "take this ship and destroy everything in sight and stay in the fight forever", you should focus on BoFF abilities and key binds. Player using his BoFF abilities effectively (mainly by keybinding) can destroy 50 similar ships with equal equipment controled by players not using their BoFF abilities effectively.

Yeah I'm planning on the turrets as soon as I can get the proto drops as with my cruiser build I noticed a big DPS increase with 3X turrets. I have not noticed a huge power drop even when rapid firing the cannons UNLESS I use the Fire at Will with my Beams. At that point my power levels go into the toilet and Im left burning batteries. All that being said for me trying to be an offense ship am I better off with Omega vs MACO?

Archived Post 04-18-2012 10:18 AM

EDIT:

Quote:

Originally Posted by deathray38
1. Dual Heavy Cannonns are WORST weapons for Tetryon Glider. These things have weakest RoF from all weapons in game, while Tetryon Glider effect applie to each shoot - so it benefit fast firing weapons. Regular Dual Cannons have same DPS as Dual Heavies, but have 2x better RoF, so Tetryon Glider do 2x more DPS on dual cannons then on dual heavies. 4x cannons are IMO not good option, as it drain energy very fast. I personally use 2x Dual Cannons + 1x Dual Beam (for beam overload 3) + 1 Torpedo
2. Beam arrays are second worst weapons for tetryon glider. 3x rear beam array is also worst option for escort - you are sacrificing tons of front firepower. Natural option for escort are 2x turret + beam/torpedo/mine or just 3x turret (my choice). Turrets as fast firing weapon are well supported by Tetryon Glider.

I was under the impression that procs in this game were based on weapon firing cycles, not per-shot hit. Whether it's a Dual Cannon firing 4 bolts or a Dual Heavy shooting 2 per firing cycle, the proc chance is only checked once per firing cycle. Can anyone else chime in to confirm or deny this? Tetryon Glider is a proc, but its base chance is 100%.

Archived Post 04-18-2012 01:16 PM

Keep the AP setup, remove one forward DHC and add a Quantum torp. Replace one AP tac console with a Quantum tac console. Remove the Omega set and replace with either Maco shield + deflector or all Borg + Maco shield. Add subspace modulator in one of your device slots. Add a field generator in one of your science slots. Replace the beams aft with turrets as and when you can. Set your power levels to keep weapons at 125, run 2 copies of epts to keep your shields up.
Quick and dirty answer but with this setup or very similar (as you're able to upgrade things) you will maintain godly dps while increasing your survivability, bigtime.

Edit: you may want to consider 2 field generators since you have more science consoles but you'll obviously be giving something up in lieu of that - but whatever you do keep the borg console installed to get the 2 or 3 set bonus depending upon how you set your equipment up.

Archived Post 04-18-2012 03:45 PM

Quote:

Originally Posted by landshark666
Keep the AP setup, remove one forward DHC and add a Quantum torp. Replace one AP tac console with a Quantum tac console. Remove the Omega set and replace with either Maco shield + deflector or all Borg + Maco shield. Add subspace modulator in one of your device slots. Add a field generator in one of your science slots. Replace the beams aft with turrets as and when you can. Set your power levels to keep weapons at 125, run 2 copies of epts to keep your shields up.
Quick and dirty answer but with this setup or very similar (as you're able to upgrade things) you will maintain godly dps while increasing your survivability, bigtime.

Edit: you may want to consider 2 field generators since you have more science consoles but you'll obviously be giving something up in lieu of that - but whatever you do keep the borg console installed to get the 2 or 3 set bonus depending upon how you set your equipment up.

Having tested both Omega and MACO Mk XI shields on my advanced escort, I can say that the MACO shields are better at withstanding a big alpha strike at ~5.9k shield capacity and 15% - 35% damage reduction, but take a while to recover at only 150 recharge rate. On the same escort, Omega Mk XI has about 5.7k shields, 0%-20% damage resistance, and 220 recharge rate, making them able to recover shields more quickly.

Also, if you are going for best kinetic damage output, try giving photon torpedoes a shot. They deal 10% less damage than quantums (3k vs. 3.3k) but fire 20% faster, resulting in better sustained damage output, even after torp-spread and high-yield are factored in. Quantums still have better burst damage when used with torp-spread and HYT, but photons give you more total sustained total kinetic damage.

Archived Post 04-18-2012 03:53 PM

My Ship is Very similar to this set up but I run 2xMKXII Beam Arrays, Transphic Torpedos, and dual heavy up front along with 2xMKXI beams in the back and a MKII Tricobalt device.

As for Boff I have Emerm Sheilds 1 and 2 and the Transfer sheild strength II I Rarely have a problem taking damage ( I also have the MKII Omega Sheild)

Archived Post 04-18-2012 04:01 PM

Quote:

I was under the impression that procs in this game were based on weapon firing cycles, not per-shot hit. Whether it's a Dual Cannon firing 4 bolts or a Dual Heavy shooting 2 per firing cycle, the proc chance is only checked once per firing cycle. Can anyone else chime in to confirm or deny this? Tetryon Glider is a proc, but its base chance is 100%.
nobody can actually, because it is a mystery...no joke since 2 years there was naver a conclusive answer anywhere on the net.
i use dual cannons on all my escorts and when i switch to heavy i dont notice any difference...maybe in pure numbers there is, but not signifficant.

deathray38 said it all, nothing to add

Archived Post 04-18-2012 04:02 PM

Quote:

Originally Posted by Shar487
Having tested both Omega and MACO Mk XI shields on my advanced escort, I can say that the MACO shields are better at withstanding a big alpha strike at ~5.9k shield capacity and 15% - 35% damage reduction, but take a while to recover at only 150 recharge rate. On the same escort, Omega Mk XI has about 5.7k shields, 0%-20% damage resistance, and 220 recharge rate, making them able to recover shields more quickly.

Also, if you are going for best kinetic damage output, try giving photon torpedoes a shot. They deal 10% less damage than quantums (3k vs. 3.3k) but fire 20% faster, resulting in better sustained damage output, even after torp-spread and high-yield are factored in.

Actually I agree with your points insofar as they relate to the numbers; but during course of tweaking my builds I've tried both the Omega set XII in place of Maco XII as well as Photons versus Quantums - the combat log outputs combined with the gut feel of the build in combat has pushed me towards my original suggestion. May or may not be the same for others but overall it just feels more effective with that particular setup versus your suggestions, for me.

Archived Post 04-18-2012 04:28 PM

Quote:

Originally Posted by Raudl (Post 4168929)
nobody can actually, because it is a mystery...no joke since 2 years there was naver a conclusive answer anywhere on the net.
i use dual cannons on all my escorts and when i switch to heavy i dont notice any difference...maybe in pure numbers there is, but not signifficant.

deathray38 said it all, nothing to add

I can't run this test yet since I'm at work, but here is a quick way to check: since Omega Tetryon Glider adds a 100% proc to all weapons, try equipping only 1 DC and fire at a target once, then check the Combat damage logs. Record the number in (#) -- this is Tetryon Glider's bonus damage. Now do the same test on a DHC. If the (#) is roughly the same, then that proves that procs only trigger once per firing cycle. If the DC records double the bonus damage, then this refutes the latter.

PS: Don't trust internet "facts"... anyone can post anything they want, truthful or not.


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