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-   -   question about weapons escort (http://sto-forum.perfectworld.com/showthread.php?t=386871)

novemberalpha 09-14-2012 12:31 PM

question about weapons escort
 
what would be the best energy type to use for the defient refit to do the most damage for heavy cannos and turrets. Should I add beams also????

nikolaivladikov 09-14-2012 05:14 PM

Antiproton or Disruptor DHC's/Turrets are what I stick with (with 1 Quantum Torp in front)
Occationally will run Phaser DHC's/Turrets just for the original look. Proc's for Phasers only seem to last a microsecond, so rather useless in my opinion.
Pair that with Cannon Spreads or Rapid Fire with HY or TS depending on what you're doing and you'll be a force to recon with.
Wouldn't worry about DBB's in my opinion, rather pointless.

There's a few Threads that have all the Stats/Benefits of each weapon type, pick what you think works best from there, and experiment :D

Just remember to stick with one Energy type, don't be a skittle boat


Note: Sorry for any typo's, been up for the last 49 hours

ddesjardins 09-24-2012 01:31 PM

Energy type is really up to you. There is no one 'great' version, although disruptor and anti-proton weapons are among the favourites.

Antiproton seems to be the fed preference, while disruptor is overwhelmingly Klingon. My tac character uses Antiproton, while my sci toon used phased tetryon to great effect.

Keep in mind that escorts are effectively gun boats, damage dealers, big guns. To max out the potential, there are some basic concepts:
  1. Focus on one energy type. The only * to that rule are new phased or polarized original weapons. These come from lock boxes or on the exchange.
  2. Species-unique ships (Klingon, Jem, Cardassian, Ferengi) get unique bonuses for specific energy types.
  3. Pureists like 3 DHC + 1 torp front, turrets for the back. You attack head on, so rear firing torps don't have long term value.
  4. Skills/abilities focus on rapid fire, spread
  5. Armour up with neutronium for broad spectrum coverage PLUS protection from kinetic.
  6. Weapon bonuses - go [Acc] first, x2 at least, x3 when you save up the cash.

razellis 09-24-2012 02:20 PM

Quote:

Originally Posted by ddesjardins (Post 5823641)
Energy type is really up to you.
  1. Focus on one energy type. The only * to that rule are new phased or polarized original weapons. These come from lock boxes or on the exchange.
  2. Species-unique ships (Klingon, Jem, Cardassian, Ferengi) get unique bonuses for specific energy types.
  3. Pureists like 3 DHC + 1 torp front, turrets for the back. You attack head on, so rear firing torps don't have long term value.
  4. Skills/abilities focus on rapid fire, spread
  5. Armour up with neutronium for broad spectrum coverage PLUS protection from kinetic.
  6. Weapon bonuses - go [Acc] first, x2 at least, x3 when you save up the cash.

All good advice, I'm gonna assume that you'll one day have an interest in PVP so remember to avoid plasma once you hit level 40, everyone is resistant to it thanks to STF shields. Energy AOE's can be a terrible idea in PVP against klinks. I suggest getting mk x [acc]x2 as place holder weapons till you can upgrade to the very expensive mk xi or mk xii ultra rare versions.

A single dual beam bank for Beam overload 3 is not a bad idea and can be a lot of fun but anything less than BO3 is kind of a waste. For a defiant alpha strike build it works well.

novemberalpha 09-28-2012 04:58 PM

thanks for the info still trying to get used to this escort i have rapid fire and s volley but i just feel it still fires slow those KDF ships seem like they keep up the rapid fire longer

gadhark01 09-30-2012 03:16 AM

Quote:

Originally Posted by ddesjardins (Post 5823641)
Energy type is really up to you. There is no one 'great' version, although disruptor and anti-proton weapons are among the favourites.

Antiproton seems to be the fed preference, while disruptor is overwhelmingly Klingon. My tac character uses Antiproton, while my sci toon used phased tetryon to great effect.

Keep in mind that escorts are effectively gun boats, damage dealers, big guns. To max out the potential, there are some basic concepts:
  1. Focus on one energy type. The only * to that rule are new phased or polarized original weapons. These come from lock boxes or on the exchange.
  2. Species-unique ships (Klingon, Jem, Cardassian, Ferengi) get unique bonuses for specific energy types.
  3. Pureists like 3 DHC + 1 torp front, turrets for the back. You attack head on, so rear firing torps don't have long term value.
  4. Skills/abilities focus on rapid fire, spread
  5. Armour up with neutronium for broad spectrum coverage PLUS protection from kinetic.
  6. Weapon bonuses - go [Acc] first, x2 at least, x3 when you save up the cash.



Sorry to Highjack the Thread, but i have a Question for this, too. Do for example count polarized disrupter Weapons count as Polaron and Disrupter Weapon or are they just Disrupter Weapons.

deadspacex64 10-01-2012 03:43 AM

Quote:

Originally Posted by gadhark01 (Post 5896411)
Sorry to Highjack the Thread, but i have a Question for this, too. Do for example count polarized disrupter Weapons count as Polaron and Disrupter Weapon or are they just Disrupter Weapons.

disruptor, if you check the info for any dual proc weapon it will say for example:
To target 290 Disruptor (or other energy type) damage listed below that will be the procs. all weapons list the damage type they do and that's the console you use.



on topic:
a note about anti-proton, these are only high damage if skilled for them, else they tend to be the worst weapons especially dhc's.
what helps them perform up to potential.

trait: accurate (minor boost) 10% bonus to accuracy
starship weapons targeting (major boost) 9 ranks
starship energy weapon specialization (major boost) at least 6 ranks
tactical character (uber while attack pattern alpha is active)
borg universal console (moderate boost)

the above increases your chances of producing critical hits, since AP's bonus is critical severity critical chance is not an optional stat but required for AP.


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