Advanced Escort feedback
I've only just returned to the game so I'm sure my ship layout isn't as efficient as it ought to be.
Fore weapons: phaser beam array, quantum torpedo launcher, phaser dual heavy cannons, phaser dual cannons
Deflector: graviton deflector array
Impulse: assimilated subtranswarp engines
Shields: covariant shield array [cap]x2
Aft weapons: phaser beam array, phaser turret, phaser turret
Engineering consoles: RCS accelerator, RCS accelerator
Science consoles: flow capacitor, power insulator, countermeasure system
Tactical consoles: prefire chamber, prefire chamber, phaser relay, directed energy distribution manifold
Any feedback is appreciated, thanks.
Ok, i'm guessing your from the era when escorts ran beams.
What you need to change.
1. Drop all front weapons for dual heavy cannons.
2. Change all aft weapons to Turrets.
3. Make sure all your cannons and turrets are of the ame energy type and then equip consles that boost that type only.
4. You cna now get assimilated borg sheilds and assimilated borg deflectors from Commander Roxy on DS9, (general merchandise option), get them, then go re-do the borg story arc mission "assimilation" and get the consle at the end. Equip that as well.
5. Re-run the space STF "infected" until you get a sheild tech drop in your loot, now get eithier MACO or OMEGA shelds with that and equip them. I can't advise you on BoFF layout as i run a Patrol myself.I'll let others do that.
Thanks for your feedback. I realise weapons are preferred on the basis of DPS, but seeing as the dual heavy cannons are slower firing than dual cannons, would a mix of the two be more preferable? For the fore weapons slots have two heavy cannons and two cannons?
I'll re-do those missions to get the necessary technology. I could try the exchange but I'm sure the prices would be exorbitant!
A quick and easy BOff layout for a pure cannon AE:
Lt. Com. Tac: Tactical Team I, Cannon: Rapid Fire I, Attack Pattern: Omega I
Com. Tac: Tactical Team I, Attack Pattern: Delta I, Attack Pattern: Omega I, Cannon: Rapid Fire III
Lt. Eng: Emergency Power to Shields I, Emergency Power to Shields II
Lt. Sci: Hazard Emitters I, Transfer Shield Strength II
Ens. Sci: Tractor Beam I
If it's just for PvE, feel free to swap out AP: D for C: SV or something.
The difference between DHCs and DCs is kind of complicated, but basically full DHCs are superior on an escort for two reasons:
The former is by far the most important. With an escort, the idea is to deal as much damage in as short a time as possible, and because of their lower firing rates DHCs are more "bursty", leaving an opponent much less time to react.
Not too bad...the use of the dual cannons is more for the proc from the phaser weapons.
I currently use disruptor even though I have access to the phaser quad cannons. On my escort:
I run dual heavy cannon, dual cannon both of these are polarized disruptors. Quantum torpedo laucher and disruptor dual beam bank. I am running three polarized disruptor turrets on the back.
With the boff layout of attack pattern beta 3, cannon scatter volley 1, beam overload1, and torpedo spread 3....i am able to debuff multiple targets with attack patter beta and cannon scatter volley...and then follow up with a beam overload (seen 75k crits) with torpedo spread 3 (a number of 10-35k hits) this makes short work of all things STF!
I am actually using something similar on the temporal destroyer and the Chimera and the MVAE. I am a big fan of disruptors and an even bigger fan of polarized disruptors on cannons and turrets. I use regular disruptors for max crits as well.
PVP requires a different setup....
beam Overload applies a HUGE negetive wepaons power spike when fired. the resultant lost DPS over the next severla seconds is as great or greater than the bonus damage from the beam overload. result your no better or even worse off in terms of total damage output, and since your runnign an escort you could and should have been running an extra DHC in the place of that dual beam bank and doing even more DPS.
Bam overload is great where you need to front load your damage, (PVP enemies sicne they heal loads), but in any situation where there's no healing it's at best of no benefit, and at worst an outright downside.
Torps on an escort i'm somewhat not sold on as well. It's more personal prefferance but i find the skill points spent on kenetics could go better elsewhere. Though if you want to run a set of mines i'd say it makes sense, (Plasma mines are best PVE mines IMHO), and mines are good with borg bonus or lots of +crit chance.
DHC vs DC's is an easy anwser.
DHCs's do the same DPS, drain slightly more power, but fire more damaging shots at a slower rate. All your trading off is less weapon procs for less power drain. in raw PVE terms the latter outweighs the former mostly, but PvP DC's probably make much more sense as the proc can be so handy.
Torps are still effective with or without being specced into them in terms of skill points. Get some decent quantums and take Torp Spread III and you'll be swinging steel freighter roundhouses.
They're especially efficient in PvE since it's trivial to down an NPC shield facing.
Compared to canons their junk. without skill points they do MARKEDLY less DPS than a DHC in their place. To suggest otherwise just shows you don;t actually pay attention to your gear.
Also cannons have equal damage modifiers vs sheilds and hull, (100% as fa as i can tell), which is the same as torps vs hull. But the cannons do more sheild damage. It's a no brainer. (on my KD toon a photon torp is 523DPS, a Dual cnanon 600DPS, both MK X whites, and this is without MKXII Purple Tac consles). Now sure if you have points in kenetics...
Appreciate the input but no need for the snark though.
I'll try your suggestion and report back!
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