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-   -   Fleet Patrol escort ship build (http://sto-forum.perfectworld.com/showthread.php?t=530661)

phil3822 01-29-2013 09:15 AM

Fleet Patrol escort ship build
 
Hi all, need some help with my build. I have a fleet patrol escort which has the following layout.

Skills here > http://www.stoacademy.com/tools/skil...eetPatrol_2160

The ship has advanced fleet AP DHC x3
Advanced fleet Q torp
Advanced fleet AP turrets x3

I also have the XII MACO set.
Engineering consoles = 3x Blue XI Neutronium alloy + Assimilated console
Science consoles = 2x Blue XI Field Generator
Tactical consoles = 4x Blue XI AP Mag regulators

Doffs:
Energy Weapons to reduce cannon attack CD
Projectile weapons officer
Shield Distribution Officer
Warp core engineer
Damage control engineer

All are blue quality.

My BOFF layout is in the STOA skill planner layout. I would welcome any help in improving this. I know its far from perfect.

mandoknight89 01-29-2013 09:41 AM

You don't need the energy weapons doff, the cannon attacks already cool down at the global rate (2 cannon abilities will trigger a 15s cooldown on each other and a 30s cooldown on themselves).

The same thing goes with the Damage Control Engineer, as EPtSx2 will refresh at the global rate (they start 30s cooldowns on each other, 45s on themselves, and have 30s duration).

phil3822 01-29-2013 09:44 AM

Thats helpful thanks, what would you suggest in place?

So if I had EPtS and EPtW plus the damage control doffs it would be a waste then? Thinking of another ship I have.

jadensecura 01-29-2013 10:38 AM

EPtS starts a 15 second cooldown on EPtW (and vice versa, and the same for all the EPtX abilities) so in principle DCEs with EPtS and EPtW can keep both up nonstop, however it's not as reliable as 2 copies of each, and you'll definitely want to stack 2 or 3 of the DCEs.

For this build, you can run more Projectile Weapons or Shield Distribution doffs, whichever you like. You could also run a pair of TT cooldown reduction Conn Officers of good quality (1 purple 1 blue is I believe idea), allowing you to drop a TT and maintain maximum uptime on it. Then you could move a Spread down into the ensign slot, and a CSV into Lt, giving you room for another attack pattern, either a second APO or an APB (definitely APB if you're mainly doing PvE).

Last thing, try to pick up a Zero Point Energy Conduit from Rom rep, that gives a major boost to crit chance, and also think about a KCB and/or Omega Torp, the 2 piece bonus from that set is very nice for everything except the Vesta, and they're solid weapons.

phil3822 01-29-2013 12:24 PM

Thanks for the reply. I need to learn more about this 2 piece kit. Only just unlocked tier 1 on rep system as had a break from the game. Should I keep with the maco xii set? I have the maco, omega and borg. Had thought about the borg eng and def with maco shield for the hull regen bonus.

jadensecura 01-29-2013 12:51 PM

I have MACO Mk XII on one toon and MACO shield with 2 piece Borg on the other. Both are decent, my feeling is that which is best depends to a large degree on how many heals you have. With enough heals, the higher cap from full MACO is better, and the energy regen is nice too. If you're short on hull heals the 2 piece Borg can help with that. I have no idea where the line is between the two is, however. If you don't have the Borg stuff already I wouldn't get it unless you really like throwing away money, if you already have the gear, try it out and see what you like. Of course, there are also the Elite Fleet shields to be considered, my fleet can't get them yet, but from everything I hear they're excellent, and could be combined with a 2 piece of either of the sets.

phil3822 01-30-2013 12:21 PM

Thanks for the response. Never looked at the fleet shields. All and any further advice welcome!


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