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-   -   Cheap Tactical Glass Cannon, just got some cash. Now what? (http://sto-forum.perfectworld.com/showthread.php?t=580001)

lordmetreon 03-09-2013 10:06 PM

Cheap Tactical Glass Cannon, just got some cash. Now what?
 
I'm looking for some ideas for a spiffy new escort build. Until now I haven't thought on sinking any cash into this, but now that I have some I figured I would.

My current main ship is a Mirror Patrol Escort, equipped as follows: (all are common unless indicated otherwise)

Front: Dominion Polaron Duals MK XI, 2x Dual Polaron Heavy Mk XII (Acc), Quantum Torp Mk XI

Rear: 3x Polaron Turret XII (Acc)

Jem'Hadar Space Set Mk XI

Eng Consoles: 2x RCS Accelerator Mk XII, Green EPS Regulator Mk XII

Sci: 2x Shield Emitter Amplifier Mk XII

Tac: 3x Polaron Phase Modulator Mk XI, Green Zero Point Quantum Chamber Mk XII

My secondary build is a Patrol Escort with the same loadout, except with these swaps: Breen set Mk XI, Rapid Reload Transphasic Torp XI, Transphaic Compressor XII Green, and Neutronium Hull plating replacing one of the RCS accelerators.

BOFFs:
Tactical 1: Tac team I, Rapid Fire I, High Yield III, Scatter Volley III
Tactical 2: Spread I, Tac Team II, Spread III, Rapid Fire III
(These get switched based on whether I need Rapid Fire or Scatter Volley III)

Eng 1: Emergency to Shields I, Eng Team II
Eng 2: Eng Team I

Sci: Sci Team I, Tachyon Beam II

This loadout has served me well in PVP and STFs. However, it's time for an upgrade, because I do often find myself a weak link, particularly against opponents who can tank all that. Glass Cannon is an apt term indeed.

I tend to max out my weapon power, with minimum to engines and aux and the difference going to shields.

In terms of my priorities:
1. DAMAGE (I like to combine dual heavies with regular dual cannons, as it helps against faster opponents)
2. Maneuverability
3. Making the cannon a little less glass.

If I had to pick a focus, I'd say PVP. I can hold my own in STFs.

My main question is the ship I should buy. The Kumari Escort seems well suited to my play style, though I really can't think of a use for a third tactical BOFF slot as I'm pretty much cannon-only. If I were to add beams I would probably add Fire At Will or Overload. The Charal looks to me to be the best call as my entire priority list goes.

However, any suggestions? One of the not-Andorian Zen ships, perhaps? Any loadout and BOFF advice would also be welcome.

Also, I don't use mines. Ever.

Many thanks.

skollulfr 03-09-2013 10:37 PM

swap the forward duals for phased polaron dhc's

abilities based on 6 swappable boffs
tac
tac team 1 / attack pattern beta(or delta) / thy 3 / crf 3
tt 1 / thy2 / crf2 / apo
swap for flexibility.

eng
eptS1 / directed energy
et 1 / rsp

sci
tss 1 / he2
scramble sensors / tachyon beam

this is mainly an stf build pve build that can be balanced either to resist tanking or decent damage

snoggymack22 03-10-2013 08:48 AM

Quote:

Originally Posted by lordmetreon (Post 8518261)

Eng Consoles: 2x RCS Accelerator Mk XII, Green EPS Regulator Mk XII

Sci: 2x Shield Emitter Amplifier Mk XII

Tac: 3x Polaron Phase Modulator Mk XI, Green Zero Point Quantum Chamber Mk XII

The EPS Regulator isn't helping you do more damage. So drop that for the Neutronium Hull Plating your other ship has.

The Zero Point Quantum Chamber should be swapped for a fourth Polaron Phase Modulator. You equip far more Polaron damage dealing weapons than torpedoes on this ship. Buffing the six polaron weapons will affect your damage potential more than buffing the lone torpedo launcher.

skollulfr 03-10-2013 09:25 AM

diminishing returns means that 4th polaron modulator wont get you much dps.
imo a rapid fire transphasic + console or a quantum + console is better bang for buck

but yea, eps... not so great its benefit would be worthwhile if its transfer speed was faster in lower power systems in a ''getting them up to speed'' manner.

stardestroyer001 03-10-2013 09:54 AM

Quote:

Originally Posted by snoggymack22 (Post 8521041)
The EPS Regulator isn't helping you do more damage. So drop that for the Neutronium Hull Plating your other ship has.

The Zero Point Quantum Chamber should be swapped for a fourth Polaron Phase Modulator. You equip far more Polaron damage dealing weapons than torpedoes on this ship. Buffing the six polaron weapons will affect your damage potential more than buffing the lone torpedo launcher.



Quote:

Originally Posted by skollulfr (Post 8521271)
diminishing returns means that 4th polaron modulator wont get you much dps.
imo a rapid fire transphasic + console or a quantum + console is better bang for buck



Have to agree with snoggy. You are getting far more DPS out of your "kills shields, kills hull" Polaron cannons than the slow-firing torpedoes. Dimishing returns is worth it, in this instance. Go for a 4th Polaron Phase Modulator.

zeusima 03-10-2013 10:13 AM

Quote:

Originally Posted by skollulfr (Post 8521271)
diminishing returns means that 4th polaron modulator wont get you much dps.
imo a rapid fire transphasic + console or a quantum + console is better bang for buck

but yea, eps... not so great its benefit would be worthwhile if its transfer speed was faster in lower power systems in a ''getting them up to speed'' manner.

Completely wrong. Tactical weapon consoles add a flat percentage of the base damage. This means that each console will add around 50 damage to your weapons, which in real terms translates to a 5% DPS increase. The 5% would be much better on the cannon weapons, since you only have 1 torp.

woodwhity 03-10-2013 10:21 AM

Quote:

Originally Posted by zeusima (Post 8521541)
Completely wrong. Tactical weapon consoles add a flat percentage of the base damage. This means that each console will add around 50 damage to your weapons, which in real terms translates to a 5% DPS increase. The 5% would be much better on the cannon weapons, since you only have 1 torp.

Yepp, thats because ppl think stacking means they stack like the second boosts the first. So of course you will get more -percentual- damage after slotting only on console and compare it to the base dmg, than having three slotted and adding a fourth. But absolutely it will result in the same dmg-boost.

So: No diminishing returns here.

lordmetreon 03-10-2013 11:39 AM

Quote:

Originally Posted by skollulfr (Post 8521271)
diminishing returns means that 4th polaron modulator wont get you much dps.
imo a rapid fire transphasic + console or a quantum + console is better bang for buck

but yea, eps... not so great its benefit would be worthwhile if its transfer speed was faster in lower power systems in a ''getting them up to speed'' manner.

Quote:

Originally Posted by skollulfr (Post 8518441)
swap the forward duals for phased polaron dhc's

DHCs seem the way to go these days. I'll yank one of those and the Neutronium off my secondary and stick them on my primary. I can afford the lower refire rate with the maneuverability I have. I did like the EPS console for debuff recovery and being ready for action faster after a Full Impulse. But then, that's why I got the Mirror Patrol escort off the exchange- so I can have 2 of them. :D And I've never really been arsed for AP Beta and Delta, but I'll give them a look. Omega is sorely missed though.

When last I was around, I did generic/specific consoles because of the diminishing returns (prefire, yield chamber, etc.) That seems to be very much mitigated now, hence the three identical consoles I have now. I do like having the quantum buff and the polarons dish out oodles of damage already.

So, bearing all this in mind, which ship to buy? The Charal seems the fad ship atm.

snoggymack22 03-10-2013 03:30 PM

Quote:

Originally Posted by lordmetreon (Post 8522331)
because of the diminishing returns (prefire, yield chamber, etc.)

When did Tactical consoles ever have diminishing returns?

lordmetreon 03-10-2013 06:36 PM

"Diminishing returns" can be construed many different ways. As it is now, the buff level for three, say, Phaser Relays is fixed, but based on the base power of each weapon, NOT the post-buff number or after skills. In short, each one adds a percentage of the base power, and three Mark X white phaser relays would all add that same amount.

RCS accelerators work on turn rate and based on the same principle. However, they also have an added diminishing return. In short, if you have 1 RCS with a 10% turn buff, then you get a ten percent turn buff. If you have three, the value of each is diminished somewhat- so for our example, each is now a 7% buff.

Tac consoles used a similar principle, way back when. I never tested it but I originally built the USS Love Boat (my vanilla freebie tier V) on that older principle. in short, 2 Phaser Relays and one Prefire chamber>3 phaser Relays (all same mk.) I kept this config until I got busy around season 4 and left (it may have been undone before that.) I do know that I tried stacking phaser relays and it did less damage than the mixing them with the prefire- and that the same applied to the prefire.

Which reminds me, I need to find a nerf tracker thread. It's been a while.

Also: no-one has stated an opinion as to which ship I should get based on my stated tactical preferences. That was the intent of my original question :P


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