Fed Fleet Tac Escort Build Advice for Newbie Player
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Join Date: Nov 2012
Fed Fleet Tac Escort Build Advice for Newbie Player
12-16-2012, 02:12 AM
Hi all, ive been only playing for about a month and a half now, and im looking for help tweaking my build for max potential, Ive read a ton of guides but still trying to learn whats best as I believe a few are out of date overall, so I'm still learning.
I am currently set up for pve only (mainly Elite STF's against the Borg) but have been looking for Acc x2 or x3 weapons to switch out for some pvp eventually but its not my main focus right now. Please suggest anything you see wrong with my build and with where Im thinking about taking it, thanks in advance! (warning long read)
Tactical: Attack Patterns 9, Weapons Training 9, Energy Weapons 9, Projectile Weapons 6, Maneuvers 6, Targeting 9, Energy Weapon Specialization 9
Engineering: Coil 7, Batteries 6, Hull Repair 9, St. Integrity 9, Subsystem Repair 6, WC Efficiency 6, EPS Systems 9, Impulse 9, W.C. Potential 9, Engine Performance 6, Hull Plating 3, Shield performance 8, Armor Reinforcement 3, Weapon Performance 3
Science: Shield Emitters 9, Power Insulators 3, Shield Systems 9, Inertial Dampeners 3
(plan on respecing when I get my free one for 100 day vet, and dropping coil, and batteries for sure)
Ship: Fleet Tact Escort Retrofit
4 Polarized Disruptor Dual Heavy Cannons Mk XII [CrtD]x2
2 Quantum Mine Launcher Mk XII [CrtD]x2 [CrtH] x2
Kinetic Cutting Beam Mk XII [Dmg]x3
Borg MK XI set
Console - Universal - Assimilated Module
Console - Engineering - Electroceramic Hull Plating Mk XII (Blue)
Console - Engineering - Monotanium Alloy Mk XI (purple)
(I switch out the two eng consoles for 2x Neut Mk XII (green) when im not facing Borg)
Console - Science - Field Generator Mk XI (blue)
Console - Science - Shield Emitter Amplifier Mk XII (blue)
5x Console - Tactical - Disruptor Induction Coil Mk XII (Green)
Cmd Tact Station: TT1, CSV1, CSV2, APB3
Lt Cmd Tact Station: TT1, DPB1, APB2,
Ensign Tact Station: TT1
Lt. Eng Station: EptS1, EptS2
Lt Sci Station: TSS1, HE2
(KSE probe guard duty or Cure Guard Duty)
1 purp Conn, 1 Blue Conn, 1 Blue Shield Distribution Officer, 2 Blue Energy Weapons Officers (cannon ability)
2 blue Shield Distribution Officer, 3 Blue Energy Weapons Officers (cannon ability)
Rep Bonuses Taken:
Omega: Weapon Prof +30, (not sure which to take on my Tier IV ability)
Romulan: Crit Chance +3, Sensor Targeting Assault (20% placate on crit hit for 2 sec)
I use the spacebar.txt keybind from the hilbert guide that I have expanded myself
Spacebar = Row 7 setup: (L to R, although it fires R to L) Epts1, Epts2, TT1, CSV1, (open) CSV2, TT1, APB3, APA3
Custom Mine Dispersal Key = Row 8 setup: MineA, MineB, DPB1
Custom Alpha Strike Key = Row 9 Setup: FomM3, Tact Init 3, TF2, GdF3, Fleet Support 3
Custom Full Def Key = BFI, HE2, TSS1, Aux Bat, Shields Bat
I have been using the ACT combat parser to test dps and range from 5.5k dps to 7.5k dps on elite STF's on avg depending on how lucky I get in lining stuff up perfectly for my AOE attacks, with spikes maxing out about 12k dps on avg or higher when I am fully buffed and aligned decently, but I avg about 6.3-6.5k on avg overall
Now I know I need to move any non MK XII (purple) equipment up to that level but right now every improvement I see is 2.5 - 4+ mil credits at min, most are 25-40mil each, and I cant afford any of that yet.
I have been reading about using Technician Doffs and using AuxToBatt 2 in place of EPTS2, but afraid that it will hurt me too much if the Tech Doff doesnt fire off as I am usually number 1 target of Tact Cubes, Borg Queen, Gates etc.. Any recomendations appreciated
I have read that a lot of ppl use the MACO Shield, but was told by my old fleet that regen shields are better than covarient shields for escorts in longer battles and found that was overall true as I survived much better after I got used to it, but that was before I came close to having borg/maco gear, thats why I still use shield emitter amplifer as thats how I ground my way up so im comfortable with it.
Overall the borg set is doing great for me with keeping me alive, between its shield and armor heals I rarely die unless a borg plasma gets past my AOE somehow, or I get caught on cooldown on evasive manuvers by borg queen or I just do something pretty stupid.
I have tried using torps before, but didnt like it as I already have enough buttons to push as it is without worrying about firing my Torps only when shields are down, and I didnt have the doffs to do it right I dont believe as my dps went down using both 1 torp and 2 torp tubes, but I am thinking of trying it again when I can get the Borg torp.
Reason I run mines instead of 2 more turrets is the extra turrets kept dipping my power levels down to 75-80s at times thus hurting cannon damage, but by replacing the extra turrets with 2x mines I can keep weapon power up and actually up my damage quite a bit by laying mines when in 2k distance of a tact cube, or other high hp target.
Future Possible Changes:
1) Switching out Shield Emitter Amplifier for a second field generator or the other way around depending on the advice I get
2) Switching to 1 Neutronium and adding the Romulan Zero point console or other universal console depending on suggestions
3) Switching back to using the Subspace Field Modulator instead of one of my batteries but not sure if prudent as it has a lot longer cooldown it seems than my batteries
4) For PVP going CRF instead of CSV and adding a torpedo up front and switching out the mine launchers for a Turret/torpedo setup instead in back, and running HY1, APB1 HY3 on the LT Command station, and Switching from APB3 to APO3 if I can learn to use torpedoes effectively
So for any of those still reading this long long post I thank you and would would appreciate any suggestions!!
Last edited by stevanstormcloak; 12-16-2012 at
. Reason: added forgotten skill point section