Tactical Officer Can't Choose a Ship!
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Join Date: Jul 2012
02-10-2013, 08:18 PM
Originally Posted by
Any advice on this build:
A beam boat escort is almost never a good idea (unless it's actually never a good idea). DHC fore/turrets aft is insanely more powerful, and escorts are the ships that can make best use of the combination. So you'll want 3 DHCs+1 torp fore, 3 turrets aft (maybe replace the turret with the KCB when you get it) or else 4 DHCs instead of the torp.
That means changing up your abilities a lot, I would say go 2xTT1, 2xCSV1, 2xAPO1, APB3 if you go for the 4 DHCs, I'll leave picking the right balance for a 1 torp build to others. You should also be running either two copies of EPtS or 1 with 3 high quality Damage Control Engineer doffs, you want that up continuously because the resistance is just too good to go without. You could also try swapping out the RSP1 for an A2SIF1, and swapping TSS to 2 and HE to 1. Also drop the Tractor Beam unless you're doing PvP, it's not worth the slot for PvE, better to have a second copy of one of your heals, even though sci globals do suck.
Now for your consoles, drop the EPS Flow Regulator, it doesn't do anything worthwhile, and drop the Biofunction Monitor except possibly if you have a full set of Human boffs. Get the Assimilated Module and Zero Point Energy Conduit when you can and put those in those slots, and get another energy damage boosting console for your tac slots instead of the torp one.
And finally, get yourself a DPS parser, you can find both of the ones I know of through the links in this thread:
They're not too hard to use, and help you figure out exactly how changes you make are affecting your damage output.
EDIT: Looks like someone else was saying basically the same things while I was typing up this post, oh well.
Last edited by jadensecura; 02-10-2013 at