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Career Officer
Join Date: Aug 2012
Posts: 11

So, a friend of mine sent me a tell with an idea he had for an Aux 2 Bat escort. In order to make an Aux2Bat build that is survivable enough, you need to be able to get 3 skills: 2 copies of Auxiliary to Battery, and Reverse Shield Polarity. You might be able to survive without RSP, but it's safer to get it.

This means that there are only two escorts in the federation that can pull this off: The Mobius Temporal Destroyer and the Chimera Heavy Destroyer. Since I don't have a lifetime sub, I went with the Mobius.

The objective of this build is to expand on the versatility of the escort. Since running an Aux2Bat build means you only need one copy of each skill to run a full rotation, you're left with extra tactical slots. These extra slots are used to give you access to both single target and area of effect abilities at the same time, letting you switch between them as the situation requires.

At the same time, you get a ridiculous amount of added survival, letting you survive things that most escorts wouldn't be able to - and this all without the use of active hull heals, or science abilities for that matter. I'm not sure how I could improve this further (other than very expensive console upgrades), but I would love to hear some suggestions!


So far, this ship has been glorious. It doesn't do much more dps than normal optimized escorts, but you gain a TON of survivability. So far, I've successfully soloed the right side of CSE, several cubes and a bunch of other stuff. This ship is hard to kill. Go ahead, get up super close and personal with your enemies, it won't harm you much. The only things that can really threaten you are the instakill torpedoes from gateways, and concentrated fire from a tac cube. Other than that, you're good.

After fairly extensive testing, I consistently parse between 10-12k dps in Infected: The Conduit Elite (which is what we use for testing builds), and about the same in other STFs. The ship is able to tank most things, including a Tac cube for a limited amount of time.

ISE Parse 1
ISE Parse 2


Fore Weapons:
- Romulan Hyper-Plasma Torpedo Launcher
- Romulan Plasma Dual Heavy Cannons Mk XII [Acc]x2
- Romulan Plasma Dual Heavy Cannons Mk XII [Acc]x2
- Romulan Plasma Dual Heavy Cannons Mk XII [Acc]x2

Aft Weapons:
- Kinetic Cutting Beam Mk XII [Dmg]x3
- Romulan Plasma Turret Mk XII [Acc]x2
- Romulan Plasma Turret Mk XII [Acc]x2

In my experience so far, the Romulan Plasma weapons outperform most other weapons, including my fleet disruptors. I already had a set, so this is what I put on the ship.

- Assimilated Deflector Array Mk XI

Impulse Engines:
- Assimilated Subtranswarp Engines Mk XI

- Adapted MACO Covariant Shield Array Mk XII

Using the Borg parts is an integral part of your build, as that is where most of your healing will come from. Don't worry, it should be enough, but you do need these components. I highly suggest going with borg deflector/engines, and a high-capacity shield. In my case, I chose the Adapted MACO for the placate proc on it, which is very good for escorts.

- Red Matter Capacitor
- Engine Battery

Engine Battery is for switching sides fast (and it will be very fast), while the RMC is for general utility. You could also use the Subspace Field Modulator (episode mission reward) for more resistance.

Engineering Consoles:
- Neutronium Alloy Mk XI
- Assimilated Module

Science Consoles:
- Zero-Point Energy Conduit
- Tachyokinetic Converter
- Rule 62 Multipurpose Combat Console
- Fleet Embassy Emitter Array Mk XI [-Th][Pla]

I already had the two lobi consoles, so that's what I used. You could replace them with more embassy consoles for an additional boost to plasma damage instead.

Tactical Consoles:
- Plasma Infuser Mk XI
- Plasma Infuser Mk XI
- Plasma Infuser Mk XI
- Plasma Infuser Mk XI

Infusers affect both the energy damage of the cannons/turrets, and also the proc damage of both the torpedo and cannons. This makes them the best choice for a ship like this.


- Weapons: 100
- Shields: 50
- Engines: 25
- Auxiliary: 25

Due to the aux to bat, you'll actually be getting 100+ in the first three, and close to zero in Aux power at all times.


(All humans)

Lieutenant Tactical
- Tactical Team 1
- Cannon Scatter Volley 1

Commander Tactical
- Torpedo High Yield 1
- Torpedo Spread 2
- Cannon Rapid Fire 2
- Attack Pattern Beta 3

Ensign Engineering
- Engineering Team 1

Lieutenant Universal (Engineer)
- Emergency Power to Auxiliary 1
- Auxiliary to Batteries 1

Lieutenant Commander Universal (Engineer)
- Emergency Power to Shields 1
- Auxiliary to Batteries 1
- Reverse Shield Polarity 2

Here's where it gets interesting. Running Aux2Bat means that I have consistently very high power levels, and that my skills cool down quite fast. I was only able to get blue technicians for this proof of concept build, but I imagine it'll be even better with purples. You'll notice there is no science officer here, and that's because I couldn't fit it. However the 2-piece set bonus from the Borg set takes care of all my healing needs, especially coupled with human bridge officers.

The idea here is that you cycle all your engineering abilities as often as you can, along with attack pattern beta and tactical team. The 4 weapon skills you only use in sets of two. Either single target or AoE, but never both at the same time. You will be able to "switch" every 10-15 seconds, so it's easy to adjust to the type of target you're fighting.


- Technician (Cooldown on Aux2Bat)
- Technician (Cooldown on Aux2Bat)
- Technician (Cooldown on Aux2Bat)

- Projectile Weapons Officer (Torp Recharge)
- Warp Core Engineer (+power on EPtX)

The technicians are vital to Aux2Bat builds, as that's where the real magic comes in, and your cooldowns get reduced. The remaining two spots can be used for whatever, but I chose these two as they were readily available.


I fly this ship with Karth, one of my federation tactical captains. His skill build can be found here.

As far as skill builds go, it's pretty standard. There's room to swap around a few points, as long as you keep the weapon related skills maxed out. All others can safely be left at 3 or 6 ranks.

Last edited by thecipher; 03-23-2013 at 01:51 PM. Reason: Build Updated