View Single Post
Captain
Join Date: Jul 2012
Posts: 658
# 2
04-19-2013, 12:26 AM
Well, this would probably be more appropriate for the Federation Shipyards subforum, but until it gets moved I'll see what I can do.

First thing, you have to switch to cannons. Beams are weak enough under the best of circumstances, but on an escort that could be running Dual Heavy Cannons using them is just throwing away half your potential. You're also going to have to change your fighting style. At 10 km beams will do around 2/3 maximum damage, cannons less than half, which again is just throwing away potential. Instead, get close to your target (ideally 2 km or closer, cannons hit max DPS there), and then use the yo-yo method to keep some defense score: 1 click of forward speed, then 1 click of reverse speed, then 1 click of forward speed... so that you stay in almost the same place the whole time. (There are some exceptions to that, proper tactics in some missions require you to keep your distance, and in PvP you have to maintain maximum speed all the time, but for the most part it's the way to go.)

So now that you're running 3 DHCs+1 torp fore/3 turrets aft you'll need to change up your abilities. Before doing anything else drop the Tac Team 2 down to level 1, the important part of TT is the shield redistribution which is the same for all levels. Then replace the two beam abilities with two copies of Cannon Scatter Volley (and note that once you skill it up the cooldown on it will be exactly the same as for your beam abilities). So that will look like this:

TT1, CSV1, CSV2, APB3
TT1, TS2, THY3


If you could get some of the TT cooldown reduction doffs that would be really nice, and allow you to squeeze in a second APB, but I'm trying to keep it cheap and simple here. For your eng slot just drop both of those abilities and replace them with two copies of Emergency Power to Shields, which you can keep up continuously (soon to be almost continuously, but it's still huge). Again, the right doffs can potentially give you a few more options here, but this is the easy route. Your sci abilities are probably fine unless you wanted to replace TSS1 with PH1 to break tractor beams, but that's not very important outside PvP.

Now, gear. I'm actually a fan of the Jem set until you can get your hands on the Omega rep stuff, so stick with that. Your consoles might need some reconsidering though. The tac ones are fine (although I don't have the Defense Turret, so someone else will have to judge whether it's worth giving up another damage console for), but your eng and sci consoles are more debateable. RCS is reportedly good for PvP, but for PvE, particularly on an escort, there's just no use for it. You can try out some armor there (Neutroniums from A Light in the Dark are nice and free) or just plan to replace them with the Assimilated Module and Zero Point Energy Conduit as soon as you get those. The sci consoles are also rather weak, because they only boost the passive regen on the shields, which is usually negligible. You'd be better off with Field Generators (which boost capacity) or Emitter Arrays (which boost both passive regen and shield healing abilities), although those are both more expensive.

Finally skills. This is probably where you're strongest at the moment, there are only a few mistakes. First, putting more than 6 ranks in any of the power boosting skills is basically just wasting skill points, so drop all of those to 6 at most. That will give you enough points to max Attack Patterns and put 3 points into EPS (nice for power recovery and great for those 2 EPtS you have now). I would also drop the armor skills to 6 so that you can boost EPS to 6, Engine Performance to 3, and Weapon Performance to 5.

With all that you'll have a solid basic build.