Lt. Commander
Join Date: Dec 2007
Posts: 120
Im moving my MG 3 KDF from a negvar to a raptor, and having never flown an escort of any kind am looking for alot of help down to different character builder builds.

Ive been trying 4 DBB with little sucess so Im going to try 1 DBB, 2 HC 1 torp fore (or 3 DHC 1 torp fore) and not sure what for aft? Turrets or arrays and a torp?

Need some help on my character build also.

Thank you
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2011, 10:13 AM
I think the "standard" in Escort weapon selection (no matter if it's Fleet, Advanced, Tactical or Raptor) is moving towards:
Front: 2 Heavy Dual Cannons, 1 Dual Beam Array, 1 Quantum Torpedo Launcher
Back: Probably 2 Turrets and a Quantum Torpedo Launcher.
This gives you the highest spike potential combining Rapid Fire, Beam Overload and High Yield Torpedo all in one direction.
The above might also answer part of your question in regards to BO layout - the above powers are a must, basically. Add one or two decent Attack Patterns (for Escorts, Attack Pattern Omega and Beta are probably the best choice) and maybe Tactical Team I if you have issues with the cooldown overlaps.

For defense, Reverse Shield Polarity has been the favorite choice for a long time, but you might want to prepare for the upcoming nerf and pick something else. For defense, simply cycling two Emergency Power to Shields could be the easiest, though I would suggest looking for some movement buffs (Emergency Power to Engines or Auxillary to Dampeners), too.
On the Science side, Hazard Emitters and Polarize Hull are popular defensive choices. Science Team can be utiliaritian when dealing with Subnuclonic Beam and Jam Sensors and for its tiny shield heal. Tractor Beam is a good offensive choice - keep your enemy stationary to improve damage output.

More exotic builds could use Tractor Beam Repulsors (drive the enemy before you and here the lamentations of their crewmen).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 10:13 AM
I still fly IT (big THUMBS up)

and am always interested in new ideas for builds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 10:13 AM
Quote:
Originally Posted by Roach View Post
I still fly IT (big THUMBS up)

and am always interested in new ideas for builds.
I'm still flying my Raptor using the DHC x2,DBB and torp front/turret x2 and torp/mines aft build. But with the BFAW being OP......I might give a DBB x3 with torp a try.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 10:13 AM
Quote:
Originally Posted by SHARKFORCE View Post
I'm still flying my Raptor using the DHC x2,DBB and torp front/turret x2 and torp/mines aft build. But with the BFAW being OP......I might give a DBB x3 with torp a try.
I designed a DBBx2/DHCx2 CRF/BFAW crossover AP build that shows great DPS promise in Naggoraks damage tester, but since I can't get the Skill Planner to work I've stalled in testing.

MM gave excellent tips on what skills to use in a Raptor but they are a little out-of-date and I wondered if anybody has come up with newer ideas.

I still use EPTS,EPTS and TSS as my prime shield buff/healing with HE/PH as the prime hull buff/healing.
Keeping ST on the side for those pesky SNBs and SS attacks.
I run a spacebar rythimic keybind that cycles TT1, CRF1, FAW1, CRF3, FAW3, ApB1, TT1 with weapons on autofire. I keep ApA, ApO, SNB, SenS, and my other carreer buffs on single use keys, yet I still feel that I fall somewhere in the middle experience/abilitywise when I battle against feds or alongside those really good KDF players.
A warrior always strives to better thier craft.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 10:13 AM
The 2 DHC, 1 DBB, and one torp may be the standard but I feel you end up gimping yourself later down the line with skill points. Because you will have a minimum of 1400 in beam weapons and cannons, then 700 in projectile, 1400 in torps and 2100-2700 in quantums. The most efficient is no torps and run 3 DHC with one DBB with BOL2 or 3. The next efficient skill point wise is no beams with a quantum up front. I run a tac raptor with cannons and a tric. the only problem that build is there is not enough ensign skills on my boffs to choose from but I have noticed that if you get SNB'd with 3 tac teams you seem to have one up at all times and lately I get SNB'd very often.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 10:13 AM
Quote:
Originally Posted by Captain Data
and lately I get SNB'd very often.

Brings back memories, eh?

I find that a DHC/DBB/TORP set up can work if one cuts out the uneeded SP spendage in areas not directly affecting one's concept or goal. I was amazed at the number of skills I had pointed that effected nothing on my build and further amazed by how many points I saved by cutting the fat off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 10:13 AM
Quote:
Originally Posted by Roach View Post
I designed a DBBx2/DHCx2 CRF/BFAW crossover AP build that shows great DPS promise in Naggoraks damage tester, but since I can't get the Skill Planner to work I've stalled in testing.

MM gave excellent tips on what skills to use in a Raptor but they are a little out-of-date and I wondered if anybody has come up with newer ideas.

I still use EPTS,EPTS and TSS as my prime shield buff/healing with HE/PH as the prime hull buff/healing.
Keeping ST on the side for those pesky SNBs and SS attacks.
I run a spacebar rythimic keybind that cycles TT1, CRF1, FAW1, CRF3, FAW3, ApB1, TT1 with weapons on autofire. I keep ApA, ApO, SNB, SenS, and my other carreer buffs on single use keys, yet I still feel that I fall somewhere in the middle experience/abilitywise when I battle against feds or alongside those really good KDF players.
A warrior always strives to better thier craft.
To be honest I don't have a 'fixed' build,I always have spare weapons in my inventory so I can swap on the fly if my current build is 'inadequate'.Same goes for skills,I change BO setups when the situation demands it.

And it does drive Feds crazy,as they have no clue as to what skills I'll be using next.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 10:13 AM
Quote:
Originally Posted by SHARKFORCE View Post
To be honest I don't have a 'fixed' build,I always have spare weapons in my inventory so I can swap on the fly if my current build is 'inadequate'.Same goes for skills,I change BO setups when the situation demands it.

And it does drive Feds crazy,as they have no clue as to what skills I'll be using next.
I do something simliar in that each vessel I use is designed to for multiple BOff loadouts depending on the powers I wish to use. The type of energy of my weapons tends to remain standard though.
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