I've just gotten my second captain to VA. Her career is tactical and for the moment (and most probably for the forseeable future) she flies and escort class ship.
I have been thinking of which direction to take when I use my customary VA respec and am having trouble deciding what to do. So I thought why not try and utilise the collective knowledge of the forum!
At RA lower I flew the fleet escort and loved it. At RA upper I didn't want the advanced escort, so I redeemed my token for an assault cruiser. Then at VA I took the tactical escort refit (as I had intended to do all along).
Along the way to VA I was lucky enough to be rewarded with a tactical officer with BO3 (superior luck too... if only that affected space abilities ), and I have been using it with a DBB ever since.
I specced for antiproton weapons, as attack pattern alphas increased critical chance and severity made the cost justifiable for me and my current loadout is 2xDHC's 1xDBB 1xQuantum torp bay and 3xturrets in the rear. BOff abilities as follows:
TacTeam I, RapidFire I, AtkPtrn B2, AtkPtrn O3.
TacTeam I, RapidFire I, BOverload 3
TransferShieldStrength, Hazard Emitters II
The ammount of damage to a hull that I can do to hull with a critical beam overload 3 is scary. So scary that I have been considering dropping the torpedoes all together. This is where my problem starts. If I was to drop the torpedoes, that would make my tactical ensign irrelevant (no need for a third tactical team, and the tier 1 BTxSubsystem is useless) so if I was to proceed with that, wouldn't it make sense to move from defiant-r to something like the multi-vector or back to the fleet? Yes, I would lose the cloak, but would be replacing an irrelevant tactical ensign, with a potentially very useful science or engineering power, respectively (one thing I don't have is polarise hull, which unfortunately relegates my APOmega to my tractor beam counter, rather than an offensive buff...). Following this I would likely replace the torps with another DHC. In terms of power drain, is this too much to be sustainable. Spike DPS should be ok, with quick bursts of fire and the turrets pretty much on autofire, right?
Even further away from current setup is the option of putting my tac in an assault cruiser. I'm not really sold on this idea, as I'm more of a 'keep the captain in their own brand of ship, to maximise it's strengths' kind of guy, as opposed to 'put the captain in a different kind of ship to strengthen it's weaknesses', kind of guy. But if anybody has had good experiences with this setup, I would welcome their input.
So in summary, for the TLDR crowd;
Tac captain, tactical refit, thinking of dropping torpedoes all together in favour of beam overload 3. If I follow that path, will probably change ship, due to irrelevand boff power slot. But which one?
I would also gladly welcome any input on power setups/skill point allocations (is transfer shield strenght a good bet? Maybe better with a Science team?). As I said I'm planning full respec, so I can allocate accordingly, once I've made a decision.
Anyway, apologies for these (lengthier than intended) ramblings. I wasn't sure where to post (would have gone for the old tactical officer discussion... but), so hopefully it will be ok here.
EDIT: On closer inspection, the MVAE probably wouldn't work, with the slightly different tactical escort layout than I had proviouslt thought, though the Advanced escort could work in it's place. What to do, what to do
I use a similar with my Tactical Retrofit, merely replacing HYT with a Beam Target Subsystem Engines. It's not that optimal probably and a Fleet Escort or AE might serve you better for this, but I find it works at least
Going for a different general ship class would change everything and what would work now might not work then anymore.
One advantage of using only one weapon type with your DHCs is that you effectively get more out of your Cannon Rapid Fire - it boosts basically 80 % of your DPS instead of only 55 %, while still giving you an option to add some significant spike with the BO3.
Note that I use it in PvP. I think I am doing fairly good with it, though I wouldn't claim I can compete with the best Escort players. But I feel "at home" with the build.
Hmm, point taken. Considering I am running two copies of rapid Fire, I guess there is alot to be gained in using more cannons over other weapon types.
The energy drain on firing three DHC's would be, I'd imagine, quite sizable. 36 weapon power points per volley? Plus the turrets, which is another 24 points... Yikes. Might it be wise to drop a turret or two? Or is that pretty normal?
At the moment I think I may be leaning toward the Advanced Escort. The tactical officer layout is right, and I like the fact that there is an extra sci slot (though I'd prefer if it was a Lt.Comm sci, instead of Ens. and Lt. ). Pity the standard shield value is lower though. According to the STOwiki, the fleet and advanced have ~230 points lower shield value than the MVAE and Tactical-R.
It's normal. There is basically an inherent diminishing return to stacking weapons due to the energy drain, but it's still net damage. Even the Turrets still increase your damage output - assuming you run 100+ weapon power (and why wouldn't you? The only people with an excuse to spend less there are healer builds and some - not even all - Science builds)
I know you are thInking about going with no torps but honestly the only change I would recommend to your build is to drop APB2 and replace it with HYT3. This gives high buffs to 3 different weapon systems. Should be fine with a Def-R. Keep an HYT1 and a BO1 as backups along with a Tac Team 1 for the Tac ensign slots.
That's true, CrustyMac. However, it's also very satisfying to unload a beam overload 3 into naked hull and critical for 30k damage
Having not respecced yet, I've been experimenting with an Advanced Escort (with the multi vector console) and no torpedoes for a few days and I have to say I'm having great success so far. I will freely admit that there have been a number of occasions where I have found my finger drifting toward torpedoes and cursing the fact that I'm not running any at the minute. However there is the counter point that I may not have gotten down to the hull without the extra dual heavy cannon...
In summary, It would seem that the all cannons/DBB can work for me. However the cooldown on beam overload means my spike hull damage is quite intermittent, so perhaps running a BO1 or 2 as well as BO3 (presuming the global cooldown is ~15sec?)
Still not sure enough for a respec