Lt. Commander
Join Date: Dec 2007
Posts: 120
Hello i join this greet community 6 days ago (played 1 year ago for 10 days) and had a blast so far i am vice admiral was aming to get tactical retrofit but will have to wait a bit longer seeing i need C-points.

Right now i am in advance escort was aiming for fleet one but was to impatient after 12h when i got to that level so i choose the first one i saw

Here is my layout i use 3 plasma DHC, 1 Tetryon DHC up front 2 plasma Turret and 1 Tetryon Turret in back.
Do plan to get to 3dhc 1 torp front and 3 turrets in back back. Now i would like to know wich type of DHC to use and what consoles i should mount.

My skill tree:
starship attack patterns 9
starship energy weapons 9
starship maneuvers 9
starship energy weapons specialization 9
starship weapon training 9
starship projectile weapons 3
starship targeting system 9
structual integrity 9
starship electro-plasma system 6
starship engine performance 6
starship armor reinforcmants 5
starship impulse thrusters 9
starship hull plating 6
starship hull repair 9
starship warp core efficiency 9
starship warp core potencial 9
starship shield performance 9
starship weapons performance 9
starship shield emitters 9
starship shield systems 9

Tac1: tactical team I, Torpedo high yield II, cannon:rapid fire II,attack pattern omega III
tac2: tactical team I,rapid fire I,attack pattern beta II

Eng: eng team I,Emergency power to shields II

Sci1: Science team I, hazard emitters II
Sci2: Polarize hull I
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-23-2012, 06:28 AM
On your bridge officer skills first you have a lot of "team" abilities, like tac team sci team etc and I'm pretty sure they all share the same cooldown so taking out at least one would be good. (I like to use two tac teams also as our flimsy escort shields and turn rates get much benefit from the auto shield facings but you have that so )

You might consider getting two emergency power to shields as this keeps the ability up all the time.

Also in your skill tree you have a lot of 9's about, while I'm not adverse to the idea, spending above 6 is good if you know you're getting exactly what you want, and the small improvement from 6-9 might sometimes be spent in the 0-3 or more of other skills for optimum points spending.

Ofc it depends on how you play so best is get pvping pveing etc and see what feels right.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-23-2012, 07:41 AM
Quote:
Originally Posted by Anathosion View Post
Here is my layout i use 3 plasma DHC, 1 Tetryon DHC up front 2 plasma Turret and 1 Tetryon Turret in back.
Do plan to get to 3dhc 1 torp front and 3 turrets in back back. Now i would like to know wich type of DHC to use and what consoles i should mount.
First: Stick with one single type of energy weapons. In general phasers are considered the most powerful choice since it can shut subsystems (shields!) down, followed by disruptor and antiproton. Plasma can be considered as worst choice, especially in PvP (most sets have an inherent plasma resistance)
As for consoles: Always use the specific ones for your type, they give a bigger bonus than the general purpose ones.

Quote:
Originally Posted by Anathosion View Post
My skill tree:
A lot of 9ers, good if you have a specific role in mind your char should perform, not so good if you like flexibility (in that case you should usually go with 6)

Quote:
Originally Posted by Anathosion View Post
Tac1: tactical team I, Torpedo high yield II, cannon:rapid fire II,attack pattern omega III
tac2: tactical team I,rapid fire I,attack pattern beta II

Eng: eng team I,Emergency power to shields II

Sci1: Science team I, hazard emitters II
Sci2: Polarize hull I
Due to global cooldowns you can't chain more than 2 of your 4 team abilities, might consider to replace at least one with another ability.

Beside that it comes down to the individual preferences and your focus (PvP, PvE, STFs) to decide which BO ability could be used in which slot.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-23-2012, 10:14 AM
This is pure escort build wont be flying any other typs of ships.
I am thinking to start over because well dont know how to put it but i think advance escort is way to big for an escort so i think i will go with fleet one next time. Is there any way to test ships out before you get them on server in case i wouldnt like fleet one.

Other than that happy with all of the replays i have a lot to learn.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-23-2012, 05:34 PM
Im just going to show you my Tactical Escort Retrofit build. I mad this build specifically for Elite STF runs, but it works very well in all aspects. I have done alot of research on the best damage builds for this ship, and most elite players like myself would agree. So here it is: (dont give away my secret)

I use the complete Borg Retro STF Set.
All of my weapons are MK XII Borg weapons.

Front: 2x Dual Heavy Phaser Cannons, 1x Phaser Quad Cannons, 1x Quantum Torpedo
Rear: 3x Phaser Turret

Consoles:
All of my consoles are MK XI Rare.

Engineering: EPS Flow Regulator, Field Generator, Assimilated Module
Science: Biofunction Monitor, Graviton Generator
Tactical: 3x Phaser Relay, 1x Zero point quantum chamber

My BOFF's:

CDR Tac: Tac Team 1, Scatter Volley 1, High yield 3, rapid fire 3
LTCDR Tac; Tac Team 1, Torpedo Spread 2, Attack Pattern Beta 2

LT Eng: Em. Power Shields 1, Reverse Shield Polarity 1

Lt Sci: Hazard Emitter 1, Tractor Beam Repulsor 1

Just a couple notes on this build:

1. It is purely a damage build. You do have some survivability, basically enough to let you run away when taking heavy damage. You wont last long if you hang around while being shot by a cube or multiple spheres.

2. Here is how i use my powers on attack. I use 2 different patterns based on cooldown/amount of targets.
Attack Alpha, Fire on my mark, rapid fire 3.....start shooting.....then high yield 3 for the kill when shields drop.

Attack Beta, Tac Team, Scatter volley....start shooting....torpedo spread when shields are down.

3. I use a rechargable shield battery & subspace field modulator. I always pop by shield battery right before i enter battle so my shield power jumps to 125, which helps with shield regeneration and overall survivability.

4. I keep my weapon power maxed to 125. If you dont, your DPS will lack.

Thats about it, send me a comment or question if you have any.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-23-2012, 05:39 PM
Oh and i forgot one thing, I use the tractor beam repulsor in emergency situations to push ships or nanites probes away. If you pop evasive maneuvers, switch ur engine power to max, then pop the repuslors, you can push multiple ships a very..very long distance. This is really nice in STF's. You really need to get familiar with this ability so you dont push ships where you dont want them, but when you get to know what ur doing it is an invaluable power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-23-2012, 08:00 PM
I made some modifications today

Front: 3x Dual Heavy Phaser Cannons, 1x Quantum Torpedo
Rear: 3x Phaser Turret


Engineering: EPS Flow Regulator and armor
Science: Biofunction Monitor, Graviton Generator, grapple hook
Tactical: 3x Phaser Relay, 1x Zero point quantum chamber

My BOFF's:

CDR Tac: Torpedo Spread 1 Tac Team 2, rapid fire 2, omega 3
LTCDR Tac: Tac Team 1, rapid fire 1, Attack Pattern Beta 2

LT Eng: Em. Power Shields 1, Reverse Shield Polarity 2

Lt Sci: transfer shield strenght 1,Hazard Emitter 2
Sci: polarize hull 1


I was wondering if i should drop Reverse Shield Polarity 2 for another EPTS so i could cycle it like i do with my rapid fire and tac team. I am in advance escort so it limited, Reverse Shield Polarity is great secret weapon if they gank on you but 2 EPTS would mean i could run them all the time. So what you guys think about it?
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