Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 New Player Escort Thread
02-18-2012, 03:55 PM
Alright Mavairo has been kind enough too post good standard starter cruiser builds.
I think its time we start an escort thread.

One complaint I hear from many cruiser captains is “I tried an escort my damage wasn't any better and I died all the time”. The escort is a different ship it plays differently, personally I find them much more fun to play. I see many new players doing silly things in them.

For the first few posts I am going to detail escort basics... then I will get into some specific standard builds.

With that in mind here are a few good standard builds and rules of thumb when building your escort. (I know there are many other effective ways too do it, I just want to cover good standard new player stuff)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-18-2012, 03:55 PM
First some escort basics.

Weapons -
Dual Heavy Cannons.... Period. Escorts are the only ships in the game that have access too them(the cruisers that can don't do it well and don't count) it is the perk they get for being escorts. Running other weapons is a bad idea. (I won't get into dual cannon and other odd theories for a new player stick with dual heavy and profit)

Dual Beam Bank... ONE per ship only ever.
Beam Array... One per ship only EVER, Rear facing ONLY.
(Never BOTH you do not need 2 beams and having 2 will eat your dps if you sit them out waiting for a BOL shot)

Quantum / Photon / Chroniton Torps ONLY.

Weapon Damage Type makes no difference, Plasma is the ONLY bad option. However one weapon type ONLY per build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-18-2012, 03:56 PM
Captain Types -
Tactical... the most natural class too fly an escort. There captain skills will ramp up the damage of the commander and lt. Commander skills the most. They will be in the most need of defense skills in there engi and sci slots, so things like tractor beams jam sensors ect are 100% out of the question. Highest dmg potential by far, however they MUST stay mobile too survive. (I will detail speed tanking shortly)

Sci... a good option for an escort ship. SNB and sensor scan timed properly can make up for the slightly lower burst potential. The also have a couple nice tanking skills. Sci fleet will give them a great shield bump, Damp field is a nice bonus dmg resist if needed.

Engi... also a good option for an escort ship. The most defensive skills mean they can afford too use “toy” skills more then the other 2 classes. By that I mean loading a tractor beam on an engi is possible. The key to engi escorts is playing too the engi strength... power. I would NOT load an engi escort with torps, I would however load one with 2 copies of Beam Overload 3, and play to the strengths of the class.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-18-2012, 03:57 PM
Power settings
On all ships in this game it is a good idea too have multiple power layouts ready too go. The game allows you to store 4 settings and I would suggest using all of them... however as a new player focus on 2 and have them bound too a key so you can switch back and forth quickly. As a new escort player I would suggest you have a weapon power setting and a Aux power setting ready too go. Aux power will allow you too significantly boost the 2 or 3 skills you will be using for heals. By keeping your EPS power transfer high (SPEC the eps skill and always run 1 EPS unit) you will be able to switch power when you use them and switch back.

Standard Attack Setting
100 25 50 25

Standard Heal Setting
25 25 50 100
(Again I will go over speed tanking and the importance of engine power in a follow up post)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-18-2012, 03:59 PM
Key Binds... THIS IS THE MOST IMPORATANT THING TOO KNOW ABOUT ESCORTS.
Sorry for the caps, but this is needed info. You can NOT fly an escort with auto fire on EVER. You can not fly and escort using the games Fire all Weapons command EVER. You should avoid using the games Fire all Phasers... and Fire all torpedo commands. They will not deliver damage properly... you must be able to time your burst... which is torpedos or Beam Overloads. You can not control those things if you do not bind your weapons properly.

There are other forum posts that go into detail in regards to the games key binding system... I will simplify this too the absolute basic for our new players.

First Place your weapons on an empty slot... I would suggest doing the same thing I do... Flip one of your tray bars too tray 4 (the little arrow beside the tray). Now line up all your weapons on that tray... in this order Torpedo / Beam... your 3-4 Dual Heavy Cannons... and at the end of the line your turrets.

Now we will bind them too key(s)... you MUST have at least 2 fire keys. One key will fire your Torp or beam... the other will fire your cannons. I personly use 2 cannon keys so I can choose to fire turrets ect. One trick is too always fire your Dual cannons first... meaning they will get the benefit of your full power pool first.

You will also hold your Beam Overload beams until your Power is at 125... meaning fire your cannons only while your Beam Overload is loaded. But wait 2 seconds or so after your cannons stop firing so your power fully returns. (full power BOL shots are MUCH better then half power)

Now the binds, I use the F key for my Torp / Beam... and Space for my Duals and E for my turrets but you are free to change the keys of course. (I will provide a binds for 2 keys and 3 keys)

2 Key bind
/bind F “+trayexec 3 0”
/bind space “+trayexec 3 1 $$ +Trayexec 3 2 $$ +trayexec 3 3 $$ +Trayexec 3 4 $$ +trayexec 3 5 $$ +Trayexec 4 6”

3 Key bind
/bind F “+trayexec 3 0”
/bind space “+trayexec 3 1 $$ +Trayexec 3 2 $$ +trayexec 3 3”
/bind E “+Trayexec 3 4 $$ +trayexec 3 5 $$ +Trayexec 4 6”
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-18-2012, 04:00 PM
Tanking Damage

There are 3 ways too “tank” damage in this game.

1) Shield Resist Stacking... This is simiply applying skills that boost dmg restence on your shield... shield resists have dimminishing returns when stacked to a max of 75%.
2) Hull Resist Stacking... same theory as the shield resist stacking only this is direct on hull.
3) Defense boosting... defense is a number goes against your attackers Accuracy numbers. By increasing defense too a high number you are negating the effectivness of attacks against you.
My suggestion for a newer player is too use a little bit of all 3 of these skills. It is very important too understand how all 3 work on a basic level... that alone will save you in pvp.

Escort Tanking... escorts rely on all 3 forms of tanking... they excel at defense boost tanking... but all ships in the game require all 3 too survive. In the builds I have following I have skills that will help with all 3 types of “tank”. First Speed is very important. (while in a space dock open your ships defense window under your character screen and observe the defense number as you start too move forward and backwards ect... if you have not seen how that works) You MUST keep your engine power at a MIN setting of 50 at all times in an escort. This will give your ship a high base defense number. The key with defense numbers is too understand when it is going to be degraded... people using Target Engines on you is bad... tractor beams are bad... gravity wells are bad... as they will bleed your speed and kill your defense numbers. When that happens use Attack pattern Omega. This will break most holds and give you a defense and speed boost. Evasive Maneuvers is also very important too your survival, when you are in speed trouble use Evasive even if you are just circling the fight. Attack Pattern Delta is another very good skill that will provide you with a defense boost... in my basic setups I have included delta for tac and sci captains for this reason... when in trouble it is a good way to shore up your defense number. (Another thing I hear from new escort pilots... the escort is too weak one shot and I am dead... if you always keep your defense number up your targets will NOT hit you with large crits)

Shield tanking on an escort... Tac team is a must on all escorts... this will redistribute your shields and allow you too effectively use all your shield facings... I have put 2 copies on every escort build I will detail with NO other team skills to interfere with the cool down. Emergency Power to shields is a required skill on all ships... one copy of version 1 on an escort should be sufficient. (DO not wait too use this skill you are using it for the resist numbers NOT the heal) Transfer shield strength is also a required skill for my standard escort builds. Understand that again the resist is the thing the hot heal is also very effective, combined with tac team it will keep your shield up under even good focus fire.

Finally Hull tank... in the standard builds I have included aux to Structural as a new player USE this skill... there are other things people will put there RSP is NOT a good idea.. Engi Team is a larger heal but offers no resist, it will also mess up your tactical team timing. Hazard Emitters will also provide you with a hull resist as well as a hot heal... this is your main heal on the escort. When your Hazards are about too come up... with say 5 seconds left on the cool down, Switch too your aux power setting... use your hazards, then switch back too pew pew mode.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-18-2012, 05:01 PM
Quote:
Originally Posted by Husanak View Post
Key Binds... THIS IS THE MOST IMPORATANT THING TOO KNOW ABOUT ESCORTS.
Sorry for the caps, but this is needed info. You can NOT fly an escort with auto fire on EVER. You can not fly and escort using the games Fire all Weapons command EVER.
Oops...

That grevious blunder aside... The build I am using on my defiant at the min is:

TT1 CRF1 APO1 CRF3
TT1 THY2 APO1
THY1
EPtS 1 + 2
HE1 TSS2

I like to have 2x APO for the ability to break holds/resists, which are so prevalent these days. I have toyed with the idea of dropping on of them in favour of a bit more damage potential, so i might have to try out some of these tips.

Great thread, thanks for posting
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-24-2012, 05:17 AM
Quote:
Originally Posted by Husanak View Post
First some escort basics.

Weapons -
Dual Heavy Cannons.... Period. Escorts are the only ships in the game that have access too them(the cruisers that can don't do it well and don't count) it is the perk they get for being escorts. Running other weapons is a bad idea. (I won't get into dual cannon and other odd theories for a new player stick with dual heavy and profit)

Dual Beam Bank... ONE per ship only ever.
Beam Array... One per ship only EVER, Rear facing ONLY.
(Never BOTH you do not need 2 beams and having 2 will eat your dps if you sit them out waiting for a BOL shot)

Quantum / Photon / Chroniton Torps ONLY.

Weapon Damage Type makes no difference, Plasma is the ONLY bad option. However one weapon type ONLY per build.
With regards to the Torpedo launcher(s), would the Hargh'Peng launcher be a viable option?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-24-2012, 05:46 AM
Not really. It has some appeal doing some DoT and straight hull damage but a little bit of healing from HE or a Borg set proc negates it. Torpedoes (quantums and to a lesser extent Photons) are about timing and burst damage or (in regards to Chronitons) a very powerful movement debuff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-24-2012, 11:03 AM
I would agree.. the peng is more a Sci Ship toy. The only real advantage it has for a sci is that it does not rely on Torpedo Patterns to do dmg. Seeing as those ships are low on tactical boff options.

For an escort you can use HY and even Spread... and I would take a HY Quantum over the Peng anyday.

The Peng also has a long cool down... and even with torp doffs I think the cool down is still a pain.

1 Peng Aprox 5K Dmg.... in PvP I would say your chances of having the secondary go off are likely in the 20% area. (assuming you are trying to get people with out hazards.) Even with a good Torp Doff Proc your still only likely to pop one of those off every 10 seconds.

1 Quantum 5k DMG... likley you will get 3 off if your using torp Doffs in aprox the same amount of time....
if One of those quantums has a HY 1 loaded... Thats...
2 x 6k DMG (HY 1)
2 x 5k DMG

So 22k in dmg from the quantums Vs... 5k and possibly 10k if the secondary does hit. (assuming where hitting hull here.. also assuming that nothing crits.... and the Quantums have 2x the chance of doing that)

If I was going to rate Torps here are my thoughts.

Quantum Best option... Highest dmg... Highest Crit base mod... 8 sec cool down is not bad
Photon Underrated Option... Almost Quant Dmg numbers... 6 sec cool down... may be a better option if your not running Torp Doffs
Plasma Pretty much junk... low dmg numbers... burn is cleared by hazards... HYs are a hail marry at best.. and dmg is bested by HY Quantums anyway. Spread plasma looks pretty but really doesn't do enough dmg to be useful. IMO not bad for STFs cause the NPCs are stupid and the burn stacks. Terrible for PvP
Transphasic Fed Escort Option Terrible... Klink Escort option Terrible... Klink B'rel Option with Honor guard usable. Cool down is too high dmg is WAY to low for the extra bleed to mean anything at all.
Chron Semi Useful Torp Type. I think this one is best used on Sci and Heal cruisers myself to give a team the debuff option.... on an escort the cool down time is really going to hurt. However the dmg isn't to bad and the debuff is a killer. If you have a properly setup team I don't know why the escort would need to be running this... might be useful in pug play I guess.
Tric With the dmg Cannons do right now I can't see the advantage of putting a second torp in... and I wouldn't run ONLY a tric as the cool down would waste a DPS generating slot for to long IMO. I think a rear one mounted with a forward quantum and torp doffs could be useable as a turret won't be missed... and torp doff procs on the forward torp would reduce the cool down on the tric. I would think this would be a bit more of an advanced playstyle. IMO more fancy then needed (not to mention that trics still seem to miss fire if you don't have a perfect arc during launch)... I would just slot another turret and I would bet the DPS numbers would favor the turret... however as a purely fun way to play could work.
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