Lt. Commander
Join Date: Dec 2007
Posts: 120
Thanks for taking a look at my thread, I've started running STFs and while normals seems to be OK, I'd like to start developing a gameplan for equipment readiness for Elites. (Yes ... I know gear isnt everything, and my skills need to develop too. I wont be jumping into your elite queues before I'm ready ) Still, it would be good to have a plan for what gear to spend these Marks on first, to better prepare for elite missions (primarily space). I've outlined my current gear set below and would appreciate your advise (go ahead and tell me what needs replacing first, second etc ...) on the order of what gets replaced first.


My current devices on my R-Defiant include:

* MK-XI DDHC (255 DPS) w/ 2% crit chance (blue)
* MK-XI DDHC (261 DPS) w/ 10% crit sev (blue)
* MK-X DDHC (238 DPS) w/ 2% crit chance, 10% crit sev, 10% acc (purple)
* MK-XI Quantum Torp (394 DPS) w/ 40% crit sev (purple)

* MK-XI Disrupter Turret w/ 2% crit chance, 10% acc (purple)
* MK-XI Disrupter Turret w/ 2% crit chance, 10% acc (purple)
* MK-XI Quantum Torp (394 DPS) w/ 40% crit sev (purple)

* Full Aegis Set

* Devices - Subspace Field Mod & Shield Batteries

* Eng Consol - Field Emitter XI (+3.5 Shield Pwr Setting) (blue)
* Eng Consol - Universal Cloak Device
* Eng Consol - SIF Generator (+18 Hull Repair) (blue)
* Sci Consol - Borg Universal Assimilated Mod
* Sci Consol - Biofunction MK-XI (35% crew heal) (blue)
* Tac Consol - ZeroPoint Quantum Chamber MK-XI (+26% dmg) (blue)
* Tac Consol - ZeroPoint Quantum Chamber MK-X (+24% dmg) (blue)
* Tac Consol - Disrupter Induction Coil MK-X (21% dmg) (white)
* Tac Consol - Disrupter Induction Coil MK-XI (22% dmg) (white)


Thanks!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-01-2012, 02:07 PM
i would personally get rid of the torps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-01-2012, 02:10 PM
Quote:
Originally Posted by xixboneheadxix
i would personally get rid of the torps.
What would you recommend replacing them with? I'm assuming a 4th DDHC up front and a 3rd turret in the rear? I've read the weap power consumption of a full cannon/turret build creates problems. yes? no?

thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-01-2012, 02:14 PM
I would get rid of the fore torpedo launhcer...I never found much use for a forward torpedo launcher on an escort since an extra cannon will add greatly to the damage done. keep the one in the rear.

forward torpedo launchers I guess are best used on cruisers.

replace the 2

Tac Consol - ZeroPoint Quantum Chamber MK-XI

with 2 Tac Consol - Disrupter Induction Coil MK-XI
make sure they are either blue or purple.

do the last part if your not specialized in Torpedos IE have many Torpedo abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-01-2012, 03:03 PM
Got my first 10 Marks ... should I pick up the Borg Shields and Engine? Or should i simply skip over Borg gear and save up for MACO shields?

thx
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-01-2012, 03:06 PM
Serious questions - I am not trying to troll. It's quite possible I'm misunderstanding something about ship power.

How are you maintaining your power levels with 4 forward facing cannons + 2 turrets? You're losing 12+12+12+8+8 = 52 energy when firing. Even if you're at 125 that brings you down to 73. Running the 4+2 setup that brings your damage to 256*4+132*2=1288*(73/50) = 1880 DPS.

Remove one DHC and you end up with (256*3+132*2)*(85/50) = 1754 DPS + 458*1/10 (shield pen on a photon torp is 10%, correct?), which leaves you at 1800DPS. Slightly lower before shield penetration, but once you tear down a shield it's devastating. If you turn your torpedo autofire off you can truly make that count by firing just before a shield drops.

(I know power levels don't work exactly like that, but seriously, the math for figuring out the exact utilization is super complex)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-01-2012, 03:18 PM
Quote:
Originally Posted by Lockerd View Post
I would get rid of the fore torpedo launhcer...I never found much use for a forward torpedo launcher on an escort since an extra cannon will add greatly to the damage done. keep the one in the rear.

forward torpedo launchers I guess are best used on cruisers.

replace the 2

Tac Consol - ZeroPoint Quantum Chamber MK-XI

with 2 Tac Consol - Disrupter Induction Coil MK-XI
make sure they are either blue or purple.

do the last part if your not specialized in Torpedos IE have many Torpedo abilities.
you cant get purple consoles in mk xi can you?
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:28 PM.