Captain
Join Date: Feb 2013
Posts: 561
# 1 MVAE for Engineer
04-18-2013, 01:05 PM
So yes, as you may have guessed from the title, I am seriously considering getting a Multi-Vector Advanced Escort now that I've reached T5. I realize that (1) Escorts in generally benefit more from a Tactical Commander than an Engineer (with the possible exception of the Escort Carrier), and (2) the MVAE, at least according to the wiki, is apparently best for a Tactical or Science character. My main reasons for wanting the MVAE, admittedly, are aesthetic: I really like the look of the Prometheus-class, and the multi-vector assault mode is really nifty (and, I would imagine, is the sort of system any Engineer would love to work with in the actual setting).

So, my question is, do you find the MVAE to be worth it? Would it work for an Engineer Captain in PVE? Or is it simply the case that there are better ships out there for me to choose from?
Captain
Join Date: Jun 2012
Posts: 3,718
# 2
04-18-2013, 02:06 PM
MVAE is a solid ship, and can work just fine for an engineer (my fleet's leader is an eng-escort driver and a holy terror). The advantage is that your eng abilities add some survival to the otherwise eng-shorthanded MVAE, but as a tradeoff EPS Transfer and Nadeon Inversion aren't quite as useful (though not useless).

However if your motivations are largely aesthetics, as opposed to that LtCmdr Sci, you may also want to consider the Mirror Patrol Escort. Same stats and appearance, a more engineering-favored BOFF layout, and a heck of a lot cheaper, and all you give up is the console and fleet-ship discount. May be worth considering.
Captain
Join Date: Feb 2013
Posts: 561
# 3
04-18-2013, 02:45 PM
Quote:
Originally Posted by reginamala78 View Post
MVAE is a solid ship, and can work just fine for an engineer (my fleet's leader is an eng-escort driver and a holy terror). The advantage is that your eng abilities add some survival to the otherwise eng-shorthanded MVAE, but as a tradeoff EPS Transfer and Nadeon Inversion aren't quite as useful (though not useless).

However if your motivations are largely aesthetics, as opposed to that LtCmdr Sci, you may also want to consider the Mirror Patrol Escort. Same stats and appearance, a more engineering-favored BOFF layout, and a heck of a lot cheaper, and all you give up is the console and fleet-ship discount. May be worth considering.
Hmm, maybe. My only beef with the Mirror Patrol Escort, though, is (1) lack of any multi-vector assault mode (as far as I'm aware), and (2) it's only obtainable by Lockbox. Well, that, and the Exchange, which I guess would be a bit easier...
Lieutenant
Join Date: Feb 2013
Posts: 31
# 4 My 2-cents worth . . .
04-18-2013, 03:06 PM
Greetings from the land of Oz

I've been flying a MVAE for some time now as a lvl 50 engineer-type person, and it's becoming a firm favourite.

USS Tori VIII specs

==========================

Front: 1 x QT Mark XI, 1 x phased Polaron cannon Mark XII, 2 x anti-proton DHC Mark XI

Rear: 2 x anti-proton turrets lvl XI, 1 x phased polaron turret Mark XII

Generally, I run the "Assimilated Borg Technology" set for shields, deflector and engines.

Consoles took a little while to sort out, but this combo works ok

Engineering - EPS Flow Regulator, RCS Accelerator
Science - Multi-Vector Assault module, Bio-function Monitor, Emitter Assay
Tactical - Prefire Chamber x 2, Anti-Proton Mag Regulator, Zero-Point Quantum Chamber

Skills - always a work in progress, this LOL

Tactical - Commander - tac team I, rapid fire I, scatter volley II, Omega II
Tactical - Lieutenant - tac team I, rapid fire I
Tactical - Ensign - torp spread I
Engineering - Lieutenant - emergency power to shields I, emergency power to shields II
Science - Lt Commander - tachyon beam I, polarize hull II, gravity well I

+ EPS Flow I etc

==========================

I've found the turn and straight-line speed (esp. with the upgraded engines) makes for a nice nimble ship - the engineering abilities I have make for a nice recovery rate and the weapons load means I can deal a fair amount of DPS when needed, and run like buggery to recover if required.

It's worth it if you stick with it and develop it to suit your style of play . . .

Cheers,

B.
Captain
Join Date: Jun 2012
Posts: 1,489
# 5
04-18-2013, 03:11 PM
The thing that makes me shiver and walk the other way in regards to the "multi vector" feature is that the pets don't seem to stay in formation. If they formed up in a nice V at your 4 and 7 and shot at whatever you were shooting at, like a heavily armored variation of the Kumari's "wing cannons", it would be a fascinating ship. As it is all I can see happening is your ship vectors going haywire, then catching a random borg torp and exploding.

Unless somebody can allay this concern...
Captain
Join Date: Feb 2013
Posts: 561
# 6
04-18-2013, 03:17 PM
Quote:
Tactical - Commander - tac team I, rapid fire I, scatter volley II, Omega II
Tactical - Lieutenant - tac team I, rapid fire I
Tactical - Ensign - torp spread I
Engineering - Lieutenant - emergency power to shields I, emergency power to shields II
Science - Lt Commander - tachyon beam I, polarize hull II, gravity well I
Just out of curiosity, why multiples of Tac Team 1 and Rapid Fire 1? From what I recall, you can't use the same BOFF power twice at the same time, even when it is on multiple BOFFS. Also, why two separate levels of EPTS on the Engineer? In all other respects, though, an interesting build.

Quote:
Originally Posted by momaw View Post
The thing that makes me shiver and walk the other way in regards to the "multi vector" feature is that the pets don't seem to stay in formation. If they formed up in a nice V at your 4 and 7 and shot at whatever you were shooting at, like a heavily armored variation of the Kumari's "wing cannons", it would be a fascinating ship. As it is all I can see happening is your ship vectors going haywire, then catching a random borg torp and exploding.

Unless somebody can allay this concern...
I don't see that as being a big issue unless they start attacking ships other than the ones your main section is targetting, thus causing unwanted aggro.

Also, from what little I heard, the other sections don't get destroyed-- they just get temporarily disabled until you are no longer in a fight, or until your main section dies. And if you are victorious, then apparently they automatically fix themselves and re-merge.

Last edited by ambassadormolari; 04-18-2013 at 03:28 PM.
Captain
Join Date: Jun 2012
Posts: 1,003
# 7
04-18-2013, 03:32 PM
Quote:
Originally Posted by brok3nmind View Post
Front: 1 x QT Mark XI, 1 x phased Polaron cannon Mark XII, 2 x anti-proton DHC Mark XI

Rear: 2 x anti-proton turrets lvl XI, 1 x phased polaron turret Mark XII

[...]

Engineering - EPS Flow Regulator, RCS Accelerator
Science - Multi-Vector Assault module, Bio-function Monitor, Emitter Assay
Tactical - Prefire Chamber x 2, Anti-Proton Mag Regulator, Zero-Point Quantum Chamber

Skills - always a work in progress, this LOL

Tactical - Commander - tac team I, rapid fire I, scatter volley II, Omega II
Tactical - Lieutenant - tac team I, rapid fire I
Tactical - Ensign - torp spread I
Engineering - Lieutenant - emergency power to shields I, emergency power to shields II
Science - Lt Commander - tachyon beam I, polarize hull II, gravity well I
Three things:
1) You might want to replace tach beam with Hazard Emitters, in there. I'd say HE2 and move Polarise Hull to the ensign position - Tach beam is really underwhelming unless in a very specific build.

2) I suspect you're using 2 energy types for the procs, but you'll be even more effective choosing one and sticking to it. The energy type-specific consoles add more damage than the prefire chambers.

3) Why a Biofunction Monitor? Crew, sadly, isn't very important, as it is, and these consoles are even less effective. If you're going for the hull repair from crew, see point 1: Hazard Emitters is an excellent hull heal, and it clears plasma burn Just use a shield cap or regen console instead.

And use all energy-specific tac consoles. If using polarons, just slot 4 polaron consoles, for instance. Really. See point 2. Your torps will punch regardless of that single console.

Quote:
Originally Posted by ambassadormolari View Post
Just out of curiosity, why multiples of Tac Team 1 and Rapid Fire 1? From what I recall, you can't use the same BOFF power twice at the same time, even when it is on multiple BOFFS. Also, why two separate levels of EPTS on the Engineer? In all other respects, though, an interesting build.
You can "chain" skills. If you have two copies/versions, and you use 1, it will start a regular cooldown on itself (as you know). But, and that's the trick, it'll start a much shorter cooldown on the other copy (the global cooldown), often half the normal cooldown.

So, while a single tac team will have a 30 second cooldown, you can use a tac team every 15 seconds if you have two copies. Or 1 copy and appropriate high quality doffs, but that's a story for a different day (hint: blue/purple conn officers that reduce TT cooldown).
Lieutenant
Join Date: Feb 2013
Posts: 31
# 8
04-18-2013, 04:44 PM
Quote:
Originally Posted by ambassadormolari View Post
Just out of curiosity, why multiples of Tac Team 1 and Rapid Fire 1? From what I recall, you can't use the same BOFF power twice at the same time, even when it is on multiple BOFFS. Also, why two separate levels of EPTS on the Engineer? In all other respects, though, an interesting build.
Thanks for the reply You're right with not being able to use the same BOFF power twice, but what I've found is that when I use EPTS II I would normally have a cool-down period of 45 secs - the duplicate ability cooldown for EPTS is 30 secs (http://www.stowiki.org/Ability:_Emer...wer_to_Shields) so in effect I'm gaining 50% in terms of how often I can use EPTS.

Same theory applies to TTI and RF1 - I get some interesting combinations of cooldown times

I COULD also be talking out of my a%se here, as I'm at work and can't absolutely confirm the above figures LOL

Cheers,

B
Career Officer
Join Date: Nov 2012
Posts: 3,633
# 9
04-19-2013, 03:27 PM
OP - Mirror patrol escorts are piled up in the exchange and are literally cheaper than the box they came in. I'd suggest buying that first and playing around with it a bit before spending the zen for the MVA console.

I bought the MVAE retro for my Tac officer but I rarely use it because I find the HEC (Armitage) to be so much more useful and versatile (and prettier), and six fighter pets actually deal more damage than two MVA sections and can be replaced much more quickly.

But when I do pull out my MVAE I always have a good time with it.

Quote:
Originally Posted by momaw View Post
The thing that makes me shiver and walk the other way in regards to the "multi vector" feature is that the pets don't seem to stay in formation. If they formed up in a nice V at your 4 and 7 and shot at whatever you were shooting at, like a heavily armored variation of the Kumari's "wing cannons", it would be a fascinating ship. As it is all I can see happening is your ship vectors going haywire, then catching a random borg torp and exploding.

Unless somebody can allay this concern...
They do shoot at whatever you're currently targeting (or escort if your target is a friendly) but they don't stay in formation. But they do a better job of staying alive than most other pets and you can take over different sections while separated. I like to attack with the Alpha section (increased shields) or Beta section (increased weapons power) then switch the Gamma (increased aux) to throw heals around.

"The Snowmenz Are Coming! The Snowmenz Are Coming!!"

The Masterverse Timeline / Ten Forward Fanfics
Lt. Commander
Join Date: Nov 2012
Posts: 137
# 10
04-18-2013, 03:47 PM
Quote:
Originally Posted by ambassadormolari View Post
Hmm, maybe. My only beef with the Mirror Patrol Escort, though, is (1) lack of any multi-vector assault mode (as far as I'm aware), and (2) it's only obtainable by Lockbox. Well, that, and the Exchange, which I guess would be a bit easier...

Also, from what little I heard, the other sections don't get destroyed-- they just get temporarily disabled until you are no longer in a fight, or until your main section dies. And if you are victorious, then apparently they automatically fix themselves and re-merge.
Apparently the Mirror Patrol is fairly cheap on the Exchange.

What you could do is buy the MVAE and put the console on the Mirror Patrol. I'm pretty sure it's compatible.

And unfortunately, that bit about not being destroyed isn't quite true. Your other two sections are disabled, but they stay disabled even after you're not in a fight. Once you deactivate MV mode, they re-attach and the skill for the section you were flying goes on a ten-minute timer, while the other two lock down for about four (in case you didn't know, you get to pick which section you fly, and each counts as a separate skill with different stat bonuses).

However, there's an update coming that fixes what happens when the section you're controlling dies. Currently, if your personal section is destroyed, the other two parts immediately despawn and re-attach when you respawn. The coming update fixes it so that they remain split and respawn with you separately, which is nice.
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