New to the game and am haing a lot of fun. I seem to have a pretty good handle on choosing skills and leveling my Captain, but not sure I have a good handle on my officers. I was wondering if you guys would like to share your bridge officer builds, race, and skills, and just give a bit of an explanation why yours works. I don't know if it matters but my captain is a Tac and I plan on using excorts. The ships that is....
im afraid i dont use escorts a lot so dont know much about them but id have thought that youd want HYT 3 and CRF 3. For eng EmP2 Shields and then aux to sif 1 or RSP. Sci something like HE TSS PH TB etc
This really is in the wrong forum, but for space, you want all this stuff I'll mention, but you can't have it all, so you'll have to choose based on the playstyle you develop. Specially in pvp, it will make a huge difference if you're strictly pugging or if you are playing with people who understand the simple concept of heal the escorts = win the match.
Spike Damage - This is what gets you kills, fast.
+ High Yield 3 (or 1 when lower level, don't use 2 it's a trap),
(can also use tricobalt but it's an unreliable torpedo with a very long cooldown - but fun when it works )
+ Beam Overload 3 (slotting a single dual beam bank gives you a lot of extra burst with this)
+ Attack Pattern Omega (if you can cloak, use this when decloaking)
+ Attack Pattern Beta (highest DPS pattern when not cloaked, adds a debuff to anything you shoot at so it takes more damage)
+ Target Shields 2 or 3 (When they RSP this gives you a VERY brief window into their shields, useful only if you really hurt them in your initial strike - most players will counter it within 1-2 seconds)
+ Tractor Beam Repulsors (When trying to squeeze every little bit of spike damage and to push your victim away from his healers' range)
Damage Mitigation - This is what keeps you alive so you do damage
+ Reverse Shield Polarity (about to be nerfed, and semi-useless vs good teams, but amazingly great in pugs)
+ Hazard emitters (great hull heal, great hull resist, clears borg shield neutralizer)
+ Transfer Shield Strength (great shield heal and great shield resis)t
+ Emergency Power to Shields (best shield resist and good shield heal - combine with above for excellent results)
+ Polarize Hull (best hull resist, immunity to tractor beams, but doesn't heal and shares cooldown with hazard emitters)
+ Attack Pattern Omega (immunity to tractors, speed and defense boost as well as attack boost, but longish cooldown)
+ Attack Pattern Delta (Works like Beta, except it adds the debuff to anyone attacking YOU, and also grants you a defencive and resist bonus - excellent dog fighting power, but because of it's longish cooldown, it's hard to recommend for an escort, except as a secondary power. Also, can be used on others, a pity more cruisers don't carry it and toss it on escorts)
+ Emergency Power to Engines (specially if your ship can cloak and you're not being healed, this is good to get the hell away and recloak. Also works to chase the people trying to do just this , but only chase if you have the green light by your group, because you'll be out of healing range and the runner could be luring you into an ambush. In pugs without healing, ehh, chase away. Also helps counter...)
+ Target Engines (If they can't move, they can't bring their weapons to bear on you. (except cruisers))
+ Tractor Beam (ditto, keep in mind tier 1 is more than enough, higher tiers I think don't have any benefit, or only a very small one)
+ Jam sensors (good for getting away, or when facing two opponents. Shooting at the victim breaks the jam, but if they can't see you, they can't shoot you, nor see which way you escaped, or for that matter, that you escaped - Also, it counters tractor beam, but only from the jammed ship)
Ok, these are the ones I can think off offhand, but I'm sure I forgot several good choices - still the main point is that you should experiment and see which abilities suit your play-style as it develops.
I build for Melee. Works np on normal, I've only just started running advanced upper ad. level. Worked fine vs Borg on the Ground (exploration mission). My current away team is listed below:
Superior Sure Footed
Medical Tricorder 1
Hypospray Dylovene II (Important for melee and stacks w/other Hyposprays to both increase physical damage and physical damage resists. It lasts 45 sec well above the cooldown timer and usually until near end of the skirmish)
Statis Field II
Hypospray Melorazine II
Hypospray Dyloven I
Statis Field I
Hyposrpay Melorazine I
Hyperonic Radiation II
Hypospray Dylovene I
Tricorder Scan I
Vascular Regenerator II
Hyperonic Radiation II
Traits (My 1st officer, so keep around for loyalty sake)
All have knockdown shields, strength bonused armor, and carry Bat'leths. I haven't seen any try to get off combos, but my TAC officer and captain have enough exploits the science officers can just heal, buff, expose, and disable.
Pre buffed my captain usually does 1k physical damage, w/some flanking crits as high as 1400 or so. No need to worry about shields this way, just target any healers 1st.
Again, I haven't tried this on elite yet.
Note: I've noticed klingons, borg (via assimilation ability), and undine do a lot of physical damage. This build seems to mitigate that damage while going for quicker kills via direct health damage.
I must say that sounds quite interesting. However i worry when it gets to elite that they'll be blown out of the sky before you get close enough
Yeah, on advanced I faced the Dref who were much quicker (this was the biggest problem as it was if i was 1-2 seconds too slow in what I was responding to as my graphics would display a lunge, but I would then be dead and lunge damage never accounted for), high disrupter damage, and physical damage from knifes. They also did a good job of circling me from behind (again speed played an issue w/this). I went through a stack of minor regens.
Off the subject and probably asking too much, but would be nice if npcs had some kind of built in latency or jitter like buffer based on client/server latency. Not much fun to fight when you can't trust what you see.
The best part about the setup I gave is that if you flag your officers back and set them up before hand they can kill just about any enemy in the game in seconds when focus fired. Even on the highest difficulty.