Lt. Commander
Join Date: Dec 2007
Posts: 120
I've leveled this character up put her in the ship I wanted.. Then couldn't figure out what to do with it. I'm really used to cruisers and even carriers, LOL, I'm lost in an escort - I'm looking at all these tactical powers and I'm not getting anywhere :) Love the ship, love the science, lost with anything tactical. I mean, for all my other ships, its faw, bo, tt, and thats pretty much it.

Attack patterns? Man what? What do you do with all those bo slots :)

If someone with a similar setup could post a sample build or two that I could work off of, that would probably get me started nicely :)

Pvp experience a bonus, poor Klingons desperately need people to shoot at ;(
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2 Escorts
08-14-2011, 03:16 AM
Hi. If you like to use escorts, loose the beam weapons, and switch to HC or DHC, or else you will be a target, and an escort can't take the pounding for a long time.
As for attack patterns: I personally use only gamma, because it gives you a bonus like evasive maneuvres, and neutralizes the effect of tractor beams.
So usefull tactical BO skills: High yeld topedo, cannon rapid fire, canon scatter voley, tactical team ( very usefull against borg).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3 Escorts
08-14-2011, 03:24 AM
Hi. If you like to use escorts, loose the beam weapons, and switch to HC or DHC, or else you will be a target, and an escort can't take the pounding for a long time.
As for attack patterns: I personally use only gamma, because it gives you a bonus like evasive maneuvres, and neutralizes the effect of tractor beams.
So usefull tactical BO skills: High yeld topedo, cannon rapid fire, canon scatter voley, tactical team ( very usefull against borg).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-14-2011, 04:27 AM
O.o - I'm sure he meant Attack Pattern Omega.

Here's one suggestion for the MVAM Escort (there are many):
Cmdr Tac: Tactical Team-1, Attack Pattern Beta-1, Torpedo High Yield-3, Cannon Rapid Fire-3
Lt Tac: Torpedo High Yield-1, Cannon Scatter Volley-1
Ens Tac: Tactical Team-1
Not having a LtCmdr slot here somewhat limits your ability choices. There are other mixes, but this is a 'decent' start with an cannon/torpedo weapons setup.

Another tactical officer setup might look like (abbreviating here):
Cmdr: TT-1, THY-2, CRF-1, APOmega-2/3* (APO-3 is tac-captain trainable only, -2 is at the power store)
Lt: APB-1, Beam Overload-1
Ens: Torpedo Spread-1
This is an example for an escort that has a dual-beam bank with the cannons and torpedo.

Since you're already familiar with Engineering skills, you probably already have a preference, but this is handy:
Lt Eng: Engineering Team-1, Emergency Power to Shields-2
Consider Reverse Shield Polarity-1 or Auxiliary to Structural-1

The LtCmdr science slot is where you can have the most fun! Since you say you're already familiar with science I'll let you pick your favorites. It really depends if you want to play offensive or defensive with this set of skills. HE, PH and TSS are always good standbys but since you're a science captain I'm assuming you want to play dirty. lol

Forward Weapons:
Dual Heavy Cannon x3, Torpedo Launcher
or
Dual Heavy Cannon x2, Dual Beam Bank, Torpedo Launcher

Aft Weapons:
Turret x3

Consoles:
Tac - ALL consoles for the energy weapon of your choice
Sci - one for the MVAM console, one for the Borg console, and one that matches whatever science skill you want to buff.
Eng - your choice, lots of options from aux buffs, weapons buffs to shield buffs or armor.

This is just one suggestion - there are lots of other possibilities to try. Most importantly - Do NOT "stay-and-play" - your tactic is "hit-and-run". I suggest most of your power to weapons and engines. Speed is your friend - let your skills buff your shields but as soon as they fold get the heck out of Dodge. Have some Aux batteries on hand to pop before you unleash your science skills. And the Engine battery/Deuterium tank is very useful to have as well.

Have fun - I'm working on a science toon for just this purpose myself!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-14-2011, 06:51 AM
The MVAE can be built as a powerful dog fighter, at least I've done so with mine and people give up often trying to kill me.

I roll with an all energy setup because any decent pilot can get their shields up long before torpedoes hit.
3 DHC, 1 DBB and 3 Turrets all Phaser.

x2 Tac Team 1, CRF 1 & 3, BO 1 & 3, AP Beta 1
EmptS 1, Aux to Dampeners
TSS1, HE2, PSW

Use your Science Fleet and Dampening field abilities in conjunction with the heals when you're taking damage. The rest of the time you have plenty of skills for keeping up the damage with Scan, SNB and PSW to make mince meat out of all but the best premades. Aux to Dampeners signifigantly improves the turn rate while also making you immune to Gravity Wells. Used in conjunction with Beta or Gamma mode you can easily out turn other Escorts and play havoc with BoP's to stay out of their firing arcs and dump damage on them.

Had a long game last night in the Gladius 7th Core vs a TSI / SOB team and went 1.4 million damage, 800k healing, 3 deaths over the course of about 30 minutes. We lost 13-15, but it was a close game until the end. We had new recruits flying with us and they had hashed together team.

A Sci MVAE can definitely be a PITA on the field.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-14-2011, 03:40 PM
Thanks for the advice guys, there are some very good setups here. Great starting points and suggestions for flying the ship. Think I got a grasp of the ship now :)

I tell you, its quite a shock coming from anything to an escort :) I'm normally in a galaxy-x or a carrier, so being able to actually turn is a real treat :)
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