Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
08-22-2011, 07:14 AM
Quote:
Originally Posted by -Frank-
Hi guys, i've some question about my build in pvp, can u help me to meke it better?
I'm a tactical officer with a multi vector advanced escort with:
Ok a few things here:

-You have too much dependance on the team skills (i.e. you have all 3 and they are all on a shared CD), at best you want one of the team skills but never more than two due to the interference.

-Remove the RCS console, as an escort your maneuverability is high enough and that makes that console a waste. In its place you should get a Neutronium armor or another EPS (I recommend the armor, but w/e).

-You tac skills are lacking: You need a stronger Target Subsystem skill than 1 on an escort (use lvl 3 or don't use them at all), so you should either pick up a Beam Overload or drop the beams from your weapon loadout altogether (your preference). Additionally you need a higher level attack power than Beta 1, AP Beta 2 would be a good choice, but otherwise your only choice is AP Omega 1; do NOT replace your rapid fire 3 for a lvl 3 attack pattern.

-Your power levels seem off......did you spec into ground as well?

-Finally I suggest removing the quantum torpedo console and replacing it with straight phaser relay consoles. Enough people stack phaser resists that you need all the punch you can get....


Hope those help you get started
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
08-22-2011, 07:23 AM
I like your build for the most part. Without a Beam Overload up front, I feel like a Dual Beam Bank is taking up valuable space from another Dual Heavy Cannon. You can still spin around a little to use your Target Subsystem with your after array. With only one torpedo, and really in general since your damage is mostly going to come from energy weapons, you might be better to drop the quantum console for another phaser relay.

I agree with the other suggestion that your science slots be more like Hazard Emitters I, Transfer Shield Strength II, and Photonic Shock Wave. It's still decent survivability with a little extra stun help to time a burst. For Engineering it's nice to cycle through Emergency Power to Shields but with other people using so much stun or other movement debuffs it is really nice to have Aux to Inertial Dampeners (and it helps with your turning).

You definitely want to look at your power levels. With an Escort speed is life. I like 100-25-50-25 as has already been suggested. With your EPS Flow Regulator you can swap to more defensive, speedy, or supportive power levels much more quickly. That also becomes the main purpose of your EPS Flow Regulator since you aren't carrying a Beam Overload 3. I like the use of an RCS Console but it would be good to keep one of those 35% Shield Consoles on hand just in case the going gets too tough.

If you ever did try Beam Overload 3 (replacing High Yield III), you could swap your Target Subsystem with a High Yield I with minimal impact to your overall build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
08-22-2011, 07:30 AM
Quote:
Originally Posted by Sivar View Post
Ok a few things here:

-You have too much dependance on the team skills (i.e. you have all 3 and they are all on a shared CD), at best you want one of the team skills but never more than two due to the interference.

-Remove the RCS console, as an escort your maneuverability is high enough and that makes that console a waste. In its place you should get a Neutronium armor or another EPS (I recommend the armor, but w/e).

-You tac skills are lacking: You need a stronger Target Subsystem skill than 1 on an escort (use lvl 3 or don't use them at all), so you should either pick up a Beam Overload or drop the beams from your weapon loadout altogether (your preference). Additionally you need a higher level attack power than Beta 1, AP Beta 2 would be a good choice, but otherwise your only choice is AP Omega 1; do NOT replace your rapid fire 3 for a lvl 3 attack pattern.

-Your power levels seem off......did you spec into ground as well?

-Finally I suggest removing the quantum torpedo console and replacing it with straight phaser relay consoles. Enough people stack phaser resists that you need all the punch you can get....


Hope those help you get started
I endorse this statement.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
08-22-2011, 07:40 AM
My personal tac/escort build of the moment. This is for a Defiant-R, but can be modified...

Working from memory so forgive any mistakes...

Fore:
3xDHC, 1DBB
Aft:
3xTurrets

Aegis set.

Eng:
EPS flow regulator
+7.5 (?) Weapon power console

Sci:
Borg module, Halon emitter

Tac:
4xDisruptor consoles

Skills:

Tac Team1 / Attack Pattern Beta 1 / Cannon rapid fire 2 / Cannon rapid fire 3
Tac Team1 / Attack Pattern Beta 1 / Beam overload 3
Target Engines 1


Emergency power to shields 1 / Emergency power to shields 2

Hazard emitters 1 / Transfer shield strength 2

Base power settings are 100/25/50/25

Since you lack the tac ensign slot, you can get rid of target engines (i just have it to fill the space frankly)
With an extra sci slot, id probably run something like:

Hazard 1 / Polarize hull 2 / Transfer shield strength 3

Polarize provides a very large damage resist. If you can afford it, it is worth having. That would be more survival oriented. If I wanted a bit more teeth from my sci slots, I may go HE1/TSS2/ with either PSW or TBR in the ltc cmdr slot.

My build is for burst damage against single targets. She can, one a good day, insta-roast any unprepared ship. With tac captain buffs + boff buffs running my first volley will usually kill shields, BO3 direct on hull for anywhere between 20-40k damage, and another volley on hull, usually does the trick against any class of ship. I know a number of people dislike BO3 because of the associated power drain, but honestly, either the way I have set up my skills, or there has been a ninja change, but I barely even notice the power drain. If I fire BO3, by the time I look at my power levels, less than 1s, they are back to normal. No need for batts or anything.

A prepared enemy however, will always make your job difficult, if not near impossible
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
08-22-2011, 07:49 AM
I'd recommend 3x DHC, 1x DBB. or switch one DHC with Trico :p


Quote:
Originally Posted by Artificialx
My personal tac/escort build of the moment. This is for a Defiant-R, but can be modified...

Working from memory so forgive any mistakes...

Fore:
3xDHC, 1DBB
Aft:
3xTurrets

Aegis set.

Eng:
EPS flow regulator
+7.5 (?) Weapon power console

Sci:
Borg module, Halon emitter

Tac:
4xDisruptor consoles

Skills:

Tac Team1 / Attack Pattern Beta 1 / Cannon rapid fire 2 / Cannon rapid fire 3
Tac Team1 / Attack Pattern Beta 1 / Beam overload 3
Target Engines 1


Emergency power to shields 1 / Emergency power to shields 2

Hazard emitters 1 / Transfer shield strength 2

Base power settings are 100/25/50/25

Since you lack the tac ensign slot, you can get rid of target engines (i just have it to fill the space frankly)
With an extra sci slot, id probably run something like:

Hazard 1 / Polarize hull 2 / Transfer shield strength 3

Polarize provides a very large damage resist. If you can afford it, it is worth having. That would be more survival oriented. If I wanted a bit more teeth from my sci slots, I may go HE1/TSS2/ with either PSW or TBR in the ltc cmdr slot.

My build is for burst damage against single targets. She can, one a good day, insta-roast any unprepared ship. With tac captain buffs + boff buffs running my first volley will usually kill shields, BO3 direct on hull for anywhere between 20-40k damage, and another volley on hull, usually does the trick against any class of ship. I know a number of people dislike BO3 because of the associated power drain, but honestly, either the way I have set up my skills, or there has been a ninja change, but I barely even notice the power drain. If I fire BO3, by the time I look at my power levels, less than 1s, they are back to normal. No need for batts or anything.

A prepared enemy however, will always make your job difficult, if not near impossible
Just curious, why would you use a +7.5 Weapon console on an escort? (Unless you are not skilled into Weapon Performance I suppose)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
08-22-2011, 08:05 AM
Quote:
Originally Posted by Marctraider View Post
I'd recommend 3x DHC, 1x DBB. or switch one DHC with Trico :p

Just curious, why would you use a +7.5 Weapon console on an escort? (Unless you are not skilled into Weapon Performance I suppose)
Lol, I AM specced into performance (i'm specced into all performance skills). Maybe the console is why I never notice my power levels drop much.

Base power is 100 + 15 (escort bonus) + 7.5 = 122.5 but in reality it isn't that high (I think I actually have the +7 console thats why i wrote (?)). I don't remember the actual numbers but its closer to 121/122. Weapons performance brings me just over 125 with a little room to spare. I might actually run at 95 with the extra 5 in engines, but I don't think so. Will have a look when I get home.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
08-22-2011, 08:14 AM
Quote:
Originally Posted by Artificialx
Lol, I AM specced into performance (i'm specced into all performance skills). Maybe the console is why I never notice my power levels drop much.

Base power is 100 + 15 (escort bonus) + 7.5 = 122.5 but in reality it isn't that high (I think I actually have the +7 console thats why i wrote (?)). I don't remember the actual numbers but its closer to 121/122. Weapons performance brings me just over 125 with a little room to spare. I might actually run at 95 with the extra 5 in engines, but I don't think so. Will have a look when I get home.
With performance and Assimilated console - You should hit 125 on a escort, the 7.5 is thus wasted.. (Unless the old 135 softcap is still in effect, it seems like that when I aim for 135 on my Excel)

Can throw a shield or engine console in instead, or maybe a Neut armor.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
08-22-2011, 08:16 AM
The assimilated console gives you weapons power????? Man I should read things more

Chances are I specced up before I even had that console and didn't consider any boosts it gave.

Again though, perhaps that's why I don't even notice a power drain from BO3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
08-22-2011, 08:56 AM
Just for the information then, i would like to link you to this thread.

http://forums.startrekonline.com/sho...=213754&page=4

Last post.

So yeh. Putting 5 points in another system and putting your Weaponpower to 124/95 would make your build more efficient
Or just remove some points from Weapon Performance and put them somewhere else :p

I could do the same tests all over again, but the results will be the same. It was a different story a while back, before I even played the game. You could make your weapon power go over 125, even theoretically above 150> with EptW etcetera. Later people thought this 'buffer' was hardcapped at 135. But from what I can tell this has been misunderstood by the first weapondrain (-10 for Beam) which is always for free.

Some people still swear by this old principle and really think their weaponpower drain is decreased. But in my opinion they should reconsider their calculations and have their own little test. Its a shame their builds arent that efficient. You even see people still use 2x EptW (On an escort with full power to weapons) which is literally a big loss to your survivability/defense (You do receive an non-significant dmg boost for 5 seconds which is equal or less then APO1 for just 5 seconds), since 2x EptS yields much more benefit.

Quote:
Originally Posted by Zorena
Its the eps flow regulator that helps your bo3 drains
Yup, absolutely right. One EPS really helps with this. However, it really depends on if you have auto fireing on your weapons. If you have that, the weaponsystem is recharged much slower because all the weapons just keep firing, even with 2 EPS consoles it takes some seconds before its back to the 115-125 range

Hereby I would like to add that using a Higher Rank Beam overload is also more 'efficient' to a certain point since you get more damage for the same -50 drain. But ofcourse 2x Beam Overload3 (in example) would make your Tactical initiative less effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
08-22-2011, 08:57 AM
Its the eps flow regulator that helps your bo3 drains
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