A couple of quick notes on tactics too. BoP pilots frequently use photonic shockwave so if you're tractoring them make sure you're using your attack pattern omega to counter the shockwave. If you're not putting too much of a dent in the enemy on the first pass and end up dog fighting/turn battling I would suggest saving the tractor beam for that rather than using it on the first pass. If you're still getting out maneuvered throw your ship in reverse and turn, with attack pattern omega or evasive maneuvers on you'll spin around like a top. Just remember not to stay in that too long as it starts to drain power from your systems.
Borg Universal console
1 Halon System
3 Prefire Chamber
1 Quantum Chamber
THY 1, CRF 1, THY 3, CRF 2, TT 1, TT1, APB 1, & APO 3. (The reason for this, is when you first strike, hit APO, APA, CRF 2, THY 3, & TT 1. This sends CRF 1, THY 1, APB 1, and TT 1 in a 15 second cool-down. Just keep switching between the two.
EPtS 1 & 2 (Not only do they raise your shields, but they give you shield resistance, and shield power which is great for the Borg shields)
These share a cool down. But if you time it right, it doesn't matter. Polarized Hull only lasts for 15 seconds. That is how long it sends HE into a cool down. So you hit Polarized hull, then HE 15 seconds later.
This is what you do:
Cloak, get behind someone. Hit all your abilities. Fire on my mark, APO, APA, CRF 2, THY 3, & TT 1.
Decloak. and fire.
I just find that the klingons especially the BOPs get all the good toys... Ability to use phontic shockwave etc.
The battle cloak for example - I only use my tracor beam to prevent these guys from running away and cloaking. (I can't be bothered right now to play an hour long borg mission to get the borg set)... Why remove it all together? Sorry just venting.
With regards to torpedoes... is quantum the best overall? How about photon?
Ditch the subsystem repair, and you can probably ditch hull repair too. Hull repair is really something that engineers mostly worry about, as cruisers have 50,000+ hull and can take a pounding when properly built.
As far as weapons layout. 3x DHC and 1x torpedo in the front... 3x turret in the rear. I believe that's the build most escort pilots are running. With Torp Spread being so powerful now you've pretty much gotta have it. Some ditch one of the cannons for a dual beam bank up front and use it with Overload III... but that's a personal call.
agreed. if youre lucky enough to receive or buy a boff with BO3 its very useful. although i use 3 beams in the back- its more of a personal call than anything. turrets help with frontal dps, but beams can help with constant dps and larger firing arc. not to mention FAW to clear the spam, the 3 rear beams helps. its more of a personal call though.
as far as skill points and boffs, i use hazard emitters and sci team 2 for sci boffs, and eng team 1 and epts 2 for my eng skills, although i go back and forth between eng team and epts 1. depends on my mood. skill points, tac, sci and eng team leader, though people say waste points, they help with the effectiveness of your boff powers- so sci team 2 and epts 2 give you alot of shield heals- my sci team gets +2960 to each shield facing.
hull repair IS GOOD to have, especially in a defiant... you only have 50 crew so you need your crew to do things quicker when there are fewer of them. again, its a personal choice, but i seem to have decent success with it.
no need to have points in any of the weapons engineering section- as an escort you dont need the marginally extra points in power levels because youll be close 120 power level anyways- i dont have any in auxillary systems either- all my points are in shields and engines for defense. you could put them in there to help with skills that need aux power (tractor beam i think, and hazard emitters for example), but i prefer to use the rest of those points in ground skills. also, ive got all points in emitters, deflectors, deflector field and hazard systems, for sci team and hazard emitters skills.
as for AP weapons, i love them- especially in an escort because of the critical chance and critical severity. i checked my stats last night pvp with a fleet mate, and fully buffed my acc was 40%, critical chance was 25% and critical severity was 120%. not sure how severity was that high, but it was lol. theyre expensive, as are the consoles, but they hit and hit hard.
but, in short, my post was just a long winded way of saying its your choice and your personal playing preference. this is just mine. i dont surivive very well (im the definition of a glass cannon, and im proud of it) but i sure do get a few kills in before i die. and im not afraid to die lol. and if worse comes to worse, keep abandon ship ready for when you get close to dying- you can take a few more people out that way
okay heres another question regarding tactical consoles and antiprotons cannons...
should i be using 3 prefire chambers or 3 antiproton mag regulators?
what would give me more bang for my buck?
if youre flying the defiant, you get 4 consoles- use all 4 on energy weapons. if you use 3 DHCs and 3 turrets, going with the prefire chambers wont kill you so long as theyre all the +26 kind. someone who knows the math better than me can correct me if im wrong, but ive always used the energy weapon type, ie phaser, AP, tetryon, etc... i think its better but, again, someone with better math skills than myself can correct me if im wrong.
the advantage of the prefire chambers is you can swap out any energy weapon type and not have to buy new consoles every time- the disadvantage, if youre like me and play with beams and cannons, it hinders you quite a bit. hence why i use the antiproton mag regulator.