Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 The STF Escort Build Thread
12-12-2011, 03:01 PM
I've gotten a lot of in-game questions during Space STF's from other players along the lines of, "How are you tanking the Borg in your Escort?" and "How are you doing so much damage?" and I've seen several less-experienced players in Escorts getting walloped quickly in STF's, and I don't see a thread about Escort build specifically for them so I figure I'll start one.

Input from anyone else is welcome of course...


1. The General Purpose of Escorts in STF's... DAMAGE!
As an Escort, your primary purpose in an STF is to do as much damage as possible. To this end, an Escort will ALWAYS do its maximum damage using forward facing weapons and pointing directly at a target. Flying around in circles will only reduce your damage per second (DPS) and increase the amount of time it will take to complete the STF, which is critical on Elite runs.

Your Escort layout should reflect this purpose, focusing on heavy DPS forward weapons (Dual Heavy Cannons, Dual Cannons and Dual beams up front, only turrets in the rear) and staying away from less-effective weapon types (Single front cannons, turrets and beams, Rear mounted beams and torpedos).

Escorts also excel at hitting multiple targets at once VIA Torpedo spread and Canon Scatter Volley (Fire at Will with dual beams also works, but is less effective than running all cannons with Scatter Volley). This will allow you in an STF to kill multiple Priority targets at once (Probes headed to the gate in Khitomer Accord, Raptors and Birds of Prey headed for the K'Tang in Cure space, and the Nanite Probes and Sphers in Infected). Canon Rapid fire and Torpedo High Yield do wield more individual target DPS, but for the sake of completing secondary objectives in STF's, spread skills are more important.

Spread skills also allow you to hit multiple other Priority targets, like the smaller Transfer Conduits in Khitomer Accord and Infected and the Probes healing the Cubes in Cure, which can decrease the amount of time it takes to complete the mission.

There are however some unorthodox weapons layouts that will be addressed later on in this thread...

Another thing to note: Your highest damage output will be achieved by running ALL Energy Weapons of the SAME type! This is achieved by running Tactical Consoles for a specific weapon type, like for Disruptors, or Phasers, etc. If you run multiple-weapon types, you have to run a "general" energy bonus tactical console, which gives LESS overall damage increase than the singular weapon types. And running multiple weapon types for the different weapon proc's isn't effective as opposed to going for overall damage increase.

2. As an Escort in a STF, you WILL have to TANK the Borg!
Now that you are doing massive amounts of damage as an Escort in an STF, you will find that MOST of the time you will be the primary target of the Borg! How do you combat this? The best method is the use of quality gear sets along with Proper Bridge Officer Layouts.

The first thing to know about how to survive in an escort is the proper gear to use. The current mainstay of Escort layouts is the use of the Borg set with an Aegis Shield instead of the Borg shield (Borg Console/Borg Engine/Borg Deflector, Plus the Aegis shield). However, if you don't currently have the Borg set (which cost 5 EDC's at the new STF vendors, not that expensive mind you) a full Aegis set will work in the meantime. The important thing about using 3 pieces of the Borg set is that you get both the random Shield proc and the random Hull heal proc, both of which are LIFE SAVERS as an escort!

UPDATE: The MACO MK XI or MK XII (if you are lucky) are now THE BEST Anti-Borg shields in the game! Use one instead of the Aegis shield with the Borg Deflector/Engine if you can.

As for the shield, the reason not to use the Borg shield is due to the low shield strength of Regen shields, which is what the Borg shield is. The extra Tractor beam is useful in STF's, but you will die faster making yourself not so useful... Aegis shields are preferred at the moment due to the extra Shield skill points and the high shield cap. (Note: I've been testing the MACO MK XI shield, and it works well too, Resilient shields on an Escort can keep your hull damage from getting out of hand)

The second important thing about tanking the Borg are your Shield and Hull heals from your Bridge Officers...

The Critical skills for this are: Tactical Team, Hazard Emitters, Transfer Shield Strength, Emergency Power to Shields, and Reverse Shield Polarity. Yes, there are other heal abilities (Science Team/Engineering Team/Auxiliary to Structural Integrity) but they generally have issues with sharing global Cooldowns with other skills or not being very effective against the Borg.

These skills are in two categories... Shield Heals and Hull heals. The only Hull Heal I have listed is Hazard Emitters, because as an Escort you have a VERY limited amount of non Tactical Skils and this is the only critical Hull Heal you need to have.

As for shield heals, these are CRITICAL against the Borg now in STF's and will allow you to tank even the Tactical Cubes for a good period of time. The important and most underrated skill to note here is Tactical Team. Most new folks consider it a useless ability, but it does two VERY important thing for Escorts: Re-routes your shields to the shield face that is taking damage INSTANTLY, and also gives you a small DAMAGE buff! In order to survive as an Escort, you need to run TWO Tactical Teams. Yes, two! Not just one, but two, and use them every time they become available in order to keep your shields routing to stay alive AND give you that extra bit of damage.

The other shield heal skills will depend on what Escort you are flying specifically, but the general Idea is to at the very least use all of them. That means for your Science officer, run Transfer Shield Strength AND Hazard Emitters, and for your Engineer to run Emergency Power to Shields AND Reverse shield Polarity. Transfer Shield Strength is good because it is a damage resist buff AND an over-time shield heal skill, which combines very well with Tactical Team. Emergency Power to Shields is also a general damage resist buff along with a shield heal, its good at keeping your shields from being overwhelmed by high amounts of damage. Hazard Emitters are going to be your Primary and probably ONLY hull heal, which is also a good skill to use to heal other players in the STF with you if they are taking more damage than you are (Life Saver skill). And lastly but not least, Reverse Shield Polarity. RSP is an EMERGENCY only skill for when your other shield skills are used up, but when combined with using Tactical team, will heal ALL your shield facings 100% instantly. This is a GREAT combo to use in STF's when you are tanking as an escort, and it will save your life!

3. Even as an Escort, it might be a good idea to have a Hold Skill for STF's...
Hold skills in both Khitomer Accord Space and Infected space are CRITICAL for completing secondary objectives! In both of these missions, there comes a point (especially in Elite mode) where someone other than a Science ship will have to use a hold on the Borg ships to keep them from getting too close to the Secondary Objectives. It is a good idea to have a hold skill for such an Emergency as to where nobody else but you can stop these ships.

However, as an escort, you will probably have no more than one and possibly none.

Hold skills are these: Tractor Beam (1 target only), Gravity Well, Eject Warp Plasma.

Special "Consoles" or Items with Hold Skills are these: Grappler (NX-01 C-store ship), Full Borg Set Borg Tractor Beam (requires ALL 4 Borg pieces)

Special "Items" with holds are these: Tractor Beam mines (Replace a rear turret with this)

Now, unless you are running an Advanced Escort or Multi-Vector Assault Mode Escort (C-store) or the Jem'Hadar Bug, you won't have enough BO skills left over to use Tractor Beam or Gravity Well, and no escort can currently use Eject Warp Plasma due to the fact it is only a Lt. Commander skill or higher. So if you are using a Fleet Escort or Refit Defiant, consider the fact that you will have to rely on your team to stop the ships or go out and buy the C-store NX-01 for the Grappler console or run a Full Borg set at the expense of Survivability, or use Tractor Mines and reduce your damage output..
4. Shield Distribution
Now that you are an escort and you are sitting their facing your enemy directly instead of doing multiple turns trying to rotate your shield facing to keep your hull from taking damage, the question is "How do I keep my front facing shields up?"

Well the simple answer is Tactical Team. This will rotate your shields from the facings that are damage to even out with the front instantly. In conjunction with your other shield heals, this will keep you from taking hull damage.

However, there are two other methods other than Bridge Officer skills at keeping your forward shields up...

The Arrow Keys and the Shield Distribution Hot key. With your Arrow keys, you have the option of pounding the UP arrow to redirect shields to the front. However, I tend to use a hotbar assigned Shield Distribution button instead, which seems to work just as well (it tries to evenly distribute shields like Tactical team, but not nearly as quickly).

Either method works fine, but that leads us into our next segment...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-12-2011, 03:02 PM
5. How to use your Skills/Abilities Effectively!
Now that you have everything to need, the important thing to know is how to use your skills in an STF. Since damage is your priority, lets discuss how to use your damage enhancing skills to maximum effect.

In PVP threads here on the STO forums, you will hear a lot about Alpha Strikes in Escorts. Alpha strikes are great at burst damage which is very effective at clearing smaller targets like Spheres and Probes. But for the larger targets, your focus becomes on constantly using your damage abilities and keeping them up as long as possible.

What does this mean? This means you need to have TWO of several key abilities in order to keep up your effectiveness as an Escort. Specifically, Canon Scatter Volley, Torpedo Spread and Tactical team. With two of each of these, it allows for you to keep your damage levels up over long periods of time, even with say running just one torpedo.

The hard part about this is using your Hotbar effectively. Most newcomers like to just use their mouse and click away, but this is actually the least efficient way to use your UI. The most effective and quickes that I've found, is to keybind your NUMPAD to be able to use all three Hotbar layers quickly and easily via using Alt and Shift. Your left hand will be running WASD plus alt and shift and of course the spacebar for firing and Tab for selecting new targets, while your right hand will be dedicated to using the NUMPAD hotbar skills. Yes, sometimes you will have to leave the NUMPAD to re-target with the mouse or use it to move the camera around, but as an escort you should just be parking facing towards your target and firing away pounding on the NUMPAD instead of constantly re-adjusting your camera.

Leave the clicking to the Cruiser and Sci ship captains!

As for Defensive skills, your aim is to stay alive as long as possible. To this end, DON'T use your shield heals (minus tactical team, constantly use Tac Team while in combat!) until you start to take damage. However, its good to note that if you use them right away as a defensive stat buff instead of a shield heal, you will be able to re-use them by the time your shields will start to drop significantly. Save the reverse shield Polarity for emergencies as stated before, and use your Brace for Impact for when your shields start to drop. Hazard Emitters is for when you are taking hull damage of course, but its also a defensive resist buff so use it accordingly.

Evasive Maneuvers is also quite Important in STF's. My best recommendation is to use to travel quickly and effectively AWAY from exploding Cubes (especially in Cure) and also for getting from one location to another quickly in an Emergency. Be wary though, if you are hit with a Borg Tractor Beam your Evasive Maneuvers will be useless! So don't waste it. Save it for when the tractor beam drops or if you have a way of getting out of the tractor beam (Attack Pattern Omega).
And now, for actual builds...

Note: Quad cannons can replace a Dual Heavy Cannon as long as you run all Phasers


STF Escort Builds

And now, here are some examples of actual STF Escort builds for reference...


Advanced Escort or MVAM Escort

Forward Weapons: 3x Dual Heavy Cannons (same type), 1x Quantum Torpedo
Rear Weapons: 3x Turrets (same type as front cannons)

Engineering Consoles: EPS console (+ Power recovery) OR Electroceramic Hull Plating (+plasma resist, good for Borg) , Neutronium Alloy (For general damage resist)
Science Consoles: Assimilated Module (Borg Console), Biofunction Monitor (Crew Regen), Field Generator (Or Grappler OR Impulse Capacitance Cell OR MVAM Console)
Tactical Consoles: 3x of the Energy Weapon type you are using (Ex. Phaser Relay, Plasma Infuser, etc.), 1x Zero Point Quantum Chamber (for Quantum Torpedoes)

Devices: Subspace Field Modulator (defensive buff, similar to Brace for Impact) plus one of the Following - Red Matter Capacitor, Rechargeable Shield Battery, Scorpion Fighters, or Shield batteries

Bridge Officer Skills (Advanced Escort) -

Commander Tactical: Tactical Team 1, Torpedo Spread 2, Canon Scatter Volley 2, Attack pattern Omega 3 (Or Beta 3)
Lt. Commander Tactical: Tactical Team 1, Torpedo Spread 2, Cannon Scatter Volley 2
Lt. Science: Transfer Shield Strength 1, Hazard Emitters 2
Lt. Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1
Ensign Science: Tractor Beam

Bridge Officer Skills (MVAM Escort) -

Commander Tactical: Tactical Team 1, Torpedo Spread 2, Canon Scatter Volley 2, Attack pattern Omega 3 (Or Beta 3)
Lt. Tactical: Tactical Team 1, Canon Scatter Volley 1
Lt. Commander Science: Transfer Shield Strength 1, Hazard Emitters 2, Gravity Well 1
Lt. Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1 (OR Emergency Power to Shields 2)
Ensign Tactical: Torpedo Spread 1


Retrofit Defiant

Forward Weapons: 3x Dual Heavy Cannons (same type), 1x Quantum Torpedo
Rear Weapons: 3x Turrets (same type as front cannons)

Engineering Consoles: EPS Console (Or Grappler OR Impulse Capacitance Cell OR Cloaking Device), Neutronium Console, Electroceramic Hull Plating
Science Consoles: Field Generator, Assimilated Module
Tactical Consoles: 3x of the Energy Weapon type you are using (Ex. Phaser Relay, Plasma Infuser, etc.), 1x Zero Point Quantum Chamber

Devices: Subspace Field Modulator (defensive buff, similar to Brace for Impact) plus one of the Following - Red Matter Capacitor, Rechargeable Shield Battery, Scorpion Fighters, or Shield batteries

Bridge Officer Skills-

Commander Tactical: Tactical Team 1, Torpedo Spread 2, Canon Scatter Volley 2, Attack pattern Beta 3 (or Omega/Delta 3)
Lt. Commander Tactical: Tactical Team 1, Cannon Scatter Volley 1, Attack Pattern Omega 1 (Or Beta 2/Delta 2)
Lt. Science: Transfer Shield Strength 1, Hazard Emitters 2
Lt. Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1 (OR Emergency Power to Shields 2)
Ensign Tactical: Torpedo Spread 1


Fleet Escort

Forward Weapons: 3x Dual Heavy Cannons (same type), 1x Quantum Torpedo
Rear Weapons: 3x Turrets (same type as front cannons)

Engineering Consoles: EPS Console (Or Grappler OR Impulse Capacitance Cell), Neutronium Console, Electroceramic Hull Plating
Science Consoles: Science Consoles: Field Generator, Assimilated Module
Tactical Consoles: 3x of the Energy Weapon type you are using (Ex. Phaser Relay, Plasma Infuser, etc.), 1x Zero Point Quantum Chamber

Devices: Subspace Field Modulator (defensive buff, similar to Brace for Impact) plus one of the Following - Red Matter Capacitor, Rechargeable Shield Battery, Scorpion Fighters, or Shield batteries

Bridge Officer Skills -

Commander Tactical: Tactical Team 1, Torpedo Spread 2, Canon Scatter Volley 2, Attack pattern Omega 3 (Or Beta 3)
Lt. Commander Tactical: Tactical Team 1, Torpedo Spread 2, Cannon Scatter Volley 2
Lt. Science: Transfer Shield Strength 1, Hazard Emitters 2
Lt. Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1
Ensign Engineering: Emergency Power to Shields 1 (OR Emergency Power to Weapons 1)


Regen-Shield Build

This only takes minor modification from the other builds, and is being included based off of testing and other players recommendations...

Shield - Borg Regen Shield
Science Consoles - Field Generator (+35% Shield Strength), Shield Emitter Amplifier (+ shield regen)
BO changes: Lt. Engineering - Emergency Power to Shields 1, Emergency Power to Shields 2

These changes give you a very effective shield layout allowing you to keep your shields recharging quickly for longer periods of time at the expense of higher shield capacity.


Unorthodox Escort Beam Boat
Build courtesy Pardigm

Fleet Escort

Forward Weapons: 4x Beam Arrays
Rear Weapons: 3x Beam Arrays

Engineering Consoles: EPS Console (Or Grappler OR Impulse Capacitance Cell), Neutronium Console, Electroceramic Hull Plating
Science Consoles: Science Consoles: Field Generator, Assimilated Module
Tactical Consoles: 4x of the Energy Weapon type you are using (Ex. Phaser Relay, Plasma Infuser, etc.)

Devices: Subspace Field Modulator (defensive buff, similar to Brace for Impact) plus one of the Following - Red Matter Capacitor, Rechargeable Shield Battery, Scorpion Fighters, or Shield batteries

Bridge Officer Skills -

Commander Tactical: Tactical Team 1, Target Shield Subsystems 2, Attack Pattern Beta 2 (Or Omega 1), Attack Pattern Beta 3 (Or Omega 3)
Lt. Commander Tactical: Beam Overload 1, Tactical Team 2, Fire at Will 3
Lt. Science: Transfer Shield Strength 1, Hazard Emitters 2
Lt. Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1 (Or Directed Energy Modulation 1)
Ensign Engineering: Emergency Power to Weapons 1 (Or Shields)

Run FULL power to Weapons for your power levels.

This build works well while constantly at maximum speed while doing a BROADSIDE. Its more of a damage-over-time build and also good at stripping shields from targets and applying Attack Pattern Beta to multiple targets at a time. Its an unorthodox layout for an Escort, and works best in a good team to supplement other escorts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-12-2011, 03:17 PM
I would suggest one change to all your tactical BOs. Drop 1x Torp Spread 2 for Scatter Volley 1, Scatter Volley 2 for Omega 1 and Omega 3 for Beta 3. Your group will love you a lot more.

Also, as you should always use the grappler and the number of times you really NEED a tractor beam are limited, I'd swap the tractor beam on your advanced escort build for Polarize Hull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-12-2011, 03:32 PM
On both my Defiant-R and MVAE, I find 3 turrets in the back combined with my weapons up front is just a touch high on the weapon energy drain, so I only run 2 turrets in the back, and use the Cloaking Tractor Beam Mines for the last spot. This allows me to have a hold ability while sacrificing very little damage - one less turret, but lesser energy drops from the weapon cycles.

Have you considered the Tractor Beam Mines? In KA, I like to dump them where the next wave of probes is going to come, and in a pinch, I can evasive around in front of a group and drop some more.

Other than that possible addition, it's a very nice guide. I hope a lot of potential escort STFers read this, it's no fun having to carry all the other escorts because they aren't anywhere even close to optimal in build or tactics.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-12-2011, 04:04 PM
I've gotta give it to you for making a clear, concise guide.
I'm a FE STF runner myself, but I have a different take on how I do things..


Fleet Escort

3x Plasma-Disruptor Hybrid DHC || 1x Photon Torpedo
Borg Deflector
Borg Engine
MACO Shield
3x Disruptor Turret

Subspace Field Modulator || Red Matter Capacitor
Monotanium || Neutonium || EPS Flow Regulator / Eletroceramic Plating
Enhanced Plasma Manifold || Borg Console
4x Disruptor Damage Console

TT1 || APB1 || THY3 || CRF3
TT1 || APB1 || CRF2

ET
EP2Aux || Aux2SIF

PH1 || HE2

Skills
9 - Hull Repair
7 - Structural Integrity

6 - Hull Plating
6 - Armour Reinforcements
6 - Shield Systems
6 - Electro-Plasma Systems


Power Settings
125/90
45/30
68/40
66/40

Doffs
3x Projectile Officers
Exocomp
Technician Officer
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-12-2011, 04:20 PM
I have been using the full borg set minus the console (just hit VA only 2 or 3 days ago), so I has a few questions:

Questions:

1. Should I be worried about the Change in damage of Antiproton Mk X to Antiproton Mk XI if I have the right consoles?

2. Antiproton or Phaser, or another type?

3. 3x DHCs or 2x DHCs and 1x Dual Beam Bank?

I am aiming for the MVAE and wanted to know which weapons to grind for, I can get a full set of Antiproton Mk X right now, but am 6 Rare Borg away from XI.

I have been enjoying the Borg Shields for the high regen rate when I put all my power to it, and I am also 1k R&D away from the Aegis set.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-12-2011, 04:27 PM
Nice guide. My fleet escort build is very similar to what you have suggested. (although I run 2x EptS instead of RSP, and I run an eng team instead of EPtW). I also do what Ainu does, and only run 2 turrets in back for less power drain.

Another 'hold' ability that can be considered is tractor beam repulsors. It is especially useful in Infected in keeping the nanite spheres/probes away from the transformers. The advantage is 1) you can repulse multiple targets. 2) You can keep moving (which keeps your defense bonus up). 3) You can keep the targets in your forward weapon arc. With enemies that are heading towards you, you are faced with a decision. You either have to slow down/stop to keep them in front of you, OR you fly past them and then have to circle around. Repulsors solve this issue.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-12-2011, 04:33 PM
Quote:
Originally Posted by stargazer5583
Asked questions about stuff.
1. Depends. Bumping up weapon grades is always useful. It's almost always worth doing if you can. Just keep an eye on your rarity mods. If upgrading damage consoles, then it really depends on the rarity of the ones you have and are upgrading to. If you're going from green-blue MK X to white MK XI, the damage boost will be the same if not only 2% higher. I'd say it's better to save your money till you can get a more profitable damage increase.

2. That doesn't really matter so much anymore given the additional of the AP Mags to the crafting system and the removal of the weapon skills. Comes down to personal preference. Do you like red glowie beams that do 20% more crit damage, or would you like cannon-esque phasers that have a chance to down their shields? One could argue the phaser proc is more useful, but it doesn't last very long and is fairly low chanced, whereas the AP damage bonus is constant.

3. Again preference, in my experience 3xDHC is better for more maintained DPS (It's more like pulse DPS but w/e) whereas if you have a DBB, you can pop a BO3, THY3, and a weapons battery and strip the shields off of sommin. The battery prolly isn't a big deal, but it does take up a device slot you could use for otherwise survival-boosting items.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-12-2011, 04:34 PM
Quote:
Originally Posted by Korhil
I would suggest one change to all your tactical BOs. Drop 1x Torp Spread 2 for Scatter Volley 1, Scatter Volley 2 for Omega 1 and Omega 3 for Beta 3. Your group will love you a lot more.
Beta does the same thing as Delta but without the defensive buff. And it doesn't give the life-saving abilities as Omega.

I can see dropping a Torpedo skill for Delta or Beta if you wish, but with the recharge time of a Quantum being 8 seconds, and the global cooldown of Torpedo Spread being 15 seconds, this means if you have 2x Torpedo skills you can use them every other time your Torpedo fires, which is quite often and quite effective.
Quote:
Also, as you should always use the grappler and the number of times you really NEED a tractor beam are limited, I'd swap the tractor beam on your advanced escort build for Polarize Hull.
Not everyone has the Grappler since it is a C-store item, but I do recommend it.

Tractor beams are more necessary than you realize. Borg ships have the same firing-arcs as we do, its just not as apparent due to their Geometric designs. The tactical Cubes for instance, can be held in place with a tractor beam while you fire at their sides instead of taking the damage from their Torpedo spam from their forward facing side. I was testing this out last night and it does work, its also CRITICAL to use against Donatra in Khitomer Accord in Elite.
Quote:
Originally Posted by ainu
On both my Defiant-R and MVAE, I find 3 turrets in the back combined with my weapons up front is just a touch high on the weapon energy drain, so I only run 2 turrets in the back, and use the Cloaking Tractor Beam Mines for the last spot. This allows me to have a hold ability while sacrificing very little damage - one less turret, but lesser energy drops from the weapon cycles.

Have you considered the Tractor Beam Mines? In KA, I like to dump them where the next wave of probes is going to come, and in a pinch, I can evasive around in front of a group and drop some more.
Tractor mines might be a worthy item to use for STF's, I haven't tested them out yet, but I think I'll amend them to the "hold" section.

I have no issues with power usage. Even running at 90 weapons power, I'm all the way up to 124, and with everything firing it never drops down bellow 50 before recharging to max.
Quote:
Other than that possible addition, it's a very nice guide. I hope a lot of potential escort STFers read this, it's no fun having to carry all the other escorts because they aren't anywhere even close to optimal in build or tactics.
Thats the main reason I made it :p
Quote:
Originally Posted by BlackWyvern View Post
I've gotta give it to you for making a clear, concise guide.

I'm a FE STF runner myself, but I have a different take on how I do things..

If you can tell, it's 100% hull tank. My shields are there to just look pretty. It isn't like I can actually use them most of the time anyways, between the multiple tachyon beams and the shieldkillers. Even with full shield facing, and max shield skills, them 125k crit torpedoes still make me asplode.

I might eventually move up to MACO if I can ever motivate myself to farm the 80 or so EDC it needs and replace the Aegis stuff. But that defense buff does come in handy.
With Gozers nerf/fix to the Borg shield-stripping skills, you can shield tank against the Borg now just fine.

But ya, I used to Hull-tank all the time with my Escort against the borg... I hated it, LOL! But your build is quite unorthodox for sure.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-12-2011, 04:37 PM
Quote:
Originally Posted by Latinumbar
Nice guide. My fleet escort build is very similar to what you have suggested. (although I run 2x EptS instead of RSP, and I run an eng team instead of EPtW). I also do what Ainu does, and only run 2 turrets in back for less power drain.
Engineering Team on a Fleet escort in the ensign ability is good. I usually use that for PVE, but the amount of time I'm using Tac Team on the STF's I figure I had better find something else that doesn't have a shared cooldown
Quote:
Another 'hold' ability that can be considered is tractor beam repulsors. It is especially useful in Infected in keeping the nanite spheres/probes away from the transformers. The advantage is 1) you can repulse multiple targets. 2) You can keep moving (which keeps your defense bonus up). 3) You can keep the targets in your forward weapon arc. With enemies that are heading towards you, you are faced with a decision. You either have to slow down/stop to keep them in front of you, OR you fly past them and then have to circle around. Repulsors solve this issue.
I left out the repulsors on purpose...

People push things the wrong direction, causing mission failures

And people push around the Carrier on Cure or Donatra on Khitomer, which really irritates people.
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