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Banned
Join Date: Jun 2012
Posts: 275
# 11
07-26-2012, 07:33 PM
Quote:
Originally Posted by reginamala78 View Post
Maybe, but he said its a stopgap to get into playing STFs without hugely redoing the ship. "Will this be adequate?" and the answer is "yep, that'll do."

Also, some stuff that's useless for PVP is a big help in PVE, since you're trying to engage multiple targets at once or grind away at ships with absurd hull numbers. Flying a ship built for spike damage or a specific purpose in a premade will work sure, but thats probably more the piloting skill of experienced PVPers than the ship itself being the best tool for the job. Why put a square peg in a round hole when a round peg is available?
Oh, not contesting that. It wasn't necessary before Season 6 (anything that worked in PvP was ridiculously OP in PvE because there were only a few targets being engaged at once, so focus damage, which is PvP's specialty, became more important). Now, AoE damage is most viable in (the new) PvE, while being relatively useless in PvP.

STFs, I still believe PvP build > PvE build, simply because targets are localized. It is rare you are engaging more than 1-3 targets simultaneously, making PvP focus builds far stronger with only minor tweaks for PvE use optimization.

Missions like No Win would require an entirely new build however to be fully optimized.

That said, most cases, you can take that square peg and jam it in and it'll be like a one-size-fits-all.

Granted, not all. But most.
Captain
Join Date: Jun 2012
Posts: 1,208
# 12
07-26-2012, 10:03 PM
Quote:
Originally Posted by oyabunnobunaga View Post
Both my own skills (tac) and my boffs are in need of a complete overhaul. There are certainly plenty of threads listing what kinds of skills to load. Only thing holding me back from that is trying to decide if I want to completely minmax for a cannon gunship or if I want to leave enough diversity to maybe hop into another ship type later on (some kind of cruiser probably, or maybe to have a second escort on a torp fit).
BOff wise, go ahead and minmax, the skill points they use to train (now called 'Expertise') continues to build up even though you're max level, so retraining is just a few thousand EC tops and some time. You could also go ahead and buy some extra crew slots and switch out which are at stations for the given task. Skillpoints wise, that's up to you, though it seems fairly forgiving in most PvE/STFs.
Ensign
Join Date: Jul 2012
Posts: 6
# 13
07-27-2012, 01:13 AM
Even though I was mainly looking at a PvE build. I'm willing to entertain the idea of a square peg in a round hole. Especially after trying a PvP mission and having my ass repeatedly handed to me so quickly that no one even had time to put it on a platter.

Everything I had read so far on PvP escorts had left the impression that they needed specific builds and that the patrol escorts were sub-par when compared to the other high-end escorts.

If I can put together a fit that can/will work for both without being gimped for one or the other then I'm all for it.
Lt. Commander
Join Date: Jun 2012
Posts: 226
# 14
07-27-2012, 01:20 AM
Quote:
Originally Posted by hakaishinlegion View Post
I imagine this build is not for PvP, so will bite my tongue on what would need changed to be viable there.

For PvE, if it shoots, it works.
Actually, it'd work fine for PVP with 3 piece borg and MACO shield, or 2 piece Borg, 2 piece Omega.

As far as boff powers go, I'm getting good mileage with an all cannon Garumba using:

TT1, CRF1, APO1, CRF 3
TT1, APD1, APO1

EPTS1, Aux2sif1
EPTS1,

TSS1, HE2

Patrol Escorts are certainly not sub-par, they're fewer bells and whistles, but you've also got 4 engineering consoles in the Fleet one, plenty of room for one or two RCS accelerators without gimping your ability to slot more traditional engineering consoles. That engineering ensign means you can run EPTS1 twice and have either RSP, Extend Shields or Aux2sif to back up not only your own toughness, but in the case of the latter, your ability to support your team and/or mission critical friendly NPCs like Freighters and the Kang.
Ensign
Join Date: Jul 2012
Posts: 6
# 15
07-27-2012, 06:38 AM
Still feeling all kinds of newbtastic here. But I would like to thank everyone for their input it has all been
incredibly helpful.

The updated fitting is as follows:

Fore: Polaron DHC XI(1 blue, 3 green, to be upgraded)
Deflector: Jem'hadar XI
Impulse: Jem'hadar XI
Shield: Jem'hadar XI
Aft: Polaron turret XI (1 blue, 2 green, to be upgraded)
Device: shield battery, scorpions
Eng: Field emitter XI(blue), 2x neutronium XI(green)
Sci: Field Genortor XI(blue), Borg assimilated
Tac: 4x polaron dmg mod

Boffs;
Tac C: tacteam I, C:scatter volley I, omega I, C:rapid fire III
Tac L: Tacteam I, delta I, beta II
Eng L: epts I, rsp I
Eng E: eng team I
Sci: tractor I, H-Emitter II

Only thing I am still a bit unsure of here is the eng and sci consoles.

Next question is; Should I stick to the J'H set and continue to upgrade its existing equipment? Or switch to a borg set
(the next readily available), and maybe switch weapon types? Or will I be fairly safe holding off on major upgrades
untill I get into a fleet patrol and can do a full load on one of the higher end sets?

Also, just so I know for future reference, what would the major changes need to be in order to make this marginally
useful in pvp? Particularly a multirole boat that could do both PvE and PVP

@ebeneezergoode: I am keeping your suggestion in mind.
Career Officer
Join Date: Jun 2012
Posts: 185
# 16
07-28-2012, 11:07 PM
Quote:
Originally Posted by oyabunnobunaga View Post
Still feeling all kinds of newbtastic here. But I would like to thank everyone for their input it has all been
incredibly helpful.

The updated fitting is as follows:

Fore: Polaron DHC XI(1 blue, 3 green, to be upgraded)
Deflector: Jem'hadar XI
Impulse: Jem'hadar XI
Shield: Jem'hadar XI
Aft: Polaron turret XI (1 blue, 2 green, to be upgraded)
Device: shield battery, scorpions
Eng: Field emitter XI(blue), 2x neutronium XI(green)
Sci: Field Genortor XI(blue), Borg assimilated
Tac: 4x polaron dmg mod

Boffs;
Tac C: tacteam I, C:scatter volley I, omega I, C:rapid fire III
Tac L: Tacteam I, delta I, beta II
Eng L: epts I, rsp I
Eng E: eng team I
Sci: tractor I, H-Emitter II

Only thing I am still a bit unsure of here is the eng and sci consoles.

Next question is; Should I stick to the J'H set and continue to upgrade its existing equipment? Or switch to a borg set
(the next readily available), and maybe switch weapon types? Or will I be fairly safe holding off on major upgrades
untill I get into a fleet patrol and can do a full load on one of the higher end sets?

Also, just so I know for future reference, what would the major changes need to be in order to make this marginally
useful in pvp? Particularly a multirole boat that could do both PvE and PVP

@ebeneezergoode: I am keeping your suggestion in mind.
The set you got for now is DECENT, but not INCREDIBLE. If your looking at truely endgame, such as elites, no-win, etc, then you need to start thinking about a triple borg + shield setup...

What? You all knew that was coming. I know it may not seem like the best idea to mix and match sets, but this one is all about the set bonuses. The first you have is regenerative assimilated shields, which regens shields I believe. The second, can't rememeber what it's called, helps regen hull, and it helps ALOT. I didn't notice it till a private challenge against my science buddy. He kept on bringing my shields down, but the first volley of torps he sent my way dented me, but then my health went right back up. Turns out the borg set is like having a really powerfull hazard emitters on you, without removing hazard debuffs, like a plasma fire. so my suggestion is 3 borg set (console + deflector and engine) and some sort of shield (MACO for endgame, resilent for now). As far as weapons go, look no further than antiproton. I didn't think they made a difference until getting all Mk XII Accx2 cannons. They rip through ANY NPC's shields, and hull is the same thing. I rememebr the last fleet blockade I did, I could take care of all of the klingon BoP's on a single attack run. Only thing that gives it issues are the obvious cap ships.

Besides that, just keep it moving, get the fleet version, and fleet weapons, etc. etc.
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