Lieutenant
Join Date: Jun 2012
Posts: 78
# 1 Making an awsome escort
08-02-2012, 01:30 PM
Updating post, ill.repost in a few
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Last edited by deepspacejunkie; 08-03-2012 at 06:53 AM.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,324
# 2
08-02-2012, 08:08 PM
Your ship build is all about survival as an Escort.

And you didn't put a single armour console into Engineering?

Since you brought captain choice into it why didn't you talk about skill points? Surely you should have posted a skill point build?

And no BOFF powers?

You explained a lot and left massive holes? Or is there a part two?

Also Emergency Power to Shields 3... on an Escort? Your build only works if you buy the Joined Trill and buy the Heavy Escort Carrier the Armitage class?

Also I was of the opinion BOFF traits like Leadership and Efficient didn't stack.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,231
# 3
08-02-2012, 08:23 PM
Nice easy to understand build thread. My Tac build is slightly different and I'm having a lot of fun with it so far. Waiting to see what Fleet weapons will be available, and also the T3 version of the Tactical Escort Retrofit ...

Fore Armament:
2x Phaser Dual Heavy Cannons Mk XII [Acc] [CrtH] [Dmg]
1x Quantum Torpedo Launcher Mk XI [CrtD]x2 [Dmg]
1x Phaser Quad Cannons [Dmg]x4

Aft Armament:
3x Phaser Turret Mk XI [Acc] [Dmg]x2

Deflector/ Engine / Shield:
Aegis Deflector Array, Aegis Hyper-Impulse Engines, Aegis Covariant Shield Array

Devices:
Subspace Field Modulator, Red Matter Capacitor

Engineering Consoles:
Field Emitter Mk XII, Tetraburnium Hull Armor Mk XII, Ablative Hull Armor Mk XII

Science Consoles:
Field Generator Mk XII, Assimilated Module

Tactical Consoles:
3x Phaser Relay Mk XII, 1x Zero Point Quantum Chamber Mk XII

BOFFS

(Science) Lieutenant
Transfer Shield Strength I, Hazard Emitters II

(Engineering) Lieutenant
Emergency Power to Shields I, Reverse Shield Polarity I

(Tactical) Commander
Tactical Team I, Torpedo High Yield II, Cannon Rapid Fire II ,Attack Pattern Omega III

(Tactical) Lt. Commander
Torpedo Spread I, Attack Pattern Beta I, Cannon Rapid Fire II

(Tactical) Ensign
Tactical Team I
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Last edited by jkstocbr; 08-03-2012 at 02:32 AM.
Captain
Join Date: Jun 2012
Posts: 1,395
# 4
08-02-2012, 08:35 PM
I've seen quite a lot of good Engineer escorts, but they don't try to slug it out. Your modus operandi is still burst, it's just that you're slightly more sustainy and you don't have to zip off immediately once your buffs run down.

Remember that all that skilled-out accuracy is pitted against people who (if they're smart) redlined the defence tree and will get bonus defence from just moving at full impulse. You can make arguments for and against buying [Acc]x(X) weapons, but honestly [Dmg] is the worst of the modifiers. If you want to take something instead of [Acc] I'd go with [CrtH], failing that [CrtD].

I don't want to be undiplomatic but it seems like you just took everything from your main character that you were using since the start of the game and tried to justify it backwards. It's a little hard to swallow the idea that you meticulously planned ahead of time to put an Engineer Joined Trill into a HEC because it's the most efficient build when number-crunched.
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