Ensign
Join Date: Aug 2012
Posts: 13
# 11 Revision 5
08-24-2012, 06:16 PM
Quote:
Originally Posted by maelwy5 View Post
You could fly in that and be better than 90% of the PUG players I've seen in STFs
Quote:
Originally Posted by kylesal24 View Post
Hey! Ok, I am a Tac Fed captain and I do mostly PVE so this may help you.
Thanks for all your help! Sorry for the delay in getting back, but I have been playing quite a bit in my free time hah.

I did read through your input and have revised my build to incorporate your suggestions, and also that of kylesal24. Also to answer your question I plan to focus on pure DPS and will want to avoid threat whenever possible. (I'm hoping I find some friends who enjoy tanking instead)

Here is my final draft of the build so far!

http://www.stoacademy.com/tools/skil...ileneckv5_2047

Changes:

Tactical: None
Engineering:
  1. Removed points from Starship Subsystem Repair and Starship Batteries
  2. Added 3 points to driver coil (I hear it's a waste but I just wanted to try it as I was leveling since I don't have any fancy engines hah)
  3. Minor increase in last tier of Engineering skills to follow 3/6 skill pattern
Science:
  1. Removed the debuff resistance skills under Science (Now only using the two shield related skills)
Ground: None

Hopefully this will put me in good shape for the challenges to come
Captain
Join Date: Jun 2012
Posts: 568
# 12
08-25-2012, 04:09 AM
Quote:
Originally Posted by doctortiki View Post
Hopefully this will put me in good shape for the challenges to come
Looks really solid.

Taking Shield Emitters all the way up to 9 isn't completely vital, but it'll certainly not be a wasted investment. It'll bump up your shield heals a bit and raises the bonus energy granted by EPTS (I've capped it out on one of my own characters to just get one extra energy point out of EPTS1) and you've really got nowhere better to put the spare points!

Driver Coil will make you go a bit quicker in sector space, but your maximum speed will eventually cap out at Warp 10 until you pickup Engines that can break that barrier (Like the Borg Engines)

If you ever find yourself occasionally wanting to PVP you can always take a few points out of Shield Emitters and Driver Coil and stick them into Power Insulators. It's nice to have a little bit of a buffer to work with!

Bridge Officer Powers and equipment will make all the difference now. (I'm sure you've already discovered that a ship's energy weapons 'type' should always match its Tactical Consoles, and that BOFF powers like Hazard Emitters, EPTS and Tactical Team are the cornerstones of a good build! There are a lot of tricks you can pull with DOFFs, but for levelling up, TT1x2+EPTS1x2+HE1+Aux2SIF1 will let you survive pretty much anything... and for most stuff you won't even need double-copies of TT or EPTS)

[ <<<--- @Maelwys --->>> ]

Last edited by maelwy5; 08-25-2012 at 04:12 AM.
Commander
Join Date: Jul 2012
Posts: 312
# 13
08-25-2012, 08:24 AM
doctortiki, Glad that we could help.

Now, which ship are you using now? (asking because I don't know if you have changed since the start of this thread.) Because next are BOFF powers, weapons, sets, and consoles.

All of us have our own idea of what to use and so you should be able to find a build you like. As always, if you have any questions then fire away!

Kyle
Delta Fleet Command
Ensign
Join Date: Aug 2012
Posts: 13
# 14
08-25-2012, 11:44 AM
Quote:
Originally Posted by maelwy5 View Post
Looks really solid. Bridge Officer Powers and equipment will make all the difference now.
Quote:
Originally Posted by kylesal24 View Post
doctortiki, Glad that we could help.

Now, which ship are you using now? (asking because I don't know if you have changed since the start of this thread.) Because next are BOFF powers, weapons, sets, and consoles
I sure have been leveling since my original post, and am now a 31 Captain in my new Tactical Escort!

I wasn't going to bother you with my configuration but since you mentioned it, I'd love to get your input in case I am doing something horribly wrong

While I do plan to start playing with Torpedos as I grow, for now I have been focusing my skills on the energy weapons and building the core of the skill build so they are neglected at the moment. (I really can't resist all the spray of cannon fire either haha)

Here is my current ship configuration (All MK8):

Fore Weapons: 4x Phaser Dual Heavy Cannons ( I was previously using Tetryon but they were too expensive in MK8)
Rear Weapons: 2x Phaser Turrets
Engineering Consoles: 1x EPS Flow Regulator, 1x Diburnium Hull Plating
Tactical Consoles: 3x Phaser Relay
Science Consoles: 2x Biofunction Monitor (Wasn't sure what else to put here)
Deflector: I am not really sure what to pick here, so I Just use the one with +Sensors and +Shield System

I have slightly tweaked my power levels for each configuration due to the power level bonuses, but my 'Balanced' config has Weapon power to full, Engines at 50(59), and Shield/Aux at 25(39).

Here are my current BOFFs:

Archer (Tactical): Tactical Team 1, Cannon Rapid Fire 1, Cannon Scatter Volley 2, Attack Pattern Omega 3
Rockit (Tactical): Tactical Team 1, Cannon Rapid Fire 1 (My goal was to change this to something like Torpedo High Yield 2 once I invest the Projectile skills but I currently have none; I was testing both of the Cannon abilities out for now as well not sure which levels of which to pick)
Dude (Engineer): Emergency Power To Shields 1, Reverse Shield Polarity 1 (Should I replace this with Auxiliary to Structural Integrity?)
Sprockit (Science): Science Team 1, Hazard Emitters 2

Also on the ground I have my Engineer and Science officers as dedicated Healers for Shields/Hp, and I bring my Security officers along for extra damage. I am currently using the Fire Team Kit for all the DPS buffs. Everyone is equipped with sniper rifles and I basically just mash all my DPS buffs and have them focus fire on my targets based on priority. It seems to work out well so far but perhaps I can make it more efficient?

Here are the ground abilities they currently use:

Tactical: Battle Strategies 1, Supressing Fire 1, Overwatch 1, Ambush 1
Engineer: Shield Recharge 1, Phaser Turret Fabrication 1, Shield Generator 2, Medical Generator 2
Science: Medical Tricorder 1 and 2, Vascular Regenerator 2, Nanite Health Monitor 1

As always thanks so much for your time and expertise. It has been a huge continuing help as I try to absorb all the information!
Commander
Join Date: Jul 2012
Posts: 312
# 15
08-25-2012, 12:12 PM
OK. I am really good at space, but ground is not a good area for me so I will just help with space.

Right now your build is great for 30-45. Once you get there everything changes. Because you now have access to better equipment and sets.

Weapons: they are fine, when you get to VA either all cannons or 3 cannons or 1 torpedo will work. I would just stick with all cannons because you can save the torpedo points.

Consoles: Tac is fine. Eng: needs some work. When you get higher get the ASSM. console and put it here or Sci. Then fill the rest of the Eng. spots with Neutorion armor consoles. These give resist to everything.
Sci. you will want to get Field Generators once you et to 40+. (You can't till then because they start at mk X.)

Skills: The Tac is good. But one personal thing, I would get a CRF 3 for your Comm. slot. This can be trained by yourself. And put APO in either the LT or LTC slot.

Eng. EP2S 1 is good, RSP should go. Aux2SIF is the best because of the heal. Now if you get a ship with a LTC slot then go EP2S 1, RSP 1, Aux2SIF.

Sci. HE 1, TSS 2.


Sets. Go with Borg once you hit 45. Can be obtained by doing STFs. Best would be either Borg with MACO shield or full Omega, but this is a player thing.

If you have any other question just ask.

Kyle
Delta Fleet Command
Captain
Join Date: Jun 2012
Posts: 568
# 16
08-25-2012, 06:10 PM
Quote:
Originally Posted by doctortiki View Post
Here is my current ship configuration (All MK8):
Your loadout is fine. The EPS console won't do much for you unless you're switching your power levels around a lot, but there's not much else that's worth putting in here aside from possibly an RCS console.

Once you hit 50, assuming that you're staying with an Escort, you'll probably want to use your Engineering slots for Armors and keep the science slots for your Universal Consoles (Assimilated Borg Console being the main one, but it's also very handy to have one of the Vent Theta Radiation ones which you can get from the Lockbox Reward packs via the Exchange)

Quote:
Here are my current BOFFs:

Archer (Tactical): Tactical Team 1, Cannon Rapid Fire 1, Cannon Scatter Volley 2, Attack Pattern Omega 3
Rockit (Tactical): Tactical Team 1, Cannon Rapid Fire 1 (My goal was to change this to something like Torpedo High Yield 2 once I invest the Projectile skills but I currently have none; I was testing both of the Cannon abilities out for now as well not sure which levels of which to pick)
Dude (Engineer): Emergency Power To Shields 1, Reverse Shield Polarity 1 (Should I replace this with Auxiliary to Structural Integrity?)
Sprockit (Science): Science Team 1, Hazard Emitters 2
That's pretty much fine as well. For levelling up you don't need the most optimum setup, it's time to try out stuff to see what loadouts you feel most comfortable with.

One thing I would point out is that Tactical Team and Science Team share a cooldown, and "Transfer Shield Strength" is a handy shield heal that doesn't prevent you from using Tac Team. TSS1/HE2 or HE1/TSS2 are typically the norm, or you can drop APO and pickup Polarize Hull 1 for a Tractor Beam shed (taking PH1 and HE2).

---------

At endgame; for shield healing the ideal would be to have two copies of EPTS and stagger them for constant uptime... but that's not feasible unless you're flying an Armitage or Patrol Escort, since you'll want a slot for either RSP (big spike shield heal - handy in PVP) or Aux2SIF (regular hull heal and resistance buff - handy for PVE). You can try using a Damage Control Engineer DOFF, but realistically 1xEPTS1 and 1xTSS2 is probably your best bet here, with HE1 and Aux2SIF1 for Hull healing.

Concerning the Tactical BOFFs... 2xTT1 is perfect. For the rest you have a little bit to play with - 1 Commander ability, 2x LtCom Abilities and 2x LT abilities. The best damage buff in endgame PVE is APB3 (it basically adds 50% to any hull damage inflicted to a target regardless of whether that damage is coming from yourself or your teammates), so that's your Commander ability sorted out. And you'll probably want to keep a copy of APO1 for shedding Tractor Beams if you're using HE1/TSS2 in your science slots... so that leaves 2xLT BOFF powers and a LtCom BOFF power. If you're going 4xDHCs then the way to go would be to take another copy of APB (probably APB1), and 2x CRFs - so you can keep both APB and CRF up constantly. Or if you're taking a Torpedo you could opt for spike AoE damage, with TS3 and CSV1/APB1. Or mix a little of both AoE and ST damage: CRF2, TS2, CSV1. (It's not worth going for CSV3 or CSV2: it doesn't add much damage over CSV1 unless you're only using Turrets... the point of the ability is to convert your Cannon Fire into an AoE rather than to boost your raw damage numbers)

Honestly, it depends entirely how you want to set your ship up. You could even swap APB3 out for CRF3 - giving yourself slightly better damage versus shielded targets, but not magnifying any of your teammates damage. You'll also find that on some of the endgame Escorts (like the Defiant) you'll have a spare Tactical Ensign slot, which can hold a HYT1 or TS1. (Personally I'm more fond of the ships with a spare Engineering Ensign slot for a 2nd copy of EPTS, but to each their own!!)

Quote:
Also on the ground I have my Engineer and Science officers as dedicated Healers for Shields/Hp, and I bring my Security officers along for extra damage. I am currently using the Fire Team Kit for all the DPS buffs. Everyone is equipped with sniper rifles and I basically just mash all my DPS buffs and have them focus fire on my targets based on priority. It seems to work out well so far but perhaps I can make it more efficient?

Here are the ground abilities they currently use:

Tactical: Battle Strategies 1, Supressing Fire 1, Overwatch 1, Ambush 1
Engineer: Shield Recharge 1, Phaser Turret Fabrication 1, Shield Generator 2, Medical Generator 2
Science: Medical Tricorder 1 and 2, Vascular Regenerator 2, Nanite Health Monitor 1
There are lots of threads discussing BOFF ground power setups.
A lot of combinations can work.

Personally I'm quite fond of 1x Tactical Melee (Bat'leth + SweepingStrikes1 + Lunge1 + BattleStrategies3 + SmokeGrenade3) and 2x Engineers (Pulsewave + ShieldRecharge1 + WeaponsMalfunction2 + TurretFabrication2 + QuantumMortar2/SupportDrone1), with 1x Sci "Healer/Debuffer" (Pulsewave + MedicalTricorder1 + TachyonHarmonic2 + TricorderScan2 + NaniteHealthMonitor1)

Basic idea with the above example is that the Engineers lay down deployable turrets (which do almost as much damage as the BOFFs, especially with Armory Officer and Explosives Expert DOFFs) whilst the science officer drains shields and debuffs things. The Tac officer tends to attract bosses and bounce them up and down off the ground. And they can heal each other's shields or health whilst in combat. All of which leaves you free to lob grenades at the now-unshielded targets, or focus fire stuff. Pulsewaves are shorter range weapons with an AoE cone primary fire. There's a lot of chances for your BOFFs to cause Exposes, so it can help to bring something like a Split Beam Rifle along for exploits.

BOFF traits are probably the thing to watch the most for ground missions - a Purple BOFF with good relevant "advanced" traits can be many times more effective than a standard common BOFF with traits that contribute nothing towards that BOFF's use. (As an example: for a Melee Tac BOFF I'd look for traits that increase damage output, damage resistance and increase their resistance to knockbacks and stuns, e.g. a Tellarite with Sturdy, Pig Headed, Superior Resilient and Superior Aggressive would be ideal)

[ <<<--- @Maelwys --->>> ]

Last edited by maelwy5; 08-25-2012 at 06:21 PM.
Ensign
Join Date: Aug 2012
Posts: 13
# 17
09-12-2012, 10:44 AM
Just wanted to pop back in and say thanks once again to you both.

It was a tremendous help as I was leveling and in trying different configurations. I have been a successful level 50 officer now for a while and have been flourishing, largely in part to all your great advice.

I did make some additional adjustments based on your feedback at the time

Thanks again and fly safe!
Ensign
Join Date: Nov 2012
Posts: 1
# 18 Minor question
02-10-2013, 07:52 PM
so im currently running an advanced tactical escort with all antiproton cannons, and turrets. Would my best bet be all mag regulators or a balance of two pre fires and regulators??
Captain
Join Date: Jun 2012
Posts: 3,140
# 19
02-11-2013, 02:23 AM
as a tactical captain you have the tactical initiative (TACINI) ability, which is kind of very usefull or completely useless according to your boff setup.
here is why: if you run 2 versions of the same tier abilitys the TACINI, will cut both CDs in half...so if you run one copy of a higher tier like scatter volly 3 and 1 and APbeta2 and 1 you can, while TACINI is active, rotate only the higher tier abilities instead of switching between T3 and T1. which greatly increases dps.
On any of the other 2 classes you may run 2 copies of the same ability of the same tier.
Go pro or go home
Republic Veteran
Join Date: Jun 2012
Posts: 27
# 20
02-11-2013, 01:26 PM
This is the build I am currently running on my Science Defiant, but it should work on a Tac Officer no problem. When I respec'ed my tac last time, I used this as a base, but only *slightly* modified it.

http://www.stoacademy.com/tools/skil...FleetDefiant_0

Basically, it's an all energy build, I prefer not to run torpedos on my escorts. Right now she runs 1 DBB and 3 DHCs (due to the ensign tac Defiant issue), but I am thinking about ditching the ensign tac (just ignoring it all together) and running 4 DHCs on her. Now I am assuming that you will be 50 soon, right? I found some really nice gear in the exchange that works great on this ship. Most notably, the Regenerative Shield Array Mk XII [Reg]x2. I love this shield, but this was mainly since this toon hit 50 after Season 7 dropped, and its to hold her off until I can get the borg shield.

Finally, I find this build PERFECT in PvE for survivability. I keep shield batteries handy, but its more to buff my shield power for the regen rate, and not the heal. It's also fairly tanky in PvP, of course like anything your team is also a vital part of survivability.

BTW, you mentioned you weren't a fan of how long the PvP queues take. That is more of a lower level issue, its normally much faster at lvl 50. But if you get into PvP, I highly recommend finding a fleet and getting on voice communications (Vent, TeamSpeak, ect) for PvP. Makes the teamwork much easier.
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