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Career Officer
Join Date: Jun 2012
Posts: 76
# 21
07-18-2012, 09:53 AM
Quote:
Originally Posted by atrus19 View Post
As an escort, you depend on having your facing in the right place, tractors, which spheres and cubes toss out like candy, stop you from doing that. Also, woe to he who flies close to a cube at death only to be tractored there by a nearby sphere. Blech. Anyway, you should have at least one ability to escape tractors, and its not like they do NOTHING else. AP:O is also a huge damage and tank boost when APB is on CD, and polarize hull also reduces dmg. Make the pro move, and slot one.
Perhaps your reading comprehension is lacking. I stated very clearly that I have two ways to get out of tractor beams. Make the pro move and quit acting like no one else has experienced these factors and come up with different, equally valid, solutions.
Lieutenant
Join Date: Jun 2012
Posts: 76
# 22
07-18-2012, 12:43 PM
Quote:
Originally Posted by sotaudi View Post
Perhaps your reading comprehension is lacking. I stated very clearly that I have two ways to get out of tractor beams. Make the pro move and quit acting like no one else has experienced these factors and come up with different, equally valid, solutions.
No need to get hostile, but since you did: You have no idea what you are talking about. Evasive Maneuvers and Deuterium Surplus does NOTHING to STF tractors. Nothing. At level 3 EM offers:

+304% Flight Speed strength for 8 sec
? +483% Turn Rate strength for 8 sec
? +25% Defense strength for 8 sec

And Deuterium Surplus offers:

+441% Flight Speed for 8 sec
+441% Turn Rate Strength for 8 sec
+15% Defense Strength for 8 sec

Where in there does it say it allows you to get out of a tractor? It allows you more maneuverability and defense while in a tractor. So what you did is state two abilities that IN NO WAY allow you to get out of a tractor beam. At all. Ever. Never ever.

Guess what? AP:O at level III allows you:

?+25% All Damage strength for 15 sec
?+[25-37] All Damage resistance for 15 sec
?+[132-152]% Flight Speed strength for 5 sec
?+[132-152]% Flight Turn Rate strength for 5 sec
?Immunity to Movement Debuffs for 15 sec
?Immunity to Disable Debuffs for 15 sec

?+[30-45]% Defense strength for 5 sec
?Immunity to Teleport for 15 sec

AP:O is, in every way, a better thing to use. The point of using an ability to get out of a tractor is to get out of range of your mob of attackers until your CDs can reset and/or you lose aggro. Simply popping evasive maneuvers means you will be able to shoot straight for a bit before your delicate eggshell is popped. Not dying is A LOT more important in STFs now. Add on top of that 25% dmg buff for 15 seconds and it's just stupid to not slot it on an escort. I'm sorry you don't like it, but that's the reality. Polarize hull is weaker, but still a much better choice to rely upon over Evasive Maneuvers and Deuterium Surplus.

Thanks for playing!

Last edited by atrus19; 07-18-2012 at 12:45 PM.
Ensign
Join Date: Jul 2012
Posts: 1
# 23
08-17-2012, 09:23 AM
Good thread, I don't mind necro because there are a couple of good vet HEC build ideas here. Based on what I have seen in-game, Thoroon's ideas on the first page are a nearly fool-proof strong general escort build.

BTW, also ramming speed (once you're low hull) will get you out of movement debuffs, etc.

Cheers.

Last edited by baldornix; 08-17-2012 at 09:29 AM.
Republic Veteran
Join Date: Jun 2012
Posts: 2,728
# 24
08-17-2012, 09:39 AM
been using phased tetryon cannon's and turrets on my HEC and i like them..... now if only i could figure out what energy console affects them. phaser relays or tetryon consoles?
Joined Sept 09.

Curse you Archived Post.... you stole all my Ideas.
Career Officer
Join Date: Jun 2012
Posts: 711
# 25
08-17-2012, 05:16 PM
I prefer Anti-Proton weapons... I'm a Joint Trill Engineer.

Fore:
1 DHC MK XI Purple, 2 DC MK XI Purple, 1 MK XII QTorp Purple

Aft:
2 MKXI AP turrets Purple, 1 Harpeng Torp launcher

BOFF layout:

Ens Tac: TT1
Lt Tac: HYT1, CRF1
Cmd Tac: Torp Spread 1, APB 1, HYT3, CRF3
Lt Sci: PH1, HE2
Lt. Cmd Eng: ET1, DEM1, EPtS3

Consoles:
Tac- 4 AntiProton Mag Regulator MKXI blue
Sci- Emitter Array MK XII Blue, Shield Emitter Amplifier MKXII Blue
Eng- Neutronium alloy MKXI Blue, Vent Theta Radiation console, Borg Console
Commander
Join Date: Jun 2012
Posts: 332
# 26
08-17-2012, 10:16 PM
Quote:
Originally Posted by tenkari View Post
been using phased tetryon cannon's and turrets on my HEC and i like them..... now if only i could figure out what energy console affects them. phaser relays or tetryon consoles?
tetryon consoles

2 different builds, ones on a tac, others on an eng
tac: all anti-proton
fore: 2x dhc, 1x dc, 1x quantum
aft: 3x turrets
from mem so skills ranks may be a little off.
CRF2, CSV2, TS1, HE1 and 2, APO3, APB1, epts1, rsp1 and 2, x2 tt1
eng: all anti-proton (skilled max in accuracy and weapon specialization)
fore: 1x dhc, 1x dc, 2x quantums
aft: 3x turrets
crf2, csv2, hy1, ts3, he1 and 2, rsp1 and 2, epts1, 2x tt1, apo3

both are pretty tanky ^_^ personal motto, if you're dead that's 0 dps until you can get back into the fight so i have a tendency to focus on survival.

tac was originally all cannons....just got annoyed with that wasted ensign tac slot, so it was a choice of a dbb, and BO or a torp. went with torp factoring in how much is unshielded in stf's and how BO drains weapon power whereas a torp does not.

fyi, evasive does pull you out of tractors...if you've skilled somewhat (3 ranks) into inertial dampeners. even 3 ranks can let you turn, albeit slowly while held. once beyond 5k with either evasive, deuterium, etc, tractor loses it's effectiveness. and switching targets, is also an option when held to what evers in front of you. so your dps never has to falloff unless you stay stubbornly fixed on a different target that's no longer in your arc. not hat i disagree that apo is good to have, it's on all my escort builds, armi or otherwise...there are other options though.

Last edited by deadspacex64; 08-17-2012 at 10:41 PM.
Ensign
Join Date: Jul 2012
Posts: 27
# 27
09-01-2012, 03:55 PM
Quote:
Originally Posted by tenkari View Post
been using phased tetryon cannon's and turrets on my HEC and i like them..... now if only i could figure out what energy console affects them. phaser relays or tetryon consoles?
Actually, I foget off the top of my head, but if you pull up the tooltip it'll say something like:

___ phased damage or

___ tetryon damage

All hybrid weapons have a primary damage type with the a bonus of the other type's proc.

For some reason, this weapon is not on STOwiki.
Ensign
Join Date: Aug 2012
Posts: 29
# 28
09-11-2012, 01:32 PM
Quote:
Originally Posted by thoroon View Post
Actually all Escort builds boil down to this:

Weapons: 4 DHCs For, 3 Turrets Aft
(there is a discussion with no solution if 2C+1DHC is better)
3Borg+MACO Shield
4 Energytype Consoles

Tac BOFFs: 2 TT1 (or one if you use DOFFs), AP Beta/Omega, Volley or Rapid Fire x2
Eng/Sci BOFFs: Survival (EPTS, HazEms etc.), Escaping(Polarize Hull ...) and/or CC
depending on playstyle etc.

There are hardly any extreme exceptions...
This is true. There are many out there. I run mine with Dunbees. They seem to help me out alot. Putting the brakes on my targets.

You needn't hang like a dog. If you'd fight like a man.~ Anne Bonny
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