Ensign
Join Date: Sep 2012
Posts: 9
I've seen quite a lot of different threads around about how to build up a good escort ship class but I've yet to find anything that could really help me, i'd like to know what other people think of my current build and any suggestions that could improve it would be helpful.

I've only recently got into the game and have only been playing for roughly 86 hours (according to steam) so I'm quite new to all the different aspect of the game ^^''

I have hit level 50, so any suggestions on equipment can be based around that =)

My current ship build

Ship: Blockade Escort (Obtained from the level 40 ship token)

Guns Fore: x4 Polaron Heavy duel cannons MK X (I have 1 borg one and the rest are uncommon ones)

Guns Aft: x2 Polaron beam array MK X and 1 Tricolbolt mine launcher MK X

Deflector: Graviton deflector array MK XI [ShdS] [SIF]

Impulse: Combat Impulse Engines MK X [Full] [Turn]

Shields: Remen prototype covariant shield array MK XI

Devices: Subspace Field Modulator

Engineering consoles: Tetraburnium Hull Armor Mk X, SIF Generator Mk X, Plasma Distribution Manifold Mk X

Science consoles: Power Insulator Mk X, Shield Emitter Amplifier Mk IX

Tactical consoles: Polaron Phase Modulator Mk XI x2, Polaron Phase Modulator Mk X, Universal - Subspace Jumper

Here's a list of my bridge officers skills and my current skill setup =)

http://www.stoacademy.com/tools/skil...deEscortmine_0


Any help or advice is welcome as i'm new to the game =) I'd like for everyone to remember this is the first time I've ever played this game so please don't be insulting based only on that

Thanks everyone,

Steve =)
Captain
Join Date: Jun 2012
Posts: 766
# 2
09-14-2012, 11:38 PM
Your basic setup looks decent for items that you've picked up in your short time playing. Obviously you are going to want to replace most of your green quality Mk X and XI gear with blue or purple Mk XI gear (and XII when you can get it).

Specific suggestions:

Quote:
Guns Aft: x2 Polaron beam array MK X and 1 Tricolbolt mine launcher MK X
You might want to use Polaron turrets instead of beam arrays--they will add their fire to your forward arc because they fire in a 360 degree arc. They will also be able to take advantage of the "Cannon Rapid Fire" and "Cannon Scatter Volley" Bridge Officer powers that you can use to boost your cannon power. Do take note however that turrets, like cannons will be unable to use Beam Fire At Will or Beam Overload.

Quote:
Deflector: Graviton deflector array MK XI [ShdS] [SIF]

Impulse: Combat Impulse Engines MK X [Full] [Turn]

Shields: Remen prototype covariant shield array MK XI
Since you are using Polaron weapons, you might want to take advantage of the Jem'Hadar space set (deflector/engine/shield). Its two-piece bonus, "Dominion Synergy", gives a 7.5% boost to Polaron weapon damage as well as +15 to your Power Insulators rating.

Quote:
Engineering consoles: Tetraburnium Hull Armor Mk X, SIF Generator Mk X, Plasma Distribution Manifold Mk X
Rather than the SIF Generator, you might want to add a Neutronium Hull Armor, which equally resists all energy types and resists kinetic damage.

Quote:
Science consoles: Power Insulator Mk X, Shield Emitter Amplifier Mk IX
Ditch the Shield Emitter Amplifier and go for a Field Generator instead. The Field Generator will boost your total shield capacity by 15-20% depending on mark and quality level (17.5% for the Mk XI blue).


Quote:
Here's a list of my bridge officers skills and my current skill setup =)

http://www.stoacademy.com/tools/skil...deEscortmine_0
For your Engineering BOFF setup, you might want to switch that "Reverse Shield Polarity I" for "Emergency Power to Shields II", which is an almost essential ability for any player no matter what ship they are flying. It will guarantee you a set amount of shield healing and resistance, whereas "Reverse Shield Polarity" will only heal you based on the amount that you actually get hit by enemy fire during the few seconds that it is active, which is totally useless for healing during the moments between bouts of incoming fire.

Now, as for your Captain Skill Points allocation, I see that you have nine ranks in a lot of your skills--this is only really necessary on the skills that you absolutely, positively have to max out. The last three ranks only give a combined total of +15 to a skill, compared to the +54 gained from the first three ranks and the +30 gained from the second three ranks. I would reduce the less essential skills to six ranks, and use the extra skill points to put the bottom three ranks into some of the skills that you have neglected, such as Starship Projectile Weapons (boosts your base damage for mines and torpedoes), Starship Armor Reinforcement (resists kinetic damage from torpedoes, mines, tractor beams, etc.), Scientist (boosts your core Ground Scientist abilities), or Combat Armor (improves your Ground damage resistance).
Commander
Join Date: Jun 2012
Posts: 346
# 3
09-15-2012, 04:16 AM
Quote:
Originally Posted by realalis View Post
My current ship build

Ship: Blockade Escort (Obtained from the level 40 ship token)

Guns Fore: x4 Polaron Heavy duel cannons MK X (I have 1 borg one and the rest are uncommon ones)

Guns Aft: x2 Polaron beam array MK X and 1 Tricolbolt mine launcher MK X
Your Arrays and DCs are never firing simultaneously and they rely on different BOFF abilities; you should switch to 3 Turrets Aft. Polaron Turrets since you're using Polaron, preferably Mk XI/XII, X is a bit short at lv50.


Quote:
Deflector: Graviton deflector array MK XI [ShdS] [SIF]
[ShdS] [SIF] are good, but for an Escort, Gravitons don't help much. Switch to a Positron Deflector until Borg/MACO.
You can get a very good Deflector dirt cheap on the exchange.


Quote:
Impulse: Combat Impulse Engines MK X [Full] [Turn]
Switch to Hyper-Impulse [Spd] [Turn] until Borg/MACO.
Dirt cheap on the exchange as well.

Quote:
Shields: Remen prototype covariant shield array MK XI
Decent enough until MACO.

Quote:
Engineering consoles: Tetraburnium Hull Armor Mk X, SIF Generator Mk X, Plasma Distribution Manifold Mk X
Get a Borg module (first Undine Episode mission) and put it here, move the Subspace Jumper here, a Neutronium is advised as well.

Quote:
Science consoles: Power Insulator Mk X, Shield Emitter Amplifier Mk IX
Science Consoles for Escorts&Cruisers are very straightforward since the Field Generator change: pile as many Field Gens as you can. 2 in your case.


Quote:
Tactical consoles: Polaron Phase Modulator Mk XI x2, Polaron Phase Modulator Mk X, Universal - Subspace Jumper
Since you've moved the Subspace Jumper to Eng, get a 4th Phase Modulator.



Quote:
Here's a list of my bridge officers skills and my current skill setup =)

http://www.stoacademy.com/tools/skil...deEscortmine_0
Skill points are fine, strongly advise to switch Ensign Eng slots to EpTS.
Ensign
Join Date: Sep 2012
Posts: 9
# 4
09-15-2012, 07:11 AM
Thanks you two for the advice i'm sure i'll be able to improve my ship quite a bit now. =)

One other question i do have, what is a BOFF Setup? I have heard the term being used but i still haven't got a clue what it means

Thanks again for the advice any more advice is welcome =)

Steve
Lt. Commander
Join Date: Jun 2012
Posts: 148
# 5
09-15-2012, 09:55 AM
"BOFF" means Bridge officer setup, so your abilities like Scatter Volley or Trasfer Shield Strength.

"DOFF" is Duty officers. I dont know if you have been using them in your builds yet, but look up what they can do. They are very important as they can reduce cooldowns, add abilities, heal you, make you faster etc.

This is what I use for my fleet escort for Blockade. You have 2 waves of area of effect damage. Two coppies of Scatter Volley and Torpedo Spread.

Attack pattern omega to get out of tractors. Attack Pattern Beta for damage.

With two copies of EPtS and a 3 piece Borg set, you wont need to heal yourself any extra.

http://www.stoacademy.com/tools/skil...d=Escortmin1_0


All you have to do is:

1) Start firing at the ships
2) Most ships will switch their target to you. Identify the two enemy ships that are still attacking the Transport and shoot at them.
3) When the Transport's rear shield facing gets low, give it Tactical Team followed by Transfer Shield Strength.
4) Keep healing the Transport with Aux to Sif, Trasfer Shields
5) When the two ships that were targeting the Transport are destroyed, hit Evasive Maneuvers and get out of there, look for another Transport.

Its really that simple. Any Escort can solo a Transport. This build should give you enough firepower to kill the two ships in time.

The skillpoint allocation is reitterating what lilchibiclari said about having a lot of "9s"

I tried to leave your original skillpoint allocation intact, and reduced a lot of 9s to 6s. On the lower end, its ok to have 9s because they are much cheaper.

You may not want to respec right now since it does cost Zen.
Ensign
Join Date: Sep 2012
Posts: 9
# 6
09-15-2012, 10:02 AM
No i didn't even know you could use duty officers to help in space combat but thanks for letting me know I'll be sure to read up about it ^^

And thanks for all the tips I'll be sure to revise my skill points and my bridge officer skills ^^

Steve
Lt. Commander
Join Date: Jun 2012
Posts: 148
# 7
09-15-2012, 10:35 AM
For escorts, some of the common ones are the Shield Distribution Officer and the Conn Officer.

3x Purple Conn officers will bring your Evasives down to 15 seconds
3x Shield Distribution Officers will make you be able to have a pseudo RSP every minute.
Its based on a proc, but with 3 chances, you usually get a decent amount of free heals, if not all your shields.

You are a science officer, so you will want to spec into science skills like graviton generators, flow capacitors, Particle generators, Decompiler etc.

Science is a hard one to allocate skillpoints to because there is so much to spend in. Tacticals have the choice of Weapon specializations, and engineers just spend in X-Performance skills. Just make sure you have a solid BOFF build before respecing. Some skills work, some dont.
Captain
Join Date: Jun 2012
Posts: 3,262
# 8
09-15-2012, 12:00 PM
Look at blue tactical boffs on the Exhange, buy one and have him train your tac guy in Omega 3, shouldn't cost but a few hundred credits given how common Omega 3 is.

Also, yet another agreement for as was said above about carrying two Emergency To Shields 1 so you can have one up all the time. That eng ensign makes this power combination possible and is the main reason why the Patrol Escort is so much more popular than the Advanced Escort, as the dual EPTS ups survivability tremendously.
Captain
Join Date: Jun 2012
Posts: 895
# 9
09-15-2012, 01:10 PM
Quote:
Originally Posted by realalis View Post

My current ship build

Ship: Blockade Escort (Obtained from the level 40 ship token)

Guns Fore: x4 Polaron Heavy duel cannons MK X (I have 1 borg one and the rest are uncommon ones)
Looks fine to me.

Quote:
Guns Aft: x2 Polaron beam array MK X and 1 Tricolbolt mine launcher MK X
I'd personally replace all three with polaron turrets to maximise forward firepower.


Quote:
Deflector: Graviton deflector array MK XI [ShdS] [SIF]

Impulse: Combat Impulse Engines MK X [Full] [Turn]

Shields: Remen prototype covariant shield array MK XI
If/when you get a chance I suggest you go for a Borg deflector, Borg engine and MACO shield.

The MACO shield is very good (much better then the Borg shield) and 2-pieces of the Borg set has a passive which when procs heals your hull. If you add the Borg console to that, the 3-piece Borg set will also have a passive which when procced will heal your shields. In fact I'd recommend you also get the borg console (unlike the rest of the Borg set you get it from the Borg/Undine mission "Assimilation").

Quote:
Devices: Subspace Field Modulator
Fine.

Quote:
Engineering consoles: Tetraburnium Hull Armor Mk X, SIF Generator Mk X, Plasma Distribution Manifold Mk X
I'd dump the plasma distribution manifold. Power boost consoles are pretty much worthless at the moment I'm afraid. Replace it with a neutronium alloy.

Quote:
Science consoles: Power Insulator Mk X, Shield Emitter Amplifier Mk IX
When you can dump both and replace them with 2x field generators. Together they will boost your maximum shield capacity by 36%

Quote:
Tactical consoles: Polaron Phase Modulator Mk XI x2, Polaron Phase Modulator Mk X, Universal - Subspace Jumper
I'd recommend replacing the jumper console with another polaron console. If you really want to use it, stick it in an engineer console slot.
Previously Alendiak
Daizen - Lvl 50 Engineer - Fleet Avenger
Selia - Lvl 50 Tactical - Fleet Avenger
Toval - Lvl 50 Tactical - Fleet Mogai
Ensign
Join Date: Sep 2012
Posts: 9
# 10
09-15-2012, 01:19 PM
I'd like to thank everyone for all the help you guys have given me so far =D

I'm sure now with all this new information i can make my ship a hell of a lot better

I also like the diversity on some of the suggestion that others has posted, there are a lot of similar tech that everyone has mention but i can see the main difference with some of the setups, i.e some are aimed more towards dps and others towards surviving fights.

Again thank everyone I'll be sure to put all the advice to good use, any more advice is welcome =)

Steve


Edit: Some one mentioned that i should switch my combat engines to hyper impulse engines I generally have full power to weapons and my engine power settles at 47/25 would that still work well with hyper impulse engines?

Edit 2: I've taken the advice and brought myself x3 Polaron turrets MK XI [Dmg] and my damage output has increase greatly I've moved my Subspace jumped and brought another Polaron module MK XI and removed my Plasma Distribution Manifold Mk X I tried looking for some Field Generators but the only ones on the exchange where going for 1million And i don't have that kind of money atm ^^'' I'm holding off on upgrading my weapons to MK XII Until i do a few more STF missions and get some of their equipment =)

So far so good on all the advice =D

Last edited by realalis; 09-15-2012 at 01:57 PM.
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