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then you should be putting 3 to 6 points in subsystem repair if you want to keep them, crew's only function is to get subsystems repaired quick, and if you put focus on something, you should min/max as hard as you can. i would slot as many grav gens as you can too, the skills you use offensively you want working as good as possible.
Hull Repair, Subsystem Repair, as well as other things...
The Subsystem Repair thing I've always kind of thought of as a waste - it's useless without crew and if you have the crew, it's not really that much of a boost. It's a middle-ground thing - if you've got half your crew, then SSR would help. The more you slide either way, the less useful it feels...
With TBR, I use it to push somebody away from a healer or a healer away from somebody they're healing... hit TBR, Evasive, Eng Battery... they PH/APO, Subnuc them and keep pushing.
The GW/TR are mainly anti-fighter spam - as well as general battlefield spam.
The focus on damage comes from the mines/torps. Head toward the target, fire a spread, fire a cluster, DPB, they'll want to turn to pursue, fire the rear cluster, and just fly around them and around them as the trans eat their hull - often leaving them exploding with full shields.
I used to fly a Sci in a Patrol Escort using a similar build - but I wanted something that could drop some spam for fighters and went with this... I lost overall single target damage, but I have fun taking out carrier spam.
Wish it worked worth a damn against ASDs - but since I mainly go FvF, it works great against ADRs.
the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
Good to know. I've always been partial to Sabers personally.
I love playing my Fleet Neb on my Tac with a double A2B build, but I'm worried about the Vesta makin that ship obsolete.
I have a Chimera beam/tachyon mine build that I'll post too along with the others I mentioned. Its not a huge DPS build, but its super annoying and drains shields like a mofo.
I was looking at Mavairo's DSSV holdover build. He mentions that the D'Kyr (and Nebula) does a better job than the DSSV. Is there a section where he expands on equipment and ability details concerning the D'Kyr??? --->Because in THAT post he doesn't mention what type of weapons layout would complement the abilities he mentions. Also does he mention what other abilities should be used by your boffs?
thats a pretty good skill build, i would make a few changes though. ether use all energy weapons, or spec fully into projectile skills. i prefer the former myself. drive coil really doesn't do anything to help you in combat, a pvp build tends to leave that empty. battery can be pretty nice to have speced though, even 3 into adds a nice bump to their duration.
i always max impulse thrusters, thats a buff to your turn rate after all. electro-plasma systems is a buff to how quickly your subsystem energy recharges and how much energy you get from EPtX skills. max that. i tend not to put more then 3 in ether efficency or potential, the gain from each of those is very small. you should put some skills into engine performance though, 6 i suggest. speed to an escort is everything, its position in battle and its evasion score.
with regards to armor, you get greater return on defense added by putting 3 into threat control and 3 into hull plating. you get more total energy resistance then that way then you do with 6 just in plating, plus you get a bit of kinetic resist. i don't think you need much in the way of hull armor, its the energy damage in pvp you need to worry about most. aux in an escort is important fro the small number of heals they have available, AtS, HE and TSS are all aux based, id put at least 3 into that.
if you want to get a fleet escort, consider carefully between the fleet patrol, and fleet escort (saber). the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
id call that better, but your going to have some crummy aux power, which 2 of your heals run on. for an escort that does not use glider, tet, or pol weapons i would set it up like this
I was looking at Mavairo's DSSV holdover build. He mentions that the D'Kyr (and Nebula) does a better job than the DSSV. Is there a section where he expands on equipment and ability details concerning the D'Kyr??? --->Because in THAT post he doesn't mention what type of weapons layout would complement the abilities he mentions. Also does he mention what other abilities should be used by your boffs?
hopefully befor long i can through out and transfer some good sci ship builds, and d'kyr. too. since it has a LTC eng station, i suggest using EWP1 with it.
the defient was the best escort for a wile, even with its undesirable ens station.it had the best turn and a cloak, and is still a competent ship even today. it shares the station setup with the qin, and wile its not as good a ship stat wise, this build fits both of them. with all the rep system passives, you cant just unload DHC damage and hope to kill anyone, you need a closer. a reliably one is a DBB with BO, torps are much more tricky to make effective. im not going to recommend BO3 here, it appears to not benefit from acc mods or any acc bonuses. BO2 can hit at about 30K with a crit pretty easily, thats likely going to be plenty most of the time.
the 2 APO are your get out of jail free card, they let you shrug of anything from a tractor beam to warp plasma, and increase your speed and defense greatly. wile those 2 are cooling down. its basicly insane to not run 2 APO on an escort, and APO3+crf 2 will give you higher spike then CRF3+APO1. when you use BO, i recommend using an EPS console, it will recharge all the energy BO uses quicker, so your other weapons are firing at a higher energy level and dealing more damage.
equipment
borg deflector
borg engine
maco shield
consoles
2 turn, 1 EPS
borg, cloak
4 energy type consoles
doffs
evasive maneuver cooldown reducing conn doffs, shield distribution doffs
this ship is best at hitting and running, stacking all buffs and then decloaking and firing it all at someone, if your lucky you can all but 1 shot someone with the heavy cannon fire and BO. the shield distro doffs will give you an extra shield heal to allow you to tank longer, and being able to use evasive maneuvers more often will let you speed tank, get good position, and GTFO when needed without having to wait. trying to control such a speedy ship and use it effectively will do much to improve your pvp skill.