Captain
Join Date: Jun 2012
Posts: 1,961
I am currently working on a Fleet Patrol Escort build for a captain specifically designed for Space PvP. However, I do also plan to use it in PvE for STFs/Fleet Actions.

Captain Traits:
Efficient, Elusive, Accurate, and Warp Theorist

Weapons fore:
2x Phaser Dual Heavy Cannons Mk XII
1x Phaser Dual Beam Bank Mk XII
1x Quantum Torpedo Mk XII

Weapons aft:
2x Phaser turret Mk XII
1x Quantum Torpedo Mk XII (3rd turret/tricobalt possible alternate)

Engineering consoles:
3x Neutronium Alloy
1x RCS Accelerator

Science consoles:
Universal - Subspace Jumper
Universal - Borg Assimilated Module

Tactical consoles:
4x Phaser Relay

Shield/Deflector/Engine:
Omega Force Mk XII

Power levels:
100 weapons, 35 Shields, 40 Engines, 25 Auxiliary

Duty Officers:
2x Conn Officer (Tactical Team cooldown reduced by 8 seconds. +10 to Attack Patterns)
1x Conn Officer (Cooldown on evasive maneuvers reduced)
2x Damage Control Engineer (35% chance to reduce the cooldown on EPtX by 30%)

Skill Build can be found here: http://www.stoacademy.com/tools/skil...rtomegaalpha_0

Two things that will be noticed. I am not running an all cannon build, nor am I running any cannon bridge officer skills. To be honest, I have never been much of a fan of either. This is an attempt to create an alternative escort build that is still viable in space PvP. If anyone has suggestions they would care to offer, I would appreciate it.
Lt. Commander
Join Date: Jun 2012
Posts: 148
# 2
12-03-2012, 12:18 PM
Cannons are the point of escorts. If you want to actually do anything in PvP, play your role. It like putting torpedoes on a carrier...

You can still have your overload if you like. Go 4 DHC with a BA at the back. or 3 DHC and a DBB.

But the rapidfire is essential for escorts. Its the bread and butter.
Commander
Join Date: Jun 2012
Posts: 293
# 3
12-03-2012, 02:10 PM
I would replace [RCS Accelerator] with

Console - Tachyokinetic Converter
+22.9 Flight Turn Rate
+17.2 Starship Graviton Generators
+0.76% Critical Chance
+7.6% Critical Severity
"There's coffee in that nebula!" -- Janeway (The Cloud)
| 44th Assault Squadron [Kdf] | 44th Fleet [Fed] | Startrek.44thfleet.com |
Captain
Join Date: Jul 2012
Posts: 1,449
# 4
12-03-2012, 03:24 PM
I wouldn't go for this as it doesn't have cannon scatter.

http://www.youtube.com/watch?v=kcBA1hBQhDQ
Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers

Last edited by age03; 12-04-2012 at 04:29 PM.
Career Officer
Join Date: Jun 2012
Posts: 519
# 5
12-03-2012, 03:32 PM
I had no idea that this doff existed.... gonna check it out thanks!

Quote:
2x Conn Officer (Tactical Team cooldown reduced by 8 seconds. +10 to Attack Patterns)
1hr of work @NYS Min Wage 7.25 = 725 Zen
725 x 102 (or current exchange rate) DL = 73950 DL <- can you earn that per hour in game?

Join Date: Sep 2009 - I want my changeling lava lamp!
Lt. Commander
Join Date: Aug 2012
Posts: 159
# 6
12-03-2012, 03:39 PM
The thing about turrets is. They only shine when they are used in conjunction with a cannon ability
. So you have 4 weapon slots that are are draining power when you do fire your beams and use the beam abilites. In short simply having those cannons and turrets there, you are making your beam attacks weaker.

So i say all or nothing. Go cannons and use crf and csv. Or go beams an use bfaw and bo
Captain
Join Date: Jun 2012
Posts: 1,961
# 7
12-03-2012, 09:20 PM
Quote:
Originally Posted by defcon1776 View Post
I would replace [RCS Accelerator] with

Console - Tachyokinetic Converter
+22.9 Flight Turn Rate
+17.2 Starship Graviton Generators
+0.76% Critical Chance
+7.6% Critical Severity
Thanks for the advice, forgot about the lobi console. I will certainly look into obtaining it.

Quote:
Originally Posted by hyprodimus View Post
Cannons are the point of escorts. If you want to actually do anything in PvP, play your role. It like putting torpedoes on a carrier...

You can still have your overload if you like. Go 4 DHC with a BA at the back. or 3 DHC and a DBB.

But the rapidfire is essential for escorts. Its the bread and butter.
Firing beam overload from a beam array is incredibly weak. And firing beam overload from aft...I won't be able to take advantage of my DHC if I do that. The strongest attacks for an escort are always placed in the front.

A Dual Beam Bank Overload III can Crit well beyond 50K+ fully buffed. A standard Dual Beam Bank Overload III deals 21K base damage (no buffs), at the very least stripping shields. Combine that with a quantum torpedo high yield III for an extra 21K+ and you will deal at least 42K (DHC not taken into account). Fully buffed in an Alpha strike, it is possible oneshot unsuspecting cruisers with BO III/THY III.

As I said in my first post, this build is an attempt to make an alternative to the full cannon escort. I understand that 4x DHC/3x turret or 3x DHC/1x DHC/3x turret is the norm in PvP builds. What I am looking to do is get feedback so that I may improve an alternative to the standard build.

Last edited by majortiraomega; 12-04-2012 at 11:35 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 247
# 8 Icky
12-04-2012, 03:40 PM
Two things about escorts. They are meant to be DPS ships and their main defense is maneuverability.

Dump the beams go all cannons, dump two neutronium, add one monotanium and a plasma distribution manifold. Get a tachyokinetic converter. Dump the aft torpedo and go all turrets.

You don't list the BO's.

In your skills reduce the ship energy weapons to 7 and the ship projectile weapons to 6. You should then be able to bring energy weapons specialization to 6.

Drop everything from flow capacitors. You don't need it and put that into anything that will bring your warp core, engines or armor up.

My current build with skills is listed here.

http://sto-forum.perfectworld.com/sh...d.php?t=244532

Look to the last couple pages. I know the engines and deflector aren't great but they are there for a reason.
Lt. Commander
Join Date: Jun 2012
Posts: 103
# 9
12-04-2012, 03:59 PM
This is my current built, and i find it perfect for PvP. I`m using hybrid wps polarized disruptors, that`s why i have pts in flows. In eng slots i`m using 1 rcs mk XI prpl, 1 SIF mk XII prpl, and 2 neutroniums mk XI blues (little bit of blues always sounds perfect ) Borg console in sci and 1 Field gen. And offcourse 4 energytype consoles.

http://www.stoacademy.com/tools/skil...rkyssPescort_0

Doffs: 3 blue conn officers (recharge time on evasive manuvers reduced)
2 blue BFI (shield distribution officerc - 40% chance to aply 1500 shlds regen after Brace for impact is used)
Quote:
Originally Posted by zer0niusrex:
[*]All Warbird descriptions have been updated, typoes removed, and gramer corrected.

Last edited by erkyss2; 12-04-2012 at 04:23 PM.
Captain
Join Date: Jun 2012
Posts: 1,123
# 10
12-04-2012, 04:00 PM
Quote:
Originally Posted by majortiraomega View Post
A Dual Beam Bank Overload III can Crit well beyond 50K+ fully buffed. A standard Dual Beam Bank Overload III deals 21K base damage (no buffs), at the very least stripping shields. Combine that with a quantum torpedo high yield III for an extra 21K+ and you will deal at least 42K (DHC not taken into account). Fully buffed in an Alpha strike, it is possible oneshot unsuspecting cruisers with BO III/THY III.
Here's my problem with this:
1) If you miss with the BO3 DBB, all you have to show for it is -50 weapon power, which also lowers the rest of your energy weapon's damage.
2) It's not uncommon for torps to bounce off a shield if someone is paying attention to their shields or if someone heals them. A good portion of your torpedo damage is going to get absorbed by the shield if this happens.

It's not a bad idea to want to try something different. Just don't expect to be as affective as those who go with an all-cannon build.
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