Join Date: Nov 2012
Posts: 5
Hi all, ive been only playing for about a month and a half now, and im looking for help tweaking my build for max potential, Ive read a ton of guides but still trying to learn whats best as I believe a few are out of date overall, so I'm still learning.

I am currently set up for pve only (mainly Elite STF's against the Borg) but have been looking for Acc x2 or x3 weapons to switch out for some pvp eventually but its not my main focus right now. Please suggest anything you see wrong with my build and with where Im thinking about taking it, thanks in advance! (warning long read)

Specialty: Tactical

Tactical: Attack Patterns 9, Weapons Training 9, Energy Weapons 9, Projectile Weapons 6, Maneuvers 6, Targeting 9, Energy Weapon Specialization 9

Engineering: Coil 7, Batteries 6, Hull Repair 9, St. Integrity 9, Subsystem Repair 6, WC Efficiency 6, EPS Systems 9, Impulse 9, W.C. Potential 9, Engine Performance 6, Hull Plating 3, Shield performance 8, Armor Reinforcement 3, Weapon Performance 3

Science: Shield Emitters 9, Power Insulators 3, Shield Systems 9, Inertial Dampeners 3

(plan on respecing when I get my free one for 100 day vet, and dropping coil, and batteries for sure)

Ship: Fleet Tact Escort Retrofit

4 Polarized Disruptor Dual Heavy Cannons Mk XII [CrtD]x2
2 Quantum Mine Launcher Mk XII [CrtD]x2 [CrtH] x2
Kinetic Cutting Beam Mk XII [Dmg]x3

Borg MK XI set

Eng Consoles:
Console - Universal - Assimilated Module
Console - Engineering - Electroceramic Hull Plating Mk XII (Blue)
Console - Engineering - Monotanium Alloy Mk XI (purple)
(I switch out the two eng consoles for 2x Neut Mk XII (green) when im not facing Borg)

Sci Consoles:
Console - Science - Field Generator Mk XI (blue)
Console - Science - Shield Emitter Amplifier Mk XII (blue)

Tact Consoles:
5x Console - Tactical - Disruptor Induction Coil Mk XII (Green)

Bridge Stations:
Cmd Tact Station: TT1, CSV1, CSV2, APB3
Lt Cmd Tact Station: TT1, DPB1, APB2,
Ensign Tact Station: TT1
Lt. Eng Station: EptS1, EptS2
Lt Sci Station: TSS1, HE2

Shields Battery
Aux Battery

(KSE probe guard duty or Cure Guard Duty)
1 purp Conn, 1 Blue Conn, 1 Blue Shield Distribution Officer, 2 Blue Energy Weapons Officers (cannon ability)
2 blue Shield Distribution Officer, 3 Blue Energy Weapons Officers (cannon ability)

Rep Bonuses Taken:
Omega: Weapon Prof +30, (not sure which to take on my Tier IV ability)
Romulan: Crit Chance +3, Sensor Targeting Assault (20% placate on crit hit for 2 sec)

I use the spacebar.txt keybind from the hilbert guide that I have expanded myself
Spacebar = Row 7 setup: (L to R, although it fires R to L) Epts1, Epts2, TT1, CSV1, (open) CSV2, TT1, APB3, APA3
Custom Mine Dispersal Key = Row 8 setup: MineA, MineB, DPB1
Custom Alpha Strike Key = Row 9 Setup: FomM3, Tact Init 3, TF2, GdF3, Fleet Support 3
Custom Full Def Key = BFI, HE2, TSS1, Aux Bat, Shields Bat

I have been using the ACT combat parser to test dps and range from 5.5k dps to 7.5k dps on elite STF's on avg depending on how lucky I get in lining stuff up perfectly for my AOE attacks, with spikes maxing out about 12k dps on avg or higher when I am fully buffed and aligned decently, but I avg about 6.3-6.5k on avg overall

Now I know I need to move any non MK XII (purple) equipment up to that level but right now every improvement I see is 2.5 - 4+ mil credits at min, most are 25-40mil each, and I cant afford any of that yet.

I have been reading about using Technician Doffs and using AuxToBatt 2 in place of EPTS2, but afraid that it will hurt me too much if the Tech Doff doesnt fire off as I am usually number 1 target of Tact Cubes, Borg Queen, Gates etc.. Any recomendations appreciated

I have read that a lot of ppl use the MACO Shield, but was told by my old fleet that regen shields are better than covarient shields for escorts in longer battles and found that was overall true as I survived much better after I got used to it, but that was before I came close to having borg/maco gear, thats why I still use shield emitter amplifer as thats how I ground my way up so im comfortable with it.

Overall the borg set is doing great for me with keeping me alive, between its shield and armor heals I rarely die unless a borg plasma gets past my AOE somehow, or I get caught on cooldown on evasive manuvers by borg queen or I just do something pretty stupid.

I have tried using torps before, but didnt like it as I already have enough buttons to push as it is without worrying about firing my Torps only when shields are down, and I didnt have the doffs to do it right I dont believe as my dps went down using both 1 torp and 2 torp tubes, but I am thinking of trying it again when I can get the Borg torp.

Reason I run mines instead of 2 more turrets is the extra turrets kept dipping my power levels down to 75-80s at times thus hurting cannon damage, but by replacing the extra turrets with 2x mines I can keep weapon power up and actually up my damage quite a bit by laying mines when in 2k distance of a tact cube, or other high hp target.

Future Possible Changes:
1) Switching out Shield Emitter Amplifier for a second field generator or the other way around depending on the advice I get
2) Switching to 1 Neutronium and adding the Romulan Zero point console or other universal console depending on suggestions
3) Switching back to using the Subspace Field Modulator instead of one of my batteries but not sure if prudent as it has a lot longer cooldown it seems than my batteries
4) For PVP going CRF instead of CSV and adding a torpedo up front and switching out the mine launchers for a Turret/torpedo setup instead in back, and running HY1, APB1 HY3 on the LT Command station, and Switching from APB3 to APO3 if I can learn to use torpedoes effectively

So for any of those still reading this long long post I thank you and would would appreciate any suggestions!!

Last edited by stevanstormcloak; 12-16-2012 at 07:36 AM. Reason: added forgotten skill point section
Starfleet Veteran
Join Date: Jun 2012
Posts: 587
# 2
12-16-2012, 03:26 AM
Over all I'd say you had a good set up.

The only problem i can see is with the tac ensign boff as it is going to waist.

As you are using the assimilated console and cutting beam maybe add the omega torp instead of a forth DHC that way you can use TorpS or THY on that tac ensign.
------------------------ /\ ------------------------

"The Road To Hell Is Paved With Good Intentions"
Career Officer
Join Date: Nov 2012
Posts: 253
# 3
12-16-2012, 05:45 AM
First let me say this, your ships set up is fine though i would not really stack 2 of the same type of plating it's kinda counterproductive. But I am certain you are working your way up to get purple of the XII variety but if you can get purple of the XI variety because it is cheaper and outclasses green and blue of the XII variety until you can afford the extravagant prices.

That's not where your problem lies, your problem lies in your boff build, i've never seen such an eeer thing in my life. We will clean it up a bit for you and with hope it will help you in the long run.

(take a bit of time to hear me out and don't worry if you notice that I only have such and such amount of post and maybe I have no idea what I am talking about, then you would be wrong. Lost my original account and had to restart after being an elite level builder and player.)

Firstly, you're pve correct? I am not a fan of mines on an escort. You are better off with torps so you could go torp spread or high yield since the chances of an enemy actually chasing you is nill they will fire at you until you get out of range and will then latch onto the next viable target. Unless you are using them to just take out the probes then that is even worse since your entire build is relegated to one purpose. But if you like it then keep it.

Your DPS keeps dipping because of your set up, you have to change the set up of your captain skills to change that if you're ptr is lower then 8.8/1 you are going to have to consatntly pop batteries to keep from hulking down. So you will either have to change it, add in an engery amplifier, or learn to get use to popping bats.

You're old guild is correct about shield regen, a while ago i remember we had a debate on the power of sheilds and which are best and out of all the sets a captain with a good set up and high sheild abilities can push the borg shield from 4.8k to 6.8-8k making her powerful and then with her 465.8/6 regen and if you get the regen from the rep set u she becomes a whipping 1.174/6 regen, wow.... just wow.... and with her regenerative ability set up.... just... wow.

Now down to buiness. You're idea to key bind your skills is fine but you take the tactical stance out of your hands and puts it to chance. I can see you binding your attack skills but why bind your eng and sci skills? that's kinda... well.... stupid. You don't need to be using your skills like that every second no wonder you have them set up like this in this terrible set up, UNBIND YOUR ENG/SCI SKILLS AND MANUALLY USE THEM when it is neccesary to use them.

And on the note of your doffs, you don't have to use the doffs that have a percentage of skills you can use the ones that are activated when the skill itself is activated. I would love to tell you the ones I use for my escort set up but atm I have to keep it secret for a little while longer so i can keep baffling my opponents in pvp that are all like wtf! You're hacking, you're doing this and that! You cheater! I'm like ha, die.

Ok back to business.

3 tac teams? No... get rid of one. Replace it with something you may not even notice like target (whatever) or BO or leave it empty if you can't find something to go in it's place. Three tac teams screams I have not learned anything while playing this game.

never line your skills up like that, you are basically making your commander into a leu thus diminishing his value. Second reason not to, the difference between 1-2-3 is soooo small you will barely notice a difference so you should stick with one and leave it at that be either CSV1 or CSV2 and cross breed your skills to maximize them.

Secondly... why.... why so many betas? You don't need 2 attack pattern beta... here let me help you with this set up. Use it or not.

Cmd: TT1, DPB1, CSV2, APO3
Leu: TT1, APB1, CSV2
Ensign: High yeild one. (It also works on mines so it could improve your bottom line.)

Now on to the heals....


Ok I won't even explain wh this is a bad idea i will just clean it and say use it or not.
Eng: EPtS1, RSP1
Sci: HE1, TSS2 (Just because it is minimal does not mean the most out of your shields is worse. HE at any level will do the same thing and that's debuff you so it's level does not mater but TSS at a higher level gives you small increments more then 1 which can be all the difference between life and death.

There. I hope that it helped you to rearrange your set up to do more damage. Personally I would sugest you had used the Fleet patrol escort because it is healthier and has a higher dps output because of the extra Eng spot if you add in EPtW so they are the strongest escort in terms of either survivability or dps.

and that's it. If you see me in game be sure to say hi.

Horatio Oz.
Join Date: Nov 2012
Posts: 5
# 4
12-16-2012, 07:06 AM
Originally Posted by lasonio View Post
First let me say this, your ships set up is fine though i would not really stack 2 of the same type of plating it's kinda counterproductive. But I am certain you are working your way up to get purple of the XII variety but if you can get purple of the XI variety because it is cheaper and outclasses green and blue of the XII variety until you can afford the extravagant prices.

(sniped the rest of the quote to keep the post from going to long)

Horatio Oz.
Thanks for the reply!

I thought I would explain some of my decisions:

First the mines: I originally was running a 3 rear turret system, but exchanged 2 of them for mines as it allowed me to regen back to 125 weapon power before the next salvo, but then I had 2 slots basically not being used, and since in pve I run up close to things and then put it in rev while blasting away, I found that the mines allowed me to do extra damage without dropping my power, and could hit the target with 12 mines using DPB, (8 from DPB first firing and 4 from the second mine launcher in a short amount of time).

On the 3 TT1's, I knew that the third TT was a waste as it was never used, but I had nothing that I knew would help me so I just thru that in there as at least I could slot it independently of what was in my space bar keybind, that way if for some reason I needed to use it quickly and I hadnt been spamming my spacebar, it was easy to find, btw thanks for the info on HY, I didnt know it would work on mines, first ive heard of that anywhere, it will be getting moved in immediately in place of that TT.

On the keybinding of my def skills, I usually dont use that button, its my oh crap button is all, usually the only time it gets used is when I get that alpha strike on me from Donatta's Ship or similar that drops me from perfect health to shields down, and hull at 10% or less, I then spam it while hitting evasive maneuvers to high tail it out of range. The rest of the time I use them manually.

On HE2 and TSS1: I originally had them as you suggested, but switched them when I got the borg set as I wasnt having much problem overall keeping my shields up with the set but figured the higher level HE would help restore hull damage a bit faster for me as I figured HE2 would heal more than HE1 would. Ill definitely go test that, and probably change back.

On the double betas: One of my earlier builds had ATB3, ATO1 in it, mainly because I read that ATB3 was overall the best because it debuffed the target for your group, thus everyone's damage is greater against the target and since I wasnt needing to escape too much as if I got tractored, as I was usually facing my target, thus it didnt matter to much, and the damage was minimal, so why not add a second ATB in instead to buff my second CSV, that way I would be keeping up the debuff for the team on the target for a longer time.

Have I been mislead on that? I can see in pvp how ATO is essential, but for pve where there is a lot of focus fire, isnt running 2 ATB's better?

Now some questions about your suggestions:

I see you suggest Epts1 and RSP1 combo on my eng skills, would that mean changing to a Technician doff or two so that I could have Epts1 up constantly when they proc or is the down time negligible enough that having RSP1 to fall back on more than makes up for it without a doff change?

You suggest that using two neutroniums isnt the best, what would you suggest, 1 neutronium and 1 Electroceramic to maximize my defense vs plasma for Elite STF's while still having some kinetic resists? Or is there some universal console that you would suggest getting in place of one of those, and if so what console and which one of the current ones would you drop?

One last question, on my sci consoles, with you verifying that regen shields are superior with the proper setup, would I be wise to drop the field gen console and instead use as second shield emitter amplifier to further boost my shield regen?

Thanks in advance for any answers, I appreciate any help I can get from the vets!

Last edited by stevanstormcloak; 12-16-2012 at 07:14 AM.
Career Officer
Join Date: Nov 2012
Posts: 253
# 5
12-16-2012, 09:29 AM
lol you're going to make me reveal too much

but I will say this about your doffs look into these purple level doffs; but there are five interesting doffs you may want to see. I won't make it easy for you so you will have to go around and read and look for them a bit. An EPTS to shields isn't a bad choice but i would think about

A Warp Theorist with pluss 25 when you use BFI talk about godly 125/100/60/60... godly.
A Technician
if i had all their names on hand i would help you with all five but i don't have them before me to tell you.

Now do not assume that omega is just a get out of jail free card it also does all the things that beta does as well plus more so i think you may mean delta which debuffs the person you are attacking. The more i read your accounts i am certain you mean delta. I don't think you have been mislead so much as a slight typo or mistake on someones behalf.

More hull damage does not matter, you want more to shield since a torp to a shield is nothing but a torp to the hull is a death sentence so always place the buffer between your hull and the outside world. so replacing those shields is way more important then your skin.

If you want to repair those dipping etr's you will need to actually redesign your energy comsomption or get boffs with efficient such as borg or saurians with efficient that will help as well or even the consoles. which will allow you to go back to turrets.
Join Date: Nov 2012
Posts: 5
# 6
12-18-2012, 08:04 AM
Thoughts from anyone else?
Lt. Commander
Join Date: Aug 2012
Posts: 101
# 7
12-18-2012, 08:29 AM
I run 2 tricobalt mine layers + 1 turret + 4 DHC on one character in an advanced escort;


Dispersal pattern beta 3 has a 30 sec cooldown, and I use 2 tricobalt mine launchers which have a 1 min(30sec shared) cooldown allowing me to poop 4 tricobalt mines on the big targets in ESTFs every 30 sec. All tac team, cannon rapid fire and attack patern beta are keybound together on the space bar. I use polarize hull as an emergency escape.

You could swap out the rear turret for a beam array, and use a subsystem targetting attack in the extra ensign slot.

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