Starfleet Veteran
Join Date: Oct 2012
Posts: 1,195
# 11
01-29-2013, 01:26 PM
My main suggestion: Go with 5x tactical energy consoles, not 4 energy + 1 torp console. This maximizes shield removal and total DPS since torps are not effective until shields are down.

Regarding BOFF layout, here is what I use:

BOFFS:
Ensign Univ: EPtS1
Commander Tac: TT1, CSV1, HYT3, AP-Beta3
Lt.Tac: TT1, CSV1
Lt.Eng: EPtS1, Aux2SIF1
Lt.CmdrSci: HE1, ST1, GW1

DOFSS: 3 Attack Pattern Conn-doffs, 2 Projectile Weapon Officers


Gravity Well pulls targets into a smaller cluster while CSV's pummel all of them. The steady stream of high-yield Romulan Hyper-plasma torps eventually starts a chain-explosion of ships in close proximity. This results in the highest possible DPS for multiple target situations. It also works well vs. single target. This past weekend, I finished 2nd place in fleet actions once -- the rest were 1st-place wins.
Lieutenant
Join Date: Jul 2012
Posts: 59
# 12
01-31-2013, 07:16 AM
Quote:
Originally Posted by shar487a View Post
My main suggestion: Go with 5x tactical energy consoles, not 4 energy + 1 torp console. This maximizes shield removal and total DPS since torps are not effective until shields are down.

Regarding BOFF layout, here is what I use:

BOFFS:
Ensign Univ: EPtS1
Commander Tac: TT1, CSV1, HYT3, AP-Beta3
Lt.Tac: TT1, CSV1
Lt.Eng: EPtS1, Aux2SIF1
Lt.CmdrSci: HE1, ST1, GW1

DOFSS: 3 Attack Pattern Conn-doffs, 2 Projectile Weapon Officers


Gravity Well pulls targets into a smaller cluster while CSV's pummel all of them. The steady stream of high-yield Romulan Hyper-plasma torps eventually starts a chain-explosion of ships in close proximity. This results in the highest possible DPS for multiple target situations. It also works well vs. single target. This past weekend, I finished 2nd place in fleet actions once -- the rest were 1st-place wins.

Before you post something acting like you have a clue please check the ship...The fleet advanced does not have a uni ensign .....
Career Officer
Join Date: Jun 2012
Posts: 1,218
# 13
01-31-2013, 09:04 AM
This is how I run my MV. I don't have the Fleet version yet, but it should be similar enough.

romulan torps, 3xromulan plasma dual cannons.
omega deflector+engines
maco shield
KCB, Experimental Romulan Beam, romulan plasma turret

EP2S1, A2B1
TSS1, HE2, GW1
TT1, APB1, APO1,CSV3
TT1, BO2
TS1

4x(5x for you) plasma energy consoles
2xromulan threat scaling consoles, part gen + pla
MV console, assimulated module, zero point energy conduit.

Edit: bah I listed those like they were on my mirror MV, but same consoles just I move the MV one to a sci slot in a true MV.

3xTechnician Doffs
1xGrav Well Doff
1xdoff that give you a damage resist bonus on brace for impact and ramming speed, I unfortuneately forget his name

Yes, the experimental beam is on the back there. It allows me to use Plasma Hyperflux to apply the -30 damage resist debuff, and my MV is plenty agile enough to tilt a little bit to the side to fire it off and then immediately back to front-face. Also, I zoom around in Beta Vector most of the time, so having the BO in the back is nice for when I have to fly off to get some breathing room.
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard
Ensign
Join Date: Oct 2012
Posts: 29
# 14
01-31-2013, 11:45 AM
how much Starship Particle Generators skill do you recommend using for the gravity well on the FAE?
Career Officer
Join Date: Jun 2012
Posts: 1,218
# 15
01-31-2013, 11:47 AM
As much as you can afford? =P It really isnt that important.

The GW really doesn't do that much damage, TBH, the joy is holding multiple ships in roughly the same spot so your torp spread and CSV are more deadly.
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,195
# 16
02-07-2013, 04:46 PM
Quote:
Originally Posted by resistance9 View Post
Before you post something acting like you have a clue please check the ship...The fleet advanced does not have a uni ensign .....
Sorry, wrote that in a rush and copy/pasted an older Chel-Gret build. Here's the correct set-up for Fleet Advanced (now also in use on my Chel Gret):

Ensign Tac: BO1
Commander Tac: TT1, CSV1, HYT3, AP-Beta3
Lt.Tac: TT1, CSV1
Lt.Eng: EPtS1, EPtS2
Lt.CmdrSci: HE1, ST1, GW1


Tactics are otherwise the same -- pull targets into a tight cluster via GW1, destroy 1 ship to start warp core breach chain reaction.

EDIT: No, I'm not acting... just pasted stale data from an old text file. I was serious about winning 1st place fleet actions the whole weekend except for one 2nd place win. What's your record?

Last edited by shar487a; 02-07-2013 at 04:50 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 17
02-07-2013, 09:44 PM
It looks like you have the right idea, but tehre is not much information (that I saw, perhaps I missed it) regarding your boff layout or skill points. I would recommend the following build for STF's/Fleet Actions. It is a simple damage output build without getting too creative and sacrificing survivability. (The survivability of this build is quite impressive)

http://www.stoacademy.com/tools/skil...EscortSTF_2596

In regards to your consoles. I believe the 3x cap consoles may be overkill (personal opinion). The Assimilated universal console is VERY useful.

In regard to dual vs dual heavy cannons. Many people have been over this for some time and there is no clear cut winner. I prefer 2x dual cannons/1 dual heavy cannon (but this is not important, mostly just feel it seems)

Dual Heavy vs dual cannon arguments include...
Dual Heavy - 2x damage but only 50% fire rate.
CrtD bonus but lower chance to proc
Drains 20% more power than dual cannons while firing.

The only glaring flaw I can see is your ship set. The Breen ship set does you no favors in an escort. The only useful aspect of it is the engines and perhaps the set bonus.

In an escort, your deflectors can do more for you than you may think. A good Positron deflector(mk XII [SIF] [Shds]) will boost your hull hit points and shield cap somewhat significantly. [EM] boosts shield heals. The MACO deflector is great in this regard. The Breen deflector is only useful against the breen and gives you no advantage vs a good positron deflector against other enemies.

In regards to your shields, you will want to go with a Covariant Capx2 [Pla] if doing STF's, or Capx2 [reg] or Capx3 for non STF missions.

If you're planning on doing STF's, theres a ton of information here.
http://sto-forum.perfectworld.com/sh...d.php?t=295581

Lastly, make sure your defensive/engineering consoles are set properly. You can use two neutronium consoles (somewhat expensive if limited resources). You can inexpensively use a Monotanium MK XI Blue (+35% kinetic dmg resistance) and get s console for each other weapon type (diburnium for plasma/disruptor), (electroceramic for tetryon/plasma) and (forget name) for antiproton/polaron defense) These consoles can be switched based on enemy.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,195
# 18
02-07-2013, 10:24 PM
Quote:
Originally Posted by xgorillapx View Post
...<SNIP>...

In regard to dual vs dual heavy cannons. Many people have been over this for some time and there is no clear cut winner. I prefer 2x dual cannons/1 dual heavy cannon (but this is not important, mostly just feel it seems)

Dual Heavy vs dual cannon arguments include...
Dual Heavy - 2x damage but only 50% fire rate.
CrtD bonus but lower chance to proc
Drains 20% more power than dual cannons while firing.

...<SNIP>...
Chance to proc is the same between DC's and DHC's as explained here:

http://deepspacealliance.blogspot.co...annons-vs.html

After weapon drain is factored it, DHC's are conclusively better based on the above write-up.

Hope this helps...
Ensign
Join Date: Jun 2012
Posts: 23
It's a question of what you want to do in PVE any weapon load out will do the trick.
Plasma is more useful thanks to science console buffs and you can reduce your threat level then you are safe most of the time. The problem is that plasma fire is till not that useful to date your talking about enemies on average with 250'000 hull in elite stf's plasma fire it's just not that effective. The increased damage from science is still the best way to get the highest DPS with consoles. But you need to maximize it. Consoles do not stack with other consoles but they do stack with dmg modifiers.

So Plasma fleet weapons might be better for you + mk 12 consoles from embassy+ the best darnest plasma consoles you can find and you have highest dps shot in the game unmodified. If you want to spice things up a bit more it may take time the Romulan Plasma disruptors are plasma based and give you the disruptor mod which is sweet especially when fighting stf's and things with high hull value.

Rom Plasma disruptors mk12 fronts (if there are those) + fleet plasma turrets in the rear.

Then there is the issue of crit damage there are great consoles that do crit damage tacyonic one (which increases turn to keep badies in line of sight) from the lobi store and the borg console and the rom console all do incredible crit chance and bring your chance to crit up 6-9% depending if you specked right and also increases crit severity.

If you have the sci consoles the decrease threat you won't need shield modifiers because you will find that most of time they won't attack you, (which makes for a boring game but at least your getting your load out without blowing up).

Honestly despite the upgrade to plasma weapons I still am connected to the hip to antiproton weapons got the fleet mk 12 variants + mk10 rares + specced up to the hilt in critD and H and find stuff just melts in front of me. Good luck it sounds like you have the right ideas and spec borg stuff (Maco is the best but the borg shield have all the useful procs that come with it) The shield proc is very useful in staying alive and when your fighting you are going to take enough hits that the shield mod always procs. don't look only to the numbers of maco look to the effects of the borg shields.

I will give you an example you are about to die with borg shields and shield buff triggers. 9/10 cause you are taking so many hits gives you the time to run as opposed to Maco.

Take more damage and time to run you got no juice left and pop like a pimple. also the borg shields regen crazy fast great for hit and run.

In the end it is all preference but in PVE borgies still do the trick hell in PVP borgies still do the trick as well. Have fun hoped this helped.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,195
# 20
02-08-2013, 02:05 PM
Quote:
Originally Posted by obiwonko1 View Post
It's a question of what you want to do in PVE any weapon load out will do the trick.
Plasma is more useful thanks to science console buffs and you can reduce your threat level then you are safe most of the time. The problem is that plasma fire is till not that useful to date your talking about enemies on average with 250'000 hull in elite stf's plasma fire it's just not that effective. The increased damage from science is still the best way to get the highest DPS with consoles. But you need to maximize it. Consoles do not stack with other consoles but they do stack with dmg modifiers.

...<SNIP>...
I agree that a single plasma fire dot does very trivial damage. However, damage ramps up quickly when multiple plasma fires and resist debuffs are stacked on the target.

I'm not sure what you mean by "Consoles do not stack with other consoles but they do stack with dmg modifiers." All damage modifier consoles stack linearly, and plasma fire dot damage is affected by plasma infuser tactical consoles and plasma infused Romulan science consoles.
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