Those that argue against torpedoes should really see what a triple high yield hyper plasma or energy bolt with Alpha strike can do.
Trust me, it will make the borg hurt badly. It may not be good for pvp, but against all those unshielded hulls its a real pain.
I definitely agree. I have never been one to argue against the use of torps. This is another perfect example of why I made a disclaimer in the OP after naming the title of this thread. The term "DPS" is used loosely and perhaps not in its original context. I'm sure sitting there shooting at a target iona controlled environment for a controlled period of time, with all cannons, you may get more hitpoints than -1 DHC and +1 torpedo launcher.
However in practical STF combat, the spike damage from a high yield or TS3 torpedo does too much spike damage to ignore. Especially given the plasma DoT effect of the new MACO and Romulan Hyper-Plasma Torps.
Does anyone here use an EPS console? I have been thinking about using one. I haven't used one in ages, because my characters efficiency bonus is ridiculous. I have max Warp Core Potential and Warp Core Efficiency. I have the "Efficient Captain" trait for +10% Efficiency. 3 efficient Saurians, 1 Efficient Borg and 1 Human for Leadership. Other consoles give bonuses to power levels as well.
I have however heard from some people who use EPS consoles because they say it prevents their weapons power levels from dropping too much, especially when using SV3, RF3 or Fire at Will.
While they may not drop a ton, higher power levels equal higher damage output.
Last edited by xgorillapx; 04-23-2013 at 02:38 PM.
Ok what should Escort have for Acc to cap for pve? should we use Acc weapons and if so how much Acc?
It's hard to say. I haven't seen enough real proof for any standard bonusover another. There is a decent amount of debate. Typically Dmg vs ACC vs CrtH. I prefer Dmg or Acc. I prefer CrtH with AntiProton weapons however, because of their innate CrtD proc. Those are just preferences however. Does anyone know where to find documentation regarding controlled tests for these bonuses?
The eps console only improves recharge time from power drain caused by abilities. So if you are having issues with crf and csv then yes it will work but if you all ready have power boosting options like ep2w, red matter, maintenance doff for use with ep2x abilities or the dem frances doff, eng captain nadion inversion, ect. then I wouldn't worry.
Normally I would only look at it if some one is doing a Bo3 thing. There are too many other consoles I prefer.
Not sure if my question is stupid or not, but does this skill plan work with a KDF as well?
It does. While there are specific build information, the general principles are the same. The only difference between a kdf ship and a fed ship is a few layout tweaks. Even a cruiser build is very similar to an escort build skill tree wise and are pretty interchangeable. When we look at the fleet qin heavy raptor it has the same boff layout as a defiant and the console layout of a patrol escort.
That being said there are a few things you may want to tweak since you would have a cloaking device. In the skill tree starship stealth may be more enticing in PvP but in stfs i would mainly be looking at the cloak for the %15 attack bonus bonus for 5 sec. This is where the Bops have a distinct advantage over most raptors. The battle cloak can be used more often since you don't need to wait to be out of combat to use it again. When I look at infected I know I am rarely out of combat so that standard cloaks bonus on decloak is almost useless. In ka you will have more opportunities to cloak out of combat.
This is important if you are looking into embassy boffs. As a federation player I always look at the Opperative trait since I get a flat passive crit bonus. The cloak recharge time only matters if you have a battle cloak. The Subterfuge trait gives a nice defense bonus but also improves the quality of your cloak. Normally cloak quality wont matter in this regard for the same reason why I don't spec into stealth. Also the defense bonus does not matter if you are standing still shooting like a turret.
After looking at all of this it still comes down to the skill tree is still too similar to waste a respec and really only should be done if something is blatant problem. The Boff layout is always going to be similar with the same basic moves, the consoles are in the same and the only advantage is cloak that you may only use once unless it is a battle cloak so you can cloak while in red alert and between targets. The opperative trait is still the romulan trait of choice with subterfuge being more a pvp trait.
Yeah when I went to the klink side, I thought the BoP's would be just like escorts, but they're not. They're kinda of strange at first. Their boff layouts are evenly distributed, they are VERY squishy, and almost too manueverable. They must rely HEAVILY on their cloak.
Thats when I bought the Guramba Siege Destroyer, which is really a good escort.
I put my Tholian Orb Weaver Sci (Tac Oriented) build at the bottom of the thread in case anyone is interested in trying something out on their sci or looking to support and do damage. Build info below.
Even if not using a Tholian Orb Weaver, I would recommend using the setup. The only thing different, would be to swap out a dual beam bank for a beam array if your sci ship isn't very maneuverable.
The orb weaver is fairly maneuverable, especially with combat engines and an RCS console. This allows you to use two dual beam banks in the front. which will give your fire-at-will some bite. There are a couple other factors that make this build awesome...
The EP2AUX should be used before using any of the science skills other than science team. Aux power gives an exponential boost to GravW, HazEm and TSS. If not available, you can use the red matter capacitor or Aux battery for boost. This allows you to keep your weapons and shield power up the rest of the time to increase damage output.
Your Gravity Well will be a big factor here. Grav Well3 is nasty. Especially when you have so many bonuses to it. There are two things that improve your Grav Well. Graviton Generators and Particle Generators.
Max skill points to Graviton and Particle Gen
Reman Deflector - +39.4 to Graviton Gen
2nd pc Reman set - +17.5 to particle Gen
Assimilated Module - +23 Graviton Gen
Graviton Generator console - +26.1 to Graviton Gen
Particle Generator console - +26.1 to Particle Gen
A Gravimetric Doff will create additional Grav Wells resulting in 2-5 grav wells.
Maintenance Eng reduces cooldown on Eng Team
Maintenance Eng2 improves heals upon using EP2Aux skill
Conn Ofcr. - Reduces cooldown on TacTeam.
Nurse2 - Improves Crew Health(like BioFunction Monitor)