Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 PvP BO skills
02-13-2010, 10:51 PM
Running with escort t3 fed right now and after being owned in space pvp what are the best Skills to assign my BO.(ideal rare traits to find for pvp) Also can anyone share a premade template pvp escort ? I have no idea besides the obivious where to place my points.

thanks
MiB
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-13-2010, 10:59 PM
I would think your best bet is something like this:

Lt. Eng
Engineering Team I
Reverse Shield Polarity I

Lt. Sci
Science Team I OR Hazard Emitters I OR Jam Sensors I [Depends how selfish you want to be]
Photonic Officer I? [What goes best here really depends on your skillpoint allocation and how you play]

Lt. Cmdr. Tactical
Torpedo: High Yield I
Cannon: Rapid Fire I
Attack Pattern: Omega I

Ensign Tactical
[Doesn't really matter, this slot is pretty redundant honestly]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-13-2010, 11:10 PM
Granted I'm Klingon, but I switched to the cruiser in T3 (and again in T4) because I didn't think the squishiness justified trying to use the Escort.

In T3 that Ensign Tactical slot is pretty useless, as Genosaurer points out. IMO you're better off getting in a cruiser which will give you a lot more useful positions. The fact that you don't die so much can actually give you better damage numbers in the long run, too.


Escorts would probably be better if this was a "Star Trek simulation" with a big open PvP universe where a ship might need to get in, surprise someone, blow them up and get out quick.

In these small maps full of people who are locked and loaded and ready for you, I don't think the escort is playing a particularly smart role. What's winning these battles is staying power -- the ability to take a beating. Escorts can't do it. They give up too much survivability in the name of DPS. They are a "surprise attack" ship with no "surprise attack" role to play in. There's no such thing as a surprise attack in a PvP instance!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-13-2010, 11:41 PM
I agree with Genosaurer's suggestions, except the following:

Ensign Tactical
-Tactical Team I

Lieutenant Science
-Science Team I + ...

Now this depends on your survival rate and group complement. I would keep several science officers, with some of the following combinations:

Higher Priority:
-Science Team I + Polarize Hull (preferred)
-Science Team I + Tractor Beam I
-Science Team I + Hazard Emitters I

Lower Priority:
-Science Team I + Jam Sensors I
-Science Team I + Scramble Sensors I
-Science Team I + Feedback Pulse I

Basically, always have Science Team I.

Next consideration, if you're going to keep Polarize Hull (highly recommended, as escorts are the highest Tractor Beam priority), then it makes sense to keep an officer with Hazard Emitters simply because they both run off the same system (Emitters/Hazard).

I would rate Tractor Beam among the higher priority abilities to keep in reserve since this helps you exploit your limited firing arc.

The other abilities are nice to have, but otherwise would require investment in skill points and equipment that don't really play to your strengths. Certainly keep Jam Sensors if you can (keeping in mind the higher priority abilities), as it's a nice emergency save.

Feedback Pulse, on the other hand, is very situational in PVP, and completely dependent upon the opposing team. Furthermore, unless you max out your Deflectors and Deflector Field, it's really not worth the slot.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-14-2010, 01:55 AM
Quote:
Originally Posted by Slamz
Granted I'm Klingon, but I switched to the cruiser in T3 (and again in T4) because I didn't think the squishiness justified trying to use the Escort.

In T3 that Ensign Tactical slot is pretty useless, as Genosaurer points out. IMO you're better off getting in a cruiser which will give you a lot more useful positions. The fact that you don't die so much can actually give you better damage numbers in the long run, too.


Escorts would probably be better if this was a "Star Trek simulation" with a big open PvP universe where a ship might need to get in, surprise someone, blow them up and get out quick.

In these small maps full of people who are locked and loaded and ready for you, I don't think the escort is playing a particularly smart role. What's winning these battles is staying power -- the ability to take a beating. Escorts can't do it. They give up too much survivability in the name of DPS. They are a "surprise attack" ship with no "surprise attack" role to play in. There's no such thing as a surprise attack in a PvP instance!
ery true about escorts 1on 1 a Escorts DpS can mean it wins but when was the last time in a space PvP a battle was actually decided one on one I dont know. Everyone sits together and mass fights. Only on the resource maps do we get 1v1 an that tends to be the 1 or 2 playes grabbing resource whie everyone else is tied up in the massive fed ball.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-14-2010, 10:01 AM
Makes sense, Wish I went cruiser instead of escort. The escort just can't handle the dps focus fire along with the fact your escort DPS is negate when the enemy can pull resources, or have traits that can negate the damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-14-2010, 10:21 AM
Until T4 I would reccomend cruiser or science ship on fed side. I reccomend science team 1 or jam sensor, siphon energy. Everything else needs to be for survivability and damage. ATO rapid cannon and Hyt, emergency power to shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-14-2010, 10:34 AM
I'd advise Science Team I and...probably Photonic Officer, for your Science officer. Hazard Emitters II in place of Photonic Officer would make for some improved group support, but having PO there will get your Reverse Shield Polarity off cooldown faster.

High Yield I, Rapid Fire I, and Attack Pattern Omega I for your Lt. Commander Tactical officer. Maybe a Tactical Team I or second High Yield I on the Ensign; the High Yields would share a global cooldown, but it'll still allow you to fire it off more often (20 second wait instead of 30, assuming you max out the skill point costs).

Whatever else you decide to do, make sure you get Reverse Shield Polarity on your Engineering officer. You (or another Escort) are going to be the most likely targets for the Klingon alpha strike, and without Reverse Shield Polarity (or some friendly CC + Healing) you will probably not survive it. Engineering Team is your best bet for the Ensign Engineering ability.
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