Ensign
Join Date: Jul 2012
Posts: 16
# 1 single target escort build
07-19-2013, 02:20 PM
With this build ive tested it out in combat and in stfs and its pretty good in my opinion as an alternative to AoE powers.

Commander Tac: Tac team 1 and 2, THY 3 and CRF 3

Lt. Commander Tac: Tac team 1 APD 1 and APB 2

Lt.Eng: Emergency power shield 1 and eng team 2

Lt. Sci: Hazard emitters 1 and sci team 2

Ensign Eng(optional): Emergency power to weapons 1

Ensign Sci: Transfer Sheild 1 or Polarize Hull 1

I have looked at yalls posts and ive modified my build to include TS2 and CSV 2 i got rid of TT2 and APB 2 im running the general escort build 3 dual or dual heavy cannons fore 1 torp forward and 3 turrets aft

Last edited by revan44s; 07-20-2013 at 11:19 PM. Reason: Update
Lt. Commander
Join Date: Apr 2013
Posts: 186
# 2
07-19-2013, 02:36 PM
Why on earth do you have 3 copies of Tactical Team? You have 5 slots devoted to 'team' powers, only two of which you can ever fit into your rotation.
Captain
Join Date: Jul 2012
Posts: 2,690
# 3
07-19-2013, 02:44 PM
For PvE I would use:

CMDR Tac: TT1, AP:B1, HYT3, CRF3
LTC Tac: TT1, AP:B1, CRF2
LT Eng: EPtS1, RSP1 or Aux2SIF1
Ens Eng: EPtS1
LT Sci: HE1, TSS2

For PvP (Primary):

CMDR Tac: TT1, CRF1, HYT3, AP: O3
LTC Tac: TT1, CRF1, AP: O1
LT Eng: EPtS1, RSP1 or Aux2SIF1
Ens Eng: EPtS1
LT Sci: HE1, TSS2

For PvP (Secondary)

CMDR Tac: TT1, AP: D1, HYT3, CRF3
LTC Tac: TT1, AP: D1, CRF2
LT Eng: EPtS1, RSP1 or Aux2SIF1
Ens Eng: EPtS1
LT Sci: HE1, TSS2
Captain
Join Date: Aug 2012
Posts: 1,217
# 4
07-19-2013, 02:51 PM
I like for single target

Tac : TT1, CRF1, CRF2, APD3/APB3
Tac: THY1, TH2, APD2/APB2
Engi: EPTS1/EPTS2
Sci: ST1/TSS2
Engi/sci: HE1/EPTS1 and replace EPTS2 with A2S1
Starfleet Veteran
Join Date: Jun 2012
Posts: 424
# 5
07-19-2013, 05:18 PM
Quote:
Originally Posted by revan44s View Post
With this build ive tested it out in combat and in stfs and its pretty good in my opinion as an alternative to AoE powers.

Commander Tac: Tac team 1 and 2, THY 3 and CRF 3

Lt. Commander Tac: Tac team 1 APD 1 and APB 2

Lt.Eng: Emergency power shield 1 and eng team 2

Lt. Sci: Hazard emitters 1 and sci team 2

Ensign Eng(optional): Emergency power to weapons 1

Ensign Sci: Transfer Sheild 1 or Polarize Hull 1
Sorry to say this but your build is just horrible...

Please use one of the build suggested to you, I'd go with this one posted by Adamkafei


CMDR Tac: TT1, CRF1, HYT3, AP: O3
LTC Tac: TT1, CRF1, AP: O1
LT Eng: EPtS1, RSP1 or Aux2SIF1
Ens Eng: EPtS1
LT Sci: HE1, TSS2
__________________________________________________

"The Road To Arc Is Paved With Good Intentions"
Captain
Join Date: Nov 2012
Posts: 3,030
# 6
07-19-2013, 05:54 PM
Just to elaborate a little further all "team" abilities (science, engineering, and tactical) share a global cool down. No mater what happens, when you pop one, all other teams go to their global cd.

Always restrict yourself to 2 teams, or 1 if you use the tact team doff. It is generally recommended to use 2 tact team, freeing up science and engineering boff abilities for hazard emitters and emergency power to X skills
Captain
Join Date: Aug 2012
Posts: 9,062
# 7
07-19-2013, 06:33 PM
Quote:
Originally Posted by revan44s View Post
With this build ive tested it out in combat and in stfs and its pretty good in my opinion as an alternative to AoE powers.

Commander Tac: Tac team 1 and 2, THY 3 and CRF 3

Lt. Commander Tac: Tac team 1 APD 1 and APB 2

Lt.Eng: Emergency power shield 1 and eng team 2

Lt. Sci: Hazard emitters 1 and sci team 2

Ensign Eng(optional): Emergency power to weapons 1

Ensign Sci: Transfer Sheild 1 or Polarize Hull 1
Hrmm, let me rewrite this in something easier for me to read. Not saying that you did anything wrong - just putting it a way that's easier for me to read personally.

TT1, TT2, THY3, CRF3
TT1, APD1, APB2

EPtS1, ET2
EPtW1

HE1, ST2

or

TT1, TT2, THY3, CRF3
TT1, APD1, APB2

EPtS1, ET2
HE1, ST2
TSS1/PH1


So let's take a look at what you've got here...

First of all, you created a major issue of efficiency for yourself with all the Teams. You've 2x TT1, TT2, ET2, and ST1. All of those Teams share a triggered CD. You trigger one of them, and you cannot use any of the rest until that triggered CD expires. You basically end up locking yourself out of four of your abilities when you trigger one of them.

That's not to say that you should never carry more than one Team. There are many reasons to do so. A common example would be the use of 2x TT1. Even though the use of the first TT1 will trigger a CD on the second TT1, the recharge CD on the first TT1 will last longer than the triggered CD. So people will run a second TT1 to cover the gap created by that recharge CD. They'll basically cycle the two TT1's as the recharge/triggered CDs allow.

Some folks will run a TT and an ET or ST - having found a need for the cleanse provided by the ET or ST. However, if that need for the cleanse is not there - they obviously wouldn't run it that way.

Some will run them for the heal - but you have to keep in mind that those heals do not provide additional resistance. Whatever health they add back will be at the same resistance you already have. So, often you will see them running AtS or TSS instead.

On other ships, with more Eng/Sci BOFF ability slots available - folks will even pop AtS/ET or TSS/ST together - so they get the higher heal from the ET/ST along with the smaller heal and the boosted resist from the AtS/TSS.

Thus, if we were looking at standard PvE - I'd start off with the following changes to your two potential builds:

TT1, ???, THY3, CRF3
TT1, APD1, APB2

EPtS1, AtS1
EPtW1

HE1, TSS2

or

TT1, ???, THY3, CRF3
TT1, APD1, APB2

EPtS1, AtS1
HE1, TSS2
PH1


Again, while you lose the larger heal and the cleanse - you pick up the resistance which will further reduce the damage you take (which can mean the amount you healed will actually last longer than if it was a larger amount without the resist). AND - there's no conflict with your Tac Teams because of triggered CDs.

Based on your having the THY3 and CRF3, I'm going to hazard the guess that you're running a Torp, 3x DHC, and 3x Turrets. I'll get more into my personal thoughts on that later, but first I want to address another efficiency issue that exists with the build. It's not your fault with this one, it's a curious issue with the game itself.

TS3 will generally do more damage than THY3...even on a single target. Quirky, eh? Same goes for any TS vs. any THY in general. Some of the THY targetables are exceptions to this. So as I recommend a change shortly, I'll include both - not knowing specifically which torp you have. That being said, though - it tends to be somewhat inefficient to go above TS2/THY2.

The next item that caught my eye was the APD1. This is a nifty ability for somebody that expects to be the focus of enemy fire or somebody flying in support of that person that wants to drop it out on them. It doesn't really fit the general role of the ST DPS Escort though, imho (again, almost all of this is just my opinion outside of the mechanics).

Thus, for the next step in the evolution of your two builds - we'd have something like the following:

TT1, ???, ???, CRF3
TT1, THY2/TS2, APB2

EPtS1, AtS1
EPtW1

HE1, TSS2

or

TT1, ???, ???, CRF3
TT1, THY2/TS2, APB2

EPtS1, AtS1
HE1, TSS2
PH1


Okay, now things are really going to get subjective. I'm going to take those two potential layouts and give you one potential layout. It's a subjective layout. It's not do it this way or you're doing it wrong. Different things work for different people, etc, etc, etc - sometimes what works best for Tom won't work for Jerry. Sometimes, Tom will see where part of where Jerry's doing will work for him and he will compromise. Etc, etc, etc - basically, it's subjective/personal/an opinion/etc/etc/etc...

First, while APB is a spiffy ability that reduces the target's damage resistance (hull damage that is), you're in a boat that's likely using DHCs. That means you have a limited firing arc - you're looking at a 45 degree arc while somebody using beam arrays would be looking at a 250 degree arc. You need to keep on the target in a different way than they would have to do it. So is there an ability that does something like that?

APO. APO not only provides a damage resistance debuff, but it also provides a damage buff, provides a buff to both flight speed and turn rate, and even provides immunity to the most common means of preventing you from moving freely.

So I would drop the APB for APO. Further (this is part of reducing it to one potential build - not a required build, mind you), I would actually run two copies of APO. You've got that ??? sitting there from dropping the THY3 down to TS2/THY2. This also means that you can run a build without PH. Now keep in mind, PH affects things different than APO when it comes to tractors/etc. PH also provides a boost to resistance. If something is hitting you with Tractor Beam Repulsors, the PH will affect the damage while allowing you to move freely - with APO, you'll eat the damage while moving freely. edit: Since what I'm looking at is a mixed weapon type build, the CRF3 also takes on a certain lack of efficiency and would be best dropped down to CRF2.

With that said, we're still looking at a that Lt ??? sitting there. Personally, I'd drop one of the DHCs for a DBB and slot BO2 there. I'm looking at spike damage. I'm looking at the DBB melting the shield facing by itself or in conjuction with the DHCs. I'm looking at it hitting bare hull. Like I said, different folks are going to go about it differently. I'm going to slot the DBB and thus slot the BO2.

So this is what I would be looking at:

TT1, THY2/TS2, APO1, APO3
TT1, BO2, CRF2

EPtS1, AtS1
EPtW1

HE1, TSS2

Course with that, there would be certain DOFF recommendations that went with it. A Cannon EWO for faster CRFs since there's a single copy - DCEs for cycling the EPtW1/EPtS1 for full uptime on both. Given that you've only got 5 DOFF slots, running 3 DCEs isn't going to leave you much room. Some folks will just go with EPtS1/EPtS1 instead for that reason. Given the recent "buffs" to the other EPtX abilities though, some folks may be branching out (lol, given the price of DCEs on the Exchange - yeah, meh - I'd say more folks are branching out).

As I pointed out, it's just one of many potential suggestions (even ended up as two when talking about DOFFs); and I'm sure there will be many other suggestions made by other posters in the thread...hope you find something that works great for you.

edit: I don't necessarily agree with everything said here:

Quote:
Originally Posted by eardianm View Post
FWIW, you always want an attack pattern in the commander tactical slot in pve. APB3 will make the biggest damage difference, APO if you want movement with your damage. CRF3/CSV3 are the worst dps options.
However, there's little doubt that in regard to the final layout that I offered there - the CRF3 was not the best option. Torp, DBB, 2x DHCs, 3x Turrets...yep, the CRF3 would definitely not be the best option for that layout - so I'm going to make an adjustment. Thanks to eardianm for making me think for a moment about that. I'm so used to running 2x APO1 on Torp boats or running a Cmdr/Lt rather than Cmdr/LCdr - that I didn't really take the time to consider that build the way I should have...so yep, thanks again.

edit2: Wanted to add, that much like the majority of what I said - my disagreement here is subjective. It's going to depend on what you're doing and the overall build. There are builds where I would completely agree, builds where I partially agree/disagree, and builds where I would completely disagree.
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Maal, Klingon, Mogh - Vegar, Orion, Marauder
Nivuh, Ferasan, B'rel - Venit, Lethaen, M.Qin - Kopor, Nausicaan, Guramba

Last edited by virusdancer; 07-20-2013 at 11:18 AM.
Lt. Commander
Join Date: Feb 2013
Posts: 127
# 8
07-19-2013, 09:50 PM
FWIW, you always want an attack pattern in the commander tactical slot in pve. APB3 will make the biggest damage difference, APO if you want movement with your damage. CRF3/CSV3 are the worst dps options.
Ensign
Join Date: Jul 2012
Posts: 13
# 9
07-25-2013, 09:16 AM
well i`m using same tactic , one by one

2x DHC`s phaser [Acc] [CtrD]x2
1 QPC
1 Photon torpedo [acc] [dmg]x2 - update

3x turrets = 1 [ACC]x3 - 2x [Acc]x2 CtrD

Jem'Hadar Space Set
purple warp core (i will update after servers are back online)

Officers


TT1, TS2, CRF2, APO3
TT1, TS2, CRF2
EPt1E, RSF1
EPtW1
HE1, ES

Consoles

Engeniring: 2 x Injector Assembly 1 x RCS Accelerator
Science Inertial Dampeners , Power Insulator
Tactical r, 2x Prefire Chamber, 2 x Photon detonation


i will have to change prefier vs phaser relay

power lvls

wep 125/100
shd 71/50
eng 61/25
aux 47/25

2 injectors needs for the QPC- first i use 3 injectors but i notice just -10 power engine drain and mount the rcs .. but it is optional .. prob i will go back to injactor or add some other boost prob aux.

all purple all Mk X now in proces tu make upgrades to mk XII ... will take some time but i`m feeling good with my build

Last edited by faqtime; 07-25-2013 at 10:16 PM.
Lt. Commander
Join Date: May 2013
Posts: 119
# 10
07-25-2013, 09:47 AM
Quote:
Originally Posted by eardianm View Post
FWIW, you always want an attack pattern in the commander tactical slot in pve. APB3 will make the biggest damage difference, APO if you want movement with your damage. CRF3/CSV3 are the worst dps options.

qft - but i rly would suggest taking apb over apo in pve ; like apb3+apb2 for max uptime
i woud guess apb giving Everyone shooting at a target a dmg boost of ~10% for Each apb on the target
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