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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
09-29-2011, 09:33 AM
FORE: 3x Plasma Dual Heavy Cannons MK XI, 1 x Harg'peng Torpedo MK XI
AFT: 2 x Plasma Turret MK XI, 1 x Plasma Beam Array MK XI

I haven't updated to re-arrange the torpedo skills (not sure if I want to stick with the Harg'peng Torpedo or go back to my Transphasic). I use Scatter Volley, Omega Pattern, Tactical Team 1, Beam Fire at Will (as I fly past some not quite flaming wreckage ships or the annoying fighter ships I pop this to finish/hit the un-targeted dudes).

I use plasma because I don't see anyone using it... so many phasers out there I had to be different.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22 Plasma
09-29-2011, 09:45 AM
I used plasma to for the same reason, plus I just felt like they were proccing more often.
Nice to see Im not the only one with 3 heavies on the fore
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
09-29-2011, 02:57 PM
I run a Defiant-R, but it's all about the same.

3x [Phaser Dual Heavy Cannons Mk XI [Acc] [Dmg]x2]
1x [Quantum Torpedo Launcher Mk XI [Acc] [Dmg]x2]


2x [Phaser Turret Mk XI [Acc] [Dmg]x2]
1x [Quantum Torpedo Launcher Mk XI [Acc] [Dmg]x2]

Deflector, Impulse Engines, and Shields:

[Aegis Graviton Deflector Array]
[Aegis Hyper-Impulse Engines]
[Aegis Covariant Shield Array]

Engineering Consoles:

1x [Console - Engineering - EPS Flow Regulator Mk XI]
1x [Console - Engineering - Field Generator Mk XI]

Science Consoles:

1x [Console - Science - Halon System Mk XI]
1x [Console - Universal - Assimilated Module]

Tactical Consoles:

4x [Console - Tactical - Prefire Chamber Mk XI]

Cmdr Tac: Tactical Team 1, Cannon Scatter Volley 1, Torpedo Spread 3 (FTW), and Attack Pattern Omega 3
Lt. Cmdr. Tac: Torpedo Spread 1, Cannon Rapid Fire 1, and Torpedo High Yield 3
Ens. Tac: Tactical Team 1
Lt. Eng: Engineering Team 1 and Emergency Power to Shields 2
Lt. Sci: Science Team 1 and Hazard Emitters 2.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
09-29-2011, 07:03 PM
My personal set up is ...

Ant-proton dhc x4 crit chance accuracy crit severity
1 Quantum torpedo. Crit chance accuracy and crit severity

Anti-proton turrets with same as above stats

I use tt1 CRf1 and 2 as well as torp spread 2 and heavy torp 3 or was it 2 I can't remember.as well as csv2
Science team1 he1 or 2 and tts
Epts1 and 2

I am a burst damage tac so I use the Borg set and only cannon consoles plus the eps flo regs so I can separate hit the guy hard and run will the other teams science ships try to hold me. I can usually do high amounts of damage and healing because most of my buffs abilities can be casted on my team. Oh almost forgot I put the separation console in one of my science slots and a deflectors console in there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
09-29-2011, 11:55 PM
I recently respeced to the normal advanced escort but I fit the MV module in.

Science captain.

Front: Phaser DBB, 2 x Phaser beam array, Quantum torp
Rear: 2 x Phaser beam array; Quantum torp

Engi: 2 x EPtS
Sci: 2 x TSS1; HE2
Tac: Tac team; Beta 1; BO3; Beta3
Tac2: FAW1; Torp spread 2; High yield 3

Very fun to play, also in PvP. Matters not what all the MinMaxers say.
Beams on an escorts are fun as hell to play around.
Oh yes and the cannons on an Advanced escort just look disgusting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
09-30-2011, 11:50 AM
My current MVAM Adv-Escort set-up looks vanilla:

-1 AP Beam Array
-2 AP Dual Heavy Cannons Mk XI
-1 Quantum Torpedo Launcher

-2 AP Turrets
-1 Chroniton Mine Launcher

1 Aegis Hyper-Impulse Engine, Borg Deflector, Borg Shields, Borg Console
1 EPS Flow Regulator Mk XI, 1 Field Generator Mk XI
4 AP Mag Regulators Mk XII (+26 AP bonus each)

Typical tactic is to close in, lock tractor beam, hit with TSS2 + CRF2 + APA + APO3 + FoMM + TT. Once a shield is down, send in HYT3 for the kill. The AP-Beam Array must occupy the 1st forward weapon slot to maximize shield resistance drain while the cannons are firing. The quantum torpedo launcher should take up the 4th forward weapon slot since it will usually be fired last, after the energy weapons have depleted one of the target's closest shield arc. If using a sci-captain, save Sub-nuke for the target's EPtS and Tactical Team, because RSP won't save them from a TSS2 attack with HYT3 inbound.

The Chroniton Mines are there to slow chasers and provide spam fodder for FAW and tab-targetting.

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