Lt. Commander
Join Date: Dec 2007
Posts: 120
# 121
01-06-2012, 08:48 AM
Quote:
Originally Posted by AviKerensky View Post
I run the MVAE console on an Advanced Escort. I use the Borg set (The plasma resistance helps me), and for a while, I was using all beams (Two dual beam banks on the front), with Fire at will, overload, and Q Torps. Science shield heals/consoles, phaser (My beams) tac consoles with q torp consoles, and dmg res for engineering console.

The only times I die are when I have to fight 4+ spheres at a time, or if the Tac cube singles me out. I found it very effective.
Escorts with beams loose a lot DPS if you try flying them like standard escorts. For me the Advanced Escort looks absolutly silly with cannons or dual beams, so I created a sciscort with beams and a torp fore and aft.

Tactical:
TT1 / HY2 / BO3 / APBeta3
TT1 / HY2 / BTSShields3

Engineering:
EPtS1 / EPtS2

Science:
depends on the enemy, but for STFs
PH1 / HE2
TSS1

It's extreme fun flying her and you are constantly busy dancing around your enemy, changing between broadsides and fore/aft torpedo salvos. As long as you accept, that you will never hit the raw damage numbers of DHCs and you actually have to think about what you're doing and not just sitting there hammering away, its a pretty good ship. I probably would not fly this as a tac captain, but for scis taking out the enemy with style is ok.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 122
01-06-2012, 08:45 PM
Quote:
Originally Posted by kostamojen View Post
I was testing out the Borg shields with the appropriate consoles plus EPtS I and II, and found that even though the shields were up, I was taking significant hull damage!

I had full shields, but my hull dropped to 80%, then 60%. This was from the first cube in Infected Elite.

I had to use my Haz emitters and Brace for Impact just to keep from taking more hull damage!

Thats my biggest issue with the Borg shields at that point, because you loose hull resists by having to use the regen Engineering console and if you use a Resilient shield like the MACO MK XI (which BTW, is getting a HUGE improvement in stats!) your squishy escort hull doesn't get eaten up so quickly. I ended up switching to the MACO MK XI with 2x EPtS and 1x RSP with the Neutronium console instead of the Regen I was using with the Borg shield, and I could tank the Cubes from Elite (not the Tac cubes, just the regular cubes) without incurring hull damage that required the use of Hazard Emitters or anything other than the normal shield skills.

I just wish I didn't have to use the Fleet Escort to use that layout so well

You need another tactical team and EPtS instead of EPtW with that build. Otherwise, you are too squishy...

We've had discussions about the proper Engineering consoles for the Borg Shields too. 2x Neutronium won't really help improve that shields capability.
Again, the point of the escort is DPS. If you're thinking of doing this setup with a Tactical captain, then I would agree with you. However, never under estimate an aux battery with tactical team, hazard emitters, and a transfer power to shields (science power). When the aux runs out and you're still under heavy attack, then engineers pop miracle worker and all is good. The reasoning for the Emergency Power to Weapons is to keep weapon power at maximum when the EPS Transfer III is recharching.

Try the build on tribble, trust me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 123
01-07-2012, 12:16 AM
I have an engineer flying an escort right now. I also use Red Matter, so I keep power levels up pretty high in general :p

However, I still like to use EPtS instead of weapons ESPECIALLY with an engineer.

I tried a defensive-heavy Bird of Prey on Tribble with an Engineer, and it was probably even better than running a normal escort due to its survivability. Not having the Tactical Captain skills will lower your DPS no matter what ship you fly, so I figure its better to focus on defense and stay alive with an Engineer captain in an Escort-class ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 124
01-08-2012, 12:44 AM
Had some questions about what to do with the New Skill Tree and an Escort build, so here is what I'm currently using on Holodeck with my Tactical captain in an Escort:

http://www.stoacademy.com/tools/skil...cticalEscort_0
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 125
01-09-2012, 12:34 AM
So i played around with my Boffs and Equipment for STFs Elites in the past few days.

M.A.C.O. MK XI Shield + Borgset seems a very good fitting. Can keep up the shields pretty good and the bleed through to hull is so low it can be healed by AuxSIF I alone.

So i have HE and Brace for Impact ready for the time the shields fail totaly. Although one has to get out of range than and rebuild shields, this way my survival rate went up. But biggest impact on survival is still the team your playing with and not the equipment.

For playing with PuGs i noticed that it is very important to have some kind of "energy and shield drain" alternative layout in the pocket, cause often you will play with people that don't bring any drain abilites, no matter if they are in Scienceships or Cruisers. They try to overhelm the end tac cubes or donatra simply by DPS which results in long an boring "respawn" slug fests.

So for this groups i swap 1 DHC for 1 Beam array, the Tac Boff with APB and CSV for one with Beam target shields and Beam target weapons and my Sci with one that has HE I and Energy Siphon I. Although this way i am just a "poor man's" Sci-wannabe, it really helps a lot kill those boses in infected and Khitomer much quicker and is well worth the DPS loss.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 126
01-09-2012, 12:56 AM
Quote:
Originally Posted by kostamojen View Post
Had some questions about what to do with the New Skill Tree and an Escort build, so here is what I'm currently using on Holodeck with my Tactical captain in an Escort:

http://www.stoacademy.com/tools/skil...cticalEscort_0
I tried this build tonight, with some tweaks, with my engineer. I haven't tried the ground yet. I'm curious though. I've seen alot of people- and I have been- using anti-proton weapons. But you're using phasers correct? Have you found them to be more effective?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 127
01-09-2012, 01:52 AM
Quote:
Originally Posted by bringram View Post
I tried this build tonight, with some tweaks, with my engineer. I haven't tried the ground yet. I'm curious though. I've seen alot of people- and I have been- using anti-proton weapons. But you're using phasers correct? Have you found them to be more effective?
I run phasers because of the Quads.

Antiprotons are probably better overall for damage, so thats fine.

Honestly, at this point it doesn't matter which class of weapon you run to be effective. You might not have the absolute best setup, but there are less downsides now to using certain weapon types than there were before.

Of course, ALWAYS run just one weapon type with the matching consoles!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 128
01-09-2012, 03:33 AM
i like to have at least one beam as its keeps up the dps when cannons are out of arc as well as using beam overload in between cannon rapid fires to help keep the dps up. ive also been tinkering with using a torpedo or even mines on one of the rear slots instead of the usual turrets. it has yielded some intersting results. tractor mines shouldnt have been nerfed, their useless now. i still like the hargh peng but at the minute im using chroniton mines
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 129
01-11-2012, 02:02 PM
I used to run a tricobalt mine in the rear but switched it to a turret because I simply never had the opportunity to drop it in an effective area. I don't find myself within 3kms of a target a whole lot, and to get there means I have to sacrifice positioning for my front cannons. As a result, most of the time the mine launcher was idling, so I changed it for something that gets used (dealing damage) more often.

I did a little tweaking to my setup w.r.t. BOFFs. Basically I took out APDelta2 and APOmega3 and changed them for Beta1 and Beta2. The delta skill I wan't really using effectively, and I kept having positioning problems with APOmega due to the increased speed. With dual betas, I can almost constantly apply a beta debuff to the target, which helps the entire team's damage.

Right now I run:
TSpr1, TSPr2, CRF2, CSV3
TT1, APB1, APB2
TT1
EPTS1, RSP1 (2?)
RHP1, HE2

With this setup I have 2 "banks" of 4 skills that operate on shared cooldowns. Tac Team 1 (x2), Torp Spread 1/2, CRF2/CSV3, and APB1/2. So I activate one of each in a sequence, then 15 secs later I activate the other set. It's pretty dead easy to operate. Just press Crtl 1, 2, 3, 4- then 15 later hit Ctrl 5, 6, 7, 8 . EPTS1 and RSP2 are for healing my shields when they get low, HE2 is for hull heals, and RHP1 is to allow me to maneuver if I'm rooted by a tractor beam. I do die sometimes, but can tank pretty effectively at least on normal. (also combine some of my innate sci powers like science team 2 and also the subspace device from the Devidian missions)

P.S. why do people run neutroniums for their engineering slots? I would imagine that in the STFs you would want electroceramics for the high plasma resist? The neutroniums seem useful as a catch-all for general PvE, but if running an STF where you solely fight borg, don't you want as high of plasma resist as possible?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 130
01-11-2012, 06:15 PM
Quote:
Originally Posted by Stormnnorm
P.S. why do people run neutroniums for their engineering slots? I would imagine that in the STFs you would want electroceramics for the high plasma resist? The neutroniums seem useful as a catch-all for general PvE, but if running an STF where you solely fight borg, don't you want as high of plasma resist as possible?
Personally, I don't like carrying around a half dozen consoles to constantly swap out every time I encounter a different situation...

If you don't mind doing that, go right ahead.

However, against the Borg in STF's, it might actually be smarter to use a Monotanium console to combat the nasty torps. I ran one for awhile during tribble testing, and it seemed effective.
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