Lt. Commander
Join Date: Dec 2007
Posts: 120
# 161
01-16-2012, 11:09 PM
For keybinds, I use this thing called the Numpad. Its quite effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 162
01-17-2012, 09:11 AM
First off, kostamojen, you're hilarious. Numpad, what a Novell idea...

Second, I forgot to mention my devices. I use:
1x Subspace Field Modulator
1x AUX Battery (For max heals on Hazard Emitters I and Transfer Power to Shields II)

I've found that even though I'm in an escort, I still find it necessary to heal fellow teammates in science ships and in cruisers. I guess that's a testament to my build.

Quote:
Originally Posted by kostamojen View Post
OK, I just did some significant testing with the Escort Beam Boat Build courtesy Pardigm.

It is indeed a quality build but with a few small changes:

Fleet Escort

Forward Weapons: 4x Beam Arrays
Rear Weapons: 3x Beam Arrays

Engineering Consoles: EPS Console, Neutronium Console, Field Generator MK XI (+35% shield capacity)
Science Consoles: Science Consoles: Assimilated Module (Borg Console), Biofunction Monitor (Or Grappler OR Impulse Capacitance Cell)
Tactical Consoles: 4x of the Energy Weapon type you are using (Ex. Phaser Relay, Plasma Infuser, etc.)

Devices: Subspace Field Modulator (defensive buff, similar to Brace for Impact) plus one of the Following - Red Matter Capacitor, Rechargeable Shield Battery, Scorpion Fighters, or Shield batteries

Bridge Officer Skills -

Commander Tactical: Tactical Team 1, Target Shield Subsystems 2, Attack Pattern Beta 2, Attack Pattern Omega 3
Lt. Commander Tactical: Tac Team 1, Fire at Will 2, Beam Overload 3
Lt. Science: Transfer Shield Strength 1, Hazard Emitters 2
Lt. Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1
Ensign Engineering: Emergency Power to Weapons 1

Run FULL power to Weapons for your power levels.


My testing of this build:

I had to use Polaron beams cause well, thats what I have, and not all of them were purple mk xi. I also had 4x Polaron tac consoles. I DON'T have Target Shield Subsystems 3, and if I did I'd switch that and the Attack Pattern Beta.

I first tested in Station 24 as suggested, received 2nd place even though I entered late. Tried again later, got first place. The good thing about this build for Station 24 is hitting multiple targets at once, but you don't KILL them very quickly like with a scatter volley/torp spread build. I strongly suspect my normal build will easily beat this build in Station 24.

I next tested it in Cure Space Normal. Damage was sufficient to kill BoP's and Raptors headed to the Kang. I could also do significant damage to the Probes under the cubes due to Power to Weapons along with the Attack Patterns. I could also **** the Cubes shields with the beams and Target Shield subsystems, which is nice. The Overload 3 is also good for big hits against single targets, more damage than your average torpedo hit but at the cost of loosing weapon power for a little while (best for finishing off targets).

--Monologue of testament to how good Paradigm's build is--

Overall... I say this build IS worth trying out, and I'm going to add it to the list


Note: Running this build is WAY WAY WAY better than some of the other mixed-beam builds people have posted. I've tried those before, and they just don't work well at all. Try this instead if you hate cannons.
Here's the problem with your setup:

Beam Overload 3
With this power activated, the debuff to accuracy is too big. Find yourself missing 30%-70% of the shots fired? I did. However, I found that when I used Beam Overload II, and found a Tactical fleet mate with Target Subsystems Weapons 3 (who trained the BOFF for free) instead of Fire at Will III or Beam Overload III, I hit more often and keep the wanted target debuff abilities of Attack Patern Beta III.

It took some explaining and persuasion (and some math) for me to fully grasp the benefits of using an Attack Pattern Beta III versus a weapon buff III. Being able to bring the defensive abilities of a Tac Cube or Gate directly inversely effects the additional DPS of your entire fleet.

To help explain, let me ask a rhetorical question:
What adds a greater NET value; increase the DPS for 5 out of the 5 captains in the instance or increase the DPS for 1 out of the 5 captains in the instance?

For the sake of being successfull in Elite STF's, please don't be a 1 man Armada. There's no "I" in Team. Helping everybody do more DPS or otherwise hampering the enemy from attack your buddies will get the run done faster than 5 captains all doing separate things that they think is better for themselves and not acting as a TEAM.

Lastly, thank you for the many compliments, but make the couple changes I suggest and see how you do more DPS and can possibly do away with the EPS Console with the BOFF power Emergency Power to Weapons I.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 163
01-17-2012, 12:43 PM
Have you tested that beam boat build on elite missions other than Infected? I'm just not convinced that the DPS is there to make meaningful contributions against the gates in KA or the probes in Cure. Against the tac cube in Infected, I find it just as effective to (mid-mission) swap out out of my DHCs for a DBB and put my Target Shields 3 bridge officer on active duty. Of course, in the ideal case, the tac cube lacks weapons, engines and shields thanks to power siphon drones, so you can just sit there and pound it into so much scrap metal, which is how my Infected space runs usually go.

I also noticed that most of the suggested builds include RSP 1: I've found that my survivability has actually gone up significantly by switching out RSP 1 for EPtS 2. With the two emergency power abilities, I have almost 100% uptime on the shield damage resistance bonus, which is more beneficial than the occasional six seconds of extremely high resistance to energy fire every two minutes. With my MVAE, I also run Transfer Shields 3, and the three shield heals do a very nice job of keeping me alive during the elite space runs. Combine it with Polarize Hull for tractor immunity (the above poster has an excellent point about Beta 3 over Omega 3 in my experience) and Hazard 2 and you have a very helpful science officer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 164 Fleet Escort
01-17-2012, 09:42 PM
I mentioned earlier that I switched from the advanced retrofit cruiser to a fleet escort.I wish i'd done it long ago.

Fore Weapons; QT, 3xAPDHC (1619 dmg, 1079 dps)
Deflector; Aegis
Impulse; MACO. (It'll turn on a dime)
Shields; MACO
Aft Weapons; 3xAPT (424 dmg, 565 dps)
Devices; SFM, Heavy Turret
Engineering; SIF, EPS, EPDM
Science; Borg, EA
Tactical; 4xAMR

The above is all XI or higher

Commander Tac; TS1, TS2, CRF2, CSV3 (BO with all the Tactical Space traits)
LT. Commander Tac; TT1, APB1, APO1
LT. Engineering; EPS1, RSP1
EN. Engineering; EPS1 (I might try to find a APtSI for one of the Engeneering slots) (BO with Warp Core)
LT. Science; TSS1, HE2 (BO with all the Tactical Space traits)

I'm also using DoFFS which enhance whatever i could find useful to enhance. On the BO placement I am not sure if the BO's with Traits have have to be in the Ship Stations or just commiisioned so I put them in the Ship Stations.

I'm not going to post the skills because no mater how well it works there's always room for change.

Generally, this ship is doing very well. Testing has been done in Cure, Infected, Sh'mar, Defence Contract, and Karrat. In all these zones it has run circles around the advanced cruiser. Any deaths have been attributed to being too close to something that's about to expload, big torpedos, not paying attention, klinks sneaking up from behind when I was weakened by half a dozen Borg, or being left alone by teammates while in the middle of a swarm. It will cut through Klink or Borg shields ASAP. I've never seen Sh'mar or Defence contract go so fast.

Also, putting FAW and DSP on the mouse button has made a world of difference.

Thanks for posting this thread, It helped a ton.

Jake81499
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 165
01-17-2012, 10:38 PM
Quote:
Originally Posted by Jake81499 View Post
I'm also using DoFFS which enhance whatever i could find useful to enhance. On the BO placement I am not sure if the BO's with Traits have have to be in the Ship Stations or just commiisioned so I put them in the Ship Stations.

Jake81499
Yes you're Bridge Officers have to be assigned to a station for you to be able to use their abilities. Since you touched on it I'm curious- what DOFFs are good for escorts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 166
01-17-2012, 11:47 PM
Quote:
Originally Posted by bringram View Post
Since you touched on it I'm curious- what DOFFs are good for escorts?
I'm currently using;

Green Shield Distribution Officer with the chance od partioally regenerating shields.
Purple Excomp.
Green Maintenence Engineer with Space recharge time.
Green Warp Core Engeneer with Chance of temperarily improving ships power.
Blue Hazard Systems Officer with the damage resistence buff for Hazard Systems and Brace For Impact.

You need to read each one and make sure they will fit what you're using on your ship. Like the Excomp I could change because I'm not using batteries.

After writing my post I changed out one of the EPS1 with ET1. It's a good hull buff but shares a cooldown with TT1. No biggy, tested it in Karrat and it helped.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 167
01-18-2012, 12:24 AM
Quote:
Originally Posted by bringram View Post
Yes you're Bridge Officers have to be assigned to a station for you to be able to use their abilities. Since you touched on it I'm curious- what DOFFs are good for escorts?
My basic setup:

3 Shield Distribution Officers = 3 times the chance for a shield heal when using Brace for Impact
1 Projectile Weapons Officer to reduce the recharge time
1 Warp Core Engineer / 1 Sensors Officer (on my Sci Escorts)

Quote:
Originally Posted by Jake81499 View Post
After writing my post I changed out one of the EPS1 with ET1. It's a good hull buff but shares a cooldown with TT1. No biggy, tested it in Karrat and it helped.

I'd use 2 EPtS1 and Aux2Sif1

Aux2Sif1 is better than ET1/2 since it adds damage reistance and has no shared cooldown with Tactical Team. And it's cooldown is just 15 seconds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 168
01-18-2012, 12:34 AM
Quote:
Originally Posted by Pardigm
Here's the problem with your setup:

Beam Overload 3
With this power activated, the debuff to accuracy is too big. Find yourself missing 30%-70% of the shots fired? I did. However, I found that when I used Beam Overload II, and found a Tactical fleet mate with Target Subsystems Weapons 3 (who trained the BOFF for free) instead of Fire at Will III or Beam Overload III, I hit more often and keep the wanted target debuff abilities of Attack Patern Beta III.
I don't have Target shield subsystems 3 (target subsytems weapons isn't really that useful), and most people don't and BO 3 is cheap right now on the exchange.

FAW III would be fine to replace it, I don't have a problem with that, the beam skills really are swapable, but using those 3 in any form seem to be a good idea (FAW, BO, and Target Shield Subsystems).

Quote:
It took some explaining and persuasion (and some math) for me to fully grasp the benefits of using an Attack Pattern Beta III versus a weapon buff III. Being able to bring the defensive abilities of a Tac Cube or Gate directly inversely effects the additional DPS of your entire fleet.

For the sake of being successfull in Elite STF's, please don't be a 1 man Armada. There's no "I" in Team. Helping everybody do more DPS or otherwise hampering the enemy from attack your buddies will get the run done faster than 5 captains all doing separate things that they think is better for themselves and not acting as a TEAM.
I posted this before, but I only spend ~10% of my STF's targeting the same target as someone else, and Omega has saved my *** more times than I can count AND also gets me somewhere faster when needed. I find it more useful.

But with this beam build, either way would be fine. I figured running Omega 3 and Beta 2 is better than running Beta 3 and Omega 1.
[quote=Naldoran]Have you tested that beam boat build on elite missions other than Infected? I'm just not convinced that the DPS is there to make meaningful contributions against the gates in KA or the probes in Cure. Against the tac cube in Infected, I find it just as effective to (mid-mission) swap out out of my DHCs for a DBB and put my Target Shields 3 bridge officer on active duty. Of course, in the ideal case, the tac cube lacks weapons, engines and shields thanks to power siphon drones, so you can just sit there and pound it into so much scrap metal, which is how my Infected space runs usually go.[quote]
I did more testing, it works just fine on any STF. The damage is higher than one would expect even against Elite probes.

Quote:
I also noticed that most of the suggested builds include RSP 1: I've found that my survivability has actually gone up significantly by switching out RSP 1 for EPtS 2. With the two emergency power abilities, I have almost 100% uptime on the shield damage resistance bonus, which is more beneficial than the occasional six seconds of extremely high resistance to energy fire every two minutes. With my MVAE, I also run Transfer Shields 3, and the three shield heals do a very nice job of keeping me alive during the elite space runs. Combine it with Polarize Hull for tractor immunity (the above poster has an excellent point about Beta 3 over Omega 3 in my experience) and Hazard 2 and you have a very helpful science officer.
If you are running high regen shields, use 2x EPTS with EPTS 2 being one of those two.

But if you are using another kind of shield, I find RSP plus a Tactical Team is more of a life saver in the long run.

Plus, running TWO EPTS 1 AND RSP means best of both worlds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 169
01-18-2012, 05:53 AM
I think the moderators need to sticky this thread, as well as any other good threads that come up about STF builds for Cruisers and another thread for Science ships.

Although personally, without a Federation Carrier with the ability to launch a couple stacking waves of energy siphon drones, I couldn't see a good use for science ships other than mob control and shield heals for the team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 170
01-18-2012, 07:08 AM
Quote:
Originally Posted by Hellspawny View Post
My basic setup:

3 Shield Distribution Officers = 3 times the chance for a shield heal when using Brace for Impact
1 Projectile Weapons Officer to reduce the recharge time
1 Warp Core Engineer / 1 Sensors Officer (on my Sci Escorts).


I'm going to try the additional shield buffs today and see how that works out.



Quote:
Originally Posted by Hellspawny View Post
I'd use 2 EPtS1 and Aux2Sif1

Aux2Sif1 is better than ET1/2 since it adds damage reistance and has no shared cooldown with Tactical Team. And it's cooldown is just 15 seconds.


While I like the Aux2sif, I really like the RSP better. But when the system comes back up today I'll try it again. I used Aux2sif on my Cruiser and it worked out very well but I had room for the RSP also.

The Advanced Cruiser Retrofit had a tendancy to self distruct when it saw a borg probe even if the probe was 40k out of range. So I'm a bit excited to finally have a ship that works. I ran three Karrat sets today for the dilithium and I gotta say I love it. The klinks actually run rather than laugh. The Fleet Escort brought some life back into the game for me.

Jake81499
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