Lt. Commander
Join Date: Dec 2007
Posts: 120
# 601
03-20-2012, 04:25 PM
I was getting antsy in my Defiant-R, so I switched over to my AE. I got 3 of the purple borg PWOs.

I had 3 DHCs & 1 Quantum Torpedo Launcher. With the PWOs should I add another launcher?

I generally went by the setup guide at the beginning of this thread. But, I got the tac boff from the FE so I changed it up a bit. What do you think of this BOFF setup?

Cmdr Tac- TT1, CSV1, TSIII, CSVIII
LT Cmdr Tac- TT1, TSII, APBIII
Sci Ens- Tachyon Beam I
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 602
03-21-2012, 07:04 AM
Quote:
Originally Posted by bringram View Post
I am also in a Tactical Retrofit and thinking about going to a fleet escort. I love my Defiant, but it does seem a little squishy when I'm the only one with much DPS. Does the Ensign Engineering slot make that much of a difference?
It can certainly help (i.e. run 2x EPtS1 for general shield boosting with 1x RSP1, thanks for the full shield heal spheres!).

As far as your AE - look for Zahalu's dual-torp thread if you're looking at slotting three proj doffs. Also, imo get rid of Tac Beam - you definitely need to make sure you have Polarize Hull in one of those slots since you've gotten rid of APO, and that leaves you with HE and TSS. If you still want a utility sci, one of the control abilities will be a good deal more useful vs Borg hull sponges than Tac Beam - your non-torps will do well enough in shield stripping.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 603
03-21-2012, 11:45 AM
Quote:
Originally Posted by zekesulastin
It can certainly help (i.e. run 2x EPtS1 for general shield boosting with 1x RSP1, thanks for the full shield heal spheres!).

As far as your AE - look for Zahalu's dual-torp thread if you're looking at slotting three proj doffs. Also, imo get rid of Tac Beam - you definitely need to make sure you have Polarize Hull in one of those slots since you've gotten rid of APO, and that leaves you with HE and TSS. If you still want a utility sci, one of the control abilities will be a good deal more useful vs Borg hull sponges than Tac Beam - your non-torps will do well enough in shield stripping.
My Lt Sci has Polarize Hull and HE. I don't use TSS, but I do have two tactical teams and rotate shield frequency. I kinda wondered about having Tac Beam. At the beginning of the thread it was suggested to use tractor beam. But I don't need a holding ability as I can do damage fast enough that it's not an issue. But, if I've got 2 launchers, TSIII and 3 PWO with Tac Beam I can do alot of damage in the first volley (at least that's the theory.)

edited to add: I took a quick look at Zahalu's thread. Should the tac consoles be selected based on bow weapons? For example I've been running 3 DHCs with 1 Quantum Torpedo with 4 AP consoles. If I've got two torpedo consoles should I have two torpedo consoles as well?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 604
03-21-2012, 08:06 PM
Here are my two current non standard escort STF builds that I have been very successful with in both elite and standard STFs.

Science Captain MVAE Support Build
Forward Weapons: 3x Polaron Beam Arrays, 1x Chrono Torpedo
Rear Weapons: 3x Polaron Beam Arrays

Engineering Consoles: 1x Neutronium Alloy, 1x Monotonium Alloy
Science Consoles: 1x Field Generator, 2x Flow Capacitors
Tactical Consoles: 3x Polaron, Borg

Devices: Subspace Field Modulator, Aux Batteries
Bridge Officer Skills (MVAM Escort) -

Commander Tactical: Tactical Team 1, BA Target Shields 2, BA Target Weapons 3, Attack pattern Beta 3
Lt. Tactical: Fire at Will I OR Tactical Team, Attack pattern Beta 1
Lt. Commander Science: Hazard Emitters 1, Syphon Energy 1, Tyken's Rift 2
Lt. Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1 (OR Emergency Power to Shields 2)
Ensign Tactical: Torpedo Spread 1

Tricks: Use your energy drains to debuff big targets into having no weapon or sheild power. Aside from that rotate attack pattern betas along with sensor scan to nearly double (yes double) your teams damage output. Also, while you lack gravity well hitting a swarm of enemies with a torp spread plus a tyken rift will immobilize them for a good long time and likely strip their shields. With high skills attack pattern beta 3 and sensor scan will remove 100 resistance from the target literally doubling your team's dps against an unshielded (thanks to drains) target. Granted you cannot keep them locked down indefinitely but you do keep their power levels low enough the team should survive and their shields should offer little resistance.

Engineering Captain Fleet Escort *Tank Build*
Forward Weapons: 2x Cannons, 1 Dual Heavy Cannon, 1x Quantium Torpedo
Rear Weapons: 3x Turrets

Devices: Subspace Field Modulator, Deuterium Surplus
Engineering Consoles: 2x Neutronium Alloy, 1x Monotonium Alloy
Science Consoles: 1x Field Generator, Borg
Tactical Consoles: 4x Energy Weapon
2x Aegis Set
Maco Shield

Commander Tactical: Tactical Team 1, Cannon Scatter Volley 1, Attack pattern Omega 1, Attack pattern Delta 3
Lt. Commander Tactical: Tactical Team 1, Cannon Scatter Volley 1, Attack pattern Omega 1
Lt. Science: Polarize Hull 1, Hazard Emitters 2
Lt. Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1
Ensign Engineering: Emergency Power to Shields 1

Tricks: Rotate your omega attack pattern to keep your defense stat high. Use your captain abilities to allow you to survive. Strangely enough as long as I stay above 20 movement I never have issues using this build other than when Donatra hits me with torp spread in elite and brace for impact is on cool down, or gates when I don't go to their blind spot and they pop FAW...which is soon to be fixed anyway. Having nearly double the defense stat of a cruiser while still having nearly as much resistance on your shield makes you the best tank in my opinion. Just beware the tractor beam!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 605
03-22-2012, 03:38 AM
Quote:
Originally Posted by Pilus1
The possible problem, using purple DOFF's, if torpedoes fire sequentially, you may have so many torpedoes coming out the front that adding 1 or 2 more launchers will not increase the number of torpedos going downrange. If that is the case, all you are doing is losing cannon DPS by adding more launchers. The only way to test would involve first getting those purple DOFFs, and then adding launchers and see what the numbers are. You might also have to change tactics or other loadout, such as the original dual cannon plus dual beam idea.

It has the advantage of having never been tried...
Torps fire sequentially, and in practice it is wasteful to have more than 2 launchers.

It's rather simple to observe really. Pack 4 photon torp launchers (you need less doff procs to bring several of them to 1 second reload and certainly no purple doffs, greens/whites will do). You will observe the sequential firing both in the initial (non-)volley and after sustained fire.

Additionally, the above observation was made with 2 green and 1 white torp doff. With 3 purples one might have to test if you can even bring 2 launchers into wasting time territory.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 606
03-22-2012, 03:44 AM
Quote:
Originally Posted by the1blind
With 3 purples one might have to test if you can even bring 2 launchers into wasting time territory.
With three Purple doffs there is a near continuous salvo of torps with one forward launcher. Depends on the rest of your build and skills too.

I've dropped the torps completely in favor of all cannons. It works better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
I am playing this game since a week or 3 / 4 now
as a tactical officer using an advanced escort.
Mostly doing space STF elites and occasionally an episode of that questline.

I got the gear done, 3x DHC MK XII antiproton, 1 quantum torpedo MK XII front and on the back
of my ship 3x antiproton turrets MK XII.
Got the Tactical Consoles done and atm still working on my engineering and science consoles.
Using the Borg set atm (3 pieces) untill I get my Borg console so I can pick up the Maco shield.

I need help with the following:

I have trouble picking the best suitable space skills.
I maxed out all my Space Skills in Tactical Sytems. (Except for Starship Stealth and Threat Control I ignored those 2)

Now all I need to know is what are the best to pick in Engineering Systems and Science and Operation Systems as a tac officer.

I am still learning in this game but if I could have some help on which space skills to pick in Engineering and S and Op systems I would be happy

Thanks in advance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
First of all thanks to the OP and any/all who gave them input to put the guide on the first page together. I have used it and have seen a noticeable increase in my damage output and effectiveness! I know the builds are meant for STFs but I've been using them in regular pve (fleet actions and finishing up the episodes) and they're awesome

Now as the title suggests, is it feasible to use the Defiant - R instead of the Fleet Escort in the beam boat build (making any adjustments for BOff layouts of course). I just like the cloak, turn ratio, and look of the Defiant - R too much to not use it

Thanks much!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 609
03-22-2012, 07:20 PM
Quote:
Originally Posted by the1blind
Torps fire sequentially, and in practice it is wasteful to have more than 2 launchers.

It's rather simple to observe really. Pack 4 photon torp launchers (you need less doff procs to bring several of them to 1 second reload and certainly no purple doffs, greens/whites will do). You will observe the sequential firing both in the initial (non-)volley and after sustained fire.

Additionally, the above observation was made with 2 green and 1 white torp doff. With 3 purples one might have to test if you can even bring 2 launchers into wasting time territory.
I am doing elite runs with a combat parser running throughout. So far it looks like having 2 torpedo launchers with 3 Purple PWOs is a waste. I will know more tonight, probably tomorrow. I am testing a couple of different configs.

edited to add: I am using a combat parser that is giving me raw average DPS numbers. Is there a way I can tell what spike damage is- other than mousing over the toolbar?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 610
03-23-2012, 08:35 AM
Quote:
Originally Posted by hapiface View Post
First of all thanks to the OP and any/all who gave them input to put the guide on the first page together. I have used it and have seen a noticeable increase in my damage output and effectiveness! I know the builds are meant for STFs but I've been using them in regular pve (fleet actions and finishing up the episodes) and they're awesome

Now as the title suggests, is it feasible to use the Defiant - R instead of the Fleet Escort in the beam boat build (making any adjustments for BOff layouts of course). I just like the cloak, turn ratio, and look of the Defiant - R too much to not use it

Thanks much!
I've tried an all beam boat with the Tactical Escort Retrofit on Infected Elite. It was pretty underwhelming. Took much longer than my other build to take a target down.

It has been suggested that the role be a supporting position. I agree with that.

If you were using it for PvP, it's actually not that bad. It takes longer, but against someone who's decent at PvP, it can work. I've been told by a PvP vet, however, that it won't work all that well against someone who knows how to keep their shields up.
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