Lt. Commander
Join Date: Dec 2007
Posts: 120
# 691
04-24-2012, 03:11 PM
Quote:
Originally Posted by Shar487
I usually use AP-Omega on my Advanced Escort and Gurumba to deal with borg tractor beams and get an extra damage boost, but if you're finding AP-Beta to be a better damage dealer, then I'll set up another tactical officer just to run CSV1, CSV2, and AP-Beta just to try it out.
APB (and even APD) is the better damage dealer by default as it is a force multiplier.


APO's +damage boost is almost an afterthought compared to the multiple mitigation advantages it grants (Defense, Resistance & Movement Debuff protection) and maneuverability benefits..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 692
04-24-2012, 03:16 PM
Quote:
Originally Posted by zeusima View Post
You can rotate 3 attack patterns, two APO and one APB. I find that gives me a balance between DPS and tankiness. APO3 + CRF1 would give 55% extra damage vs 50% for CRF3 assuming the percentages are additive, so the damage is still good. More if multiplicative. APO also lasts 15s, but has a 60s cooldown. APO is an excellent buff still, negates tractor beams, gives you armour, defense, turn rate speed and extra damage.
What does CRF3 + APO1 give you?

The nice thing about APB and APD, is that it's a debuff, meaning it benefits your team. Everyone can take advantage of the debuff. Overall, that generally means more damage than what you could dish out yourself.

I use APD, so I have to alpha strike with APO to get aggro before I can use APD.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 693
04-24-2012, 04:01 PM
Some more thoughts on Attack Patterns.



If you were really a very team focused player, APB 3 is definitely amazing.


The difficulty for me in giving up APO 3 is that I'm not always grouped with people I know, so I stick with APO 3 because it covers so many areas that I need it to cover and even APB 1 is going to give decent bang for buck with regards to force multiplication (and only costs a Lt Slot).

If you could take APO 2 in the Lt Comm slot, that would be a very very different story - but being forced to drop from APO 3 to APO 1, just by moving from Comm to Lt Comm makes it pretty unattractive to do.


If I played with the same team all of the time, and could count on outside heals and support - I would most likely grab APB 3 instead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 694
04-25-2012, 02:38 AM
i find getting above the cube and burying my nose in the top of it is effective in stfs, the cube cant hit u with its torps and u can heal urself from the beam damage easily, only thing is save ur evasive maneuvers for when that sucker blows cuz the warp core will one shot u if ur not quick enough
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 695
04-25-2012, 11:11 AM
Well, after running AP-Beta3 last night with CSV1+2, I'm conviced that AP-Beta3 is a must-have for elite STF's. APB3 increased damage output for the entire team when used on single targets big (gates, cubes) or clustered swarms.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 696
04-27-2012, 07:55 AM
This guide was a staple of my original Escort build. So i def give kudos for this awesome guide as it really does help. HOWEVER upon experimenting and changing things around, ive discovered the pure power and effectiveness of a beam boat. I was reluctant at first since i used ot laugh at other beam boats not realizing their potential. but with my setup now im dropping 90% of players in PvP in less then 1 minute. i only die 1-2x in STF Elites and the biggie..im averaging 2800 dmg PER BEAM and i Easlily Crit over 35k with BO3 and often..im 2x as effective in STF's and in PvP im averaging 520k dmg per game as opposed to 250-280k Dmg with my prior build (which followed this guide to a T)

3x AP DHC
1x Q Torp
3x AP Turret

Torp Spread 3
Torp Spread 2
Rapid FIre 3
HYT3
Tact Team 1 X2
Scatter Volley

2x Zero Point mk 11 Rare
2x Ap Mags MK 11 Rare
Power Insulator mk 11 rare
Flow Cap mk 11 rare
Assimilated Console
Monotanium plating mk 11 rare
Electroceramic plating mk 11 rare

Full Aegis/Maco mk 11





BUT now in my new build:

7x Phased Polaron Beam Array

Omega 3
2x Beam Overload 3
2x Tact Team 2
2x Fire At Will
2xEPTS 1
Photonic Officer
Boarding Party
Tractor Beam


3x EPS Flow Regs Mk 12 Rare or swap one for a hull plating
Assimilted Console
Flow Cap mk 11 rare
4x Polaron Phase mods mk 12 rare

For all out assualt i run:
3x Eps flowa
Omega Def/Shield
Retro Borg Engines/console

if i need extra survive-ability i run:

Retro Borg Engines/Def/Console
Maco shield

The ability u get with 2 peices of retro borg is irreplacable and is a must have IMO. to get quick and efficient with a beam boat it takes a little practice/ basically you want to focus on the tray not the combat. and with the right duty officer setup you can pop off a BO3 every 12-15 secs critting over 35k+
3x EPS Flows keep wep power at 125% a weapon battery rarely needed but keep on you. boarding party is great to counter healers/tanks in PVP and help with tact cubes as well.

Sorry im writing this right before i go into work
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 697
04-27-2012, 02:51 PM
EPS Flow regulators are supposed to let you recover weapon power after beam overloads and full impulse. Does it let you recover energy faster from upgraded weapon attacks like FAW, CRF, and CSV?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 698
04-27-2012, 03:46 PM
Quote:
Originally Posted by Shar487
EPS Flow regulators are supposed to let you recover weapon power after beam overloads and full impulse. Does it let you recover energy faster from upgraded weapon attacks like FAW, CRF, and CSV?

Nothing does.

Here's what we have from Borticus.


Quote:
Originally Posted by BorticusCryptic
Power Drain from multiple weapons firing simultaneously is currently not intended to be mitigated by any gear or skill setup. The drain is not a gradual reduction of your available power, but instead an instant reduction in your available power. The moment a weapon is done cycling, your energy level pops back up to where it belongs instead of continuing to drain the longer you fire.

This drain is specifically in place to encourage players to try various weapon load-outs, instead of always running into combat with nothing but beams/turrets a-blazing. In other words, more weapons firing simultaneously is not always a good thing in STO, and this is by-design. It is possible, in fact, that firing 8 beams at the same time may do -less- damage than firing 4-6, simply due to available power levels.

If you find your Weapon Power dipping too low in combat, you might try swapping an energy weapon out for a projectile.

Thread link.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 699
04-27-2012, 04:41 PM
Quote:
Originally Posted by USS_Ultimatum
Nothing does.

Here's what we have from Borticus.

Thread link.
If that's the case, then running 3x EPS Flow Regulators seems a bit over-kill given beam ability coooldown times.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 700
04-28-2012, 07:15 AM
Quote:
Originally Posted by Shar487
If that's the case, then running 3x EPS Flow Regulators seems a bit over-kill given beam ability coooldown times.
It might be helpful with BO, that I have never tested and I'm not sure Borticus was covering that specific power.

His post details the drain from multiple weapons fire like 8 beams for example, or in the Escort case 3~4 DHCs and 3 Turrets.

BO might be in a different situation, although I don't think I would personally use 3x Flow Regulators to compensate for it.
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