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Lt. Commander
Join Date: Dec 2007
Posts: 120
I've been on-and-off on the months since F2P was announced but I've started playing regularly again and I'd like to start getting into pvp. It's one of the aspects of the game I never really appreciated or took the time to learn. I haven't given it a go yet, I decided to come here first and look for pointers in escort pvp.

One of the problems I encountered way back when in the few times I have tried pvp was that I had an absurd amount of difficulty staying alive. I don't know if I was just being overly reckless or whatever but people used to slice through my shields like they weren't there. It's one of the tings that put me off. I'm flying a Multi-Vector Advanced Escort, which I love in PvE and I want to stay in it.

Gear-wise I have the Borg deflector/console and the Aegis engines/shields. Forward weapons are 2xDHC, a Dual Beam Bank (all phasers) and a Quantum torp launcher. Aft weapons I have a beam array, another Quantum torp and a phaser turret.

So, is there anything I should know before I jump in a start pvping again? Are there any particular bridge officer powers that might save me, or any parts of the MACO/Omega set I should aim for to help me out? Any advice is appreciated.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-27-2012, 11:34 AM
Having not toyed with the MVAE much myself, take this with a pinch of salt

Firstly I would be inclined to lose wither the DBB or the torpedo launcher up front. Go with one or the other and stick another DHC in the remaining slot. Aft, I would go all turrets. That just leaves you with fewer weapon types on which to focus your tactical powers.

From a staying alive standpoint, the engineering console that gives +35% shield capacity is a must, and maybe an armour or two in the other engineering slot(s). Three pieces of the borg set is a good base off of which to operate. Free heals are never a bad thing. Couple the borg console, deflector and engines with a high capacity shield (currently MACO is bugged, but when it's fixed it might be worth a look in).
Use your engineering boff slots for 2 copies of emergency power to shields, which can be chained back to back for a nice shield resist.
Also, tactical team is another great survivalist option for escorts as it automatically rebalances shields for 10 seconds at a greatly increased rate to what is achievable manually. Some builds it is feasable even to carry 2 copies for better uptime.

[Replace THY with BO if you prefer all energy]
So if i was in a MVAE I'd go:
TT1 THY2 APO1 CRF3
THY1 CRF1
TT1
EPTS1 EPTS2
HE1 TSS2 PSW1

You might also want to look at the standard advanced escort (you can put the multi vector console on it)

TT1 THY2 APO1 CRF3
THY1 CRF1 APO1
EPTS1 EPTS2
HE1 TSS2
SciTm1
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-27-2012, 01:18 PM
at this time i would still recommend the defiant. for getting back up to speed you may want the cloak and extra maneuverability. everything dan has posted is good advice...and yeah, most of us have put down the maco for now till they fix it.

but if i may chime in on spec'ing right quick...

invest in energy weapons spec, and into both the teir4 energy resist, and teir5 kinetic resists boxes. make sure you max out flow regulators and thrusters as well.

after that its all about being a pilot. all i fly is escorts and can usually make even the awkward builds work. use attack pattern omega mainly as defensive ability and not as part of your alpha.

with your cannon bursts its all about maxing those 10 seconds with minimum distance on target. wait for your targets tac team cooldown to unload those torps and hopefully hit hull. if you fly with a team that is cruiser and sci heavy, drop the torps all together to best assist your team, as they should have more than enough kinetic to handle the job.

have fun kill bad guys

horizon
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-27-2012, 01:51 PM
fleet escort ofc..!!
3 plasma widebeams 1 chroniton torpedo
breen shield
breen deflector
breen engines
2 plasma widebeams, photon mines

shield console and rcs +3.5 enginepower
2 biofunction monitors
4torpedo cosnoles

and for buffos
fire at will. torpedoespread2, tacticalteam3, dispersal pattern alpha3
fire at will, torpedoespread2, tacticalteam3
emergency power to auxiliary
emergency power to auxiliary, extendshields1
hazard emitter 1, jamsensors2

what you guys think?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-27-2012, 02:14 PM
Come on, dispersal pattern beta 3, don't be a jerk telling him alpha.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-27-2012, 02:16 PM
interesting build zorena.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-27-2012, 03:39 PM
Quote:
Originally Posted by Dan_Trainor
Having not toyed with the MVAE much myself, take this with a pinch of salt

Firstly I would be inclined to lose wither the DBB or the torpedo launcher up front. Go with one or the other and stick another DHC in the remaining slot. Aft, I would go all turrets. That just leaves you with fewer weapon types on which to focus your tactical powers.
Quote:
Originally Posted by CaptainHorizon
at this time i would still recommend the defiant. for getting back up to speed you may want the cloak and extra maneuverability. everything dan has posted is good advice...and yeah, most of us have put down the maco for now till they fix it.
Thanks for the feedback guys. I think I'm going to try and stick to the Prometheus simply because it's a ship I really like and I've been flying a long time (EDIT: though I might switch to the Advanced Escort if it has better slots). Is there a particular advantage to flying without torpedos? It seems to me like I'd just be stuck for something to do when their shields come down besides swing around for another pass.

EDIT: I also have 4x phaser relays in my tactical console slots. I assume I'm doing the right thing there?
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