I have been having major success with this build, so I've decided to share it. Surely, many of the aspects of this build have probably been fleshed out by others, but here is my interpretation of the STO Advanced Escort. Nut'n'too'fancy.
I will be providing my perspective of the Advanced Escort from the point of view of a Tactical Captain who prefers Elite Space STFs and the occasional PVP.
This build has a few points of emphasis, each leaning towards very high single target DPS/Burst DPS.
- A continuous barrage of Quantum Torpedoes, more-so than normally possible prior to the Duty Officer system.
- The ability to use Beam Overload III without severely hindering weapons power.
- The inclusion of Cannon Rapid Fire, to increase single target DPS.
Many people prefer to build their escorts either Cannon heavy or Beam heavy. With this build, I prefer to include the best aspects of all weapon types thereby allowing a more robust use of current BOFF and DOFF abilities.
First off here is my skill build as seen on stoacademy.com:
http://www.stoacademy.com/tools/skil...ild=ZAEbuild_0
OR
This is an alternate build that could increase DPS:
http://www.stoacademy.com/tools/skil...ld=ZAEBUILD2_0
Take my skill build as you will and edit it to fit your play-style. The real meat of this build comes from the BOFF setup, DOFF setup, and Weapons Loadout.
This build relies heavily on the Federation Duty Officer named Ten of Ten - Projectile Weapons Officer x 3 (Obtained with 40 Encrypted Data Chips each from Roxy on DS9,) or any other purple quality Projectile Weapons Officer x3. Each of these officers allows for a twenty percent chance at passively activating their ability:
20% chance: Improve Torpedo recharge time by 5 sec
I will explain more after the Weapons/Equipment Loadout and BOFF Layout. (BOFF Layout can also be viewed on the stoacademy.com link above.) Lower quality DOFFs will suffice, but are not optimal imo.
Weapon Loadout FORE: Quantum Torpedo Launcher MK XII x 2,
Antiproton Dual Cannons MK XII,
Dual Antiproton Beam Bank MK XII
Weapon Loadout AFT: Antiproton Turret MK XII x 4
OR
Weapon Loadout FORE: Quantum Torpedo Launcher MK XII x 2,
Antiproton Dual Cannons MK XII x 2
Weapon Loadout AFT: Antiproton Turret MK XII x 4
Deflector: Assimilated Graviton Deflector Array (or preferred set.)
Engines: Assimilated Subtranswarp Engines
Shields: M.A.C.O. Resilient Shield Array
Engineering Consoles: Neutronium Alloy Mk XI,
Plasma Distribution Manifold MK XI (or preferred consoles.)
Science Consoles: Assimilated Module,
Multi-Vector Assault Module,
Field Generator MK XI
Tactical Consoles: Zero Point Quantum Chamber MK XI x 2,
Antiproton Mag Regulator MK XI x 2
BOFF Abilities:
Commander Tactical Station - Tactical Team I, Cannon Rapid Fire I, Beam Overload III, Attack Pattern Omega III
Lt. Commander Tactical Station - Tactical Team I, Attack Pattern Beta I, Torpedo High Yield III
OR
Commander Tactical Station - Tactical Team I, Cannon Rapid Fire I, Torpedo High Yield III, Attack Pattern Omega III
Lt. Commander Tactical Station - Tactical Team I, Attack Pattern Beta I, Torpedo High Yield III
Lieutenant Science Station - Polarize Hull I, Transfer Shield Strength II
Ensign Science Station - Hazard Emitters I
Lieutenant Engineering Station - Emergency Power to Weapons I, Emergency Power to Shields II
Notes on this build/How to use:
The reasons why this Weapon Loadout and BOFF Layout are designed as such are rather simple. I will try to explain.
The combination of two
Quantum Torpedo Launcher MK XII, Torpedo High Yield III, and three actively equipped versions of a Very Rare Projectile Weapons Duty Officer almost guarantee a virtually continuous stream of Quantum Torpedoes at your target. This is huge in Elite STFs, specifically Khitomer Accord and Infected Space Elite because of the high amount of sustained hull damage output that this setup provides.
Overall damage output vs hull is quite impressive. I recently out-DPSed two Escorts in a KA Space Elite. I downed both Cubes and Transformers on my side, and got my gate down before their combined efforts could do the same on their side. This is sort of a bench-mark to tell me that this build is doing some serious damage. Faster kills = more optionals completed.
To proc your Torpedoes effectively, simply wait until one Torpedo fires, then use your Torpedo High Yield III ability. When the next Torpedo fires, the four Torpedoes from High Yield III will easily proc AT LEAST two of your Projectile Weapons Duty Officers. This means that the cooldown on your Torpedoes has just been reset and you're ready to fire another two Torpedoes, immediately, which will themselves likely proc at least two of your Duty Officer's abilities yet again. The end-effect is a stream of Quantum Torpedoes, one every approximately one and a half to two seconds, unless you're unlucky.
Proper use of Beam Overload III is important in order to keep DPS numbers up. In normal rotation with this build, one should always pop Emergency Power to Weapons (or a Weapons Battery,) before using Beam Overload. This allows sufficient remaining power to fire all Turrets and the fore Dual Cannons (even while running Cannon Rapid Fire.)
Be sure to use at least Tactical Team + Attack Pattern Beta before using Beam Overload III on a target as well. This will ensure that your weapons energy goes to greatest use each time you fire your Overload. Oh, and only use it against an unshielded target for the best effect.
Cannon Rapid Fire I is used simply to assist in dropping a target's shields. The reason I incorporated Dual Cannons instead of Dual Heavy Cannons is because Dual Cannons are more apt at taking out shields since they fire more rounds per burst than Dual Heavy Cannons. After all, all those torpedoes won't do much to shields, even though they still hit shields relatively hard for a single hit. A debuff or two, the four aft Turrets, and the single fore Dual Cannons along with Cannon Rapid Fire should be more than enough to take down a target's shields and allow you to slip in some Torpedoes and/or a Beam Overload.
The Borg three-piece bonus is simply amazing. I have incorporated it because iirc it's about once every 45 seconds to proc each effect. It's just very nice and it works very well for me. The M.A.C.O. shields are just nifty as well. The Deflector, Engines, and Shields can be swapped for whatever desired setup.
Hazard Emitters is useful for removing Hazard Debuffs and applying hull regen/hull resist.
Polarize Hull and Attack Pattern Omega are used to break free from pesky Borg, or other, Tractor Beams, and to provide additional defenses when needed.
Emergency Power to Shields and Transfer Shield Strength are rather self-explanatory, I believe.
And, of course, you gotta have Tactical Teams available, so I've added two.
Power settings should be applied with common-sense. Alternate power modes might be useful when Emergency Power to Weapons is activated, or when the M.A.C.O. shields are providing back-up power, but that depends on your tastes.
If you can't get your hands on Beam Overload III, then simply equip Attack Pattern Beta II and Beam Overload II instead. Essentially swapping those abilities on their respective BOFFs.
Another swap that I enjoy making is Torpedo High Yield III for Torpedo Spread III. It's good on Infected and The Cure. Swap in spreads as necessary.
Other recommendations: To increase Torpedo DPS, swap out the Dual Beam Bank for a Dual Cannon. Swap out the Beam Overload for another Torpedo High Yield or Torpedo Spread.
Please, take all of the information available here and do with it as you please. The numbers I tend to see are very high, and targets drop relatively quickly. I am firing Quantums at a rate of about one per every one and a half to two seconds. This build appeals to me above all of the others that I have tried.
I hope that you have enjoyed my interpretation of the Advanced Escort, good luck and good hunting.
Edit:
I will be adding two combat logs of my last Infected Space Elite and Khitomer Accord Space Elite.
If you would like to create your own combat log and parse it for comparison, first download the software located here:
http://sourceforge.net/projects/stocombat/ this software requires the Java Run-time Environment.
Then when you are in STO, type /combatlog 1
This will enable combat logging. Once that's complete you need to start the .jar for the Combat Parser and navigate to your Star Trek Online\LIVE\Logs\GameClient\Combatlog.log that's the file that you need to parse.
These were both PUGs so all numbers are SUB Optimal and in a good group will go HIGHER, never lower imo. I got D/Ced during the KA Elite... it wasn't a very good group but here's up until the beginning of Donatra. During Infected Space I used Torpedo Spread III and During Khitomer Accord I used Torpedo High Yield III. That is why the Infected DPS number is slightly higher, I'm guessing. The KA number is more single target.
Rough DPS:
These numbers include damage dealt to shields:
Infected Elite Space PUG: 4,475 OUT-DPS http://www.mediafire.com/?be882dd77s9rrx3
Khitomer Accord Space Elite: 4,289 OUT-DPS http://www.mediafire.com/?xsysyl6i7x9a405
Without damage dealt to shields:
Infected Elite Space PUG: 4,027 OUT-DPS
Khitomer Accord Space Elite: 3,911 OUT-DPS