I am currently working on building my new Federation Engineering Officer up in rank, but I was thinking of using it as primarily an Escort Pilot. So I was kind of wondering if anyone has any experience with using an Engineering Officer as an Escort Pilot, and if so, whether they have any advice with regards to how an Engineer Pilot performs as an one, and what builds would be ideal for the purpose of being an escort pilot.
I kind of browsed this forum extensively before posting this and found This build somewhere on the forums and thought it was intriguing, but am having a hard time building the engineering an science Boff's in particular the way that this build suggests, and have also found that the Tactical Officers may not be entirely optimized for use with Canons (i.e. that build uses Rapid Fire instead of Scatter Volley), so I kind of changed that up a little bit.
Over all I was wondering if anyone has any other advice they could give me about this.
At the moment I am only a Lieutenant Commander, but am slowly working my way up in ranks and already have access to most of the escorts I am going to need at least up until I reach the Captain rank.
I play a Eng/Escort combo and find it very enjoyable. The Engineer's class abilities (particularly RSF and Miracle Worker) help compensate for the Escort's inherent fragility.
The exact build you use will depend a bit on your play style. I tend to favor a hit and run style so have a number of options configured for that.
Weapons I use 3 x DHCs and a Quamtum Torp forward with 2 x Turrets and a Tricobalt Torp in the rear.
For BO Skills I have:
Tac: 2 x High Yield Torp, 2 x Cannon Rapid Fire, Tac Team, AP: Beta and AP: Omega (I'm thinking of switching the AP: Beta for a second Omega, it's a matter of whether I'm willing to downgrade either my HYT:3 or C:RF2, I'm also considering dropping one of the HYTs for a second Tac Team)
Engineering: Emergency to Engines and Emergency to Shields
Science: Transfer Shield Strength, Hazard Emitters and Science Team (if I take a second Tac Team I'll switch the Science Team for another TSS).
My general pattern is to come in at 50% to 75% (try to get good defense from speed while maximizing attack time) with Rapid Fire running and hopefully pop a high yield torpedo through their shields. When I get close I open up the throttle and pop a speed boost (EP:E, Evasive Maneuvers or AP:O) in order to open up the range again. Depending on the geometry of the engagement and the enemies shields I may try to use a vector that allows me to launch a Triobalt Torp through their shields as I'm going (this requires careful timing, I've manage to kill myself with my own Torp doing this).
The Skill tree and BOFF Stations you are looking at are that of a Vice Admiral in a Tactical Escort Retrofit (CStore Ship) which is completely different then the Captain level Defiant. You can follow this build skill tree wise, but will not be able to use the same BOFF Stations abilities until you have reached VA.
An efficient Saurian with Beam Overload 3 can be hard to come by.
I would suggest using whatever BOFF Station abilities that best fits you and your current level until you hit VA and then you will be able to fine tune your BOFF Stations to work best for you.
You stated “Tactical Officers (Do you mean Tactical Team?) may not be entirely optimized for use with Cannons.” When you reach the Level of Vice Admiral there is not that many good BOFF Station abilities available at the Ensign Level and Tactical Team is good to have and is very important on an Escort. Not just for the plus to Starship Energy and Projectile Weapons which does come in handy, but having tactical team and having two is very important.
Tactical Team is very helpful because it distributes your shields strength to the shield facing that is receiving damage for 10 sec and after the ability turns off it goes on cool down for 15 sec and if you have a second Tactical Team it will go on a 15 sec cool down, but the 15 sec cool down on the second Tactical Team starts as soon as you start the first Tactical Team.
When the first tactical team turns off and instead of waiting for the 15 sec cool down to be able to use the skill again, because you have the second Tactical Team the skill will be available in 5 sec instead of 15 sec.
Rapid Fire or Scatter Volley I actually use both. Even though my build shows I only use Rapid Fire, I have back up BOFFs I can switch in and change at will.
If you look at my build again and look at build BOFF Roster. The officers Omega has Attack Pattern Omega 3 and Cannon Rapid Fire. ScoOmega has Attack Pattern Omega 3 and have Scatter Volley. Then I also have two more officers Beta and Sco Beta on reserve that have the same skills as Omega and ScoOmega except they have Attack Pattern Beta.
I can move my tactical officers around so if I want to fly with Attack Pattern Omega or Attack Pattern Beta with either Rapid Fire or Scatter Volley or even both I can and change my type of attack at will without having go back to Sol Station every time and retrain officers. I can also move my engineering and science BOFFs around.
I am not saying follow my build or fail. The best advice I was given once and I always tell everyone. What works for me may not work for you; Star Trek Online has a lot of trial and error to it, error until you find what works for you.
I wish you luck and if you ever need any help just ask.