Lt. Commander
Join Date: Jun 2012
Posts: 245
Input and corrective criticism is welcome. Please keep in mind, I gain nothing from this. I simply spent a good amount of time to write up what I've learned and experienced to help players who are not as experienced. When commenting, please show some maturity, common courtesy and human decency. While subject line may state DPS, it is not being used in the strict sense of the term using statistical data to the nearest decimal. It is a good way to get the most overall damage out of your escort.

After 3 years of playing as a tac in an escort, trying every energy weapon type, torpedo type, and multiple builds, the following is what I've learned. Please don't follow-up with "well in PvP...". There are always variables in PvP and that is not what this setup is for. This is geared towards STF's. This specific build is also for a patrol escort and Armitage Heavy Escort Carrier. (Patrol Escort builds can be adapter to Jem'Hadar bug ships as well, as their boff layouts are identical) Other builds will be slightly different, but mostly the same. I understand everyone has their own opinions, please feel free to express them, but also be mindful that some things in this game haven't been scientifically proven, just theorized about.

Before I start this guide, I will show you how I have setup my skill tree. I'm sure some people will nit-pick at it, as everyone's is slightly different, but this is a guide as to what I've found works. This also gives you a guide as to what you should and should not put points into as an escort. I will only give pointers on 2 points, as the rest is preference for the most part... Click the link below to see a recommended setup for the patrol escort. (which can be adapted to other escorts) The skill points setup is included.

http://www.stoacademy.com/tools/skil...rolEscort_2596

A couple pointers in regards to the skill tree...

Tac's should put VERY little points into Science. The only skills worth putting points into in this area is "Starship Shield Emitters" and "Starship Shield Systems". These give significant bonuses to shields. "Intertial Dampeners" and "Power Insulators" have useful bonuses, but not nearly to the extent of the first two mentioned. I wouldn't recommend putting more than 3 points into either of these.

Make sure to look at how the points put into an ability effect the bonus. The first 3 points you put into a skill, give you +15 each, second 3 give you +10 each, and the last 3 give you +5 each. In some cases, you are best off only putting 3 or 6 points into a skill, as rather than putting an additional +15 (5x3) into a skill with 3 points, you could put +45 into another, by selecting the first 3 points in that skill. This is shown when adding points, so you can see.

I will give you a full breakdown on this. Starting with energy types...
Energy Weapon Type

Weapons - PvP is always debatable, but the only weapon types that are effective in STF's are Antiproton, Plasma and Disruptor. All weapons are created equal and only differ in their respective proc. The phaser, tetryon and polaron procs are much less useful in STF's.

The AntiProton weapon type has been the energy weapon type of choice for escorts for some time now. The Ancient Obelisk Technology Set bonus gives +10% AntiProton damage. The 2-piece set also doesn't interfere with any other sets as it includes the 360 beam array and warp core.

The Anti-Borg weapons are very useful as they have a [Borg] modifier that gives a 7.5% chance to do 1000 radiation damage to borg NPC's.

Phaser - shuts down random subsystems, but against the Borg, it only seems to last for 1 second, so by the time you realize it, it's done. Not long enough to take advantage of it.

Tetryon - Tetryon's are great for other PvE. They strip shields, but most of the inanimate objects you are trying to destroy in STF's, don't have shields, so the proc is useless. Also, once you do take down a ships shields (typically fairly quickly in STF's), then what? No more proc.

Polaron - Some people say they're useful in PvP, but in STF's they're nearly useless. Polaron's drain power levels from subsystems, but most objects in STF's don't have subsystems to drain. While the ships you come across do have subsystems to drain, there's no indicator of what it's draining, and to what extent. I have never noticed anything to indicate that it was ever successful.

AntiProton - Give bonus critical damage. This works on everything and increases damage.

Plasma - Damage over time, plasma fire. This works on everything and increases damage.

Disruptor - Damage DeBuff. This reduces the targets damage resistance by 10%.

Elachi Crescent - 2.5% chance to ignore 100% of a target's shields, and 50% of target's damage resistance (maximum once per 5 seconds).

Romulan Plasma - Damage Debuff and Plasma Fire DoT. (Combines both Plasma and Disruptor procs)

Piercing Tetryon - to target: 2.5% Chance for 50% of attack to ignore enemy shields

Caustic Plasma - Damage over time, plasma fire (Burn does more damage than regular plasma, but only burns half as long)

Nanite Disruptors - Nanite Disruptors have a 2.5% chance to cause -5 all Damage Resistance and increase Shield Bleedthrough by 2% for 15 sec

Refracting Tetryon - Refracting Tetryon weapons have a 2.5% chance to cause extra damage shields, as well as a 2.5% chance to do additional damage to the next nearest enemy ship.

Voth AntiProton - Voth Antiproton Weapons have a 25% Change on Critical Hit to reduce an enemy's Damage Output by 9.1% for 10 seconds.

All tactical escorts should be using quantum torpedoes. This isn't really up for debate, especially if you are using torp spread, which I would recommend. There is one exception to this. If you are using the Romulan Hyper-Plasma torpedo or Omega Torpedo. These should be used once available, especially given the set bonuses they provide.


Ship Warp Cores

Below is some basic information on warp cores.

Field stability - defensive- bonus to shields

Overcharged - Science - Bonus to Auxiliary

Hyper Injection - Bonus to engines

1st bonus
Rep - Subsystem repair bonus
EPS - EPS bonus
Coi - Drive coil bonus
Eff - Warp Core efficient bonus
SEP - Starship Engine Performance bonus
BAT - Batteries bonus

2nd bonus [X->Y]
Gives percentage of power from subsystem X to subsystem Y.
For example [W->A] would give 7.5% of your weapons power to Auxiliary. This would be useful for a DPS Sci character.

3rd bonus (on very rare warp cores)
CAP (ECAP, ACAP, WCAP, SCAP)
Gives a battery capacitor.
This will restart an offline subsystem and give +15 power to that subsystem for 10 sec.
For example. [ECAP], when activated will bring online engines if they are offline and give them a 10sec power bonus of +15.

4th Bonus (sector space bonuses)
Trans, SSS, SST, SSR,

Trans - 50% cooldown on Transwarp.
SSS - 0.1+ bonus slipstream bonus.
SST - 20% slipstream turnrate bonus.
SSR - 100% slipstream cooldown reduction.

For an escort, you would be looking for a "Field Stabilizing" warp core for the shield bonus. (engines and aux are less useful)
The ideal setup would be
Field Stabilizing Warp Core [Eff][W->S][WCap or SCap][insert subspace preference]



Weapons

The Dual-Cannon vs. Dual Heavy Cannon idea has been pretty heavily debated thus far. I finally found some evidence of one being better than the other. It appears that everything including proc rates are the same between DC's and DHC's. What it comes down to, is that it appears the +10% CrtD bonus to DHC's outweighs their additional +20% power drain. See link below.

http://deepspacealliance.blogspot.co...annons-vs.html

Front - 3x DHC's. (DHC's drain more power but have a CritD bonus that more than compensates.)
1x Quantum Torpedo

Rear - 3x Turrets (You can add a kinetic cutting beam OR (not and) the Obelisk 360 beam array. The beam array should only be used if it is required to get the 2-pc bonus to Antiproton damage and you are using Antiproton weapons.)

Please keep in mind that DHC's do only SLIGHTLY more damage than DC's and this is because the CrtD bonus slightly outweighs the 20% power drain. So if you are leveling up, just trying something out or are low on energy credits, going with DC's will not make a noticeable difference. However the 10% CrtD bonus can make a bit of a difference for those with high CrtH chances.
There are multiple myths and people who believe (DHC's iz 10X better than DC's becuz DHC's iz moar! DC's Suck!). Unfortunately the vast majority of people who have not educated themselves on the topic and have never used DC's will swear by this.
Some will say that DC's drain 2x as much power because they fire 2x as much. This is not true.
Some will say that DC's give you a 2x higher proc rate because they fire 2x as much. This is not true.
Some will say that DC's will throw off your firing cycles due to the cannon global cooldown. (This was an old bug that was patched)

The energy drain as well as the proc rate is based on firing cycle. While the DC fires 2x more per cycle, it doesn't give it any advantage or disadvantage. It is essentially cosmetic.

I will explain this, as there is there is an "inexperienced population" who insists on putting a beam array in the rear, "so I can do more damage when I turn", or to a lesser extent, a dual beam bank in front. Fine for non-escorts, but not for Tac's in an escort.

Escorts are so agile; they should almost always be facing the enemy. Especially in STF's, most of the time, you should be nearly stationary, squared-up to the target and blasting at it. This requires little to no turning. For the times you may be in the occasional dogfight, learn to use reverse properly, and you will have to turn very rarely.

TURRETS ARE THE ONLY WEAPON THAT YOU CAN MOUNT IN THE REAR THAT WILL FIRE FORWARD. ANY OTHER WEAPON WILL BE GETTING YOU NO DAMAGE WHILE YOU'RE FACING FORWARD, AS YOU SHOULD BE 90% OF THE TIME. (There are now two exceptions. Those being the Kinetic Cutting Beam and the 360 AntiProton Beam Array form the Obelisk set.) Rapid fire and scatter volley effect turrets as well as cannons, so they can contribute greatly to your overall damage. Also, since these are constantly firing, they are always giving you a chance for a proc.

There are positives and negatives to using the cutting beam and AntyiProton 360 beam. (pros and cons below)
+ This is a 360 degree kinetic damage weapon that will do increased hull damage vs an energy weapon.
+ This is part of a set and will contibute towards a useful bonus.
- This is not a cannon and does not benefit from your rapid fire or scatter volley attacks (or any weapons modifier for that matter as it is not effected by beam bonuses either such as fire at will or target subsystems.)
(Following 2 only apply to Kinetic Cutting Beam)
- This is a kinetic weapon and does not have any known proc as an energy weapon would
- Being a kinetic weapon, it does little damage to shields.

So there are two situations in which this weapon loses extreme value.
1 - If you don't have any other pieces of the set.(you receive no bonuses from the item)
2 - You rely heavily on cannons and their modifiers such as rapid fire and scatter volley. (this benefits from neither)
3 - The AntiProton 360 beam is really only useful if you're using it for the 2-piece bonus and are using antiproton weapons.


This specific setup is for a patrol escort (formerly known as the fleet escort), recommended unless you have an armitage, Jem Attack Ship, or Andorian Escort. Some others prefer to give up some survivability for some added weapon power and maneuverability in the Defiant Retrofit)

Patrol Escort

Option 1 for simple damage throwing...
Cmdr Tac - Tactical Team I, Attack Pattern Beta I, Torpedo Spread III, Scatter Volley III
Lt. Cmdr Tac - High Yield I, Attack Pattern Delta, Rapid Fire II
Lt. Engineer - Engineering Team I, Reverse Shield Polarity I
Ensign Engineer - Emergency Power to Shields I
Lt. Science - Science Team I, Hazard Emitters II

Option II for higher DPS as a group (requires constant activating of Attack Patterns as they become available. Everyone benefits from the damage debuff on the target from Attack Pattern Beta.)

Cmdr Tac - Tactical Team I, Attack Pattern Beta I, Torpedo Spread III, Attack Pattern Beta III
Lt. Cmdr Tac - High Yield I, Rapid Fire I, Scatter Volley II
Lt. Engineer - Engineering Team I, Reverse Shield Polarity I
Ensign Engineer - Emergency Power to Shields I
Lt. Science - Science Team I, Hazard Emitters II

Heavy Escort Carrier - Armitage

Cmdr Tac - Tactical Team I, Attack Pattern Beta I, Torpedo Spread III, Scatter Volley III
Lt. Tac - High Yield I, Rapid Fire I
Ens. Tac - Torp Spread I (Tac Team I if you don't have Conn Officer w/ Tac Team Cooldown/Buff)
Lt. Cmdr Engineer - Emergency Power to Shields I, Engineering Team II, Reverse Shield Polarity II
Lt. Science - Polarize Hull I, Hazard Emitters II


Armitage - Attack Pattern Setup
Cmdr Tac - Tactical Team I, Scatter Volley I, Torpedo Spread III, Attack Pattern Beta III
Lt. Tac - High Yield I, Rapid Fire I
Ens. Tac - Torp Spread I (Tac Team I if you don't have Conn Officer w/ Tac Team Cooldown/Buff)
Lt. Cmdr Engineer - Emergency Power to Shields I, Engineering Team II, Reverse Shield Polarity II
Lt. Science - Polarize Hull I, Hazard Emitters II


A few of these skills are absolute musts for STF's. Tac Team and Hazard Emitters have multiple purposes.

Tactical Team I - This removes the Borg beam-ins that put all of your abilities on cool down and kill your crew. (when you screen flashes red). This also balances your shields to where you are taking damage, and gives you a damage buff.

Polarize Hull - This will free you from the deadly Borg tractor beam as well as give a defense buff.

Hazard Emitters - This puts out plasma fire on your hull, this stops the shield neutralizer (when your ship pulses yellow, and your shields go down to nothing), this gives a large hull heal over time. This hull heal can also be given to other teammates, including the "Kang".

Consoles. There is a little bit of preference here, but after 2 years, I think I finally got this down... Obviously you want the highest level of each console... Two things that are a must for STF's are the Electroceramic Hull Plating and Neutronium Alloy Hull Plating. (I previously preferred Electroceramic and Monotanium for an equal defense against plasma and kinetic damage, but I've noticed the borg typically don't do as much kinetic damage as they do plasma damage. This in turn, gives 3/4 plasma defense and 1/4 Kinetic defense. (When going against photon or quantum torpedoes, it may be best to go with heavier kinetic damage. Perhaps 2 neutronium consoles.)

Rare mk XI Electroceramic Hull Plating gives +35 Plasma damage resistance.

Rare mk XI Monotanium Hull Armor - +35 Kinetic damage resistance.

Rare mk XI Neutronium Alloy - +17.5 Kinetic damage resistance & +17.5 All Energy damage resistance.

The only two types of damage you will receive in STF's (space and ground!) are plasma and kinetic. Kinetic is from grenades and torpedoes. Plasma is from their energy weapons. You don't need any other armor; you don't need something that gives s small bonus to 4 types of energy weapons. You only need those two consoles. (or like I said, 2x Neutronium consoles for the same bonuses, but they tend to be more expensive). If you have access to the fleet neutronium consoles (With bonuses to HullHP or RCS, then go with those. I recommend HullHP unless you're in a dreadnought/slow moving ship, then RCS would come in handy.

consoles

Tac Consoles - 3x Energy Type Consoles, (1x torpedo type console for Torp Spread III).
i.e. 3x Antiproton mag regulators, 1x Zero Point Quantum Chamber

Engineer Consoles - Monotanium Hull Armor, Electroceramic Hull Plating, (3rd optional. Put here if you have a unique console. i.e. Theta radiation console. Possible Neutronium Hull plating, field emitter, SIF generator, something to help shields)

Science consoles- The Shield Refrequencer consoles are available easily from doing some of the Dyson reputation system. The most valuable are going to be the ShHP and ShReg which boosts shield cap/shield regen. This goes alongside the shield refrequencer ability as well as giving a bonus to your exotic particle damage. This will benefit Sci characters more, but some people like to run an escort with a Lt Cmdr Sci slot for some sciencey nastiness, like the Temporal Destroyer.
Field Generator, Borg Universal Console
Dyson Shield Refrequencer

Devices - Red Matter capacitor, Subspace Field Modulator (or consumable torpedo platform, Peregrine fighters, or scorpion fighters



There are some bridge officer traits that give a bonus to your ship. These are..."Efficient".
"Leadership".
"Pirate".
"Subterfuge".
Space Warfare Specialist
Romulan Operative
Infiltrator
Basic Space Warfare Specialist

The "efficient" ability can be found on the Borg Engineer, or from some Saurians and Letheans. On the exchange, these Boffs can be VERY pricy. However do keep these traits in nid when you are able to select your cross-faction bridge officers.

The "leadership" trait is available on all human bridge officers.

The "Pirate" trait is available on all Nausicaan bridge officers.

The Subterfuge, Space Warfare Specialist, Romulan Operative and Infiltrator traits are available on Reman and Romulan Bridge Officers. Keep a lookout for these abilities.

The "Pirate" trait, gives a +1.5% damage bonus and +150 Stealth bonus in space. (This was originally a ground trait until the introduction of Legacy of Romulus)

The EFFICIENT trait, gives a bonus to your ships power when at lower levels.

The LEADERSHIP trait, gives a bonus to your ship hull and subsystem repair rate.

The "Subterfuge" trait, gives a bonus to your stealth, defense and de-cloaking damage.

The Space Warfare Specialist trait, gives a bonus to Starship Maneuvers, Starship Targeting Systems,
Starship Energy Weapon Specialization, Projectile Weapon Specialization

The Romulan Operative trait, gives a bonus to Critical Chance, Critical Severity, Power Recharge Speed and Cloaking Cooldown

The Infiltrator trait, gives a bonus to Defense, De-Cloak Ambush damage and Stealth Strength while cloaked.

The Basic Space Warfare Specialist trait has multiple bonuses.

When creating a new character, you can select the ability "Efficient Captain" if you decide to create an alien. This has the same effect as 2x efficient Boffs.
SHIP SET
Fed Characters should use the MACO set. The Omega Force set may give SLIGHTLY more DPS, but you sacrifice considerable survivability. Klingon characters should use the "Honor Guard" set. The Honor Guard appears to be the best available in the game. I recommend the Engines and shields, then use a good positron deflector dish. (The "Honor Guard" deflector seems to be a bit more science oriented.)

At some point, everyone starts doing STF's and doesn't have any STF gear because their reputation is not high enough.

While working towards that, you should use an Aegis set. If you can't get an AEGIS set purchased or crafted, you may be able to use the Jem'Hadar ship set, as it is a good set. You may even be better off with regular gear, if done properly. This is explained below...


Escorts should use a...

"positron" deflector as they give large bonuses to defenses. Specifically Shield, shield healing and hull strength. If possible, get the highest level positron deflector dish you can get, with an extra bonus to "shield emitters, shield systems, and structural integrity. These improve your shield cap, shield regen rate, and hull strength.
(You will see these bonuses if you go into orbit (not sector space) and take off your deflector dish then put on a Positron deflector dish with bonuses to [SIF] and [SHDs]. You will see a noticeable increase in hull hitpoints and shield capacity.
Note: As of 4/12/13 the "stl" modifier is giving a large bonus to shield systems. It is worth using for the time being.

Combat Engines. The Jem'Hadar and Breen sets both have excellent combat engines. The Efficient Impulse Engines are useful as well. Combat engines are efficient at lower energy levels. Escorts should have their power levels high in weapons and shields, not engines and auxiliary, this means you should be using combat engines.

Shields - You will want a shield, covariant or possibly resilient.
You will want something with [pla] defense bonus and cap or regen bonuses. Something like
Covariant Shield [CAP]x2 [pla] or [pla] regx2
Resilient shield [CAP] [pla] [reg]



Duty Officers can be EXTREMELY useful to you. Obviously, the more rare the doff, the higher the skill. doffs. I am only going into space skills in this thread...

Projectile Officer - Chance to reduce cool down on torpedos.

Energy Weapon Officer (reinforcement pack) - Chance to reduce cooldown on Repid Fire and Scatter Volley.
Energy Weapon Officer (special) - 3.75% chance: +20 shield power for 10 sec. when firing energy weapons.

Nurse (reinforcement pack) - Increase crew heal rate by 100%+ when below 75% crew.

Conn Officer - Reduced cooldown on Tactical Team/ bonus to attack patterns.
Conn Officer - Reeuced cooldown on Attack patterns (Beta, Delta and Omega)


Space Warfare Specialist - +10% damage to borg (or tholians/undine based on the type you get)

Maintenance Engineer - Reduced cooldown on Engineering Team
Maintenance Engineer 2 - Improves shield and hull healing abilities upon use of Emergency Power to Aux.

Development Lab Scientist - Reduced cooldown for Science Team

Space Warfare Specialist - (Increase damage by 10% to (insert enemy faction here)

Obviously this build is for a Patrol Escort (Used to be called Fleet escort), but any other escort build should be similar. I have just given you the knowledge that took me 2 years to acquire. If you want to be able to do major damage and have some survivability, take this information and apply it.

Below are two builds for the Patrol Escort (can be adapter to other escorts as well).

This first build is for someone who is a veteran and has been around for a couple years, has their MACO gear and has started the reputation assignments.

Patrol Escort - Advanced Setup


This second build is for people who are somewhat new and are just starting STF's and don't have all of the reputation bonuses and gear from it. This is for someone who is just getting to where they can start STF's. This will keep you alive and allow you to do STF's without getting obliterated until you can get your assimilated or MACO gear. All items can be had from missions, or fairly inexpensively from the exchange.

Patrol Escort - Beginner Setup
T'Varo Light Warbird Retrofit - Beginner Setup

The following builds are builds that I've created to share for other people to check out.

Chel'Grett Tac STF Build
Defiant STF Build (Tactical Escort Retrofit)
Advanced Escort STF Buiid
Temporal Destroyer (Mobius) STF Build
Kumari Tactical Escort STF Build
Chimera Tactical Build

Tholian Orb Weaver Sci Build - Tac Oriented (Be sure to read build notes)


Tal Shiar Adapted Destroyer - Tac Oriented (Be sure to read build notes)


Jem'Hadar Dreadnought Beam Build STF - Tac Oriented (Be sure to read build notes)


Jem'Hadar Heavy Escort Carrier STF - Tac Oriented (Be sure to read build notes)

Jem'Hadar Attack Ship STF - Attack/longevity
Wells Class Science Vessel - Damage Oriented (Be sure to read notes)
Obelisk Carrier for advanced players
There are also a number of advanced/elite fleet items that are useful. I have added these at the end, as not everyone has access to them.

The Elite armor has a Nanite Health Monitor built in that will help to heal the user when their health gets low (like the Nanite Health Monitor skill).
The Elite shields have a Adapt bonus that helps to adapt to certain energy types.

The Embassy consoles with -Th (Negative Threat Generation) and +Pla (Bonus plasma damage are huge for people who are not using plasma weapons (recommended for Disruptor/Elachi Disruptor/AntiProton/Voth AntiProton). These will give the plasma proc to these weapons as well as their typical console ability. The negative threat generation is important for escorts as it helps to reduce being targeted while doing large amounts of damage

The Romulan Bridge Officers are useful for their Subterfuge bonus.

The Neutronium Consoles with bonus hull regeneration are nice to have. The Mk XI's give +20 resistance against all energy types and all kinetic damage as well as bonus hull regen.

There are also consoles that give bonus CrtD or CrtH along with damage bonuses (i.e. Antiproton, quantum, cannons, torps, etc.)

Last edited by xgorillapx; 04-04-2014 at 02:02 PM. Reason: Updated 1/13/14
Commander
Join Date: Jun 2012
Posts: 346
# 2
07-05-2012, 02:40 PM
Since you claim authority status, let's examine the claims:

Quote:
Originally Posted by xgorillapx View Post
Weapons - PvP is always debateable, but the only weapon types that are effective in STF's are AntiProton, Plasma and Disruptor. All weapons are created equal except the procs. The phaser, tetryon and polaron procs are of little to no use in STF's.

Disruptor - Damage DeBuff. This reduces the targets damage resistance by 10%. While this might not seem too impressive on it's own, it can stack. It also works on everything.
- Energy types don't matter that much.
- That said, Disruptors and Antiproton are indeed the usually recommended types.
- -10% damage resistance is impressive on its own.
- To my knowledge, no, it doesn't stack. If it did, I'd re-switch from Antiprotons to Disruptors in a heartbeat because, once again, -10% damage resistance is damn impressive.


Quote:
All tactical escorts should be using quantum torpedos. This isn't really up for debate, especially if you are using torp spread, which you should be.
You can use them if you want, but personally I won't, because both maths and parses show Torpedoes (of any kind) to lessen performance on Escorts.
Even if they didn't, Photons would be preferable.


Quote:
Front - 3x dual and/or dual-heavy cannons. (DPS on these is same - personal preference)
It's not a personal preference: DHCs have higher Crit Severity (native +10%), DCs have lower Energy Drain... and get double the contribution [Borg] procs.
Quick maths seem to actually favour DCs in STFs, because of the [Borg] procs, even in the first, energy-drain-free slot.
That said, I still use DHCs personally, I'm reluctant to switch without parsed evidence to confirm my quick maths.

Quote:
This specific setup is for a fleet escort. (recommended unless you have an armitage)
I certainly wouldn't recommend picking the Hermes over the Prometheus post-Field Gen update.


Quote:
The only two types of damage you will receive in STF's (space and ground!) are plasma and kinetic.
Not exactly accurate. Tac Cubes have an Antiproton beam as well.
The Antiproton damage is nominal compared to the Plasma/Kinetic, though.


Quote:
Tac Consoles - 3x Energy Type Consoles, 1x torpedo type console.
i.e. 3x Antiproton mag regulators, 1x Zero Point Quantum Chamber
Not very efficient to use a Console slot to boost a single Weapon out of 7, especially when said Weapon is pretty weak.

It really makes no logical sense to mix them up: either your Torpedo Launcher outperforms your 3 DHCs+3 Turrets and you should use 4 Quantum Chambers or it doesn't and you should use 4 Induction Coils/Mag Regulators/Phaser Relays/Pulse Generators/iforgotthenameofthepolaronone.


Quote:
Science consoles- Field Generator, Borg Universal Console
2 Field Gens and the Borg Module in Eng will give more survivability.


Quote:
Devices - Red Matter capacitor, Subspace Field Modulator (or torpedo platform)
The Red Matter Capacitor is hardly availlable to newbies...

Quote:
There are only two bridge officer traits that give a bonus to your ship at all. These are "Efficient" and "Leadership".

The "efficient" ability can be found on the Borg Engineer, or from some Saurians and Letheans. On the exchange, these Boffs can be VERY pricy.

The "leadership" trait is available on all human bridge officers.
True in theory. In practice, Leadership doesn't work (bugged).


Quote:
"positron" deflector as they give large bonuses to defenses. i.e. shields and hull. If possible, get the highest level positron deflector dish you can get, with an extra bonus to "shield emitters, shield systems, and structural integrity. These improve your shield strength, regen rate, and hull strength.
Correct.

Quote:
Combat Engines. The Jem'Hadar and Breen sets both have excellent combat engines. Combat engines are effficient at lower energy levels. Escorts should have their power levels high in weapons and shields, not engines and auxiliary, this means you should be using combat engines.
In theory. In practice:

1. Hyper-Impulse>Impulse>Combat-Impulse, on pretty much any Ship.
The cut-off point at which Hyper-Impulse are best is very low: 48 Engine Power, and of course any time you switch profiles or use Full Impulse, the Hyper vastly outperform the rest. So, unless you haven't specced at all into Engines (in which case you'll likely crawl over the map while the rest of the team clears it), Hyper are best.
Sadly, there are only 2 Set Hypers: Omega and Aegis.

2. Engines are quite frankly the dump slot: you use whatever Engines you need to achieve the Set effect you want as the differences are much less pronounced here than in the Shields or Deflector slots.

Quote:
Shields - You will want a shield, covariant or possibly resilient. The Jem'Hadar shield may be a good way to go as it has a 10% defense bonus to allw eapon types, kinetic resistance, and crew disable resistance. If you don't have this, You will want something with [pla] defense bonus and cap or regen. Something like
MK XI Covariant Shield [CAP]x2 [pla]
The Shields in bold will outperfom the Jem Shields, the only reason to use any Jem piece on a 'scort is the +7.6% Polaron Damage.

Quote:
Projectile Officer 2x - Chance to reduce cooldown on torpedos.
Once again, you're devoting quite a lot of ressources to try to make a poor Weapon viable: 3 BOFF abilities, 1 Console, 2 DOFFs and presumably a lot of Skill Points as well.
Huge opportunity cost.

Quote:
Energy Weapon Officer 2x(reinforcement pack doff) - Cooldown for cannon special fire abilities such as rapid fire and scatter volley.
Won't really help as they don't go lower than the System cooldown.

Quote:
Medic (reinforcement pack doff) - Increase crew heal rate by 100%+ when below 75% crew.
Crew barely matters.


Actually useful DOFFs:
- Shield Distribution something. Being able to regenerate Shields with BFI greatly extends your survivability when your Recasts are down.
- Damage Control Engineers. You're running a single copy of EPtS, that's viable but only with Damage Control Engineers.
- Warp Core Engineer. Helps with survivability and movement speed.
- Conn Officer (TT variant). You're running a single copy of Tac Team, once again that's viable but a Conn Officer is highly recommended in that case.

Last edited by quiscustodiet; 07-05-2012 at 03:12 PM.
Career Officer
Join Date: Jun 2012
Posts: 514
# 3
07-05-2012, 02:47 PM
Simple fact, and counts for both PVP and STF:

4x DHC, 3x Turret,

2x Rapid fire.

Voila. The base of a highest DPS escort, both in PVP and PVE(STF)

What more is there to say?
Commander
Join Date: Jun 2012
Posts: 346
# 4
07-05-2012, 03:12 PM
Yeah, guess there was a more concise way to put it.

But are you sure about the 4 DHCs outperforming 4 DCs in STFs? I'm really not sure either way, so anything you can deliver would be nice.
Career Officer
Join Date: Jun 2012
Posts: 120
# 5
07-05-2012, 08:08 PM
Listen to MT. 4x DHC and 3x Turrets with the your rapid fires will make you a beast.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 6
07-06-2012, 12:13 AM
As I stated before, I will say the dual vs dual heavy cannons personal preference, until I see any data showing otherwise.
Everyone will have their opinions. All I could do is write up a detailed guide as to what I have found works, and learned over time. While some people may pick things apart due to heresay and personal preference, this will help a vast majority of new players in escorts. Especially those who are struggling with STF's.
Lt. Commander
Join Date: Jun 2012
Posts: 194
# 7
07-06-2012, 12:33 AM
There's some stuff in the OP I don't agree with but then I've never specced escorts for absolute DPS in STFs.

I have one pol boat with a dbb and tss:3. This does a pretty good job of keeping shields down on big nasties. I also pack APB:3 with APO:1 for tractors rather than polarize. It's a sciscort, DPS is of course nothing like a tacscort's DPS but it's enjoyable to fly, which is ultimately what's important.

As to MT's comment about 4HDCs, I believe it is indeed the case that against normal targets, they'll give the highest overall DPS. STFs of course have some fairly hefty unshielded targets along with shielded targets with massive hull figures (Gates and Tac Cubes I'm looking at you). Given that, I'm experimenting with a twin torp, two proj officer build as well.

As to actual figures re DHCs and DCs, I've logged myself running both and DHCs do indeed come out slighly ahead, even with the [borg] proc. Given that I was testing pols and dis, neither of which proc for extra damage like plas does, that may not hold true for plas cannons.
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Career Officer
Join Date: Jun 2012
Posts: 280
# 8
07-06-2012, 01:18 AM
Quote:
Originally Posted by xgorillapx View Post
As I stated before, I will say the dual vs dual heavy cannons personal preference, until I see any data showing otherwise.
Everyone will have their opinions. All I could do is write up a detailed guide as to what I have found works, and learned over time. While some people may pick things apart due to heresay and personal preference, this will help a vast majority of new players in escorts. Especially those who are struggling with STF's.
There is plenty of math on the forums that shows DHC as being superior. Also, what works in PVP will be overkill in PVE. No sense in running two builds. Having said that, I think scatter volley is more useful in PVE, with rapid fire being more useful in PVP. If you're on guard duty in Cure or probe duty in KA, you can do your job twice as fast with CSV vs CRF.
Captain
Join Date: Jun 2012
Posts: 568
# 9
07-06-2012, 06:27 AM
Agreed. 4x DHC (well, actually 2x DHC, and 2x DC due to the activation time glitches) is best for shooting at shields. There's no argument possible there really, unless you want to sacrifice Sustained damage for Spike Damage via taking a DBB for Beam Overload.

However the same is not the case for shooting at hull, and particularly the hull of Borg NPCs. You're gimping your achievable sustained DPS by not having any Kinetic damage on STFs , where the majority of what you'll be shooting at will be unshielded. This is especially true for Borg NPCs since the [Borg] proc has a 100% activation chance on torp shots.

Now you can argue that damage tweaking for PvE is "overkill", and I'd agree with you, but I find a good deal of fun in achieving maximum overkill...

For an Escort, three Turrets in the rear are a given, as are at least two DHCs in the front.

The problem comes with the next two fore slots - for shield damage, the optimum setup is 2x DCs (soon to be 1x DC and 1x Quad Cannon, given the buffs currently on Tribble). For Hull damage, the optimum setup is 2x Photons or 2x Quantums, depending on your DOFF setup and whether you want to have higher sustained damage (Photons are usually better over time) or burst damage (Quantums are always better when combined with abilities like Torp Spread). If you have room for up to 2 [Purple] Projectile Weapon DOFFs, Photons are slightly better DPS over time than Quantums. If you have room for 3 or more Projectile DOFFs, Photons start to hit the global cooldown time of one-shot-every-2-seconds and Quantums begin to edge them out.

Whether or not you believe that it's worth carrying around a few spare Torpedo Launchers and DOFFs for PVE is another matter. Generally the only people who care about maximising damage to this level are PVPers, and most are fond of sticking with their PVP build for PVE.

Console slotting is theoretically actually quite simple. All you need to do is add up the raw base damage achievable by [2x DHCs and 3x Turrets], and the raw base damage acheivable by your Torpedo Launchers, then compare the two. In my own testing (base values of MkXII STF [Borg] equipment, before buffs/consoles/abilities): two Photon launchers plus two DOFFs can achieve 147 shots over 5 minutes, which comes out at an average of 1983.52 DPS. If you're using Quantums rather than Photons, their contribution will be slightly smaller on sustained DPS, but greater when using BOFF abilities. So it's a bit of a wash. Two DHCs and 3 Turrets under optimum energy cycling conditions comes out at 2071.7 DPS. (Note: Adding another two DHCs - even assuming no further drop in DPS due to activation lag or lower average weapons power - would only bring this up to 3217.9, compared to 4055.22 with the Torps). Since the DPS granted from (Torps) and (Energy) is basically equal in this example, the simple thing to do would be to split the Tac Consoles 50-50.

Math, for those that can stomach it, is below:

Photon hits per shot = 4048 (including 1000 [Borg])
Photons over 300 secs = 147
DPS achievable before Abilties = 595056/300 = 1983.52 DPS

Assume optimum firing sequence for 3x Turrets= -8 Power
Assume optimum firing sequence for 2x DHCs = -12 Power

= Assume sitting at ~105 power on average
This is a damage multiplier of 2.1 (1.0 being @ 50 Weapon Power)

Over the same time period, each DHC would do:
300*2.1*261=164430 (plus 25*300=7500 average additional [Borg] damage) = 171930 total or 573.1 DPS
And each Turret would do:
300*2.1*135=85050 (plus 25*300=7500 average additional [Borg] damage) = 92550 total or 308.5 DPS
So 3x Turrets and 2x DHC = 621510 total over 300 secs or 2071.7 DPS

Adding a 3rd and 4th DHC, even discounting the firing sequence glitches and extra weapon power drain negatively affecting things, would only bring you up to 3217.9 DPS total, compared to a total of 4055.22 DPS with the Torp Launchers. Basically, by taking the Torp Launchers instead of two DHCs you're looking at at least 26% extra damage.


In practice though, you'll probably be running Cannon Boosting BOFF abilities which would drive the contribution from your energy weapons up slightly. Example: +40% (additional base damage) for CRF2 or +20% (additional base damage) for CSV2... so I'd err a little more on the side of Energy Consoles, along the lines of one Torp Console for every two Energy. Naturally, you'll always always always want to save your Commander level Tac BOFF slot for Attack Pattern Beta III. It's the most effective offensive power it's possible for you to bring into an STF.

(And of course, all that said, the highest achievable damage output for a single player on STFs is possible not on an Escort, but on a Kar'fi Carrier...)

[ <<<--- @Maelwys --->>> ]
Captain
Join Date: Jun 2012
Posts: 568
# 10
07-06-2012, 07:02 AM
Quote:
Originally Posted by maelwy5 View Post

Adding a 3rd and 4th DHC, even discounting the firing sequence glitches and extra weapon power drain negatively affecting things, would only bring you up to 3217.9 DPS total, compared to a total of 4055.22 DPS with the Torp Launchers. Basically, by taking the Torp Launchers instead of two DHCs you're looking at at least 26% extra damage.
Forgot to add: the above ignores distance to target.

Sitting toe-to-toe with whatever you're shooting at is not always practical on STFs. Torpedos won't care if you're 0.001Km or 10Km away from your foe; they'll do the same DPS regardless. The same is most definitely NOT true for energy weapons in general, and cannons/turrets in particular, since there is a major dropoff in damage over distance.

If you're "sniping" at something dangerous like a gateway, or chasing halfway across the map after Probes/BoP, then Torpedos start to pull ahead even more in terms of their damage contribution (still assuming, of course, that you're mostly firing on hull rather than on shields... this is not always the case!!)

[ <<<--- @Maelwys --->>> ]
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