Join Date: Nov 2012
Posts: 7
# 101
01-31-2013, 11:36 AM

i am using your build

atm i use on fleet defiant
1x omega plasma torpedo
3x DHC fleet antiproton

2x antiproton fleet turret
1xkinetic beam(omega set)

tac. consoles:
4x rare XI antiproton mag
1x very rare XI plasma projectile

atm i have 7k+ encDPS
ill try to switch 1 DHC with hyper plasma torpedo and then will use 3x antiproton mag and 2x plasma projectile for tac. consoles
will check my encDPS then
this build is just for STFs!
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 102
01-31-2013, 12:53 PM
Please keep in mind that I stated in the original thread, that the DPS term was being used loosely and not meaning a mathematical calculation of DPS. There are other skills that you could use to get more damage out of your ship in short bursts such as Emergency Power to Weapons, but you would be giving up a good amount of survivability for it. , but you would be giving up a lot of survivability, and it has always been my thought that you can't do any damage if you're dead.

You can also see how you like the feel of using 2xDC's/1xDHC/1Torp. When using this, I like the way the cannon fire seems to flow. It seems less "sputtery" and "choppy" and more like a constant stream. (It could just be me)

I would also say haviing the omega plasma torpedo and hyper-[plasma torpedo, it really ups the value of High Yield. Since getting those torpedo's I've switched to using HY2 rather than a second attack pattern.

High Yield1/ High Yield2/ Torp Spread 3/ Scatter Volley 3
Tac. Team1/ Attack Pattern Beta 1/ Rapid Fire 2

On another I went with

High Yield1/ Rapid Fire 1/ Torp Spread 3/ Scatter Volley 3
Tac. Team1/ Attack Pattern Beta 1/ High Yield 3

You'll see the builds are essentially the same focusing on cannon and torpedo AOE attacks, with a smaller focus on standard attacks like HY and rapid fire.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 103
02-03-2013, 11:49 PM
I think I'll post builds for a few common ships of each class with skills useful for STF's and most PvE.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,512
# 104
02-04-2013, 12:26 AM
If it helps here is one of my builds.

Energy Weapon ship setup


Projectile Weapon ship setup

For the projectile boff layout change DEM to Aux2sif

Last edited by robdmc; 02-04-2013 at 12:43 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 105
02-04-2013, 01:40 AM
That actually is quite similar to what I would use for an advanced escort setup. I'm curious what those science consoles are that you have in there. I'm not sure I've seen them. There were some changes I would make to the point setup, but nothing major. In regards to the boff skills, I had just added Scatter Volley3 in the Cmdr slot rather than RF3 for additional AOE to go with the TS3. I also tend to go for the dual-cannons vs. dual heavy.


I am liking the bonuses of the fleet advanced escort with the 5 tactical consoles and the additional universal ensign slot.

I'm in a small fleet and people tend to want to build it in spurts. (getting frustrating). I'd like to get a fleet patrol escort. I have the Jem, heavy escort carrier, temporal destroyer, defiant, advanced, escort and patrol escort. I still think the patrol escort may be my favorite. Especially with the Maelstrom skin.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,512
# 106
02-04-2013, 07:03 AM
Originally Posted by xgorillapx View Post
I'm curious what those science consoles are that you have in there. I'm not sure I've seen them.
The console is in the doff image for the energy weapon build. They do +30 to emitters, +9% plasma energy damage and -60% threat.

The other one is the Zero-Point Energy Conduit and since I am running the Romulan Hyper-Plasma Torpedo Launcher I get the 2 set bonus of Plasma Conductive Circuitry.

Plasma Conductive Circuitry
+7.6% Plasma Damage
+15.2 Starship Electro-Plasma System

So the 5 plasma infusers 2 sci consoles with damage and a 2 piece set bonus means my plasma damage is 30% + 30% + 30% + 30% + 30% + 9% + 9% + 7.6% for about 175.6% plasma damage minus the usual stacking reductions
Join Date: Jan 2013
Posts: 72
# 107
02-06-2013, 03:37 AM
Rear - 3x Turrets

I will explain this, as there is the stereotypical newb (which has gotten to be a running joke among experienced escort flyers) 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.

I wanted to clarify to said newb that the single beam on the back has nothing todo with dps. It started out as a way for the more creative and/or sci pilots to deliver one of the 4 TSSIII debuffs such as Target SubSystem Shields III. Now weather or not it is effective in STFs I can only say that if the Tac cube gets hit with TSSWIII everybody will have an easier time staying alive.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 108
02-07-2013, 07:04 AM
No problem at all with non-escort/tac players using it. It's when tac/escort chars use it, it boggles my mind.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 109
02-07-2013, 07:05 AM
I must say I'm confused regarding the doff image showing in your console slot? What kind of doff is that?
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 110
02-07-2013, 07:11 AM
P.S. I just got the Jem'Hadar Dreadnought w/ the Jem'Hadar attack ship fighters. (unfortunately I got it just before shard went down for maint.) I will play around with that and let you guys know what I find. I'll wait for prices to come down on the heavy escort carrier and try out the "Fleet Maneuver Gamma". I was also able to use my current Maelstrom skin on my mirror advanced escort, so I'm pretty happy about that as well. I'm going ot play with some different builds for my Jem Dreadnought now. I'll post a couple ideas once I'm done in a bit.

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