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Join Date: Jun 2012
Posts: 5,574
I know there's probably been a hundred threads like it, but I'm not going to bother with looking for one so I'll make my own. I'm a tactical officer and I'm probably going to be getting the HEC, so what should my build be for the ship?

Here is what know I'm going to have so far.

Boff slots:
Cm. Tac:
Lt. Cm. Tac: THY, TS
En. Tac:
Lt. Cm. Eng:
Lt. Sci:

I want to have my Borg and Photon Point defense consoles go somewhere in the Sci or Eng slots.
Tac: 4 Disruptor/AP/Tetryon (depending on which weapon set I'm using)

Hanger Bay:

Weapons (Plasma-Disruptor Hybrid, AP, or Tetryon for the energy weapons):

Shield: M.A.C.O
Deflector: Borg
Engines: Borg

I can also use the Jem'hadar set on it.

Any suggestions on my build?
Join Date: Jun 2012
Posts: 5,574
# 2
07-10-2012, 07:23 AM
No one can offer any suggestions?
Join Date: Jun 2012
Posts: 26
# 3
07-10-2012, 07:56 AM
You plainly stated that you knew there were a hundred other threads about this and you were going to blatantly ignore these and put up your own post asking the same thing yet again.

Use the search function you lazy worthless noob
Join Date: Jun 2012
Posts: 5,574
# 4
07-10-2012, 08:05 AM
Look, there's also the fact that I made this one specifically tailored with certain things I anted to have in there, so I am not mixed up with other people's specific builds. Now if you really don't have anything useful to add, you don't have to add anything.
Starfleet Veteran
Join Date: Jun 2012
Posts: 236
# 5
07-12-2012, 10:19 AM
People made some good suggestions when I asked about my HEC build.


Im using the TPDS on one of my sci slots along with the shield gen, and I just shoved the Thunderchild PDS on a tac slot. Using 3 AP mag regs along with it.
Starfleet Veteran
Join Date: Jun 2012
Posts: 161
# 6
07-12-2012, 10:26 AM
I posted this in another thread, but the thread was derailed, so here is my build as an Engineer Captain.

Weapon Type: Disruptor
Fore: Cannon, Cannon, Dual Heavy, Beam Bank
Aft: Turret, Turret, Turret
Deflector and Engine: Borg
Shield: Maco XII
Device: Field Mod, and Engine Bat/Phaser Turret for STF's
Eng Consoles: Torp Point Def, Graviton Pulse, + Enemy Dependent hull plating or Impulse Capacitor Cell for a quick getaway.
Sci: Field Emitter, Borg Console
Tac: Disruptor x4
Hanger: Blue Runabouts or Blue Peregrines

Doffs:2 Maintenance Engineers, 2 Flight Deck Officers, 1 Damage Control Engineer

CMD Tac: Beam Shields, Scatter Volley 1, Beam Overload 3, Rapid Fire 3
Lt Tac: Tac Team 1, AP Beta 2
Ens Tac: Beam Engines
Lt Cmd Eng: EPS 1, EPW 2, Eng Team 3
Lt Sci: Polarize Hull, Transfer Shields 2

The Sci slot is a wild card, and I switch it around a lot.
Join Date: Jun 2012
Posts: 399
# 7
07-12-2012, 10:46 AM
Actually all Escort builds boil down to this:

Weapons: 4 DHCs For, 3 Turrets Aft
(there is a discussion with no solution if 2C+1DHC is better)
3Borg+MACO Shield
4 Energytype Consoles

Tac BOFFs: 2 TT1 (or one if you use DOFFs), AP Beta/Omega, Volley or Rapid Fire x2
Eng/Sci BOFFs: Survival (EPTS, HazEms etc.), Escaping(Polarize Hull ...) and/or CC
depending on playstyle etc.

There are hardly any extreme exceptions...
Survivor of Romulus
Join Date: Jun 2012
Posts: 238
# 8 Heavey Escort Build
07-12-2012, 11:19 AM
Weapons Systems STF/PVP
1 x Quantum torpedo MkXII (borg)/ 1 x Quantum Torpedo MkXII (borg) or (Accx3) better
3x Front AP Mk XII DHC's/ 3 x Disruptor DHC MkXII
3 x Rear AP Mk XII Turrets/ 3 x Disruptor Turret MkXII


Borg Assimilated Deflector, Impulse Engines,Assimaleted Moda & Shield Module/Reman MKXI or AEGIS (Reman looks bad ass)


Weapon Batt or Red Matter Capacitor,Subspace Field Modulator (SFM)

Point Defense System,Grappler,Point Defense torp (PDS=Borg HY Torp Killer) or 2 X Nuetronium Alloy MKXI+
2 x Field Generator MKXI+
4 x AP Mag Regulator MKXI+

BO Abilities

Tactical Commander
Torp Spread I, Torp Spread I, Cannon Volley II, Cannon Volley III

Tactical Lt.
Tactical Team I, Beta II

Tactical Ensign
Tactical Team I

Engineering Lt.
Emergency Power To Shields I,Enginering Team II, Reverse Sheild Polarity II

Science Lt. Commander
Hazard Emitters I, Transfer Sheild Strength II

Advanced Runabouts

This Setup works well for me i get a 15sec CD on both my cannons and torps and run a def rotation of SFM,TT,EPS,TT,TSS and ET,HE if u need it.

Join Date: Jun 2012
Posts: 333
# 9
07-12-2012, 12:13 PM
As stated before, weapons & tactical are fairly standardized, although you have the option to use Delta Flyers with Tachyon Beams and thus torpedos may be slightly more viable on it.

However, the one thing I would really recommend (and which I really enjoy on my ship) is an Engineer boff with [Emergency Power to Weapons 1] [Auxiliary to Structural 1] [Emergency Power to Shields 3]. Combined with 3 Damage Control Engineer doffs, it gives you the ability to constantly keep up both emergency powers. This gives you good survivability and will save some points from weapon energy that can be used for something else (like aux to recharge the hangar bay more quickly for example).
Don't fall for the fake advertising: Guild Wars 2 contains more grind than most MMO's on the market today, not less.
Join Date: Jun 2012
Posts: 273
# 10
07-12-2012, 04:25 PM
For PvE (please note I use this with my Sci Cappy):


COM Tac: Tactical Team 1 / Scatter Volley 1 / Scatter Volley 2 / Attack Pattern: Beta 3

LT Tac: Torp Spread 1 / Attack Pattern: Beta 1

ENS Tac: Torp Spread 1

LTC Eng: Emergencey Power to Shields 1 / Emergencey Power to Shields 2 / Directed Energy Modulation 2 (Alt 1: Emergencey Power to Shields 1 / Auxiliary to Structural Integrity 1 / Emergencey Power to Shields 3) (Alt 2: Emergencey Power to Shields 1 / Emergencey Power to Shields 2 / Eject Warp Plasma 1)

LT Sci: Hazard Emitters 1 / Transfr Shield Strength 2


Front Weapons: 3 Phaser Dual Heavy Cannons / 1 Photon Torpedo Launcher

Rear Weapons: 3 Phaser Turrets


Deflector: Borg Assimilated Deflector

Engines: Borg Assimilated Subtranswarp Engines

Shields: MACO Mk. XI Resilient Shields


Eng Consoles: Torpedo PDS / Ablative Armor / Neutronium Armor

Sci Consoles: Borg Assimilated Module / Field Generator

Tac Consoles: 3 Phaser Relays / 1 Photon Torp consoles


Hangar: Advanced Peregrines


Kills stuff in STF's dead. The AoE powers and ability to paint Attack Pattern: Beta on everything under the sun generally means most things die at lightning speed, and for anything that doesn't, you have the Peregrines. Keep them in formation and then send them on their attack run whenever you're painting a target with damage buffing skills (Sensor Scan, Fire on My Mark, and Attack Pattern: Beta) to greatly increase your single target damage and offset not having single-target powers. Once your Peregrines have completed their attack run, recall them, or they'll just broadside their target with thier dinky phaser pulse turrets. Seriously, the pets are another attack, so use them, don't just set them to intercept and forget about them or they won't bring much to the table.

The Photon Torp console brings the Torp PDS's damage up to about 16k per target. With good positioning you can all but instantly wipe out an entire wave of spheres and probes instantly, on both Infected and KA with a combined Peregrines to Intercept mode, Scatter 2, Beta: 3, Torp Spread, and Torp PDS console attack.

Oh, don't hoard the torp console unless you know you're about to get a huge wave of enemies. It's there to do damage, so let it! You end up with one less defensive console, a lot like a Defiant with the cloaking console, but have pets and powerful Engineering options at your disposal to offset it, so use 'em.

For power levels, I reccomend one with 100 wep / 25 Shields / 50 Engine / 25 Aux & 100 wep / 50 Shields / 25 Engines / 25 Aux as your attack & defensive modes, respectively. Another setting with 25 / 75 / 25 / 75 (or 25 / 50 / 25 / 100) for healing is also quite handy, and a last one with 25 / 50 / 100 / 25 for when you need to haul ass.

Last edited by corsair114; 07-12-2012 at 04:30 PM.

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