Career Officer
Join Date: Aug 2012
Posts: 8
So, I'm currently at Cmdr24 now, trying to plan my build ahead of time, and just want to ask a couple questions.

  1. Are full-energy builds viable, or should I still have some sort of torpedo weaponry in there?
  2. Is APO I/CRF III or APO III/CRF II better for your DPS?
  3. As a fleet 'scort, would I be going 2xEPtS I/ASiF I in the engineering department, for best effect, or should I use RSP? (keep in mind, I have my Sci BOff set to PH I/HE II)
  4. Is it worth putting any significant points into the Science Systems branch, to help my self-support abilities? (specifically, 6 at the Capt level).

My tac officers, right now, are set up for TT 1/THY 2/CRF 2, and TT 1/APB 1/APO 1/ CRF 3.

EDIT: This is all for PVE action

Last edited by crazy01010; 08-11-2012 at 12:08 PM.
Lieutenant
Join Date: Aug 2012
Posts: 55
# 2
08-11-2012, 02:22 PM
http://www.stoacademy.com/tools/skil...antBuild1_1993

Is what I use.

1. Yes, but if you plan on doing STFs there are a lot of unshielded targets and having a torp on hand really boost your dps.
2. Omega 3 or Beta 3 is preferred.
3. What I use works great, I can tank a Tac Cube in an Elite STF, indefinitely if I can avoid the insta-kill torp.
4. I don't remember the how or why of my skill set up. But it works, for me. I haven't even used all my skill points. I honestly have no advice.
Career Officer
Join Date: Jun 2012
Posts: 152
# 3
08-11-2012, 03:03 PM
1. Full energy builds maximize your DPS; torpedoes will actually lower it, for a number of reasons. Firstly, in order for them to be effective, you have to spec into them, which means fewer skill points for other things, like armor or power level boosts. The second argument in favour of pure energy is BO powers: if you run only dual heavy cannons / turrets, then you can run two cannon BO abilities and have every BO power affect every weapon that you have. If you run torps & cannons, then that rapidfire only boosts some of your weapons, and you end up running more weapon-based BO powers.

The best PvP escorts generally run all-energy setups, and there's a reason for that in a world where raw DPS is king.

2. You're best off running at least one APO, simply for the tractor resist, which is vital in STFs. You can either go APO 3 / 2x CRF 2, or Beta 3 / RF 2 / APO 1, or Beta 3 / 2x CRF 2.

3. If you're careful in STFs, you should never really need RSP, allowing you to put Aux2Sif in there as a hull heal, or even Extend Shields 1 if you feel like being a team player or helping out the transport ships in starbase defense missions.

4. Escorts generally need very few science abilities.

Here's an example build designed for STFs in a Patrol Escort: http://www.stoacademy.com/tools/skil...d=STFFleet_967
Lieutenant
Join Date: Aug 2012
Posts: 55
# 4
08-11-2012, 06:25 PM
The one thing I would argue against is Threat Control you are going to be drawing aggro as it is.

Here was the best guide to Escorts.

http://sto-forum.perfectworld.com/sh...d.php?t=244532

Last edited by cidevant; 08-11-2012 at 06:36 PM.
Rihannsu
Join Date: Jun 2012
Posts: 178
# 5
08-11-2012, 06:43 PM
Quote:
Originally Posted by crazy01010 View Post
So, I'm currently at Cmdr24 now, trying to plan my build ahead of time, and just want to ask a couple questions.

  1. Are full-energy builds viable, or should I still have some sort of torpedo weaponry in there? Simple answer yes, my highest dps toon (a tac) is all energy on defiant retrofit
  2. Is APO I/CRF III or APO III/CRF II better for your DPS? I'd rather have CSV 3 and Omega 2 more damage and Omega is to get away from tractor beams
  3. As a fleet 'scort, would I be going 2xEPtS I/ASiF I in the engineering department, for best effect, or should I use RSP? (keep in mind, I have my Sci BOff set to PH I/HE II) I use RSP on all my built great to regenerate your shield
  4. Is it worth putting any significant points into the Science Systems branch, to help my self-support abilities? (specifically, 6 at the Capt level). For shield, inertial dampener (tractor beam resist), and a couple that will have a positive impact on your powers

My tac officers, right now, are set up for TT 1/THY 2/CRF 2, and TT 1/APB 1/APO 1/ CRF 3. My Tac are set up TT1 CRF1, CSV2 and TT1, APB, APO and CSV3

EDIT: This is all for PVE action
All my answer are in red
Jamal : Tactical space specialist. USS SledgeHammer, USS Bug Warrior and many others
E'Mc2 : Science Reman torp T'Varo, deadly annoyance
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 starbase and shipyard, almost Tier 5 sci. All other fleet property at max lvl
Career Officer
Join Date: Aug 2012
Posts: 8
# 6 Comments + Build
08-11-2012, 06:44 PM
Quote:
Originally Posted by naldoran View Post
1. Full energy builds maximize your DPS; torpedoes will actually lower it, for a number of reasons. Firstly, in order for them to be effective, you have to spec into them, which means fewer skill points for other things, like armor or power level boosts. The second argument in favour of pure energy is BO powers: if you run only dual heavy cannons / turrets, then you can run two cannon BO abilities and have every BO power affect every weapon that you have. If you run torps & cannons, then that rapidfire only boosts some of your weapons, and you end up running more weapon-based BO powers.

The best PvP escorts generally run all-energy setups, and there's a reason for that in a world where raw DPS is king.
I was leaning towards a full energy build in the first place, really wish they would allow us to have two skill builds, like WoW. Then this discussion would be mostly moot, as you could switch between the two.
Quote:
Originally Posted by naldoran View Post
2. You're best off running at least one APO, simply for the tractor resist, which is vital in STFs. You can either go APO 3 / 2x CRF 2, or Beta 3 / RF 2 / APO 1, or Beta 3 / 2x CRF 2.
If I have Polarize Hull, which cancels the tractor debuff already, would I be fine skipping APO?
Quote:
Originally Posted by naldoran View Post
3. If you're careful in STFs, you should never really need RSP, allowing you to put Aux2Sif in there as a hull heal, or even Extend Shields 1 if you feel like being a team player or helping out the transport ships in starbase defense missions.

4. Escorts generally need very few science abilities.

Here's an example build designed for STFs in a Patrol Escort: http://www.stoacademy.com/tools/skil...d=STFFleet_967
Well, I was thinking Intertial Dampeners, which mitigate tractor beams to a degree. Figured it'd be helpful against those damn Borg. Reminds me, suppose I forgot to link to my actual build in the first post.

http://www.stoacademy.com/tools/skil...Fleetscort_242
Career Officer
Join Date: Aug 2012
Posts: 8
# 7
08-11-2012, 06:48 PM
Quote:
Originally Posted by innuwarrior View Post
All my answer are in red
I got quite ninja'd by you, how does CSV put out better dps than CRF? Doesn't it scatter fire between all targets, just putting aggro on you? Sure, you're already going to pull it on your main target, but why all the other adds that nobody's damaged yet too?

I did mean inertial damps by the 6 at Cpt level, emitters and shield systems are definite 9s.

RSP was one that I was thinking of, but I used to keep on hearing that it'd been nerfed to hell (around seasons 2/3).
Rihannsu
Join Date: Jun 2012
Posts: 178
# 8
08-11-2012, 11:23 PM
Quote:
Originally Posted by crazy01010 View Post
I got quite ninja'd by you, how does CSV put out better dps than CRF? Doesn't it scatter fire between all targets, just putting aggro on you? Sure, you're already going to pull it on your main target, but why all the other adds that nobody's damaged yet too?

I did mean inertial damps by the 6 at Cpt level, emitters and shield systems are definite 9s.

RSP was one that I was thinking of, but I used to keep on hearing that it'd been nerfed to hell (around seasons 2/3).
I use CSV a lot because, first you do as much damage to 3 target as you do on a single without crf. Second when you go face on against a cube it nice to kill those torpedos, thats why I keep 2 and also if there is more than one target in cone of fire. And CSV 3 does more damage to 3 target simultaneously dans crf 1 does to one. And if someone put a Gravity Well on your target, you can kill 3 almost as fast as you would 1 target with crf going constantly. DPS x3 in best circumstances.

Inertial dampener are nice, I don't have any buffs against tractor beam with my cruisers, supposed to be able to tank damage, save torp that crit on me. I use 6 on inertial and use a Mk XII blue inertial dampener on them and it does help a lot.

RSP has been a life saver for me a couple time 2 min cd, I keep it as a last resort when I have no more shield buffs availlable.

I use 3 piece borg set with Maco Shield, the borg set save my but a few time, be it hull heal or shield resist, usually gives me the time for another heal to become available. And when you get agro wich I almost always do.

As for pulling agro my best defence is to destroy everything before they do it to me
Jamal : Tactical space specialist. USS SledgeHammer, USS Bug Warrior and many others
E'Mc2 : Science Reman torp T'Varo, deadly annoyance
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 starbase and shipyard, almost Tier 5 sci. All other fleet property at max lvl

Last edited by innuwarrior; 08-11-2012 at 11:35 PM.
Commander
Join Date: Jun 2012
Posts: 346
# 9
08-12-2012, 05:19 AM
Quote:
Originally Posted by crazy01010 View Post
So, I'm currently at Cmdr24 now, trying to plan my build ahead of time, and just want to ask a couple questions.

  1. Are full-energy builds viable, or should I still have some sort of torpedo weaponry in there?
  2. Is APO I/CRF III or APO III/CRF II better for your DPS?
  3. As a fleet 'scort, would I be going 2xEPtS I/ASiF I in the engineering department, for best effect, or should I use RSP? (keep in mind, I have my Sci BOff set to PH I/HE II)
  4. Is it worth putting any significant points into the Science Systems branch, to help my self-support abilities? (specifically, 6 at the Capt level).

My tac officers, right now, are set up for TT 1/THY 2/CRF 2, and TT 1/APB 1/APO 1/ CRF 3.

EDIT: This is all for PVE action

1. Very much so, I would even argue an all-cannon (4 DHCs/3 Turrets or 4 DCs/3 Turrets) build to be optimal.

2. Stricto senso, APO III + CRF II> APO I+CRF III, but remember the recast timers are different (30s for CRF, 60s for APO) so if you have other Attack Patterns (on an all-cannon build, you do), CRF III will give you more mileage in the long run.

3. EPtS doesn't really enter the debate, as both other skills can only be put in the sole Lieutenant slot. Aux to SIF vs RSP, thus: personally, I go with Aux to SIF; both buy you some time when under heavy fire but Aux to SIF does so a lot more frequently.

4. Depends. Some Science Skills are universally good (Shield Emitters, Shield Systems), some offer resistance to Science debuffs and are more useful in PvP than PvE (Power Insulators, Sensors, Dampeners) some only affect abilities you don't even get access to in an Escort save for the MVAE/Fleet AE (Particle Generators, Subspace Decompiler...)

Here's my Tac/Escort build, for reference.
Career Officer
Join Date: Aug 2012
Posts: 8
# 10
08-12-2012, 05:51 AM
Actually, now I'm remembering why people say 7 cannon builds weren't as viable; power drain. Has that been fixed up?
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