Ensign
Join Date: Nov 2012
Posts: 4
Hey Guys

Looking for some experienced advice on how to improve my current build

Currently using a Fleet Advanced Escort and I am kind of disappointed about the damage output. So if anyone has any advice or suggestions let me know

http://www.stoacademy.com/tools/skil...build=AdvEsc_0

[Plasma Dual Heavy Cannons Mk XI [Acc]x2 [CrtD]]
[Plasma Dual Cannons Mk XI [CrtD] [Dmg]x2]
[Plasma Dual Heavy Cannons Mk XI [Acc] [CrtD] [Dmg]]

[Romulan Hyper-Plasma Torpedo Launcher]


[Polarized Parabolic Deflector Mk XI]
[Supercooled Combat Impulse Engine Mk XI]
[Dielectric Oscillation Resilient Shields Mk XI]


[Plasma Turret Mk XI [Acc] [CrtD]x2]
[Plasma Turret Mk XI [Dmg]]
[Kinetic Cutting Beam Mk XII [Dmg]x3]


[Console - Science - Field Generator Mk XI]
[Console - Science - Field Generator Mk XI]
[Console - Science - Field Generator Mk XI]


[Console - Tactical - Plasma Infuser Mk X]
[Console - Tactical - Plasma Infuser Mk XI]
[Console - Tactical - Plasma Infuser Mk X]
[Console - Tactical - Plasma Infuser Mk X]
[Console - Tactical - Ambiplasma Envelope Mk XI]




Currently midway through Rank V Reputation for each faction.
Ensign
Join Date: Nov 2012
Posts: 4
# 2
01-16-2013, 05:52 AM
nobody has any suggestions?
Lt. Commander
Join Date: Oct 2012
Posts: 158
# 3
01-18-2013, 03:43 AM
Your captain specs and BOFF abilities seem pretty adequate to me.
The following concerns PvE (I don't do PvP):

1. Get some fleet weapons (disruptors or antiproton)
2. Get MACO/Adapted MACO set
3. Drop the Romulan plasma torpedo and replase it with quantum, or another DHC
4. I you can, get the Assimilated console (+5 weapon power setting and other nice things)
5. Drop the Ambiplasma Envelope and replace it with fifth energy weapon type console.

Good luck.
Commander
Join Date: Jun 2012
Posts: 461
# 4
01-18-2013, 10:06 AM
Swap the Dual Cannon for another Dual Heavy.
Unless you're running DOffs to reduce the cooldown of EPTS, you should switch out the RSP for a second EPTS so that you can chain them. You can run Brace for Impact (Shield Distribution) doffs as a sort of soft RSP, if you need the shield recharge functionality.

The Borg engines and deflector are hard to beat for survivability. For PVE, you're going to be best off with the Maco shield, although for PVE the KHG shield is also good.

Pick up the Borg console. Run 5 plasma consoles in your tac slots and either put the borg console in your engineering slot with a kinetic armor, or get a second kinetic armor and put the borg console in one of your science slots.

Plasma is just fine for PVE. Borg do not and have never had plasma resistance. I don't know about the plasma torpedo; it might be good because your plasma burn will be buffed by your plasma consoles, but I have never used it.

Swap the ranks of your Hazards and TSS. The borg 2set proc will supply the bulk of your hull heals. Hazards is for clearing plasma burn and a heal that you can give to a teammate in a pinch. TSS is for keeping your shields up and your resists high.
Career Officer
Join Date: Nov 2012
Posts: 415
# 5
01-18-2013, 06:29 PM
I'd swap the dual cannon for a DHC, change CSV2 to a rapid fire (or go with APO1 and CRF3), and max out your warp core efficiency and weapon performance skills to minimize power drain, even if it means sacrificing some of the resistances. More power equals more DPS, and more DPS equals better survivability due to the fact that dead enemies can't shoot back. I'd pull 2-3 points each off EPS, ground weapons, hull plating, armor reinforcements, and PS gen and use them in other areas, such as graviton gens for your gravwell, shield emitters or the above mentioned skills. Swap hazard emitter and TSS skill ranks. There's little difference between HAZ 1 and 2. Dump the RSP for either aux To structural (my personal choice) or another EPTS. either will give you damage resistance, and aux2struc can be used every 15 seconds to keep you alive.
If you're just going to PvE, plasma will serve you well forever. But if you plan on PvPing ever, consider either switching to disruptor or AP, (go for [acc] bonuses) with a quantum torp, or at least keeping a second weapon/console set to swap out when needed.

Last edited by sjokruhlica; 01-18-2013 at 06:44 PM.
Ensign
Join Date: Oct 2012
Posts: 29
# 6
01-28-2013, 07:47 AM
what are thoughts and suggestions for this skill set up?
http://www.stoacademy.com/tools/skil...ld=STMuppet4_0

Last edited by muppetdrummer; 01-28-2013 at 09:11 AM.
Lt. Commander
Join Date: Jul 2012
Posts: 158
# 7
01-28-2013, 08:18 AM
Switch to polarized disruptor/disruptor!

Three dual heavy cannons up front ( i use two fleet dhc (dmgX3, critD), one polarized disruptor (critDX2) plus quantum or omega torp.

OUt back...two polarized disruptor turrets (critD X 2) and one cutting beam.

eng: tachykinetic console, borg assimilated console
sci: two field gens, one romulan -th console that adds plasma proc to your weapons
tac: four disrutpors + one quantum or five disruptor consoles

comm tac: tt1, csv1, torpedo spread 3, attack pattern beta 3
lt tac: torpedo spread 1, cannon scatter volley 1
ens. tac: tac team 1
lt comm sci: hazard emitter 1, transfer shield strength 2, gravity well 1
lt eng: epts1, epts2

I am using for a sci toon and routinely grab aggro. Its one of the reasons why I do the four distruptor consoles and one quantum....

Disruptors work better than any other energy type for making things pop. the Polarized add a bit of energy drain as well and the romulan console adds the plasma proc to your weapons so you have no need to use plasma weapons.

Cheers

Edit: if using the omega torp...use five disruptor consoles.
Ensign
Join Date: Oct 2012
Posts: 29
# 8
01-28-2013, 09:13 AM
cool. i'll keep that in mind when setting up the weapons. What suggestions or comments on the space skills set up for a fleet advanced escort used for PvE?

http://www.stoacademy.com/tools/skil...ld=STMuppet4_0

Last edited by muppetdrummer; 01-28-2013 at 09:16 AM.
Captain
Join Date: Jun 2012
Posts: 1,645
# 9
01-28-2013, 10:18 AM
You're putting too much into Weapon Performance and Hull Plating. For better energy efficiency, put some into Engine and Auxiliary Performance and then re-balance your power setting. Increasing your Engine performance will get you more Speed and Turn, and increasing Auxiliary performance will help your Science abilities. Boosting your Impulse Thrusters skill will also boost your ship's speed and agility, allowing you to get the performance you need there at a lower power level.

You never need three Tactical Teams. If you have any torpedoes fore, put in a High-Yield or Spread instead of one of those TT1s.
Ensign
Join Date: Oct 2012
Posts: 29
# 10
01-29-2013, 01:21 PM
ahh. ok... How about something like this? with more turn speed.

http://www.stoacademy.com/tools/skil...ld=STMuppet5_0

keeping in mind that this set up is only for a fleet advanced escort with a tact officer.

Last edited by muppetdrummer; 01-29-2013 at 01:23 PM.
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