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Commander
Join Date: Sep 2012
Posts: 278
Okay, so my character is an engineer, with a good amount of shield and hull skills as well as some weapons boosts. I've played all cruisers so far but I wanted to try something different; so I'm now running a heavy escort cruiser with the following:

Fore: 2x Dual Heavy Tetryon Cannons, Tetryon Dual Beam Bank, Omega Torpedo Launcher.
Aft: Kinetic Cutting Beam, Tetryon Beam Array, Breen Transphasic Cluster Torpedo Launcher.
Hangar: Resilient Shield Drones.

Engineering: Field Emitter, Monotanium Alloy, Neutronium Alloy.
Science: Shield Emitter Amplifier, Assimilated Universal Console.
Tactical: Torpedo Point Defence System, 2x Tetryon Pulse Generator, Warhead Yield Chamber.

I then have a full set of Assimilated Borg Tech (engines, shields, deflector).


My general aim is to create a survivable ship with quickly regenerating shields. I haven't bothered listing current Mk ratings as I'm of course working to get the best I can, preferably fleet tech once I have enough resources, so I'm constantly swapping out individual items as I get incrementally better ones, but the build is largely the same.

Since I have the kinetic cutting beam and the assimilated tractor beam I'm wondering if perhaps I don't need a rear facing launcher; while it's great for when I use eject warp plasma to leave a gift of a bunch of mines, the rest of the time I'm forced to turn to use it which of course wastes cannon fire if there's nothing else to shoot at. So I'm wondering if I'd be better swapping the cluster torpedo for a turret? This would give more cannon fire to the front and I think my weapons power should be able to handle it; this leaves the omega launcher, cutting beam and the point defence torpedoes (when available) for kinetic damage.

Also, I'm wondering if I'd be better served by going all-out on shield regen, swapping out the armour consoles for energy resistance or other shield boosting consoles?


One thing I'm also tempted by is going for a phaser build as I'd like access to the thunderchild ship pieces anyway, and it comes with the phaser point defence system, and I also previously unlocked the tactical escort refit so I could mount the quad phaser cannon. I'm close to being able to unlock the fleet heavy escort carrier so I should soon have the extra console slot that I could throw the point defence system into. As a side note; I assume that if I were to unlock the Thunderchild class now, that when I get the fleet heavy escort carrier I'll have access to both armitage and thunderchild parts?


I'll confess; up until this point I have mostly just stuck whatever I feel like onto my ship, however with the significant investment in time and resources required to get the various complete sets and to get fleet quality equipment I figure some planning is in order
Captain
Join Date: Jun 2012
Posts: 4,424
# 2
01-01-2013, 11:16 AM
Your boff arrangement and active space doffs will affect your tankiness more than a few armor consoles. Listing those would be helpful. For example if you equipped Emergency To Shields 3, Emergency To Weapons 1, and then a couple of Damage Control Engineer doffs to reduce the cooldowns as you cycle the two powers, you could have both abilities always on and have all shield damage reduced by a 1/3.
Captain
Join Date: Jun 2012
Posts: 1,423
# 3
01-01-2013, 01:31 PM
For more damage, I'd recommend dropping the aft beam array and cluster for turrets. I'd go ahead and drop the Field Emitter (+5 shield power doesn't help that much) from Engineering and move your Point Defense console up there, to make room for another Tetryon Tac Console. With the rear launcher gone, it might be a good idea to drop the warhead yield chamber for either another Tetryon console to increase your energy weapon damage further, or a plasma torp one to boost the Omega Launcher.

As for shield sci consoles, I've found the capacity ones more helpful on escorts than regen.
Commander
Join Date: Sep 2012
Posts: 278
# 4
01-02-2013, 04:34 AM
Thanks for the recommendations! I'm busy gutting and replacing my duty officers (who I've sadly neglected) and swapping abilities to take advantage of the increase in turrets.


What about armour consoles for engineering then; if I work under the assumption that I'll be pushing my abilities to keep my shields up then would I be better off focusing on energy weapon resistance? Currently I've got one Neutronium alloy (kinetic + energy resistance) and one Monotanium alloy (kinetic only), but I was thinking of swapping for two Neutronium.

The only problem really is that there are six main energy types and I've only two slots, with no armour for all energy resistance, which makes things awkward. Would I be better off with something other than armour?
Captain
Join Date: Jun 2012
Posts: 750
# 5
01-02-2013, 05:36 AM
The Heavy Escort Carrier shouldn't be used for tanking. We all know escorts can't tank, because all the players with hardons for escorts say that tanking isn't meant to be their role.

Oh... wait.
Captain
Join Date: Jun 2012
Posts: 1,423
# 6
01-02-2013, 11:56 AM
Quote:
Originally Posted by haravikk View Post
What about armour consoles for engineering then; if I work under the assumption that I'll be pushing my abilities to keep my shields up then would I be better off focusing on energy weapon resistance? Currently I've got one Neutronium alloy (kinetic + energy resistance) and one Monotanium alloy (kinetic only), but I was thinking of swapping for two Neutronium.

The only problem really is that there are six main energy types and I've only two slots, with no armour for all energy resistance, which makes things awkward. Would I be better off with something other than armour?
I usually run 2x Nuetronium myself. It comes out to a little less resist than a Monotanium and specific energy type console of the same mark and rarity, but I can go into any combat and have a fair bit of protection. If you go specific energy resist consoles, you can keep multiple types in your inventory and switch for which ever enemy type you're fighting. Though, Fleet PVE won't be predictable. It is still a good idea to have kinetic resist in many cases, especially STFs.

Oh, to answer your earlier question, you can use Thunderchild parts on an Armitage. I had mine fully skinned as a Thunderchild since I didn't like where DHC fire came from on the Armitage saucer, and none of rest of the parts bolted to the Armitage hull well.
Commander
Join Date: Sep 2012
Posts: 278
# 7
01-03-2013, 09:10 AM
Sounds like neutronium will do then! Thanks for all the recommendations; somehow I hadn't realised that the tactical consoles stacked, I assumed they tapered off like the defence bonuses do, I'm finding I'm pushing out a ton of damage now with a bunch of forward dual cannons and turrets, and I think I've got a decent enough set up for keeping my forward shields from being down all the time

Quote:
Originally Posted by fulleatherjacket View Post
The Heavy Escort Carrier shouldn't be used for tanking. We all know escorts can't tank, because all the players with hardons for escorts say that tanking isn't meant to be their role.

Oh... wait.
Heh, well, tanking was really the wrong word anyway, I just find that for whatever reason NPCs seem to just love ganging up on me so keeping my shields up for longer is a must. Those borg gateways also just seem to rip me to pieces, but with hazard emitters and various repair abilities for my engineer I think I should be okay now.


On the issue of bridge officers though my only concern now is that if I don't take any beams on my ship then I pretty much have to take rank I torpedo abilities as, with the exception of tactical team I which I already have, they're the only abilities that aren't beam related.

Anyway, here's my list of abilities, I'm personally finding them pretty good, but I'd love to have torpedo spread III as combined with the torpedo point defence system that'd be a lot of torpedoes?
  • Tactical:
    • Commander:
      • Torpedo: Spread I
      • Attack Pattern Beta I (nice for the defensive debuff)
      • Cannon: Rapid Fire II (with all the cannons it's a must )
      • Attack Pattern Omega (useful for the tractor beam immunity)
    • Lieutenant:
      • Torpedo: High Yield I
      • Cannon: Scatter Volley I (for clustered targets)
    • Ensign:
      • Tactical Team (intended for repelling boarders but it doesn't seem too reliable)
  • Engineering:
    • Lt. Commander:
      • Emergency Power to Shields I
      • Auxiliary to Structural II
      • Reverse Shield Polarity II
  • Science:
    • Lieutenant:
      • Tractor Beam I (handy for holding my targets still once I'm on a weak side, and because the 4 minute cooldown on the borg tractor beam is a bit too long)
      • Hazard Emitters II (to clear up debuffs like plasma damage and because it's also handy for hull repair).

Any recommendations on what to swap about? I've got well over 300,000 bridge officer skill points left even after swapping a bunch of powers around already, so there's no problem there
Captain
Join Date: Jun 2012
Posts: 1,423
# 8
01-03-2013, 10:11 PM
You can run two Tac Teams since they run a triggered cooldown, the one pressed gets a full cooldown the other(s) get half, roughly. Most BOff abilities are this way. Still leaves you with a torp ability in the Ensign Tac spot, though. I actually had nothing of value in my Ensign since I was running all cannons.

You need to hit Tac Team after screen is flashing red to repel boarders.

Torp spread doesn't effect the the Point Defense console, same number of torps, pending that was what you're asking.
Career Officer
Join Date: Nov 2012
Posts: 253
# 9
01-04-2013, 02:44 AM
to me, the problem isn't what you're saying it's how you're saying it. This ship just can't produce much dps, she's not much of an escort so much as a mini cruiser with escort skin. The dps just will not stay consistent on her. if the switch the eng slot with a tac slot and the tac 2 slotter with an eng then I would say, my lord what a beast of a ship but most of the time I am scratching my head and wondering why. With it's consoles it just can't be the be all dps tank we want unless you want to take a supporting role as a tank and use denaube's to slow down other players or elite rommie pets to mow them down. I would suggest with a ship like this that you just put beams on her and roll befaw and torp spreads as a support tank and get your glory and accolades that way. Nothing helps a player more then seeing a hundred beams scaffing their target to help strip shields and then a salvo of torps flying at their prey. You may not get the glory you deserve and players will not thank you but you will know that if you weren't on the field doing your job then victory would have been just as fleeting as using this ship as a tip of the blade instead on the handle.

Meh, but who know's maybe I just hate DHC's, only because I dislike the mainstream ideology that does not allow for anything else to be built along side it. The moment someone says DHC's it's like the conversation is over or something... reminds me of the donkey from family guy or something....
Commander
Join Date: Sep 2012
Posts: 278
# 10
01-04-2013, 05:59 AM
Quote:
Originally Posted by tom61sto View Post
Torp spread doesn't effect the the Point Defense console, same number of torps, pending that was what you're asking.
Oh I know, but releasing a full torpedo spread alongside the torpedo point defence system is extremely satisfying

Quote:
Originally Posted by lasonio View Post
Meh, but who know's maybe I just hate DHC's, only because I dislike the mainstream ideology that does not allow for anything else to be built along side it. The moment someone says DHC's it's like the conversation is over or something... reminds me of the donkey from family guy or something....
Well my main reason for taking dual heavy cannons is because I haven't had a ship that can carry cannons before, so I wanted to try something a bit different. I'm finding the damage output to be pretty good personally though it is more bursts than constant I suppose but that just gives me a chance to turn my shields if I need to

I'm not looking for an optimal build as I don't do PvP, I just want to get more out of my current build by making it as survivable as possible while still doling out plenty of damage. I can always go back to beams later, but for now cannons are fun, and that is absolutely my main reason for taking them

For now I'm saving up for anti-proton weapons as I've nabbed the romulan zero-point conduit console which offers bonus critical chance, plus tetryons aren't that useful against things like borg gateways, but then I only picked tetryon weapons originally because they were blue
The alternative would be to take advantage of the romulan plasma buffs and go for plasma weapons, and swap for the romulan plasma torpedo launcher, since the assimilated weapons 3-set bonus is currently fairly useless (far too random). This would leave me still with the 2-set assimilated weapons bonus, bonus plasma damage, plus if I remember right plasma buffing consoles for energy weapons affect the plasma torpedo proc as well? It's something for me to think over anyway, but that would still milk critical chance since the proc benefits too I think.

That's the thing to understand; I've built my ship entirely from gut choice and vanity reasons, I just want to get it more competitive rather than spending all my time tickling ships and waiting to respawn. The great advice so far has definitely helped me with that, so thanks everyone! I'm still undecided on my bridge officer abilities, but I'm sure I'll find some combination I like.

Last edited by haravikk; 01-04-2013 at 07:02 AM.
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