Captain
Join Date: Jul 2012
Posts: 3,046
# 1 I need help again...
01-11-2013, 04:28 PM
I'm looking to improve my Tac/scort, I think I've done a fairly good job thusfar but it does need some work, I fly the RA patrol escort, I own an MVAE but I put it down for a while and haven't picked it up since (something to do with a lack of DCE doffs), so here is what I have thus far

Weapons
Fore: 3 Adv Fleet Polaron DHC [Dmg]x3 [Acc], Mk XII Quantum torp [Borg]
Aft: Mk XII Polaron turret Mk XII [Borg], Mk XII Quantum torp [Borg], Adv Fleet Polaron Beam Array [Dmg]x3 [Acc]

Equipment
FULL MACO/Omega (Both Mk XII, can't decide which to use)

Consoles
Eng: Borg, 2x Neutronium Mk XI (Blue
Sci: Subspace jump, Field gen Mk XI (Blue)
Tac: Quantum torp console, 3x Polaron console

Boffs
CMDR Tac: TT1, CSV1, HYT3, AP:O3
LTC Tac: TS1, CRF1, AP:O1
LT Eng: EPtS1, Aux2SIF1
Ens Eng: EPtS1
LT Sci: HE1, TSS2

Doffs
2x Conn (TT), Conn (Evasives), 2x Projectile (All blue)

Power levels (Using Omega set)
Weapons: 84/50
Shields: 54/25
Engines: 110/100
Aux: 29/25

Power levels (Using MACO set)
Weapons:125+/100
Shields: 65/35
Engines: 50/40
Aux: 29/25

Last edited by adamkafei; 01-12-2013 at 02:10 AM. Reason: Inclusion of boff skills
Captain
Join Date: Jun 2012
Posts: 514
# 2
01-11-2013, 05:02 PM
I'm personally a huge fan of using one DBB fore and using it to deliver a BO3 alpha.
Captain
Join Date: Aug 2012
Posts: 3,553
# 3
01-11-2013, 08:05 PM
What's your BOff setup.

Also why are you having issues with DCEs? You can get a purple one for 1 mil ECs if you're rank 4 engineering. Also the two tac team ones are unnecessary since you have the ability to run two copies of TT. But until I know your BOff setup, can't offer you more advice.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Republic Veteran
Join Date: Aug 2012
Posts: 91
# 4
01-11-2013, 11:15 PM
Not bad. But without seeing your boffs, personally I'd probably take out the quantum torp console and put in another polaron console. You're hitting more frequently with your cannons, why not buff them as much as possible.

Also I run my power levels slightly different than your MACO version.
Weapons set to 100
Shields 25
Engines 50
Aux 25

Also, and again this is personal taste I guess, but I'd only run omega to make full use of the tetryon glider being spec'd into flow capacitors. Otherwise I prefer MACO
Commanding Officer of Task Force Midnight
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Captain
Join Date: Jun 2012
Posts: 1,123
# 5
01-12-2013, 02:04 AM
Why are you running your weapon power levels so low?
Captain
Join Date: Jul 2012
Posts: 3,046
# 6
01-12-2013, 02:13 AM
Sorry about missing the boff skills guys, I typed this up at 2am, I have updated the build post to include them

Quote:
Originally Posted by shookyang View Post
Why are you running your weapon power levels so low?
I only run weapons that low on the Omega set so I can make the most of dodge-scorting with it.

Quote:
Originally Posted by hereticknight085 View Post
Also why are you having issues with DCEs? You can get a purple one for 1 mil ECs if you're rank 4 engineering.
My poor tac doesn't get played much and due to recent investments (Mk XI Purple tet consoles) on my main, I'm kinda running low on funds...

Last edited by adamkafei; 01-12-2013 at 02:17 AM.
Captain
Join Date: Aug 2012
Posts: 3,553
# 7
01-12-2013, 02:30 AM
Alrighty.

Stick with the Omega set or use the Borg set, both are ideal for escorts. MACO is better suited to cruisers (just IMO).

I would recommend you just switch to a full cannon build. Your engi and sci BOffs are fine, but take out the quantum, put another DHC, take out the BA and torp on the aft and put two more turrets.

Remove the TS1, replace with TT1, remove the THY3, replace with APB2. As for consoles? Ouch... remove the quantum console and replace with another polaron console. Take borg module, remove the subspace jump console and put borg module there instead, and put a monotanium in it's place on the engi consoles. Take out the field generator and replace with an emitter array.

As for power? Go back to 100/50/25/25. If you have enough points in starship maneuvers and stay at full throttle you'll get all the defense you'll ever want/need.

As for DOffs? Take out ALL of your Conn officers and remove your proj weapons officers. Replace with one (or two) DCE (if you put DCE, you should replace the Aux2SIF1 with a EPtS2, and replace one of your EPtS1 with an EPtW1) and one WCE, plus SD officers and if you MUST have a conn officer, ONE that reduces CD on EM.

That should make your overall DPS higher, and should also increase/improve your power cycling while at the same time increasing survivability.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Captain
Join Date: Jul 2012
Posts: 2,078
# 8
01-12-2013, 03:10 AM
Ok this is going to have reasons with the suggestions. Effective escorts are about hyper-specialization to bring the pain and survive the aggro you draw. This is for PvE.

Deflector: Borg
Engine: Borg
Shield: Maco

The two piece borg set will give you a free hazard emitters pretty much which will keep you alive longer. The MACO shield resist is so powerful it is not even funny along with the free +10 power to all subsystems because you will be getting shot at is useful. Once you get better run full MACO set. It will increase DPS by more than omega set thanks to cooldown reduction and keeps you tanky. Omega set is garbage in STFs on escorts, try the 2x borg and maco shield and see your survivability triple.

Weapons
3x DHC Fore
1x Torpedo Fore
3x Turret Aft

The only acceptable aft weapon other than a turret is a mine launcher. You either have guns on target or you do not there is no point to it being in between.

Consoles
Engineering: 2x Neut, 1x Mono
Science: Borg, Field Gen
Tac: 4x Polaron

Once you get a fleet version ship you can dump the field generator for an embassy -Threat, Plasma Proc, +Emitter console and add in the romulan rep console

Power Levels
90/60/25/25 if it will keep weapon power near 125 otherwise increase weapon power by additional 5. You are there to deal damage not dance.

Your boff setup is decent but can use some simply tweaks.
Sci: TSS 1, HE 2 your shield is strong to begin with but restore hull is simply a PITA with escorts.

Eng: You might want to try an RSP but A2SiF is good up to you

Tac: Omega is junk compared to Beta for pure DPS in STFs, try this:
TT1, CSV 1, APO 1, APB 3
TT1, TS 2, CRF 2

You can use your tac cooldown ability when desired to have 100% uptime on CSV or CRF when desired. Doffs are customizable how you want them and relatively unimportant.



There are four acceptable actions for you to be taking in an escort for good STF play.

1) Yo-Yo at 1/4th speed while firing
2) Sitting at dead stop firing on structure (gates still have a blindspot, use it)
3) Waiting for respawn/regen while disengaged
4) Skin-Dancing on Cubes. Fly at them full throttle either on top or side keeping guns on target while you 'skip' across them so to speak.

Flying in a circle around enemies is not an acceptable action and is simply a waste. I must repeat though, MACO is best for escorts and half the reason they are so frelling tanky.
Captain
Join Date: Jul 2012
Posts: 3,046
# 9
01-12-2013, 05:11 AM
Quote:
Originally Posted by bareel View Post
Weapons
3x DHC Fore
1x Torpedo Fore
3x Turret Aft

The only acceptable aft weapon other than a turret is a mine launcher. You either have guns on target or you do not there is no point to it being in between.
Problem with this is my play style, when I'm under more fire than I can survive yoyo-ing I go for the high speed strafing runs dealing as much damage as I can on the way in (hence HYT3) and dealing a fair amount of the way out which the beam, turret, torp combo does fairly well

Quote:
Consoles
Engineering: 2x Neut, 1x Mono
Science: Borg, Field Gen
Tac: 4x Polaron

Once you get a fleet version ship you can dump the field generator for an embassy -Threat, Plasma Proc, +Emitter console and add in the romulan rep console
I could probably live without the subspace jumper although it fits excellently in an alphastrike however I find the torp console allowing me to hit with torps for over 10k adds more to my overall DPS than the extra polaron console but that is simply my personal exp.

Quote:
Power Levels
90/60/25/25 if it will keep weapon power near 125 otherwise increase weapon power by additional 5. You are there to deal damage not dance.
And why can't I do both when appropriate? (see point about weapons)

Quote:
Your boff setup is decent but can use some simply tweaks.
Sci: TSS 1, HE 2 your shield is strong to begin with but restore hull is simply a PITA with escorts.

Eng: You might want to try an RSP but A2SiF is good up to you

Tac: Omega is junk compared to Beta for pure DPS in STFs, try this:
TT1, CSV 1, APO 1, APB 3
TT1, TS 2, CRF 2

You can use your tac cooldown ability when desired to have 100% uptime on CSV or CRF when desired. Doffs are customizable how you want them and relatively unimportant.
I will play with the science idea on this one however I prefer the survivability I get from AP:O and as we know, any alive escort is better than a dead escort

Quote:
There are four acceptable actions for you to be taking in an escort for good STF play.

1) Yo-Yo at 1/4th speed while firing
2) Sitting at dead stop firing on structure (gates still have a blindspot, use it)
3) Waiting for respawn/regen while disengaged
4) Skin-Dancing on Cubes. Fly at them full throttle either on top or side keeping guns on target while you 'skip' across them so to speak.

Flying in a circle around enemies is not an acceptable action and is simply a waste. I must repeat though, MACO is best for escorts and half the reason they are so frelling tanky.
This section I have learned

Note: Comments here are not points of argument but points for discussion.
Captain
Join Date: Jul 2012
Posts: 2,078
# 10
01-12-2013, 09:40 AM
Response in Red

Quote:
Originally Posted by adamkafei View Post
Problem with this is my play style, when I'm under more fire than I can survive yoyo-ing I go for the high speed strafing runs dealing as much damage as I can on the way in (hence HYT3) and dealing a fair amount of the way out which the beam, turret, torp combo does fairly well

If you run 2 piece borg + maco shield you will rarely be under more fire than you can survive. Atleast until your stuff is on cooldown. Dead things don't shoot back strafing runs are a waste of time. Just disengage for a moment.

I could probably live without the subspace jumper although it fits excellently in an alphastrike however I find the torp console allowing me to hit with torps for over 10k adds more to my overall DPS than the extra polaron console but that is simply my personal exp.



And why can't I do both when appropriate? (see point about weapons)

You can, or you could just disengage when your tank is about to break.

I will play with the science idea on this one however I prefer the survivability I get from AP:O and as we know, any alive escort is better than a dead escort

Dead things don't shoot back.

This section I have learned

Note: Comments here are not points of argument but points for discussion.
If you want to fly an escort like a cruiser it will underperform. Honestly for your playstyle just put beam arrays on the thing and then it will outperform the cruiser but not be nearly as damaging as a standard escort.

*edit addon*

Here is the thing, this is what makes escorts deal so much damage.

Base DHC damage is extremely high, they do not suffer penalties from energy drain by much, and the turrets always add damage never reducing the output of your DHCs.

Add on the tac abilities that act as multipliers to the base and one another. Then put the resist debuff multiplier ontop and you get one sick DPS puppy.

Base Damage * crit multiplier * speed multiplier * damage multiplier * resist multiplier

So lets say we deal 1000 damage for simplicities sake with the weapon after consoles n skills are added.
Crit multiplier of .1 (easy to get 10% chance 100% severity)
CRF 2 is a speed multiplier of roughly .3
Captain abilities are around a .8 we will say (lowball)
Resist multiplier from APB 3 is typically .35 ish

1.1 * 1.3 * 1.8 * 1.35 = 3.47 multiplier to damage

Even just removing APB drops that to a 2.574 multiplier. So we get either 3,470 damage with APB or 2,574 without it a massive difference thanks to how the math works.

Tank-a-bility is the same idea. You get 10% resist from maco, 20% vs plasma, another 20ish% from shield power, 18% from EPTS placing you at about 53% resist vs plasma all the time. Then tac on the fact that your defense should be solid for the miss chance along with tac team to keep the front shield always healthy and your good. Not to mention the 500+ passive shield regen that power will get you.

Stacking Multipliers is how you break the game math.

Last edited by bareel; 01-12-2013 at 10:31 AM.
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