Ensign
Join Date: Jan 2013
Posts: 2
I picked up the Multi Vector Advanced Escort, I'm trying to maximize the damage output, and I'm a little confused on a few things here and there.

Fore Weapons:

Current:
2 Dual Heavy Antiproton Cannon
1 Dual Disruptor Cannon
1 Quantum Torpedo

What I'm thinking of doing with this is to replace the Disruptor with another antiproton cannon, but I'm not sure if a heavy or regular dual cannon would be best. I've heard arguments for both in that a third heavy cannon will give less than a regular cannon because of diminishing returns, but I've also heard that the increased crit makes up for it.



I'm also looking at replacing the Quantum Torpedo with the Omega Plasma Torpedo Launcher when I get the dilithium for it.

Aft Weapons:

Current:
3 random turrets

This one is a bit easier, and I'm leaning towards 2 antiproton turrets and the kinetic cutting beam over three antiproton turrets.

Consoles:

Tactical is the easy one:
4 antiproton mag regulators

This leaves me with two engineering and three science slots, one of which needs to hold the multi-vector assault module, and one needs to hold the assimilated module. I was also looking at the zero point module, but other than that I'm not sure what to put in these slots.

The last thing I'm trying to figure out is the set to get (shield, engine, deflector). Not interested in the aegis as that looks like it's all defense. I've heard that the MACO set is better than the assimilated borg set, except for the engine, and I've heard that OMEGA is better for damage than the MACO, but looking at the stats, I'm not quite seeing it.

So I'm just looking for a little help to clear up the confusion on what would be the best damage setup
Captain
Join Date: Jul 2012
Posts: 1,449
# 2
01-21-2013, 12:25 AM
Some of these might help you out.

http://www.youtube.com/results?searc...j1.zkbR5I5hPUY
Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
Captain
Join Date: Jun 2012
Posts: 1,370
# 3
01-21-2013, 12:38 AM
Quote:
What I'm thinking of doing with this is to replace the Disruptor with another antiproton cannon, but I'm not sure if a heavy or regular dual cannon would be best. I've heard arguments for both in that a third heavy cannon will give less than a regular cannon because of diminishing returns, but I've also heard that the increased crit makes up for it.
Replacing the disruptor would be good, and go with dual heavies. There's no such thing as diminishing returns for weapons.

Quote:
This one is a bit easier, and I'm leaning towards 2 antiproton turrets and the kinetic cutting beam over three antiproton turrets.
Either one is good. Personal preference on this one.

Quote:
This leaves me with two engineering and three science slots, one of which needs to hold the multi-vector assault module, and one needs to hold the assimilated module. I was also looking at the zero point module, but other than that I'm not sure what to put in these slots.
If you plan to PvP, put in an RCS Accelerator. If you do STFs instead, put in Neutronium Alloy for damage resistance. I would put these into the engineering slots, and place multi-vector and borg in the science slots. Add either a shield emitter for better healing or a field generator for better capacity.

Quote:
The last thing I'm trying to figure out is the set to get (shield, engine, deflector). Not interested in the aegis as that looks like it's all defense. I've heard that the MACO set is better than the assimilated borg set, except for the engine, and I've heard that OMEGA is better for damage than the MACO, but looking at the stats, I'm not quite seeing it.
The Omega set is better for damage as it gives you the Tetryon Glider passive, which drains shields, and the deflector gives a bonus to Targeting Systems. However, the Omega shield is a Regenerative type, while the MACO shield is a Resilient type. Resilients have higher capacity and let less damage through to your hull while shields are up. The MACO shield also gives you power bonuses while taking fire, which is always handy. If you find yourself blowing up too often, take 2 pieces of the Borg set with the MACO shield. For offence, I would go with MACO shield and Omega engines and deflector.

However, bear in mind that equipment is not a very major factor in doing damage. It's your bridge officer abilities.
Take it easy!

Ishmael@scurry5: A Nibbling Sci
"Squeak?"
Captain
Join Date: Jun 2012
Posts: 1,063
# 4
01-21-2013, 05:17 AM
Disclaimer: I normally use cruisers, and the MVAE is a ship I never synergized with. That said...

First off, pick one energy type and stick with it. Get three DHC and three turrets of the highest level/rarity you can get your hands on. Mk XI blue at least if at all possible, though if you have to save up, Mk X+ can be very effective and Mk XI greens are shockingly affordable.

Omega is generally considered superior to MACO for DPS, but I'm not sure how much I buy that. I believe Omega helps with agility and high shield capacity (note that the high capacity is offset with low regeneration), whereas MACO helps with tanking, but note the MACO shield turns some incoming fire into power bonuses. You may want to grab the MACO shield and two single-set components of your choice for impulse and deflector. Myself, I love the MACO shield to bits.

In terms of consoles, first off, get a Field Generator. Probably the best investment you can make on this ship, really. You may want to get two. For an engineering slot, get the highest level of neutronium you can for at least one slot. I would not go without this, myself. The RCS would be nice, but not absolutely necessary. As such your loadout would be Eng: Neutronium, RCS, and Science: MVAE, Field Generator, Borg Console. (EDIT: In other words, what the previous poster said)

Tactical consoles should just be flat-out all energy consoles, and all of the single energy type you chose.

This should give you a good start.

Also, your BOff build is important. Be sure to have cannon rapid fire in there somewhere, likely level 2 or 3, and cycle tactical team. You may also want to stick in some Shield Distribution DOffs. Unfortunately the MVAE is lamentably tight on tac officer slots (the tradeoff made for the Lt. Cmdr Science slot, I'm sure), so you're going to have to make some difficult choices. But one thing NOT to do is stick a lot of science abilities in the science BOff slot if you're not spec'd for it. If you MUST have, say, Gravity Well, you will probably need to throw points into getting a few ranks of the appropriate science stats to make it have enough kick. If you aren't spec'd for it and aren't married to the abilities like these, then it can be used effectively for healing yourself or teammates, but be sure to make room for Hazard Emitters somewhere - things like plasma fires that cruisers can laugh off can finish a badly damaged escort rather easily, and it may end up your only hull repair skill. Also, Polarize Hull or Attack Pattern Omega would be wise to carry to escape tractor beams.

Good luck!
Ensign
Join Date: Jan 2013
Posts: 2
# 5
01-21-2013, 07:41 AM
So don't get the zero point module, and I'd be better off with the damage resistance in engineering and two shield emitters.

I'll start out with Full Omega, and swap in the MACO shield if I keep blowing up, but I've just hit tier 4, so that will be a ways off.

My Boff abilities (I don't have them fully memorized) do include rapid fire 2, omega attack pattern 3, and cannon spread so I should be good with those. Do do have viral matrix and tack rift, which I'm guessing I'm not speced for. I'll have to look into seeing what other options I have for those.

Thanks for the help on these.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 02:55 AM.