Captain
Join Date: Jul 2012
Posts: 1,449
# 71
02-06-2013, 04:08 PM
Quote:
Originally Posted by darkjeff View Post
Looking at shields on an individual basis, all the other set shields beat out on the Borg shields. The Borg shield is only to be considered if you already have the Borg Deflector and Engines. If you do, then it's not simply a choice between (for example) the MACO shield or the Borg shield, but a choice between the MACO shield or the Borg shield and the 3-piece set bonus.

On my JHEC the difference between the MACO and Borg shield is 1.4k per facing. The MACO also have an extra 15% resistance to Plasma compared to the Borg shield, and 5% less Bleedthrough. The Borg 3-piece bonus however has a 10% chance to trigger when you take damage while a shield facing is below 20%, which reliably procs. That clears Hazard debuffs and applies a fairly large shield regen bonus which brings the shields up quickly.

In essence, the MACO shield protects better while it's up but will go down under prolonged fire, while the Borg shield with the set bonus stays up under prolonged fire due to its recovery mechanism.

The last few times I've died in eSTFs with Borg shields it's been due to spikes of 50k kinetic damage. An extra 1.4k shields and 2500 less bleed through won't really have made that huge a difference. On the other hand, the last few times I've died in eSTFs with the MACO shield have actually come from sustained group fire where my shields are worn away and then they start tearing up my hull.

If you're not PvPing (where you will face big damage spikes), you don't have good shield recovery abilities (such as a Science ship with a 1.35 shield modifier and Transfer Shield Strength 3), and your hull is tough enough to be able to take one or two hits while shields are down, the 3-piece Borg set does better than the MACO. If your hull can't afford to take a few hits, you want the MACO so that it'll stay up longer. Once it drops though, unless you have good, solid ways to bring it back up you're pretty much done.
It depends on what Borg shield you get now you can get 12.

I use Omegas as it has faster regen rate and is lighter for an escort not to mention the better turn rate bonus.Tacs don't have many points in engineering and science so they need light wieght shield that can regenerate fast.this is why it is best to use a regenerative shield not resilant which is good for Engineers.

http://www.stowiki.org/File:OmegaForce_XII.png

Look at the regen rate and the turn rate bonus.

http://www.stowiki.org/File:M.A.C.O._XII.png

look at the regen rate and there is no turn rate bonus.

Tacs need the best turn rate there is unless you just sit there and shoot.

Science is best with Reman set.
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USS WARRIOR NCC 1720 Commanding Officer
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Last edited by age03; 02-06-2013 at 04:13 PM.
Captain
Join Date: Jun 2012
Posts: 955
# 72
02-06-2013, 04:29 PM
Quote:
Originally Posted by age03 View Post
It depends on what Borg shield you get now you can get 12.

I use Omegas as it has faster regen rate and is lighter for an escort not to mention the better turn rate bonus.Tacs don't have many points in engineering and science so they need light wieght shield that can regenerate fast.this is why it is best to use a regenerative shield not resilant which is good for Engineers.

http://www.stowiki.org/File:OmegaForce_XII.png

Look at the regen rate and the turn rate bonus.

http://www.stowiki.org/File:M.A.C.O._XII.png

look at the regen rate and there is no turn rate bonus.

Tacs need the best turn rate there is unless you just sit there and shoot.

Science is best with Reman set.
Those pictures are misleading, since they're clearly taken from two very different ships.

Here is a picture comparing both the Mk XII shields on my Fleet Tac Escort.


In my experience, the Energy Wake buff is hardly noticeable. The Defiant already has a very high turn rate, and with Attack Patterns Alpha and Omega, as well as Evasive Maneuvers, you've got all the buffs you need for turning. It's much wiser to go with the more durable shields.

The Omega shields aren't terrible, they're just not ideal. If you play true to the hit-and-run tactics of an Escort, then you won't need that extra regeneration since you won't be sticking around for an extended firefight.

Last edited by thratch1; 02-06-2013 at 04:36 PM.
Career Officer
Join Date: Aug 2012
Posts: 67
# 73
02-06-2013, 04:52 PM
my impression was that since escorts typically have much smaller crews (and therefore much slower hull regen rates), that the resilient (is that the right modifier? the 5% bleed 5% absorb one) are better for them. am i wrong?
Captain
Join Date: Jun 2012
Posts: 955
# 74
02-06-2013, 05:06 PM
Quote:
Originally Posted by br3akingforce View Post
my impression was that since escorts typically have much smaller crews (and therefore much slower hull regen rates), that the resilient (is that the right modifier? the 5% bleed 5% absorb one) are better for them. am i wrong?
That's a part of it, but in my opinion, it's just that you want to take as little damage as possible in the course of your attack run. Having tougher shields means you can regen safely after hitting your target, or heal up with abilities like EPtS and TSS.

Sacrificing durability for regen means you're more likely to be destroyed by a powerful volley from the enemy (or enemies). Even putting aside the one-hit-kill torpedoes that blow you up in ESTFs, enemies still have surprisingly powerful attacks. Donatra's Scrimitar's rapid-fire cannon attack is particularly devastating, and fully capable of killing you if you aren't prepared for it -- having resilient shields helps out a lot in tight situations, where regenerative shields do not.
Career Officer
Join Date: Nov 2012
Posts: 42
# 75
02-06-2013, 07:33 PM
Test Build: Venture-X Dreadnaught

http://www.stoacademy.com/tools/skil...ld=TacDreadX_0

This is purely hypothetical. I don't expect it to be the best or competitive. I just want it to be fun when I grind Dailies, and want to change up playstyles to stave off burnout.

Forward Weapons: Dual Heavy Phaser Cannon, 2x Phaser Beam Arrays, Quantum Torpedo Launcher

Rear Weapons: 3x Phaser Beam Arrays, Quantum Torpedo Launcher

Full Aegis Set (Again, only what I have access to)

Engineering Consoles: RCS, 2x Neutronium, Cloaking Device

Science Console: Field Emitter, Assimilated Console

Tactical Consoles: 3x Phaser Relays
Captain
Join Date: Jul 2012
Posts: 658
# 76
02-06-2013, 10:25 PM
Quote:
Originally Posted by barachielangel View Post
Test Build: Venture-X Dreadnaught

http://www.stoacademy.com/tools/skil...ld=TacDreadX_0

This is purely hypothetical. I don't expect it to be the best or competitive. I just want it to be fun when I grind Dailies, and want to change up playstyles to stave off burnout.

Forward Weapons: Dual Heavy Phaser Cannon, 2x Phaser Beam Arrays, Quantum Torpedo Launcher

Rear Weapons: 3x Phaser Beam Arrays, Quantum Torpedo Launcher

Full Aegis Set (Again, only what I have access to)

Engineering Consoles: RCS, 2x Neutronium, Cloaking Device

Science Console: Field Emitter, Assimilated Console

Tactical Consoles: 3x Phaser Relays
Well, it's obviously suboptimal, but it'll get through dailies. However, if you really want it to just be fun and easy, you want two copies of EPtS with one other shield heal (the doff thing works too, but it's unreliable and expensive enough that it's not worth it in this case). The EPtS chain with Distribute Shields will make you untouchable in most dailies, but the Romulan ones are a little harder, and so that's where you'll use the heal. That will take care of you comfortably. In your case, I would drop the ET1 for it, with A2SIF3 and HE1 you'll have no need for ET in any daily (I survive comfortably in my Breen ship with A2SIF1 and HE1, actually I barely even use them). Also, if you're going to run just cannon abilities, try single cannons fore/turrets aft, or even a turret boat, or something in between. Arrays just don't give you enough relative to a turret boat, especially on a Galaxy and if you're going to just be using cannon abilities. I'd probably go with
Fore: Turret, 2xSingle Cannon, 1xQuantum
Aft: 3xTurret, 1xQuantum

If you really want the change up of using beams, you can do it, but you'd be better off running a BO or FAW. I suppose it won't really matter, it'll just make the dailies a little more tedious.
Career Officer
Join Date: Nov 2012
Posts: 42
# 77
02-06-2013, 11:21 PM
Actually, I've got a Tac officer gear for the low level beam abilities.
Career Officer
Join Date: Jun 2012
Posts: 1,297
# 78
02-07-2013, 06:58 AM
Quote:
Originally Posted by barachielangel View Post
From memory, what I have is:

Me (Melee Tactical, with Tholian Crystalline Sword & Jem'hadar Ground Set)
Tac Officer with Buffs/Debuffs (bit fuzzy on WHAT exaxctly)
Two Engineers, one with Quantum Mortar and Phaser Turret. Forget what the second one has. Shield Turret and something else.
Science Officer with Medical Tricorder III.
If you're using 2 Eng, 1 Sci...

Both Engineers should have Turret 2 and Support Drone 1, as well as Shield Recharge 1 or 2. One Engineer should have Quick Fix, and the other should have Weapon Malfunction. (Though technically Weapon Malfunction is only really useful if you're micromanaging it, otherwise it won't always be used on the most dangerous target.) They should have pulsewaves.

Your Science officer should be a dedicated medic in my opinion, if only because the AI isn't smart enough to use abilities intelligently (see above comment on Weapon Malfunction). If you make her a medic, give her a sniper rifle and Medical Tricorder 1, Medical Tricorder 2, Vascular Regenerator, and Medical Nanites.

What will happen is your Engineers will take a few moments to summon the turret and drones, then charge forward towards the enemy. Your medic in the meantime would be using the alt-fire on the sniper rifle, so her attack is delayed too. This gives you and your Tac BOff time to engage before they do.

Either give your Tac a pulsewave with some buffs (like Draw Fire, Overwatch, Motion Accelerator, Target Optics) or make them melee (with Sweeping Strikes 1/2, Lunge, Smoke Grenade 3). Melee is great, and will actually work if you're melee as well. If you're ranged the AI tends to keep disengaging and retreating to you because it thinks it went too far away.

"Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference." - James T. Kirk
Career Officer
Join Date: Jun 2012
Posts: 1,219
# 79
02-07-2013, 07:43 AM
Try this on a Gal-X. Beams suck.

1xDHC, 1xTric or Quantum, 2xSingle Cannons
4xTurrets

3x phaser relays
cloak, field generator
Neutronium, assimulated module, 2 free slots! I use a subspace jump and an antimatter spread here. RCS is not good on a Gal-X. RCS works on base turn, so the returns are small when used on a big ship.

THY1
TT1, CRF1
EP2S1, A2B1,ET3, DEM3
EP2W1, RSP1, EWP1
TSS1, HE1

3xTechnician Doffs (reducle cooldown on boff powers when you use A2B. Free from the colonial missions in Borg Space, just need to score some crits. The reward for unlocking the missions is a blue A2B doff, as well, so that helps tide you over while working for crits)
2xEvasive Manuvers Doff

Beams just suck. Going with single cannons gives you a front 180 fireing arc, which is comperable to trying to broadside, but you get to use cannons skills instead of beam skills, and you can get full front face to add your torp and DHC in the mix at the same time.

Once you get used to single cannons vs beams there is no reason to go back, IMO. I only use sinlge beams on my Atrox or VQ. Subsystem targeting and a turn of 5 just scream toss a beam on me...

Edit: The exeption being the expermental romulan beam if you are running the full set... The beam itself is ok... but the 3-pc is very nice for the debuff... Point is moot on a Gal-X you want to run phaser not plasma.
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard

Last edited by kimmym; 02-07-2013 at 07:45 AM.
Career Officer
Join Date: Nov 2012
Posts: 42
# 80
02-07-2013, 10:42 AM
Quote:
Originally Posted by darkjeff View Post
If you're using 2 Eng, 1 Sci...

Both Engineers should have Turret 2 and Support Drone 1, as well as Shield Recharge 1 or 2. One Engineer should have Quick Fix, and the other should have Weapon Malfunction. (Though technically Weapon Malfunction is only really useful if you're micromanaging it, otherwise it won't always be used on the most dangerous target.) They should have pulsewaves.

Your Science officer should be a dedicated medic in my opinion, if only because the AI isn't smart enough to use abilities intelligently (see above comment on Weapon Malfunction). If you make her a medic, give her a sniper rifle and Medical Tricorder 1, Medical Tricorder 2, Vascular Regenerator, and Medical Nanites.

What will happen is your Engineers will take a few moments to summon the turret and drones, then charge forward towards the enemy. Your medic in the meantime would be using the alt-fire on the sniper rifle, so her attack is delayed too. This gives you and your Tac BOff time to engage before they do.

Either give your Tac a pulsewave with some buffs (like Draw Fire, Overwatch, Motion Accelerator, Target Optics) or make them melee (with Sweeping Strikes 1/2, Lunge, Smoke Grenade 3). Melee is great, and will actually work if you're melee as well. If you're ranged the AI tends to keep disengaging and retreating to you because it thinks it went too far away.

*nods* Here's what I've currently got in greater detail.

Me: Close Combat Specialist Kit Mk X (Purple), Tholian Crystalline Sword, Jem'Hadar Ground Set

Tac Officer: Photon Grenade I, Draw Fire II, Suppressing Fire II, Fire on My Mark II
Eng Officer 1: Chroniton Mine Barrier I, Weapon Malfunction II, Turret Fabrication II, Support Drone I
Eng Officer 2: Shield Recharge I, Weapon Malfunction II, Shield Generator II, Quantum Mortar
Sci Officer: Dylovene I, Medical Tricorder II, Tricorder Scan II, Nanite Health Monitor I

My weapons and armor are... all over the place. My Sci does have a sniper rifle, but the rest are just equipped with weapons from mission rewards. Blues and Purples of Mk Xi-XII, but no pulse waves.

Last edited by barachielangel; 02-07-2013 at 10:45 AM.
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