Ensign
Join Date: Aug 2012
Posts: 9
# 1 Returning 50 needs advice
04-01-2013, 05:02 PM
Hey all,

So after quite some time away I have decided to give STO another run but so much has changed from when I last played.

Anyways I was looking for some advice on where I should be spending my time on getting better gear for my ship.

Right now I am working towards PVE and to try and be helpful I put my current ship in STO planner to get some advice

http://www.stoacademy.com/tools/skil...?build=new50_0

Thanks all
Captain
Join Date: Nov 2012
Posts: 1,019
# 2
04-01-2013, 09:09 PM
"Working towards PVE" is a bit vague, but given that you're going escort, I presume you're wanting a status quo cannon escort.

Boffs:
-Get a second Tactical Team 1. (You'll be alternating them primarily for tanking, but the extra damage will be nice as well.)
-Swap out your Engineering Team II for Reverse Shield Polarity. (Use it when you really start getting hammered. When combined with Brace for Impact, you'll be a VERY tough nut to crack.)
-Get some Hazard Emitters. (Plasma Fire is simply too dangerous to not have it. Elite cubes will eat you alive.) You've got some options to replace polarize hull and pick up Attack Pattern Omega, or just replace Science Team(Science Team really isn't that helpful for PVE now that Engineering Team clears Viral Matrix).

Consoles:
-Don't mix your tactical consoles, go full energy weapon/disruptor. (DHC escorts are all about how hard your cannons hit.)
-You'll get more mileage out of a science shield capacity module instead of the biofunction.

Weapons:
-Obviously, try to get some XI's and XII's of the same damage type as you're able. XI's are usually pretty cheap, while the XII's tend to be a larger investment.
-Two Turrets is pretty standard issue, but drop the aft array for mines or a torp. (Chronitons or Tractor mines will help hold things for you to pummel them. Tricobalts are a great way to end an attack run/finish off a cube. Quantums or Photons are good general damage.)


Overall, there are three main weapon setups for escorts.
4xDHC front, 2xTurret, 1xMine aft - gives you a lot of buff/debuff flexibility, although it's more of a 5 tactical console setup.
3xDHC, 1xTorp front, 2xTurret, 1xMine/Torp aft - quite flexible and powerful, probably the most common setup.
1xDBB, 2xDHC, 1xTorp front, 2xTurret front, 1xMine/Torp aft - designed to take advantage of Beam Overload 3 to crack a shield facing just before sinking a torpedo into an exposed hull, it's really technical and doesn't have a lot of BOFF flexibility.

All that said, learning how to use the ship and the quirks of power levels and resistances will do far, far more for your performance than gear will.
Starfleet Veteran
Join Date: Jun 2012
Posts: 98
# 3
04-01-2013, 09:28 PM
http://www.stoacademy.com/tools/skil...ild=trythis2_0 You can try this,vost you about 5-6 million for everything,and you will get some pretty solid DPS
Captain
Join Date: Jun 2012
Posts: 2,561
# 4
04-02-2013, 03:50 AM
http://skillplanner.stoacademy.com/?...patrolesc111_0

once you have unlocked the romulan rep tot he point where you can buy the zero point energy conduit, do so.
personally i think PVE does not need neutronium alloy consoles, since normal energy fire won't kill you or shouldn't penetrate your shield to the point of losing a facing if you use 2x EPtS and RSP and TSS combined with tac team on rotation.
The only weapon capable of doing dmg are torpedos from...and the monotanium is perfect for that.
Further a turnrate increase is not necessary in PVE, most of the time you will find yourself standing still, or moving slowly to keep your guns on target all the time.

your goal should be to get engines and shield from adapted maco (the KHG set for feds) or the original maco...MKII is not really necessary.

before you can get all this stuff, go for a coveriant shield from the exchange...with plasma resistance. and a deflector that buffs shield emitters, structural integrity, shield systems, ... i think positron deflectors have those stats. the jem'hadar engine is excellent, increases slightly your weapon power. There is also a rare engine from a mission (gateway something) that is excellent to level...also buffs weapon power.
Go pro or go home
Ensign
Join Date: Aug 2012
Posts: 9
# 5
04-02-2013, 08:57 AM
Thanks for all the advice guys. You have given me a lot ot think about.

Now to research and get cracking on marks and dilithium
Captain
Join Date: Jun 2012
Posts: 639
# 6
04-02-2013, 09:21 AM
Quote:
Originally Posted by szerontzur View Post
"Working towards PVE" is a bit vague, but given that you're going escort, I presume you're wanting a status quo cannon escort.

Boffs:
-Get a second Tactical Team 1. (You'll be alternating them primarily for tanking, but the extra damage will be nice as well.)
-Swap out your Engineering Team II for Reverse Shield Polarity. (Use it when you really start getting hammered. When combined with Brace for Impact, you'll be a VERY tough nut to crack.)
-Get some Hazard Emitters. (Plasma Fire is simply too dangerous to not have it. Elite cubes will eat you alive.) You've got some options to replace polarize hull and pick up Attack Pattern Omega, or just replace Science Team(Science Team really isn't that helpful for PVE now that Engineering Team clears Viral Matrix).

Consoles:
-Don't mix your tactical consoles, go full energy weapon/disruptor. (DHC escorts are all about how hard your cannons hit.)
-You'll get more mileage out of a science shield capacity module instead of the biofunction.

Weapons:
-Obviously, try to get some XI's and XII's of the same damage type as you're able. XI's are usually pretty cheap, while the XII's tend to be a larger investment.
-Two Turrets is pretty standard issue, but drop the aft array for mines or a torp. (Chronitons or Tractor mines will help hold things for you to pummel them. Tricobalts are a great way to end an attack run/finish off a cube. Quantums or Photons are good general damage.)


Overall, there are three main weapon setups for escorts.
4xDHC front, 2xTurret, 1xMine aft - gives you a lot of buff/debuff flexibility, although it's more of a 5 tactical console setup.
3xDHC, 1xTorp front, 2xTurret, 1xMine/Torp aft - quite flexible and powerful, probably the most common setup.
1xDBB, 2xDHC, 1xTorp front, 2xTurret front, 1xMine/Torp aft - designed to take advantage of Beam Overload 3 to crack a shield facing just before sinking a torpedo into an exposed hull, it's really technical and doesn't have a lot of BOFF flexibility.

All that said, learning how to use the ship and the quirks of power levels and resistances will do far, far more for your performance than gear will.
This is exactly when I would also recommend.

The science shield console is the Field Generators, they increase your shields strength - the more the better. It's probably cheapest to buy them at Earth Space Dock for 11K+ Dilithium for Mk XI Blues, where the ships are.

I recommend a Tricobalt Mine in back with Dispersal Pattern Beta III. This packs a big punch! Another good one is the Breen Transphasic Cluster, it's a torpedo the drops a bunch of mines next to the target... and BAM! - this is a mission reward (search Stowiki.org for Episode Replay to see which Episode that has this one.).

Enjoy!
Are you sure it isn't time for a "colourful metaphor"? --Spock in 'The Voyage Home'

Star Trek Battles Channel - STO... The way it was meant to be played!
Starfleet Veteran
Join Date: Jun 2012
Posts: 126
# 7
04-03-2013, 01:56 AM
I'd say to run the reputation systems, some the gear from those is quite nice. Join a fleet, they can help you gear up fast and help you build your character. Look me in game, I can help with your build and invite you to my fleet.
"Live Long and Prosper but always carry a fully charged phaser, just in case!". Arrr'ow

Co-Leader of Serenity's Grasp
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