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Fleet Patrol Escort Build

crm14916crm14916 Member Posts: 1,516 Arc User
edited February 2015 in Federation Discussion
Hey all... Got myself a Fleet Patrol Escort Refit and put some stuff together on her last night. My main question would be the boff seating. I like what I have, but am open to suggestions, especially with the only Eng seat on her.

http://skillplanner.stoacademy.com/?build=crm14916fleetpatrolescort_5163

Otherwise, skills and all are there... Let me know if you see any glaring weaknesses I may have missed!

Thanks!
CM
"Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
Post edited by crm14916 on

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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2015
    It could use some streamlining but it's not bad... With regard to said streamlining, I would refer you to:-

    http://www.kaysvaultofstuff.com/mixed-single-torpedo-tempest.html
    http://www.kaysvaultofstuff.com/single-target-single-torpedo-tempest.html
    http://www.kaysvaultofstuff.com/multi-target-single-torpedo-tempest.html

    The four things that really stand out to me are:-
    1: You're running phasers but not using the set that boosts phaser damage.
    2: You're using an omni beam on what is otherwise a DHC setup (and wasting a boff ability on FAW)
    3: You're using a transphasic torp, using a torp is fine but transphasics become the worst torps as soon as a target's shields drop.
    4: TT2, there is literally no point to using TT2 over TT1, the only use for TT at all (sans doffs) is to move shields around which all levels of TT do at the same rate and with doffs the buff to attack patterns is set by the doff, not the level of TT so again there is no benefit from TT2 over TT1.

    In terms of recommendations, Attack Pattern Beta and Omega don't cycle, using two APBs results in much better performance, I would use EPtS3 and EPtW1 if you want a hull heal as this opens a slot of Aux2SIF1 which heals slightly less than ET but has a longer lasting resistance effect.
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    crm14916crm14916 Member Posts: 1,516 Arc User
    edited February 2015
    Thank you for your response!

    To respond to the points of interest:
    1. The only set I know of that boosts phaser damage is the Counter Command Ordnance 2-Piece bonus, which is only an added 7.5%, but it is there with the Hydrodynamics Compensator and the Bio-Mol Turret in the back... Is there another? I will gladly work to add it...
    2. The choice to go with the omni beam was that it had higher overall dmg than the optional turret but still has the 360 firing arc... Would you suggest replacing it with a turret? What would be the benefit?
    3. I'm one of those nut-jobs that insists on having a torp of some kind. The Breen 2-Piece is designed to boost the overall torp dmg with it, along with one XII VR Transphasic Compressor...
    4. Sweet, I'll move the TT2 to a TT1 and find something useful for the freed up spot. Any suggestions? A Cannon Volley, perhaps?

    As for the APB recommendation, just a question for clarification: Do the APBs have to be different levels, or can they be the same level? To their bonuses stack when activated?

    Thank you for the suggestions! Would love to have a discussion...
    CM
    "Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2015
    crm14916 wrote: »
    To respond to the points of interest:
    1. The only set I know of that boosts phaser damage is the Counter Command Ordnance 2-Piece bonus, which is only an added 7.5%, but it is there with the Hydrodynamics Compensator and the Bio-Mol Turret in the back... Is there another? I will gladly work to add it...

    It says on the page it's a standard bio-mol rather than the heavy one from the rep, if this is so then that would be the bonus I was referring to :)
    2. The choice to go with the omni beam was that it had higher overall dmg than the optional turret but still has the 360 firing arc... Would you suggest replacing it with a turret? What would be the benefit?

    The benefit of swapping the beam for a turret is that you save a boff slot for one, for two the turret drains less power and for three turrets benefit from cannon abilities so if you run two copies of a cannon ability (such as rapid fire) you'll get more out of the turret than you would out of the beam with single FAW.
    3. I'm one of those nut-jobs that insists on having a torp of some kind. The Breen 2-Piece is designed to boost the overall torp dmg with it, along with one XII VR Transphasic Compressor...

    I use torps on my escort, I like having the rep bio-mol photon on the front and the grav one the back with the console from that set as the bonuses from the sets come together to create stupid damage numbers (for example 40k+ from the enhanced bio photon in high yield)
    4. Sweet, I'll move the TT2 to a TT1 and find something useful for the freed up spot. Any suggestions? A Cannon Volley, perhaps?

    Cannon scatter volley would give higher dps values but rapid fire would give better kill times.
    As for the APB recommendation, just a question for clarification: Do the APBs have to be different levels, or can they be the same level? To their bonuses stack when activated?

    Thank you for the suggestions! Would love to have a discussion...
    CM

    APB is APB is APB as far as cooldowns are concerned, I like to use two copies of the same level as it gives me some predictability in terms of damage output.
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