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The STF Escort Build Thread

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    bringram wrote: »
    I've heard don't stay still, but I've never heard don't stay in reverse. Where does that come from?

    The power drain he mentioned - after being in reverse for a bit, you'll start to get a -1 to all power levels every second, with a max of -25.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    bringram wrote: »
    I've heard don't stay still, but I've never heard don't stay in reverse. Where does that come from?

    Patch notes excerpt from Jan 21st, 2010:

    http://www.warcry.com/news/view/97653-Star-Trek-Online-Patch-Notes-Released

    Skills, Powers, and Combat

    Improved ground combat balance. Easier at earlier levels, and more balanced at higher levels.
    Letheans - When purchasing the Telekinetic trait, Letheans received an old passive version of the trait that is no longer in use. Fixed so that they now receive the activated knockback ground ability. This will effect old and new characters.

    ...

    Reduced duration and recharge of Photonic Officer. Added duration to Tactical Initiative, which now reduces recharge on tactical bridge officer powers only.
    If you put your ship in reverse for more than 10 seconds, you will start so slowly drain power from all systems.
    Improved the damage improvement per level of activated traits.
    Generic Pacify - Added 10% Expose chance. Added hold resistance on expiration (was missing from this power).

    ...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Good to know. I sometimes fly in reverse during the Cure. I guess I need to quit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    really nice post, learned a lot but a few questions.
    when talking about 3xDHC +1x Launcher vs 4xDHC you only talk about DPS. But shouldn't we take into account that enegy weapons are better for shields and torpedos are better Hull damage? And in STF you're often firing on things without shields or probes where shields are done with the first volley. Especially when the clock is running.

    And for waepon choice.
    I often read that Anti Protons are the best. But the differences are really small right? I have 3,4% crit chance for my ship + 2% on the weapons. Quite possible I missed something but with 5,4% Anti-Proton will do around 1% more damage in general (20% more damage when it crits but only around every 20th hit will crit).
    So first if you go for Anti Proton you have to get as much crit as possible . Second with such a small bonus maybe other weapons are better. How much damage do you get from the 10% debuff from Disruptors? The Debuff helps all players firing on the target right? And how effective is the Subsystem Disabling proc from Phasers? Could imagine it could be really useful in PVP.

    For flying backwards. Never noticed that, thx. Though if it means you can fire on all 2/3 targets at ones without getting damage from cube/gate maybe flying backwards is still a good choice for a while.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    micha1x2 wrote:
    really nice post, learned a lot but a few questions.
    when talking about 3xDHC +1x Launcher vs 4xDHC you only talk about DPS. But shouldn't we take into account that enegy weapons are better for shields and torpedos are better Hull damage? And in STF you're often firing on things without shields or probes where shields are done with the first volley. Especially when the clock is running.

    And for waepon choice.
    I often read that Anti Protons are the best. But the differences are really small right? I have 3,4% crit chance for my ship + 2% on the weapons. Quite possible I missed something but with 5,4% Anti-Proton will do around 1% more damage in general (20% more damage when it crits but only around every 20th hit will crit).
    So first if you go for Anti Proton you have to get as much crit as possible . Second with such a small bonus maybe other weapons are better. How much damage do you get from the 10% debuff from Disruptors? The Debuff helps all players firing on the target right? And how effective is the Subsystem Disabling proc from Phasers? Could imagine it could be really useful in PVP.

    For flying backwards. Never noticed that, thx. Though if it means you can fire on all 2/3 targets at ones without getting damage from cube/gate maybe flying backwards is still a good choice for a while.

    The main reason folks say that APs are the best is because their special ability is always on, it's passive, it's not a random chance proc. Using AP you will get higher crit chance and bigger crits. The phaser proc of disabling a random subsystem can be very powerful as well, but when they fix the hybrid weapons bug, AP will be back on top as the DPS weapon of choice. If you fly in a fleet consider that it would be optimal if someone was providing the disruptor proc, if nobody is, mayb ehtat could be you :)

    As for flying backwards, it should only be done by cruiser captains to turn faster, there is no reason for an escort to do it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    1) You can no longer use 2x Field Generators.
    2) Because you can get enough resists to hang on long enough to GTFO, fire off Reverse Shield Polarity or other emergency heals, get heals from other vessels, or similar (plus, think about what hanging on at 20% hull or so with full shields does for Go Down Fighting ^^). Besides, there's really not too much else useful that goes in there, aside from the Universal Consoles and an EPS mayhaps.
    Enjoy them while they last, as they're getting fixed soon. Still, it's nice doing giant piles of DPS more than Mk 12 guns with a mission reward that doesn't rely on sacrifices to the RNG to get :)

    1. Thanks, I found the notes where these were made to not stack.
    2. I'm carrying 2x 3.5 weapon power and 1 3.5 shield power engineering consoles. That's why I was asking, these hull resist consoles have a lower "want" value for me.

    Hybrid nerf (fix): TRIBBLE TRIBBLE TRIBBLE. Now I have to find other weapons...
    And for waepon choice.
    I often read that Anti Protons are the best. But the differences are really small right? I have 3,4% crit chance for my ship + 2% on the weapons. Quite possible I missed something but with 5,4% Anti-Proton will do around 1% more damage in general (20% more damage when it crits but only around every 20th hit will crit).
    So first if you go for Anti Proton you have to get as much crit as possible . Second with such a small bonus maybe other weapons are better. How much damage do you get from the 10% debuff from Disruptors? The Debuff helps all players firing on the target right? And how effective is the Subsystem Disabling proc from Phasers? Could imagine it could be really useful in PVP.

    Phaser disabling proc is probably good in PVP. It only lasts 5 seconds though. I have rarely seen it taking effect in PVE, but it does work on NPCs too.
    Antiproton doesn't have a proc, it only has added critical damage. Damage, not chance to crit.
    Disruptor proc is probably the best in the game. That's a flat 10% damage increase for everything that hits the target. Everything, from everyone. If there was friendly fire, that would get 10% bonus damage too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I was able to do some testing tonight on AP vs Plasma Disruptor here's what I got. The numbers are from a combat parser during the assimilated carrier battle in Cure. I run torpedo spread I, two cannon scatter volley II and alternate between attack pattern delta I and attack pattern omega III. I use a quantum torpedo [borg] and 4 Mk XI energy specific tac consoles. Range less than or equal to 5k.

    With 3 MK XII AP DHC [borg] & 3 AP MK XI [borg] turrets= 3686 DPS
    3 MK XI Plasma Disruptor DHC, 3 Mk XI disruptor turrets= 3154 DPS

    I could dig up my Mk XI AP DHCs but so far this tells me that a set of plasma disruptors would be a cheap and easy way to do competitive DPS until you start doing Elites and can get a set of Mk XII APs.

    What do you guys think?

    edited because I was apparently sleep typing last night. The turrets are disruptor not plasma-disruptor.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    So,I've been following this build on my escort(MVAM),with a few modifications.

    Fore 3xMK XI AP DHC(one from craft and other two borg)1xMKXIIQauntum Laucher[BORG]
    Aft 2xMkX AP Turret 1xMk XI Quantum

    Borg Deflector and Engines,Aegis Shield(I am saving up for MACO MkXI)

    Shield and Auxiliary Batteries.

    BOFF Abilities are like in the build.

    Console:
    Eng:EPS,Electroceramic(a Very Rare MkX with 35 resist)
    Sci:Anti-Matter Spread,Field Gen(35%),Borg Console
    Tac:3xAntiproton Mag Regulator MkXI(26%) 1x Zero-Point Quantum Chamer MkXI(26%)

    So the problem is I die too fast,my shields drop too fast when I don't use the TT+RSF combo(which works wonders) my hull heals don't help either,so what should I do? Add more Armor Consoles,put a polarize the hull??

    my skills table if the problem is there:
    http://www.stoacademy.com/tools/skillplanner/index.php?build=TacMVAM3_0

    Is the Subspace Field Modulator that important?

    What I'd like to be able to do:
    Take a few hits from a Raptor without Shields going to Red(I don't take more damage because I kill them first)
    Take a few hits from a sphere without hull dropping to llike 70~60%(Not that common but happens)

    As a last one, I've got a MK XII Req what should I get?

    Note:Most of these happen on Elite, I know it's not supposed to be like the rest of the PVE but that was getting ridiculous.

    Thanks in Advance
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    bringram wrote: »
    I was able to do some testing tonight on AP vs Plasma Disruptor here's what I got. The numbers are from a combat parser during the assimilated carrier battle in Cure. I run torpedo spread I, two cannon scatter volley II and alternate between attack pattern delta I and attack pattern omega III. I use a quantum torpedo [borg] and 4 Mk XI energy specific tac consoles. Range less than or equal to 5k.

    With 3 MK XII AP DHC [borg] & 3 AP MK XI [borg] turrets= 3686 DPS
    3 MK XI Plasma Disruptor DHC, 3 Mk XI plasma disruptor turrets= 3154 DPS

    I could dig up my Mk XI AP DHCs but so far this tells me that a set of plasma disruptors would be a cheap and easy way to do competitive DPS until you start doing Elites and can get a set of Mk XII APs.

    What do you guys think?

    Is this after the "fix" to the hybrids or before? They are losing their secret dmgx10 modified in the newest patch.
    And where did you get plasma-disruptor turrets??????
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I think as an escort you shouldn't do hull tanking, look that your shields don't go to 0.
    2 tac teams and at least 3 shield skills and have a shields battery rdy at least that works for me.
    My defiant can tank quite well, can tank and solo kill the normal cube in khitomer elite.
    Only things harder are scimitar and tac cube. There it's better to avoid full damage.

    For proc vs crit, proc chance is 2,5%, crit chance 5 or a little higher. Not that much of a difference. So either phaser or disruptor for me.
    But is it really 10% more damage with disruptors? Some where discussing it in the channel and some where saying brings only 1% real dps more, some where saying depends if the enemy has resistances etc. No real answer.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    kellar21 wrote:
    Is the Subspace Field Modulator that important?

    +34 All Energy Damage resistance for 15 sec
    -400 Proton Damage resistance for 15 sec
    +15% Defense for 15 sec

    I never leave spacedock without this baby. It's trivial to get and very helpful.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    bringram wrote: »
    Good to know. I sometimes fly in reverse during the Cure. I guess I need to quit.

    You don't need to run it indefinitely, you can hover in position by going forwards and then backwards repeatedly.

    Just don't remain in reverse for an extended time.
    aashenfox wrote:
    As for flying backwards, it should only be done by cruiser captains to turn faster, there is no reason for an escort to do it.

    I find reverse helps me maximize usages of CSV and even CRF on targets that are very close.

    I like to keep my enemies close to maximize the damage from my Cannons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    bringram wrote: »
    Good to know. I sometimes fly in reverse during the Cure. I guess I need to quit.

    You don't have to, just tap the reverse button/macro twice, which quickly stops, then puts the ship in reverse again, restarting the 10 second timer.

    It was a stupid restriction to put in, in the first place.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    aashenfox wrote:
    AP will be back on top as the DPS weapon of choice. If you fly in a fleet consider that it would be optimal if someone was providing the disruptor proc, if nobody is, mayb ehtat could be you :)
    4x Mk Xi AP [CrTD]x2 [DmG] @ +70% Crit severity still parse higher for me than the Mk Xii AP [Borg] DHC's.

    However the normal AP dual cannons +[Borg] at very close range can parse some impressive numbers due to additional chance's to proc.

    Dual heavy cannons shoot less but do more damage per shot.
    Because of the lower number of shots being fired the [Borg] 7.5% chance to do 1000 radiation damage is almost worthless. +70% crit severity far outweighs the 7.5% chance to borg proc when running DHC's. ->Especially when stacking tactical buffs.
    aashenfox wrote:
    As for flying backwards, it should only be done by cruiser captains to turn faster, there is no reason for an escort to do it.
    Reverse is an escort/bops best friend. If you're flying in circles you're wasting half your dps.
    You don't need to run it indefinitely, you can hover in position by going forwards and then backwards repeatedly.
    Just don't remain in reverse for an extended time.

    I find reverse helps me maximize usages of CSV and even CRF on targets that are very close.
    I like to keep my enemies close to maximize the damage from my Cannons.
    This^^
    micha1x2 wrote:
    For proc vs crit, proc chance is 2,5%, crit chance 5 or a little higher. Not that much of a difference. So either phaser or disruptor for me.
    Anti proton proc has 0 Crit chance. ->Its crit severity only. Eg. when you crit the crits are bigger.
    bringram wrote: »
    With 3 MK XII AP DHC [borg] & 3 AP MK XI [borg] turrets= 3686 DPS
    3 MK XI Plasma Disruptor DHC, 3 Mk XI plasma disruptor turrets= 3154 DPS
    What do you guys think?
    Try parsing a 4x DHC 3x Turret setup.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    It's sad, I know, but despite playing for nearly 2 years, I had no idea energy weapons were less effective at long range, lol.

    I always wondered why ships got so up close and personal with the borg during stf's, I guess now I know. ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    How bad did the "fixing" of the Disruptor-Plasma Hybrids render these rare STO gems?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    JCSWW wrote: »
    How bad did the "fixing" of the Disruptor-Plasma Hybrids render these rare STO gems?

    563 damage (375 DPS) for the Mk XI DHC
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I'm still incredibly confused as to what I should get for my Prototype Borg Salvage. Should I get Antiproton DHC's or DC's? Are these viable weapons for PvP?

    I'm honestly not sure! Can you guys provide any insight towards this question? Browsing around, I see a lot of people say that DHC's are better, but there are still quite a few people who swear by DC's.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    About the reverse energy drain:

    Just don't use it a long time. I usually get close to a target then hit reverse and then forward 1/4, then back to reverse and so forth going back and forth. It keeps the defensive resist up while keeping damage at maximum and keeps you from having the reverse energy drain.

    FYI, the reverse energy drain takes a few seconds to start happening, its not instantaneous.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    AdamPD wrote: »
    I always wondered why ships got so up close and personal with the borg during stf's, I guess now I know. ;)


    Escorts on the gate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    difens wrote: »
    Is this after the "fix" to the hybrids or before? They are losing their secret dmgx10 modified in the newest patch.
    And where did you get plasma-disruptor turrets??????

    Bad tired typing, they're straight up disruptor turrets from the DIL store. I did the testing on holodeck last night. I don't know when the newest patch posted, but I had thought it already had. If not, then the time I've spent over the past couple of days was a waste of time. :(

    Edited to add: according to the release notes I am currently downloading the dmgx10 fix. I will rerun the test with the fix in as well as run it with Mk XI AP gear in an hour or so. Stay tuned. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Has anyone tried this layout?

    Fore weapons - 4 Rapid reload transphasic torpedoes
    Aft weapons - 3 Anti proton turrets (Mk XI borg ones)
    Tactical slots - 4 26% transphasic damage increase consoles (Forget the star trekky name)

    Breen deflector + Breen super cooled impulse drive, which gives you +30? to transphasic weapons

    I'm wonder how that would fare against the borg STF space missions, given that the generators, gate and nanite gens, don't have shields

    I "think" the rapid reloaders don't have shared cooldown, so potentially you'd be firing 4 torpedoes or more, at once? (feel free to correct me if I'm wrong heh)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I am seeing an increase in DPS with the plasma disruptor DHC after the patch. Not sure what is going on.
    Last night I was getting just over 3100. Tonight I've done two runs and I've gotten 5,399 and 6456. The only thing I'm not sure of is range. Tonight I've done it just inside 4k. Last night I was doing it from 4k-5k. I knew that cannons do better at shorter range but I didn't think they could make that much of a difference.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    bringram wrote: »
    I am seeing an increase in DPS with the plasma disruptor DHC after the patch. Not sure what is going on.
    Last night I was getting just over 3100. Tonight I've done two runs and I've gotten 5,399 and 6456. The only thing I'm not sure of is range. Tonight I've done it just inside 4k. Last night I was doing it from 4k-5k. I knew that cannons do better at shorter range but I didn't think they could make that much of a difference.

    Google to the rescue again!

    Perhaps this will help (with graphs even):

    http://theenginescannaetakeit.wordpress.com/articles-3/weapon-ranges/

    Allowing for a margin of error in the data, then, it appears that beam weapons do maximum damage up to 1km, and then start to drop by around 4% damage per km, down to about 65% damage at 10km.

    ...

    Once again allowing for a margin of error in the data, it appears that cannon weapons do maximum damage up to 2km then start to drop by around 8% damage per km, down to about 35% damage at 10km.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012

    Your link goes to super redbellies feeding.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Asakara wrote:
    Google to the rescue again!

    Perhaps this will help (with graphs even):

    http://theenginescannaetakeit.wordpress.com/articles-3/weapon-ranges/

    Allowing for a margin of error in the data, then, it appears that beam weapons do maximum damage up to 1km, and then start to drop by around 4% damage per km, down to about 65% damage at 10km.

    ...

    Once again allowing for a margin of error in the data, it appears that cannon weapons do maximum damage up to 2km then start to drop by around 8% damage per km, down to about 35% damage at 10km.

    Thanks for the link. I knew range had some effect on DPS, but I didn't have hard numbers and didn't realize it was that much difference. I was looking at my notes from last night. IIRC the max range I was at was 5k. But, I wasn't paying as close attention to it as I have been tonight. Since I didn't take detailed notes on my range I can't be sure what the difference is on the DPS on the Plasma disruptors after the patch.

    I've got fairly good numbers on max DPS for a set of Mk XI AP gear. I'm going to try to get good numbers on what the plasma disruptor numbers are after the cooldown.

    Previously I said that I thought the plasma disruptor set was the best, low cost, set until you could get the STF gear. I think that still holds true. Is anybody else digging around with these numbers?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    The Hybrids are now just normal MK XI Disruptor canons, but with +7.5% accuracy (basically [acc] x 0.75) and the Plasma proc as well.

    So ya, they suck now. Better off with a Purple MK XI anything else.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    kostamojen wrote: »
    The Hybrids are now just normal MK XI Disruptor canons, but with +7.5% accuracy (basically [acc] x 0.75) and the Plasma proc as well.

    So ya, they suck now. Better off with a Purple MK XI anything else.

    edited.
    I wouldn't say they suck. After all is said and done they do about 75% of the damage that my AP set does.
    Considering how easy they are to get, I would say they are a good choice until you can get a set of purple Mk XI.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    bringram wrote: »
    I am seeing an increase in DPS with the plasma disruptor DHC after the patch. Not sure what is going on.
    Last night I was getting just over 3100. Tonight I've done two runs and I've gotten 5,399 and 6456. The only thing I'm not sure of is range. Tonight I've done it just inside 4k. Last night I was doing it from 4k-5k. I knew that cannons do better at shorter range but I didn't think they could make that much of a difference.
    It could be a mix of range and other players using debuffs.
    I've seen some ridiculously high parses after running with a group where almost everyone was debuffing the TRIBBLE out of everything. It turns my DHC's/turrets into jesus on wheels lol...

    You might wanna checkout this program: Starship WeaponsCalculator
    http://forums.startrekonline.com/showthread.php?t=236545
    Its got a distance calculator that from what I can tell is fairly accurate. As well as some other pretty cool features.

    In elite pug stf's debuffing is often more helpful than self dmg buffs. Debuffing a target that's being focus fired helps the entire team.
    Plus in pugs where half the team is usually buffless beam boats helping them all do more damage is far more helpful than the short burst of +25% dmg omega gives you as a single player.

    Venturion wrote:
    I'm still incredibly confused as to what I should get for my Prototype Borg Salvage. Should I get Antiproton DHC's or DC's? Are these viable weapons for PvP?
    I'm honestly not sure! Can you guys provide any insight towards this question? Browsing around, I see a lot of people say that DHC's are better, but there are still quite a few people who swear by DC's.
    Slightly OT:
    As far as I know none of the [Borg] procs do anything in pvp. And for the most part in pvp you wanna shoot for massive burst damage which the DHC's do very well.

    Back OT:
    Personally I still use the Mk xi AP DHC [crtd]x2 [dmg] for both pvp and pve.
    Imo in stf's getting 10k+ crits on a regular basis > 7.5% chance to do 1k radiation damage on a weapon that hardly shoots enough to proc.
    But keep in mind I'm using 4x DHC's/all turrets. I run 0 torps. ->Increases the chance for big nasty +70% severity cannon crits.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    vizmu wrote: »

    Back OT:
    Personally I still use the Mk xi AP DHC [crtd]x2 [dmg] for both pvp and pve.
    Imo in stf's getting 10k+ crits on a regular basis > 7.5% chance to do 1k radiation damage on a weapon that hardly shoots enough to proc.
    But keep in mind I'm using 4x DHC's/all turrets. I run 0 torps. ->Increases the chance for big nasty +70% severity cannon crits.

    What ship are you using? I've toyed with the idea of a cannon boat. I tried it for a short while. But, I'm in a Defiant-R. If I don't have a torpedo launcher I've got a tac ensign sitting on his hands.
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