I have been having major success with this build, so I've decided to share it. Surely, many of the aspects of this build have probably been fleshed out by others, but here is my interpretation of the STO Advanced Escort. Nut'n'too'fancy.
I will be providing my perspective of the Advanced Escort from the point of view of a Tactical Captain who prefers Elite Space STFs and the occasional PVP.
This build has a few points of emphasis, each leaning towards very high single target DPS/Burst DPS.
- A continuous barrage of Quantum Torpedoes, more-so than normally possible prior to the Duty Officer system.
- The ability to use Beam Overload III without severely hindering weapons power.
- The inclusion of Cannon Rapid Fire, to increase single target DPS.
Many people prefer to build their escorts either Cannon heavy or Beam heavy. With this build, I prefer to include the best aspects of all weapon types thereby allowing a more robust use of current BOFF and DOFF abilities.
First off here is my skill build as seen on stoacademy.com:
http://www.stoacademy.com/tools/skillplanner/index.php?build=ZAEbuild_0OR
This is an alternate build that could increase DPS:
http://www.stoacademy.com/tools/skillplanner/index.php?build=ZAEBUILD2_0
Take my skill build as you will and edit it to fit your play-style. The real meat of this build comes from the BOFF setup, DOFF setup, and Weapons Loadout.
This build relies heavily on the Federation Duty Officer named Ten of Ten - Projectile Weapons Officer x 3 (Obtained with 40 Encrypted Data Chips each from Roxy on DS9,) or any other purple quality Projectile Weapons Officer x3. Each of these officers allows for a twenty percent chance at passively activating their ability:
20% chance: Improve Torpedo recharge time by 5 sec
I will explain more after the Weapons/Equipment Loadout and BOFF Layout. (BOFF Layout can also be viewed on the stoacademy.com link above.) Lower quality DOFFs will suffice, but are not optimal imo.
Weapon Loadout FORE: Quantum Torpedo Launcher MK XII x 2,
Antiproton Dual Cannons MK XII,
Dual Antiproton Beam Bank MK XII Weapon Loadout AFT: Antiproton Turret MK XII x 4
ORWeapon Loadout FORE: Quantum Torpedo Launcher MK XII x 2,
Antiproton Dual Cannons MK XII x 2
Weapon Loadout AFT: Antiproton Turret MK XII x 4
Deflector: Assimilated Graviton Deflector Array (or preferred set.)
Engines: Assimilated Subtranswarp EnginesShields: M.A.C.O. Resilient Shield ArrayEngineering Consoles: Neutronium Alloy Mk XI,
Plasma Distribution Manifold MK XI (or preferred consoles.)
Science Consoles: Assimilated Module,
Multi-Vector Assault Module,
Field Generator MK XITactical Consoles: Zero Point Quantum Chamber MK XI x 2,
Antiproton Mag Regulator MK XI x 2
BOFF Abilities:Commander Tactical Station - Tactical Team I, Cannon Rapid Fire I, Beam Overload III, Attack Pattern Omega III
Lt. Commander Tactical Station - Tactical Team I, Attack Pattern Beta I, Torpedo High Yield III
ORCommander Tactical Station - Tactical Team I, Cannon Rapid Fire I, Torpedo High Yield III, Attack Pattern Omega III
Lt. Commander Tactical Station - Tactical Team I, Attack Pattern Beta I, Torpedo High Yield III
Lieutenant Science Station - Polarize Hull I, Transfer Shield Strength II
Ensign Science Station - Hazard Emitters I
Lieutenant Engineering Station - Emergency Power to Weapons I, Emergency Power to Shields II
Notes on this build/How to use:
The reasons why this Weapon Loadout and BOFF Layout are designed as such are rather simple. I will try to explain.
The combination of two
Quantum Torpedo Launcher MK XII, Torpedo High Yield III, and three actively equipped versions of a Very Rare Projectile Weapons Duty Officer almost guarantee a virtually continuous stream of Quantum Torpedoes at your target. This is huge in Elite STFs, specifically Khitomer Accord and Infected Space Elite because of the high amount of sustained hull damage output that this setup provides.
Overall damage output vs hull is quite impressive. I recently out-DPSed two Escorts in a KA Space Elite. I downed both Cubes and Transformers on my side, and got my gate down before their combined efforts could do the same on their side. This is sort of a bench-mark to tell me that this build is doing some serious damage. Faster kills = more optionals completed.
To proc your Torpedoes effectively, simply wait until one Torpedo fires, then use your Torpedo High Yield III ability. When the next Torpedo fires, the four Torpedoes from High Yield III will easily proc AT LEAST two of your Projectile Weapons Duty Officers. This means that the cooldown on your Torpedoes has just been reset and you're ready to fire another two Torpedoes, immediately, which will themselves likely proc at least two of your Duty Officer's abilities yet again. The end-effect is a stream of Quantum Torpedoes, one every approximately one and a half to two seconds, unless you're unlucky.
Proper use of Beam Overload III is important in order to keep DPS numbers up. In normal rotation with this build, one should always pop Emergency Power to Weapons (or a Weapons Battery,) before using Beam Overload. This allows sufficient remaining power to fire all Turrets and the fore Dual Cannons (even while running Cannon Rapid Fire.)
Be sure to use at least Tactical Team + Attack Pattern Beta before using Beam Overload III on a target as well. This will ensure that your weapons energy goes to greatest use each time you fire your Overload. Oh, and only use it against an unshielded target for the best effect.
Cannon Rapid Fire I is used simply to assist in dropping a target's shields. The reason I incorporated Dual Cannons instead of Dual Heavy Cannons is because Dual Cannons are more apt at taking out shields since they fire more rounds per burst than Dual Heavy Cannons. After all, all those torpedoes won't do much to shields, even though they still hit shields relatively hard for a single hit. A debuff or two, the four aft Turrets, and the single fore Dual Cannons along with Cannon Rapid Fire should be more than enough to take down a target's shields and allow you to slip in some Torpedoes and/or a Beam Overload.
The Borg three-piece bonus is simply amazing. I have incorporated it because iirc it's about once every 45 seconds to proc each effect. It's just very nice and it works very well for me. The M.A.C.O. shields are just nifty as well. The Deflector, Engines, and Shields can be swapped for whatever desired setup.
Hazard Emitters is useful for removing Hazard Debuffs and applying hull regen/hull resist.
Polarize Hull and Attack Pattern Omega are used to break free from pesky Borg, or other, Tractor Beams, and to provide additional defenses when needed.
Emergency Power to Shields and Transfer Shield Strength are rather self-explanatory, I believe.
And, of course, you gotta have Tactical Teams available, so I've added two.
Power settings should be applied with common-sense. Alternate power modes might be useful when Emergency Power to Weapons is activated, or when the M.A.C.O. shields are providing back-up power, but that depends on your tastes.
If you can't get your hands on Beam Overload III, then simply equip Attack Pattern Beta II and Beam Overload II instead. Essentially swapping those abilities on their respective BOFFs.
Another swap that I enjoy making is Torpedo High Yield III for Torpedo Spread III. It's good on Infected and The Cure. Swap in spreads as necessary.
Other recommendations: To increase Torpedo DPS, swap out the Dual Beam Bank for a Dual Cannon. Swap out the Beam Overload for another Torpedo High Yield or Torpedo Spread.
Please, take all of the information available here and do with it as you please. The numbers I tend to see are very high, and targets drop relatively quickly. I am firing Quantums at a rate of about one per every one and a half to two seconds. This build appeals to me above all of the others that I have tried.
I hope that you have enjoyed my interpretation of the Advanced Escort, good luck and good hunting.
Edit:
I will be adding two combat logs of my last Infected Space Elite and Khitomer Accord Space Elite.
If you would like to create your own combat log and parse it for comparison, first download the software located here:
http://sourceforge.net/projects/stocombat/ this software requires the Java Run-time Environment.
Then when you are in STO, type /combatlog 1
This will enable combat logging. Once that's complete you need to start the .jar for the Combat Parser and navigate to your Star Trek Online\LIVE\Logs\GameClient\Combatlog.log that's the file that you need to parse.
These were both PUGs so all numbers are SUB Optimal and in a good group will go HIGHER, never lower imo. I got D/Ced during the KA Elite... it wasn't a very good group but here's up until the beginning of Donatra. During Infected Space I used Torpedo Spread III and During Khitomer Accord I used Torpedo High Yield III. That is why the Infected DPS number is slightly higher, I'm guessing. The KA number is more single target.
Rough DPS:
These numbers include damage dealt to shields:
Infected Elite Space PUG: 4,475 OUT-DPS http://www.mediafire.com/?be882dd77s9rrx3Khitomer Accord Space Elite: 4,289 OUT-DPS http://www.mediafire.com/?xsysyl6i7x9a405
Without damage dealt to shields:
Infected Elite Space PUG: 4,027 OUT-DPSKhitomer Accord Space Elite: 3,911 OUT-DPS
Comments
Why mix beam and cannon unless subsystem disabling? The only reason to run beams AND cannons, is if you're performing a specific role in an STF (like subsystem disabling, as part of a predefined role in a fleet operation). If this is not the case, then you should be running all beams or all cannons, and even if you are performing a beam specific role, beam overload has no business on a build that is not 'all beams', as it is a dps loss compared to having (even a second or third) cannon ability. Also, if using quantums, don't bother with high yield, always use spread, except in cases where you want to avoid damaging anything except your primary target. Lastly, running AP Omega AND Polarize hull is a waste of one of them.
I believe your build works because of your quantum firing frequency, not because of anything else in the build. If you wish to continue to use a beam, then at least add 'Beam: Target Shields' to your build (perhaps instead of AP omega, since you have polarise hull), so that your beams and quantums are working together more efficiently (then you can switch to dual heavies instead of duals).
Essentially, if you are going for a shield stripping/quantum bashing build, you could have done several things differently to make it much more effective. Same if you are looking for maximum dps.
Hope I gave you some food for thought, please don't take this as an attack on your build, like I say, as long as you enjoy it and it does decent damage, no problem, I'm very interested to hear your responses if you think I'm missing something.
I have already considered many of the points you've raised and here are the conclusions that I've come to:
The Dual-Beam Array is used to fire a very high damage Beam Overload. It works very well in this build as I have described. It is a DPS boost, due to its' high damage. Using a Dual Beam Array does less DPS than a Dual Cannon would, perhaps, but when you fire your Dual Beam Array and hit for 15-60k damage, it becomes evident that it would take a while for that Dual Cannon to make up for that amount of damage every thirty seconds (or every 15 seconds when Tactical Initiative is running.)
As stated in my OP, I am using a variety of weapons in order to best utilize BOFF abilities. If I were to remove the Beam Array in favor of either any Cannon or any Torpedo Launcher, then I would pigeon-hole myself into choosing only either Cannon or Torpedo abilities. This leaves me only able to use two weapon abilities at once, instead of three with the inclusion of the Dual Beam Array.
Beam Overload can sneak into a downed shield-facing or annihilate a shield facing, your choice. Use as directed in my OP for best effect. (Include Fire On My Mark and Attack Pattern Alpha, and it's even better.)
I often use Torpedo Spread III for Infected and The Cure Space. Torpedo High Yield III does ~20% more damage to a single target than Torpedo Spread III, therefore it's the best all around at annihilating a target, most importantly large stationary ones i.e. Gateways, Generators, and Transformers.
Running Attack Pattern Omega and Polarize Hull allows for situations where you can use Attack Pattern Beta I and still have an ability available to escape from a tractor beam. Without Polarize Hull, there could be situations where you are locked out of a Tractor Beam escape. Also Polarize Hull can be rotated with Hazard Emitters, in order to keep hull resistances up.
Beam Target Shields does not fit into my build since I do not spec into Sensors. Cannon Rapid Fire takes care of shields, or if I must, then Beam Overload will do it.
I hope this sheds light onto my reasoning.
If your over all average dps isn't well over 4k using your cannons/beam/quantum, you need to take a second look at your build. If it is over 4k, post it and be proud of your build.
How do I get an accurate parse? I'll take one later today if I can learn how. I'm sure it will be over 4k, but who knows until I do it, right?
Edit: I have downloaded the parsing software from http://sourceforge.net/projects/stocombat/
I will have a parse up from a PUG Infected and KA Space Elite for view soon.
Edit: Combat Logs are being posted, enjoy.
In game type /combatlog 1
You will find the log file in a folder called logs inside your sto game directory.
happy parsing.
Parses are already up.
Shouldn't the use of Photon torpedoes, which have a faster cooldown per default, make this setup even deadlier, because their RoF will be normally reach the minimum number of 1 volley per second, for something like 5960 dps from the torps alone?
According to STOWiki, quantum torpedos normally need 8.5 seconds for recharging, while photon torpedos merely need 6.5 seconds...
I see what you are thinking here but this is what I've found,
The reason that I use Quantum Torpedoes is because the Projectile Weapons Duty Officer procs will reduce the cooldown of my torpedoes, allowing them to fire on their next lowest possible cooldown. If I were using Photon Torpedoes, my rate of fire would be similar, or only slightly faster, but the amount of damage that each torpedo does is much lower with Photons.
Since I can achieve the highest rate of fire possible for a Torpedo, I choose to use the most devastating Torpedo. I will not suffer from the longer CD.
It really has nothing to do with the firing rate of the Torpedo, since it will be reset to its' lowest possible cooldown when the Duty Officers proc. The reason for Quantums is simply their higher damage per Torpedo.
If you reduce the RoF of a quantum torpedo once (highest probability for that even with three DOffs), you get one volley every 3.5 seconds. With Photons, it is one volley every 1.5 sconds. That means you ROF is now more than twice as high, as opposed to only 30% higher without the DOffs.
Quantums are better as soon as two DOffs are triggered, but each DOff is triggered only with a 20% chance. So, the chance that neither of the three DOffs is triggered after a torpedo shot is 0.8x0.8x0.8=0,512, or 51,2%.
The chance that you trigger only one torp is 3x(0.2x0.8x0.8)=0.384, or 38.4%, and the chance to trigger two of them is 9.6%. The chance to trigger them all three is thus 0.8%. The minium recharge time seems to be 1 second, if I am not mistaken.
Now, this means that with Quantums, you have an average ROF of 8.5x0.512+3.5x0.38.4+1x0.104=5.8 seconds per volley. With Photons, the numbers add up to 4.776 seconds per volley. Taking into account the base damage of 3313 per volley for a Quantum torpedo and 2980 per volley for a Photon torpedo, that's 571 dps for Quantums and dps for 623 for Photons.
I would suggest that if anyone would like to run Photon Torpedoes instead, on this build, then perhaps they should remove one or two of the Projectile Duty Officers.
I run two Quantums so that each one has three chances to reduce Torpedo cooldown. If two Projectile Duty Officers proc with Photons equipped, the second proc goes to waste, whereas when two Projectile Duty Officers proc with Quantums equipped, the second one does actually reduce the cooldown farther. Since when two proc, which happens often, and guaranteed with High Yield or Spread, the cooldown for Quantums is at their lowest possible point, then their greater damage makes them more valuable to me than Photons.
I am a bit confused as to why you spent points on Threat if you are flying an escort.
As even with only MK X AntiProton DHC's X 3 they are all constantly pullin 1500-5500dmg per hit (2-3 Hits per Second, so like 4,500 - 15,000 Damage a Second Variable.
and Running CRF III & CRF II not many ships outlive these 2 volleys that are only 5 seconds apart.
Then Add torp HY III to the Trico i carry on back and that hits for avg of 40,000-180,000 Damage Per Hit.
You only counted chance for 1 launcher. Now take into account that he is using 2 torp launchers and also every 15 sec HY 2 and HY 3
Hmm, I think that you should parse yourself some logs for proof. Sure those numbers are easily possible in normal, but you will not see them on Elite. I have included logs from Elite STF runs.
You're talking about using MK X and such, I can't really take you seriously, I think that you are seeing normal run numbers from underpowered Borg or others?
You're citing non-log parsed numbers from your imagination.
High Yield III every 30 seconds, 15 if I'm using Tactical Initiative.
Thanks,
Threat Control gives a bit more base resists for PVP. In PVE I gain threat regardless because of my damage.
It was a shortcut. What I meant was that 1 sec===>HY 3, 16 sec===> HY 2, 31 sec===>HY 3 etc
I did some math and more or less you time on torpedo is 2,8 sec with two Quantums.
I like your setup. It is unique and has merit.
Why 2 Tac teams instead of a HY 1? HY X & HY Y = HY every 15 seconds when you do not have initiative going (and you just use HY 3 when you do).
What other DOFFs do you use besides 3 Proj Officers?
if you go dule beam bank with all dule heavy cannons its a good thing. 2 copies of beam over load 3 cannon rapid fire 1 omega 3 is a good set up. u need beam over load 3 to kill a shield facing. good luck hitting sheilds with cannons. also ur torps arent going to do anything against sheilds. maybe small damage but not enough to hurt me. over all nice try but i would never recommend this set up for an elite stf. also your tact stations on skill build are not correct. i can see 8 points in everything u need if you dont want 9. but less then 8? also your wep power level setting is way too weak. ur lacking alot of dps. we can do a 1v1 and go at it. my defaint or vector. ill show u why ur build is very weak.
It's possible to swap out an Ensign ability. I prefer two Tac Teams because I love the shield distribution bit of it. Swapping in a High Yield I would increase DPS.
I'm having trouble filling my last two slots with amazing DOFFS, but the other two that I currently use are a Warp Core Engineer and a Shield Distributions Officer.
*Thumbs up* :cool:
That is also a fine setup.
It is quite good at that, and also excellent against hull.
Cannons hit shields just fine, especially with Rapid Fire. The Beam Overload is overkill on most shields.
On Elite my Torpedoes can do about 300-800+ damage to shields each depending on buffs, that is pretty significant for a Torpedo, or any single hit.
This build is not in the perspective of a solo PVPer.
I don't put more than six points in each ability, because the seventh through ninth points only give plus five each.
I have had great success with this build in Elite STF.
This build works well in the current Elite STF environment due to the large amount of Hull on most units, as compared to their shields.
But, there's golden rule in this forum :
if someone posts about X skill/ability is overpowered(or too good at least),
you will see this patch note sooner or later :
"X skill/ability is nerfed by 20% to 5%"
You dont believe me? search forum with RSP, Science Team, Scramble Sensors and check their nerf history. (there are many more!)
I really hope Cryptic would not ruin my torpedo boat(Intrepid Retrofit) this time.
Sorry for my crude english.
If it's not balanced then it should be changed. I am not commenting on any balance, but on my perception of the Advanced Escort. I play it more like a bomber.
I wouldn't exactly call this a Torpedo boat, considering that I only run one High Yield III. As stated I'm trying to use a variety of BOFF abilities, as opposed to stacking a few.
*Waves the nerf bat around carelessly.*