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Rather unusual Tac Escort Refit build

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited September 2012 in Federation Discussion
Ok, so I think some of you might like this one!

VA Tac Escort Refit-

Fore weapons:
3X Heavy Dual Cannons( any type of Borg)
1 Chroniton( any Borg will work)

Rear

2X Beam array( any Borg)
1 Chroniton( any Borg)

Eng Consoles:

1 Monotanium( green or better)
1 Ablative( green or better)
1 Neutronium( green or better)

Science:

Shield Emitter Amplifier
Borg Console

Tactical:

2X consoles of weapon type( ap/disruptor etc...)
1X war head yield
1X torp console of your choice

equipmemnt set

all Borg except MACO shields

BOFFs

Commander Tactical:
Beam Fire at Will 1/ Cannon Rapid Fire 1/ Scatter Volley 2/ Attack Pattern Omega
Lt. Commander Tactical:
Tactical Team One/ AP Beta/Ap Delta
Ensign Tactical:
Torpedo Spread One
Lt. Engineering:
EPS1/EPW2
Lt. Science:
Transfer Shield Stength 1/ Hazard Emitters 2

Captain/ Ship abilities:

Attack Pattern Alpha
Evasive Manuevers
Fire on My Mark
Fleet Support
Ramming Speed
Brace For Impact/Jem'Hadar
Tactical Fleet
Tactical Initiative

Consumables/ batteries

Personal Preference.


I tested this out tonight after piecing this together over the last couple weeks.

With all buffs/abilities enabled, I was getting as high as 25K DPS, base DPS is around 900-1000


The reason I say it is unusual is the weapon/ BOFF ability set up. The weapons are set up to be able to quickly bring down shields, and do as much damage as possible and then keep the damage up by broad siding with the beam arrays. You can also swap one of the forward cannons for a beam array if you want more broadsiding. The torpedos and beam fire at will can take out multiple smaller enemies in a couple hits.



let me know what you think of this build please!
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Why oh why would you want to broad side anything when you have cannons unused.

    Trust me on this when I say my 3 dual heavies and torp with 3 turrets at rear will destroy anything quicker...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    slurmer wrote:
    Why oh why would you want to broad side anything when you have cannons unused.

    Trust me on this when I say my 3 dual heavies and torp with 3 turrets at rear will destroy anything quicker...

    I like keep the damage going until I can turn around and fire the DHC's again( the turrets don't have as much damage as the arrays IMO, so I like to keep on them until I can cool down the cannon abilities again. Sorry broadside was the wrong word to use... It is 5am here, LOL...:rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I like keep the damage going until I can turn around and fire the DHC's again( the turrets don't have as much damage as the arrays IMO, so I like to keep on them until I can cool down the cannon abilities again. Sorry broadside was the wrong word to use... It is 5am here, LOL...:rolleyes:

    Hmm I dunno about that; having 3 DHC's firing forward and 3 turrets also firing forward at the same time is highly, highly effective - can burn through borg ships in elite stf's in seconds without needing to spin around to bring beam array's to bear.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Hmm I dunno about that; having 3 DHC's firing forward and 3 turrets also firing forward at the same time is highly, highly effective - can burn through borg ships in elite stf's in seconds without needing to spin around to bring beam array's to bear.

    Well with the Defiant refit, you make the frontal pass, with the cannons and torps, then get them with say beam fire at will and torpedo spread. ( especially effective against Assimilated carrier/and its fighters/BoPs and borg probes in Cure and KA respectively).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    With the TRIBBLE cannon/torp and turrets as you approach you fire everything, both cannons and turrets using crf so both more effective, as you pass wherever you are within 10km your turrets will be firing.

    If you time it right, crf as you approach, cool down as you pass, crf on way back if needed.

    With beams you will need more boff skills to make them effective.

    Turrets under crf are on par with normal beams...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    slurmer wrote:
    With the TRIBBLE cannon/torp and turrets as you approach you fire everything, both cannons and turrets using crf so both more effective, as you pass wherever you are within 10km your turrets will be firing.

    If you time it right, crf as you approach, cool down as you pass, crf on way back if needed.

    With beams you will need more boff skills to make them effective.

    Turrets under crf are on par with normal beams...

    Beams are also helpful when crowd control becomes necessary. With boff skills active and BFW a good example is the assimilated carrier or probes on KA( especially when a whole buttload of them start coming out) The BFW lasts longer than torp spread
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    srsly, the 3 turrets in back is a foolproove setup. If you want an exotic escort setup go for it...but if you want to get the maximum punsh, put turrets in, and get rid of 1 attack pattern. (i suggest delta)

    if u like beams get a dual beam bank in front and a beam overload 3.

    there is no point in defending your built actually, while it may "work" for you it still is a generally weak escort built and nobody that wants to do serious PVP, elite PVE should run such a built.

    PS: you may not like my point of view, but you already see that even if u want to invent another "uber" escort built this one is not it.
    The BFW lasts longer than torp spread
    not true...spread waits for you to fire the torpedos 30 sec...

    also the your console setup is completely wrong in my opinion. U have 2 shield abilities and dont even have the console to support them.
    and whatabout that warhead console...thats like a useless conole. go for 4 Antiproton consoles (if u use antiprotons) forget torpedo consoles alltogether.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Beams are also helpful when crowd control becomes necessary. With boff skills active and BFW a good example is the assimilated carrier or probes on KA( especially when a whole buttload of them start coming out) The BFW lasts longer than torp spread

    I've tried it your way in the past and just have to tell you, this is nowhere near as effective as all DHC's + torp + turrets. With CSV + TS you have ultimate crowd control/killing factor - Defiant-R can burn through a pack of 3 Borg Raptors literally in about 10 seconds with this setup, try doing that with beams.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I like keep the damage going until I can turn around and fire the DHC's again( the turrets don't have as much damage as the arrays IMO, so I like to keep on them until I can cool down the cannon abilities again. Sorry broadside was the wrong word to use... It is 5am here, LOL...:rolleyes:

    And here's the deal: less space acrobatics equals more damage output. Passing the enemy with a cannon escort should only happen when absolutly necessary. Putting your ships *** towards the enemy with a cannon escort should only happen when absolutly necessary. Circling the enemy with a cannon escort ... I guess you'll get it.

    In case you are approaching the enemy too fast, you have speed control, throttle down to keep the enemy in your front arc as long as possible. You have to focus your damage, not split it. If you want to go for a beam escort and broadside, do so, but with all beams. Either that or go full front with Dual (Heavies) and Turrets. Your hybrid build, every hybrid build, will always split its damage output over 2 non-overlapping arcs and thus waste fire power. If you really have to deal with an enemy outmaneuvering you, the better approach is to enhance your turn rate with an RCS console, Aux2Damp, more Engine power or more points in Starship Maneuvers. You have to get your primary weapons arc back on the enemy as fast as possible.

    The only exceptions for the cannons OR beams rule are:
    a) 1 Dual Beam Bank front with Beam Overload 3 to get another opportunity for spike damage
    b) 1 Single Beam Array in the aft for Subsystem Targeting or Beam Overload 1 in case you have a third tac ensign slot to fill.

    You may not like it, but damage is king. In PvP you need to counter enemy resistance and heals, in PvE you need to overcome insane amounts of enemy hitpoints. Not having a focus will always reduce your effectiveness.
  • rehmanparehmanpa Member Posts: 16 Arc User
    edited September 2012
    Ok, so I think some of you might like this one!

    VA Tac Escort Refit-

    Fore weapons:
    3X Heavy Dual Cannons( any type of Borg)
    1 Chroniton( any Borg will work)

    Rear

    2X Beam array( any Borg)
    1 Chroniton( any Borg)

    Eng Consoles:

    1 Monotanium( green or better)
    1 Ablative( green or better)
    1 Neutronium( green or better)

    Science:

    Shield Emitter Amplifier
    Borg Console

    Tactical:

    2X consoles of weapon type( ap/disruptor etc...)
    1X war head yield
    1X torp console of your choice

    equipmemnt set

    all Borg except MACO shields

    BOFFs

    Commander Tactical:
    Beam Fire at Will 1/ Cannon Rapid Fire 1/ Scatter Volley 2/ Attack Pattern Omega
    Lt. Commander Tactical:
    Tactical Team One/ AP Beta/Ap Delta
    Ensign Tactical:
    Torpedo Spread One
    Lt. Engineering:
    EPS1/EPW2
    Lt. Science:
    Transfer Shield Stength 1/ Hazard Emitters 2

    Captain/ Ship abilities:

    Attack Pattern Alpha
    Evasive Manuevers
    Fire on My Mark
    Fleet Support
    Ramming Speed
    Brace For Impact/Jem'Hadar
    Tactical Fleet
    Tactical Initiative

    Consumables/ batteries

    Personal Preference.


    I tested this out tonight after piecing this together over the last couple weeks.

    With all buffs/abilities enabled, I was getting as high as 25K DPS, base DPS is around 900-1000


    The reason I say it is unusual is the weapon/ BOFF ability set up. The weapons are set up to be able to quickly bring down shields, and do as much damage as possible and then keep the damage up by broad siding with the beam arrays. You can also swap one of the forward cannons for a beam array if you want more broadsiding. The torpedos and beam fire at will can take out multiple smaller enemies in a couple hits.



    let me know what you think of this build please!
    No offense but this is much better:
    1. 4 dual heavy antiproton cannons mark XII (borg)
    2. 3 antiproton turrets mark XII (borg)
    3. 2 cannon rappid fires and 1 scatter volley
    4. 2 buffs (bridge officers)
    5. 4 Antiproton Mag regulators mark XII (very rare)
    6. Maco shields,engines, and deflector mark XII
    7. 2 mark XII science consols that improve Stealth (very rare)
    8. 2 mark XII turning boost consols (very rare)
    9. Put your cloaking consol in one of the engineering consols
  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    nice resurrecting this 5 month old thread! (that was sarcasm...)

    also points 6, 7 and 8 are far from optimal (no sarcasm)
    Go pro or go home
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