I'm going to get run out of here by mall security shortly so I may not be able to describe everything on this build but I was looking for some help. Often I see borg cubes being three-shotted so I know I have some work.
Some advice on what to slot for space doffs would be helpful as well.
It's a fleet escort.
Forward Weapons:
Tetryon Dual Heavy Cannons Mk XI [Acc] [Dmg]x2 x3
Quantum Torpedo Launcher Mk XI [CrtD] [CrtH] [Borg]
Rear Weapons: Tetryon Turret Mk XI [Acc] [CrtD] [Dmg]
Deflector: Assimilated Deflector Array
Impulse: Assimilated Subtranswarp Engines
Shields: Aegis Covariant Shield Array
Devices:
Scorpion Fighters
(And usually a battery but I'm out right now)
Engineering Consoles:
Console - Engineering - Neutronium Alloy Mk XI x2 (The Blue Rare version)
Console - Universal - Assimilated Module
Science Consoles:
Console - Science - Shield Emitter Amplifier Mk XII (Green)
Console - Science - Field Generator Mk XI (Blue)
But yeah, some people nail the things absurdly quickly.
Can't really argue with much of your build.
The only thing I'd have different is I'd get an EPS console in for quicker weapon energy recovery, but that's not something everyone goes for. I'm guessing since you've done all of that bit right your weapon power is 125/100 or 125/95? The Mk XII [Borg] weapons will do a bit more damage to the Borg. Maybe those if your doing Elites for the Salvage drops.
(Unrelated to your DPS, I'd go with 2x Field Gen in the Sci slots, btw)
I use 3x Projectile Weapons Officer for my DOffs, have 2 blue and 1 purple. Frequently get Quantum torp cooldowns of 1-3 seconds. I'm trying to get my hands on the Conn Officers with reduced Tactical Team cooldown, but I haven't got any atm. There may be better options though, I'm not the best person for DOffs.
Tac Team 1
Cannon: Rapid Fire 1
Torpedo: High Yield 3
Attack Pattern Omega 3 - All level 9
Lt. Commander Tactical - Sima (Has Leadership)
Tac Team 1
Cannon: Rapid Fire 1
Torpedo: High Yield 3 - All level 9
Lt. Engineering - Six of Nine (Yes, she came with that name. Has Efficiency)
Eng Team 1
Emergency Power to Shields 2 - All level 9
Ensign Engineering - Alkla
Emergency Power to Shields 1 - Level 9
Lieutenant Science - T'Shamok
Polarize Hull 1
Hazard Emitters 2 - Um, all level 1. Gone to train her.
thanks
edit: I did notice that most of my boffs have ground traits. I'll have to look at that later on. Any suggestions besides the efficiency? I just got yelled at though so it's time to leave
IMO, you should use CRF 2, or even a CRF 3 (I run this instead of APO3 and use APO1) if you're going for single-target DPS. They're worth it for the extra damage. Drop down the Torp HYs to 2.
Also (unrelated to your DPS, mind) since your Engineering Team shares a cooldown with your 2 Tac Teams, you're surely hardly ever using it? I'd go for Emergency Power to Shields 1 and Aux2Structural 1 on the Engineer.
And I edited my first post to include what I do with DOffs.
But yeah, some people nail the things absurdly quickly.
Can't really argue with much of your build.
The only thing I'd have different is I'd get an EPS console in for quicker weapon energy recovery, but that's not something everyone goes for. I'm guessing since you've done all of that bit right your weapon power is 125/100 or 125/95? The Mk XII [Borg] weapons will do a bit more damage to the Borg. Maybe those if your doing Elites for the Salvage drops.
(Unrelated to your DPS, I'd go with 2x Field Gen in the Sci slots, btw)
I use 3x Projectile Weapons Officer for my DOffs, have 2 blue and 1 purple. Frequently get Quantum torp cooldowns of 1-3 seconds. I'm trying to get my hands on the Conn Officers with reduced Tactical Team cooldown, but I haven't got any atm. There may be better options though, I'm not the best person for DOffs.
BOff powers & skills?
Sorry to disagree but: Do NOT use EPS for weapon recovery. It does nothing for you. This has changed since before. Right now all EPS is good for is power transfering faster after coming off of full impulse (only thing its good for for escorts, rather).
Sorry to disagree but: Do NOT use EPS for weapon recovery. It does nothing for you. This has changed since before. Right now all EPS is good for is power transfering faster after coming off of full impulse (only thing its good for for escorts, rather).
I wondered about that as well as I used to have it installed. We had a discussion in (of all places) DS9 zone chat over it and I removed it.
I'll follow up tomorrow. Dealing with a sick server tonight.
I would encourage you to consider the MACO shield, Mk XI or higher. In my experience it's actually a pretty solid shield, although just how much you get out of it would depend on your power levels. I find it to be better than the Aegis, but I'm mostly a cruiser fan, so I tend to run my shield power higher than many escort captains.
The MACO does have one distinct bonus about it, though, in the form of the power boosts it can provide under fire. I've found those to be a nice little boost in the middle of particularly intense firefights.
I swear I;m going down to the datacenter and shoving a baseball bat through that server in about 5 minutes. On the third OS reinstall...
I;ve kind of stayed away from the maco stuff simply because those currencies confuse me. i have something like 90 of the chips. I'll look at them one of these days.
That was one of the issues I have with stowiki. many of the stats numbers are the baselines from the tooltips while others are for installed items. Makes it hard to compare.
- Remove the Engineering Team. If you're hitting the two Tac Teams as soon as they're up, it'll be on CD all of the time. My personal choice on a Lt. Engineering BOff is EPtS1 and Aux2Structural1.
- Not sure why you have Energy Weap Doffs with the subsystem target cooldown reduction if you're not using a Subsystem target. Did you mean to say you had Energy Weap Doffs with CRF cooldowns reduction?
I use two conn officers that have tactical cool down time (not the evasive maneuvers one). Two projectile doffs, and I use an astrometric when I'm not in a fight and damage control in a fight to reduce the emergency power cool downs.
Comments
But yeah, some people nail the things absurdly quickly.
Can't really argue with much of your build.
The only thing I'd have different is I'd get an EPS console in for quicker weapon energy recovery, but that's not something everyone goes for. I'm guessing since you've done all of that bit right your weapon power is 125/100 or 125/95? The Mk XII [Borg] weapons will do a bit more damage to the Borg. Maybe those if your doing Elites for the Salvage drops.
(Unrelated to your DPS, I'd go with 2x Field Gen in the Sci slots, btw)
I use 3x Projectile Weapons Officer for my DOffs, have 2 blue and 1 purple. Frequently get Quantum torp cooldowns of 1-3 seconds. I'm trying to get my hands on the Conn Officers with reduced Tactical Team cooldown, but I haven't got any atm. There may be better options though, I'm not the best person for DOffs.
BOff powers & skills?
Commander Tactical - Thryiss (Yes, the drunk)
Tac Team 1
Cannon: Rapid Fire 1
Torpedo: High Yield 3
Attack Pattern Omega 3 - All level 9
Lt. Commander Tactical - Sima (Has Leadership)
Tac Team 1
Cannon: Rapid Fire 1
Torpedo: High Yield 3 - All level 9
Lt. Engineering - Six of Nine (Yes, she came with that name. Has Efficiency)
Eng Team 1
Emergency Power to Shields 2 - All level 9
Ensign Engineering - Alkla
Emergency Power to Shields 1 - Level 9
Lieutenant Science - T'Shamok
Polarize Hull 1
Hazard Emitters 2 - Um, all level 1. Gone to train her.
thanks
edit: I did notice that most of my boffs have ground traits. I'll have to look at that later on. Any suggestions besides the efficiency? I just got yelled at though so it's time to leave
IMO, you should use CRF 2, or even a CRF 3 (I run this instead of APO3 and use APO1) if you're going for single-target DPS. They're worth it for the extra damage. Drop down the Torp HYs to 2.
Also (unrelated to your DPS, mind) since your Engineering Team shares a cooldown with your 2 Tac Teams, you're surely hardly ever using it? I'd go for Emergency Power to Shields 1 and Aux2Structural 1 on the Engineer.
And I edited my first post to include what I do with DOffs.
I run a Warp Core Engineer if I rotate Emergency Powers like on a fleet Escort the Boost to all power levels is useful.
I run a Projectile DOFF singular and I'm thinking of running two of these guys.
I'm drawing a blank on what else I run to be honest.
Sorry to disagree but: Do NOT use EPS for weapon recovery. It does nothing for you. This has changed since before. Right now all EPS is good for is power transfering faster after coming off of full impulse (only thing its good for for escorts, rather).
I wondered about that as well as I used to have it installed. We had a discussion in (of all places) DS9 zone chat over it and I removed it.
I'll follow up tomorrow. Dealing with a sick server tonight.
The MACO does have one distinct bonus about it, though, in the form of the power boosts it can provide under fire. I've found those to be a nice little boost in the middle of particularly intense firefights.
I;ve kind of stayed away from the maco stuff simply because those currencies confuse me. i have something like 90 of the chips. I'll look at them one of these days.
That was one of the issues I have with stowiki. many of the stats numbers are the baselines from the tooltips while others are for installed items. Makes it hard to compare.
Fleet Escort:
Forward Weapons:
Tetryon Dual Heavy Cannons Mk XI [Acc] [Dmg]x2 x3
Quantum Torpedo Launcher Mk XI [CrtD] [CrtH] [Borg]
Rear Weapons: Tetryon Turret Mk XI [Acc] [CrtD] [Dmg]
Deflector: Assimilated Deflector Array
Impulse: Assimilated Subtranswarp Engines
Shields: Aegis Covariant Shield Array
Devices:
Scorpion Fighters
(And usually a battery but I'm out right now)
Engineering Consoles:
Console - Engineering - Neutronium Alloy Mk XI x2 (The Blue Rare version)
Console - Universal - Assimilated Module
Science Consoles:
Console - Science - Field Generator Mk XI (Blue) x2 <==That's a change
Tactical Consoles:
Console - Tactical - Tetryon Pulse Generator Mk XII x4 (Green)
Doffs - Active Space
2 Purple Projectile Weapons Officers for the Torpedo recharging
2 Energy Weapons Officers 1 Blue 1 Purple for Subsystem Targeting attack recharing
1 Purple Conn Officer
Boffs
Commander Tactical - Thryiss (Yes, the drunk)
Tac Team 1
Torpedo: High Yield 2
Attack Pattern Omega 1
Cannon: Rapid Fire 3 - All level 9
Lt. Commander Tactical - Sima (Has Leadership)
Tac Team 1
Torpedo: High Yield 2
Cannon: Rapid Fire 2 - All level 9
Lt. Engineering - Six of Nine (Yes, she came with that name. Has Efficiency)
Eng Team 1
Emergency Power to Shields 2 - All level 9
Ensign Engineering - Alkla
Emergency Power to Shields 1 - Level 9
Lieutenant Science - T'Shamok
Polarize Hull 1
Hazard Emitters 2 - Freshly trained up to Level 9
Opinions please?
- Not sure why you have Energy Weap Doffs with the subsystem target cooldown reduction if you're not using a Subsystem target. Did you mean to say you had Energy Weap Doffs with CRF cooldowns reduction?