IDK if it's been brought up in here, but in my experience RSP really isn't that good of a skill for STFs, especially once you get a couple of purple BFI doffs in (go do the Rolor Nebula chain). Its cooldown is long and its effects minimal compared to its use in PVP. Aux2SIF 1 provides considerable hull repair without TRIBBLE up other team rotations, and more importantly adds damage resistance sufficient to withstand even a hit from the heavy torps (I usually get taken to 40% hull if I get hit while A2SIF is up - great time to hit GDF!). I have a bunch of other differences, but RSP1 is the one that really jumped at me.
I'd also like to echo what someone mentioned earlier - after a certain point your own ability to use what you have matters more than what gear you use. I've got some rather entertaining parses of my Sci char doing elites in a Defiant-R with 3x Mk X green polaron DHC, 1x Mk X blue polaron DBB, and 3x Mk X green polaron turrets ...
(One other consideration is to keep 3 evasive maneuvers doffs around - 15 second cooldown on evasives makes guarding the Kang much easier)
In regards to the 2 torps, I can't really say how effective it is, as I haven't had much experience with it, however I noticed I did quite well, when I set a photon torp launcher on auto-fire on the front of my ship. I may want to try it with two quantums. Despite slightly lower DPS, this way, it won't interfere with my torpedo spread/high yield accidentally firing the photon torps rather than quantums. (significantly less damage from photon torp spread vs. quantum torp spread.
As I stated before, I will say the dual vs dual heavy cannons personal preference, until I see any data showing otherwise.
Everyone will have their opinions. All I could do is write up a detailed guide as to what I have found works, and learned over time. While some people may pick things apart due to heresay and personal preference, this will help a vast majority of new players in escorts. Especially those who are struggling with STF's.
What can you say that will convince me to give up my purple Plasma Torp Launcher [Acc]x3? It critted me 110k, 45k, 40k in two STFs yesterday... I loves it
No weapon or torp type is more likely to crit than another. They all have the same chance unless they is a [crtH] modifier. Also, as far as damage goes, even if your plasma torpedo procs every time, the fire is still not doing as much damage as a quantum torpedo would, The biggest difference is when using torpedo spread. You are losing significant damage there. Say for example, your quantums will do 9000 kinetic damage with torp spread (just an example number) and your plasma will do 6500 (approximate ratio difference), even if you find that acceptable with the fire proc and lack of ability to regenerate during the plasma fire, you are losing 2500 damage but you multiply that by 5 with torp spread 3. Thats a lot of damage lost. If you're not using any torpedo modifiers such as HY or TS, then you should probably be going with Photon torpedos. due to their higher DPS in the strict sense of the term.
No weapon or torp type is more likely to crit than another. They all have the same chance unless they is a [crtH] modifier.
Not quite... Excess Accuracy overflows into Extra Critical Chance and Severity, which is why people are very fond of those [Acc]x3 weapons (aside from hitting people in PVP, naturally!) The math was discussed on Stoked a year or so ago - http://www.jupiterbroadcasting.com/6611/meet-al-rivera-stoked-76/
OK, I forgot the roundabout slightly imcreased Crit chance based on accuracy due to additional hits. I am also fond of the Accuracy modifier. I prefer the acc/dmg combo personally.
Okay, so I am curious as to the reasoning behind your Skill Point dispersion. Some of them, it is pretty obvious why. My main question is why not put any points into the Starship Attack Patterns?
This is a complete guess, but when you're not a tac captain the value of attack patterns kinda diminishes. Sure, a -50 damage resistance through AP:B is nice, but with no points invested it still causes a -33 damage resistance hit; with Omega III, you're losing 8% damage buff, 12 damage resistance, and a 20% boost to your defense. Imho, Alpha is what makes people crazy for SAP, and not the others. So, if you're an engi or sci (especially sci, with sensor scan debuff which mimics AP:B), the need to boost your two patterns over other things just isn't as needed.
Never played a tac, so I can simply estimate, but the patterns are just fine without any points invested for engineers and science officers.
1) In your torpedo tube vs 4th DHC maths are you including the loss of damage from falloff? Many times in STFs it is difficult to stay 2km-5km from your target depending on the situation which is why I typically pack a torpedo.
2) Attack Pattern Beta 3 is hands down bar none the most powerful DPS increase you can pack in an STF. +50% to your teams damage against all the un-sheilded targets half the time? Yes please. My Sci Scort giggles with glee when I slap sensor scan and APB on a gate only to see my DPS literally double. Infact I would love to run a test of say KASE with 3+ copies of that on the team to see just how fast a gate melts.
1) In your torpedo tube vs 4th DHC maths are you including the loss of damage from falloff? Many times in STFs it is difficult to stay 2km-5km from your target depending on the situation which is why I typically pack a torpedo.
Generally range can be more variable than constant, which makes it hard to factor into DPS calculations... (if you're flying towards a foe, your damage will go up over time until you're within 1-2KM) however you can estimate the effects of the damage falloff at different ranges against Beams or Cannon Damage.
This is a complete guess, but when you're not a tac captain the value of attack patterns kinda diminishes. Sure, a -50 damage resistance through AP:B is nice, but with no points invested it still causes a -33 damage resistance hit; with Omega III, you're losing 8% damage buff, 12 damage resistance, and a 20% boost to your defense.
Imho, Alpha is what makes people crazy for SAP, and not the others. So, if you're an engi or sci (especially sci, with sensor scan debuff which mimics AP:B), the need to boost your two patterns over other things just isn't as needed.
Never played a tac, so I can simply estimate, but the patterns are just fine without any points invested for engineers and science officers.
You shouldn't be deciding your investment into Starship Attack Patterns based on captain.
While Tacs obviously get the most out of it due to Attack Pattern Alpha, it's a tier 1 skill that only costs 1K skill points per rank with a significant payoff.
So you really want to decided by the ship you intend to fly as opposed to your captain's discipline, and how many attack pattern skills you plan to have slotted.
You shouldn't be deciding your investment into Starship Attack Patterns based on captain.
While Tacs obviously get the most out of it due to Attack Pattern Alpha, it's a tier 1 skill that only costs 1K skill points per rank with a significant payoff.
So you really want to decided by the ship you intend to fly as opposed to your captain's discipline, and how many attack pattern skills you plan to have slotted.
Eh, like I said, it was a guess. :P I fly science ships almost exclusively nowadays, and none of my builds requires an AP.
The attack patterns can be VERY useful, however in an escort with all cannons and turrets, the rapid fire/scatter volley appear to be much more useful.
Cannon Scatter 2 and 3 and Torpedo Spread 2 and 3. That leaves room for a Beta if you want one. If you have the Boffs and the Ability to switch them out in a timely fashion then have the single target versions of those abilities. If you do NOT have the ability to do so, keep only the AOE versions.
I prefer to sacrifice one turret and Beta to a mine launcher and a dispersal pattern for two reasons. First is that I can't make things more dead than they already are. If the objects are dying in one cycle of aoe, then beta isn't really required. And second is that the potential utility of the mines in general can be considerable.
AOE vs single target you don't even need to think about. FAW isn't even in the same class as Scatter or Spread so don't even consider it at the expense of either of those abilities.
You can either have APB3 or CSV3 in the Commander slot:
APB3 (+50%) and CSV2 (+20%) = +80% Cannon Damage output to 3 targets
APB2 (+40%) and CSV3 (+25%) = +75% Cannon Damage output to 3 targets
APB3 (+50%) and CSV1 (+15%) = +72.5% Cannon Damage output to 3 targets
Never mind the fact that APB3 also works against your torps, pets, fighters, teammates, deployable damage patches, gravity wells... etc etc. and lasts for fifteen seconds instead of CSV's ten. Honestly, the rank of CSV you use isn't important at all, the damage multiplier it grants is tiny, the main function of it is to turn your damage into an AoE.
If you throw in Torpedo Spread:
TS3 = +137% versus 5 targets
TS2 = +107% versus 4 targets
TS1 = +078% versus 3 targets
Assuming you have only one Commander slot, and one LtCom slot "spare" to choose from (APO1 anyone?!?):
APB3 and TS3 and CSV1 = +72.5% cannon fire (3 targets), +255.5% Torp fire (5 targets)
APB3 and TS2 and CSV2 = +75.0% cannon fire (3 targets), +210.5% Torp fire (4 targets)
So it's better to go for TS3 and CSV1 rather than TS2 and CSV2.
What about if you want to include a copy of CRF?
APB3 and TS3 and CRF1 = +95% cannon fire (1 target), +255.5% Torp fire (5 targets)
APB3 and TS2 and CRF2 = +110% cannon fire (1 target), +210.5% Torp fire (4 targets)
OK, what about if you want to run 2 copies of "APB" for sustained damage over time: APB3 is a given, but is it better to run APB2 or APB1 for the second copy?
APB1 and TS3 and CSV1 = +49.5% cannon fire (3 targets), +208.1% Torp fire (5 targets)
APB2 and TS2 and CSV1 = +61.0% cannon fire (3 targets), +189.8% Torp fire (4 targets)
So APB2 + TS2 is better damage over time, but APB1 + TS3 is better spike damage.
TL;DR: Go for APB3 first and foremost, then Torp Spread. Cannon Abilities last (CRF before CSV if you're taking both) and if you're taking a second copy of APB, it's up to you where you slot it. Just remember that CSV1 is nearly as good as CSV3.
First of all... this is a FANTASTIC thread. I was glued to the monitor for every page. Great info.
On my main STF/PVP TAC I run 4 AP DHCs and 3 AP Turrets and do very well in STFs and pretty much rule in PVP with fleetmates. Originally had this build in a MVAM minus the MV console (don't see the point) and have now moved it over to the Heavy Escort Carrier. I've never parsed data but it doesn't feel *quite* as good as it did in the MVAM, but the jury is still out.
I'm kinda gun shy on messing with this alt very much as he does so well. HOWEVER, I have another TAC alt that has the JH Attach Ship and I'm going to give the torps a try and see how it goes.
Very much appreciate this thread and I'll be pointing it out to the TACs in my fleet.
Definitely give the torps a shot. Also give the Fleet Escort a shot. I think you may like it if the armitage seems a bit big for your liking. Another thing. (Even if they're just chea[ ones to try out) see how you like 2 DC's and 1 DHC. When I went with 3 DHC's, it felt like my cannons were choking and not firing nearly as fast as they should. It feels much better with 2 DC's and 1 DHC.
This is a complete guess, but when you're not a tac captain the value of attack patterns kinda diminishes. Sure, a -50 damage resistance through AP:B is nice, but with no points invested it still causes a -33 damage resistance hit; with Omega III, you're losing 8% damage buff, 12 damage resistance, and a 20% boost to your defense. Imho, Alpha is what makes people crazy for SAP, and not the others. So, if you're an engi or sci (especially sci, with sensor scan debuff which mimics AP:B), the need to boost your two patterns over other things just isn't as needed.
Never played a tac, so I can simply estimate, but the patterns are just fine without any points invested for engineers and science officers.
True, a Tactical Captain gets more mileage from points in Starship Attack Patterns; but is that significant enough to base your build around? No.
Ship type affects whether you should invest in Attack Patterns or not a lot more than Captain career. And in the case of an Escort, it's always a good idea to put at least 6 in there (preferably 9).
Alpha amounts to much less than Beta, Omega or even Delta when all is said and done.
Maelwys: APB being a debuff is both beneficial and detrimental:
- On the positive side, as you mentionned, it affects everyone shooting at your target.
- On the negative side, if everyone's using it, it goes to waste.
That's why I don't run APB3/2 in PUGs, you never know if you're going to run into a team which has them or not.
In premades, it's great to have someone who can maintain APB 2/3 most of the time, but in PUGs, better have 5*APO than 5*APB and waste 4 of those.
Maelwys: APB being a debuff is both beneficial and detrimental:
- On the positive side, as you mentionned, it affects everyone shooting at your target.
- On the negative side, if everyone's using it, it goes to waste.
That's why I don't run APB3/2 in PUGs, you never know if you're going to run into a team which has them or not.
In premades, it's great to have someone who can maintain APB 2/3 most of the time, but in PUGs, better have 5*APO than 5*APB and waste 4 of those.
Yeah, that's the downside.
It works the same as the Disruptor Debuff so you can't stack it from multiple sources.
Most PUGs I'm on though, the few escorts that I DO come across seem to all run APO3 (or occasionally APD3/CSV3) since you can pick those abilities up straight from the exchange and don't need to bother training them. APB2 is also pretty rare, but I'll sometimes see another player use APB1.
If memory serves, I think you can have APD and APB stacked on the same target at the same time... In theory a Premade could be running APB1,2+3 and APD3 all at once on one target (along with the Disruptor proc. And Sensor Scan, Fire on My Mark, etc etc). Slight overkill? Perhaps, but it'd be hilarious to watch
i will develop a webapplication today, that lets you upload your builds and let others vote them. there will be a highscore list which should help people to check what they want. if i will be done today, i will post a link here i guess..
THere is definitely something to be said for attack patterns. They do require a bit more math and comprehension though. I have recently spec'd for Attack patterns, and changed my tac build to the following for my Fleet Escort.
High Yield I, Rapid Fire I, Scatter Volley II, APB III
Tac Team I, APD I, Torp Spread III
I would personally like to see the Attack Pattern Delta in the Ensign abilities.
My only beef with the APB III is that it only lasts for 5 sec. while APO III lasts for 15 sec. The APB however is nice for STF's to use on an object like a cube, gate or transformer.
i will develop a webapplication today, that lets you upload your builds and let others vote them. there will be a highscore list which should help people to check what they want. if i will be done today, i will post a link here i guess..
Much like The STO Academy planner? Not sure if you're aware of it or not. Don't want to be doing any rework.
THere is definitely something to be said for attack patterns. They do require a bit more math and comprehension though. I have recently spec'd for Attack patterns, and changed my tac build to the following for my Fleet Escort.
High Yield I, Rapid Fire I, Scatter Volley II, APB III
Tac Team I, APD I, Torp Spread III
I would personally like to see the Attack Pattern Delta in the Ensign abilities.
My only beef with the APB III is that it only lasts for 5 sec. while APO III lasts for 15 sec. The APB however is nice for STF's to use on an object like a cube, gate or transformer.
APB lasts for 15 seconds.
The debuff lasts for 5 seconds, but you get the ability to inflict it via your weapons fire for 10 seconds, so what happens is that for ten seconds of you firing at an enemy APB is being inflicted directly, then it lingers for another 5 seconds after your last shot ends.
i'm pretty convinced that APB even the same ranks from multiple persons stack on the target...so they are not a wasted at all if everybody on the team has one.
i prefer APO over APB, even if it gimps my DPS, because it is a much more versatile ability that just buffs everything...resi, def, dmg, movement imparing stuff, etc...
Perhaps I'm not sure I completely understand that. Is it that the buff to my weapons lasts for 10 seconds, and the debuff to the other ship lasts for another 5?
Perhaps I'm not sure I completely understand that. Is it that the buff to my weapons lasts for 10 seconds, and the debuff to the other ship lasts for another 5?
Using APB grants you a power.
Lets call this "Power A"
Power A is a buff that lasts for 10 seconds.
What Power A actually does is change your damage output so that anything your weapons fire hits gets a second power - "Power B" - placed upon it.
Power B is a debuff that lasts for 5 seconds.
Assuming you keep shooting at the same target, you will continually refresh Power B until Power A runs out.
Therefore for the first 10 seconds after using APB you'll be buffed up with Power A, and continually inflicting Power B's debuff with your weapons fire. At the end of those ten seconds your last shot will have refreshed Power B so that it lasts for a further five seconds.
10 seconds + 5 seconds = 15 seconds
(actually, I believe it might be slightly longer than that due to the time it takes a weapons cycle to finish, but basically it'll be in the region of 15-16 seconds)
Why do most of yall say that APB3 is the best attack pattern when APD3 has the same debuff -50 dmg resistance to target, plus you get +50 dmg resistance for yourself and or a teammate. The only difference is the stealth and cooldown. So as a escort captian and using a glass cannon for ship why not get all the damage resistance to your ship as you can get with APD3
Why do most of yall say that APB3 is the best attack pattern when APD3 has the same debuff -50 dmg resistance to target, plus you get +50 dmg resistance for yourself and or a teammate. The only difference is the stealth and cooldown. So as a escort captian and using a glass cannon for ship why not get all the damage resistance to your ship as you can get with APD3
If im wrong please tell me
Firstly, the Cooldown is 50% longer.
Secondly, the enemies only get the debuff if they shoot at whoever you've buffed. If they're shooting at someone else (or disabled) then it's useless. If you're a glass cannon then you generally DON'T want things to shoot at you so you'd usually be putting APD (if you have it) on whoever's tanking. [Note: Not all Escorts are fragile: Mine Tanks Tac Cubes]
Finally, the Resistance buff is nice in theory, but if you're already slotting a few endgame armor consoles then sadly it'll be hit hit very hard by diminishing returns. Good Cruiser Tanks will be slotting 3-4 of them, so they'll hardly notice it. And even as an Escort you can generally slot 1-2 Neutronium/Monotanium armor consoles.
APB is up more often and is a guaranteed (not "possible") debuff.
And (speaking from personal experience) the extra resistance is largely superfluous in STFs.
So as a escort captian and using a glass cannon for ship why not get all the damage resistance to your ship as you can get with APD3
If im wrong please tell me
What Malwys said. APB is simply a safer bet and guaranteed to work, whether you're tanking or DPSing or whatever. APD is a more valid choice in PVP where threat mechanics don't matter, but in PVE APB is your go-to. APO is also a valid choice, but is not nearly as team-friendly.
Comments
I'd also like to echo what someone mentioned earlier - after a certain point your own ability to use what you have matters more than what gear you use. I've got some rather entertaining parses of my Sci char doing elites in a Defiant-R with 3x Mk X green polaron DHC, 1x Mk X blue polaron DBB, and 3x Mk X green polaron turrets ...
(One other consideration is to keep 3 evasive maneuvers doffs around - 15 second cooldown on evasives makes guarding the Kang much easier)
Matthew/Shiduri@zekesulastin
What can you say that will convince me to give up my purple Plasma Torp Launcher [Acc]x3? It critted me 110k, 45k, 40k in two STFs yesterday... I loves it
Not quite... Excess Accuracy overflows into Extra Critical Chance and Severity, which is why people are very fond of those [Acc]x3 weapons (aside from hitting people in PVP, naturally!) The math was discussed on Stoked a year or so ago - http://www.jupiterbroadcasting.com/6611/meet-al-rivera-stoked-76/
This is a complete guess, but when you're not a tac captain the value of attack patterns kinda diminishes. Sure, a -50 damage resistance through AP:B is nice, but with no points invested it still causes a -33 damage resistance hit; with Omega III, you're losing 8% damage buff, 12 damage resistance, and a 20% boost to your defense. Imho, Alpha is what makes people crazy for SAP, and not the others. So, if you're an engi or sci (especially sci, with sensor scan debuff which mimics AP:B), the need to boost your two patterns over other things just isn't as needed.
Never played a tac, so I can simply estimate, but the patterns are just fine without any points invested for engineers and science officers.
1) In your torpedo tube vs 4th DHC maths are you including the loss of damage from falloff? Many times in STFs it is difficult to stay 2km-5km from your target depending on the situation which is why I typically pack a torpedo.
2) Attack Pattern Beta 3 is hands down bar none the most powerful DPS increase you can pack in an STF. +50% to your teams damage against all the un-sheilded targets half the time? Yes please. My Sci Scort giggles with glee when I slap sensor scan and APB on a gate only to see my DPS literally double. Infact I would love to run a test of say KASE with 3+ copies of that on the team to see just how fast a gate melts.
Generally range can be more variable than constant, which makes it hard to factor into DPS calculations... (if you're flying towards a foe, your damage will go up over time until you're within 1-2KM) however you can estimate the effects of the damage falloff at different ranges against Beams or Cannon Damage.
Those are pretty big losses.
You shouldn't be deciding your investment into Starship Attack Patterns based on captain.
While Tacs obviously get the most out of it due to Attack Pattern Alpha, it's a tier 1 skill that only costs 1K skill points per rank with a significant payoff.
So you really want to decided by the ship you intend to fly as opposed to your captain's discipline, and how many attack pattern skills you plan to have slotted.
Eh, like I said, it was a guess. :P I fly science ships almost exclusively nowadays, and none of my builds requires an AP.
I prefer to sacrifice one turret and Beta to a mine launcher and a dispersal pattern for two reasons. First is that I can't make things more dead than they already are. If the objects are dying in one cycle of aoe, then beta isn't really required. And second is that the potential utility of the mines in general can be considerable.
AOE vs single target you don't even need to think about. FAW isn't even in the same class as Scatter or Spread so don't even consider it at the expense of either of those abilities.
You can either have APB3 or CSV3 in the Commander slot:
APB3 (+50%) and CSV2 (+20%) = +80% Cannon Damage output to 3 targets
APB2 (+40%) and CSV3 (+25%) = +75% Cannon Damage output to 3 targets
APB3 (+50%) and CSV1 (+15%) = +72.5% Cannon Damage output to 3 targets
Never mind the fact that APB3 also works against your torps, pets, fighters, teammates, deployable damage patches, gravity wells... etc etc. and lasts for fifteen seconds instead of CSV's ten. Honestly, the rank of CSV you use isn't important at all, the damage multiplier it grants is tiny, the main function of it is to turn your damage into an AoE.
If you throw in Torpedo Spread:
TS3 = +137% versus 5 targets
TS2 = +107% versus 4 targets
TS1 = +078% versus 3 targets
Assuming you have only one Commander slot, and one LtCom slot "spare" to choose from (APO1 anyone?!?):
APB3 and TS3 and CSV1 = +72.5% cannon fire (3 targets), +255.5% Torp fire (5 targets)
APB3 and TS2 and CSV2 = +75.0% cannon fire (3 targets), +210.5% Torp fire (4 targets)
So it's better to go for TS3 and CSV1 rather than TS2 and CSV2.
What about if you want to include a copy of CRF?
APB3 and TS3 and CRF1 = +95% cannon fire (1 target), +255.5% Torp fire (5 targets)
APB3 and TS2 and CRF2 = +110% cannon fire (1 target), +210.5% Torp fire (4 targets)
OK, what about if you want to run 2 copies of "APB" for sustained damage over time: APB3 is a given, but is it better to run APB2 or APB1 for the second copy?
APB1 and TS3 and CSV1 = +49.5% cannon fire (3 targets), +208.1% Torp fire (5 targets)
APB2 and TS2 and CSV1 = +61.0% cannon fire (3 targets), +189.8% Torp fire (4 targets)
So APB2 + TS2 is better damage over time, but APB1 + TS3 is better spike damage.
TL;DR: Go for APB3 first and foremost, then Torp Spread. Cannon Abilities last (CRF before CSV if you're taking both) and if you're taking a second copy of APB, it's up to you where you slot it. Just remember that CSV1 is nearly as good as CSV3.
Seriously though, cheers on the advice. Now my (hopefully) fleet nova, when obtained, will be better than I thought it'd be.
On my main STF/PVP TAC I run 4 AP DHCs and 3 AP Turrets and do very well in STFs and pretty much rule in PVP with fleetmates. Originally had this build in a MVAM minus the MV console (don't see the point) and have now moved it over to the Heavy Escort Carrier. I've never parsed data but it doesn't feel *quite* as good as it did in the MVAM, but the jury is still out.
I'm kinda gun shy on messing with this alt very much as he does so well. HOWEVER, I have another TAC alt that has the JH Attach Ship and I'm going to give the torps a try and see how it goes.
Very much appreciate this thread and I'll be pointing it out to the TACs in my fleet.
True, a Tactical Captain gets more mileage from points in Starship Attack Patterns; but is that significant enough to base your build around? No.
Ship type affects whether you should invest in Attack Patterns or not a lot more than Captain career. And in the case of an Escort, it's always a good idea to put at least 6 in there (preferably 9).
Alpha amounts to much less than Beta, Omega or even Delta when all is said and done.
Maelwys: APB being a debuff is both beneficial and detrimental:
- On the positive side, as you mentionned, it affects everyone shooting at your target.
- On the negative side, if everyone's using it, it goes to waste.
That's why I don't run APB3/2 in PUGs, you never know if you're going to run into a team which has them or not.
In premades, it's great to have someone who can maintain APB 2/3 most of the time, but in PUGs, better have 5*APO than 5*APB and waste 4 of those.
Yeah, that's the downside.
It works the same as the Disruptor Debuff so you can't stack it from multiple sources.
Most PUGs I'm on though, the few escorts that I DO come across seem to all run APO3 (or occasionally APD3/CSV3) since you can pick those abilities up straight from the exchange and don't need to bother training them. APB2 is also pretty rare, but I'll sometimes see another player use APB1.
If memory serves, I think you can have APD and APB stacked on the same target at the same time... In theory a Premade could be running APB1,2+3 and APD3 all at once on one target (along with the Disruptor proc. And Sensor Scan, Fire on My Mark, etc etc). Slight overkill? Perhaps, but it'd be hilarious to watch
High Yield I, Rapid Fire I, Scatter Volley II, APB III
Tac Team I, APD I, Torp Spread III
I would personally like to see the Attack Pattern Delta in the Ensign abilities.
My only beef with the APB III is that it only lasts for 5 sec. while APO III lasts for 15 sec. The APB however is nice for STF's to use on an object like a cube, gate or transformer.
Much like The STO Academy planner? Not sure if you're aware of it or not. Don't want to be doing any rework.
APB lasts for 15 seconds.
The debuff lasts for 5 seconds, but you get the ability to inflict it via your weapons fire for 10 seconds, so what happens is that for ten seconds of you firing at an enemy APB is being inflicted directly, then it lingers for another 5 seconds after your last shot ends.
i prefer APO over APB, even if it gimps my DPS, because it is a much more versatile ability that just buffs everything...resi, def, dmg, movement imparing stuff, etc...
Using APB grants you a power.
Lets call this "Power A"
Power A is a buff that lasts for 10 seconds.
What Power A actually does is change your damage output so that anything your weapons fire hits gets a second power - "Power B" - placed upon it.
Power B is a debuff that lasts for 5 seconds.
Assuming you keep shooting at the same target, you will continually refresh Power B until Power A runs out.
Therefore for the first 10 seconds after using APB you'll be buffed up with Power A, and continually inflicting Power B's debuff with your weapons fire. At the end of those ten seconds your last shot will have refreshed Power B so that it lasts for a further five seconds.
10 seconds + 5 seconds = 15 seconds
(actually, I believe it might be slightly longer than that due to the time it takes a weapons cycle to finish, but basically it'll be in the region of 15-16 seconds)
If im wrong please tell me
Firstly, the Cooldown is 50% longer.
Secondly, the enemies only get the debuff if they shoot at whoever you've buffed. If they're shooting at someone else (or disabled) then it's useless. If you're a glass cannon then you generally DON'T want things to shoot at you so you'd usually be putting APD (if you have it) on whoever's tanking. [Note: Not all Escorts are fragile: Mine Tanks Tac Cubes]
Finally, the Resistance buff is nice in theory, but if you're already slotting a few endgame armor consoles then sadly it'll be hit hit very hard by diminishing returns. Good Cruiser Tanks will be slotting 3-4 of them, so they'll hardly notice it. And even as an Escort you can generally slot 1-2 Neutronium/Monotanium armor consoles.
APB is up more often and is a guaranteed (not "possible") debuff.
And (speaking from personal experience) the extra resistance is largely superfluous in STFs.
What Malwys said. APB is simply a safer bet and guaranteed to work, whether you're tanking or DPSing or whatever. APD is a more valid choice in PVP where threat mechanics don't matter, but in PVE APB is your go-to. APO is also a valid choice, but is not nearly as team-friendly.