Can someone give me some tips for build for this ship. I'm not an expert so I appreciate any help. I prefer PvE, esp. STF.
EDIT - Build with Recommended Changes, version 02-08:
Tactical Starfleet Vice-Admiral
http://www.stoacademy.com/tools/skillplanner/index.php?build=JimCoreFPE_1950Weapons:
fore - 3*
Antiproton Dual Heavy Cannons Mk XII [Acc] [CrtH] [Borg] + 1*
Quantum Torpedo Launcher Mk XII [CritD] [CrtH] [Borg]
aft - 3*
Antiproton Turret Mk XII [Acc] [CrtH] [Borg]BOff:
Cmd TAC -
Tactical Team I, Torpedo High Yield II, Cannon Rapid Fire II, Attack Pattern Omega III
Lt Cmd TAC -
Torpedo Spread I, Attack Pattern Beta I, Cannon Scatter Volley II
Lt ENG -
Emergency Power To Shields I, Auxiliary Power to Structural Integrity Field I
Lt SCI -
Polarize Hull / Tractor Beam Repulsors I (need testing which is better), Hazard Emmiters II
Ens UNI - ENG -
Emergency Power To Shields IDevices:
Subspace Field Modulator
Scorpion Fighter (maybe Deuterium Surplus ?)
Gear:Omega Force Tachyon Deflector ArrayAssimilated Subtranswarp EnginesOmega Force Shield Array (same mark as deflector ;-)
or for more tanking deflector borg and MACO shield
Consoles:
ENG -
Theta Radiation Vents,
Assimilated Module, 2*Neutronium Alloy
SCI - 2*Field Generator
TAC - 1*Zero Point Quantum Chamber, 3*Antiproton Mag Regulators
Power Settings:
Weapons - 90/122
Shields - 60/75
Engines - 25/42
Auxiliary - 25/37
DOff Active Space Roster:
1*
Tholian Warfare "Dlyrene" (Borg variant) / Astrometric Scientist (for Tour the Universe)
2*
Conn Officer (Tactical Team variant)
2*
Projectile Weapons Officer
I'll be grateful for any help and tips.
PS.: Thank you guys for your help!
Comments
So:
Aux2SIF I --> EP2S II
Torpedo Spread I --> Tactical Team I (for two total)
AP Delta --> AP Beta (your teammates will thank you for it)
You're right with the Beta, I guess.
What about science consoles, any hint?
And no: run the universal as an engineering station. That way you can run EP2S I, EP2S II, and EP2W I in a constant cycle to keep your shields buffed, with a bonus power to weapons every so often. So you'll have two engineering, two tactical, and one science station. Get rid of your torpedo spread I completely, as it won't really help you much.
Beta over Delta, always on an Escort.
I would take Cannon Rapid Fire 2 and Cannon Scatter Volley 2 over a High Yield 3 down rank that to 2.
The reason being the Cannon abilities will give you higher DPS against both shields and Hull while the higher Torpedoes only work on Hulls.
Consoles, Field Emitters give you a 3.5 boost to power. Better off putting hull plating on. 2 x Neutronium should be good for eng. Keeping in mind the current Theta and Borg consoles.
Field Generator and the Shield Emitter Array for Sci
And go 4 Anti Protons in tac. In reality you don't shoot that many torpedoes.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I'm not sure, because, when you have more power, you have more shield regen. With 2*3,5 Field Emitters you have +28% regen and +2% shield damage reduction.
7 more shield power vs a 36% damage reduction to everything. Your call. Also two EPtS means you got lots of shield regen.
Polarise Hull 1, Hazard Emitters 2 for STFs/PVP
Polarise Hull 1, Tractor Beam Repulsors 1 (If you know how to use them) are awesome for PVE especially the Fleet Blockade.
If you don't know how to use Tractor Beam Repulsors prepare to be yelled at alot for pushing the ships trying to kill the Freighter towards it.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I know...
+15 shield power Setting for 30 seconds (rank 1)
+20 shield power Setting for 30 seconds (rank 2)
= +60% (80%) regen
You got it.
Looks good so far. Standard load out.
I would drop APO III down to APO 1 and move CRF II to CRF III.
I also suggest using 2x Purple Conn DOFFs. Then you can drop 1 Tac Team and add a second Torpedo Skill or second copy of APB 1 and still function as if you have 2x Tac Team.
Another suggestion is to Have 2 single target (CRF / HYT) focused BOFFs and 2 AoE (CSV / TS) focused BOFFs and swap them around as needed.
I personally prefer:
LT ENG: EPTS 1 > Aux to SIF 1
ENS ENG: EPTS 1
LT SCI: HE 1 > TSS 2
I agree with the APO 3 to APO 1 but you need to get a Tac Captain to train CRF3 so that may be harder.
I don't think an Escort should bother with a Blue and Purple Conn Officer to only run a single TT1. It's expensive and not really worth it IMO. If you had a Cruiser as well as an Escort than it would be worth it.
DOFFs
Tholian Warfare specialist "[Dlyrene]" +10% damage to Borg
Warp Core Engineer (2 EPtS, means you've got plenty of chances to proc the bonus to power)
Shield Distro: Brace for Impact becomes a Shield heal
Hazard Officer: Brace for Impact & Ramming Speed gain a hull resist buff.
Energy Weapons Officer: The one that lowers cannon cooldowns. Expensive but it could allow to use CRF twice in a row. Probably not the best move if your a Tac as you can pop Tactical Initiative and do it better and longer.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I might get myself another SCI boff and have one with HE1/TSS and the other with HE1/PH for when I'm fighting borg. I tend to draw a lot of attention to myself from spheres and sometimes I need the secondary tractor removal (I also run APO).
I wish STO had better mechanics for multiple Boff setups, especially with the Fleet Events now in the game -- sometimes I want the controlled aggro of CRF, other times I want the "spray" of CSV, both of which I get more mileage out of if I have two copies.
Setup 1:
Tac1: TT1, APB1, CRF2, CRF3
Tac2: TT1, THY2, APO
Eng1: EPtS1, AtSif1
Eng2: EPtS1
Sci: HE1, PH2
Alternates:
Tac1: TT1, APB1, CSV2, CSV3*
Sci: HE1, TSS2**
*I managed to get a purple Saurian with CSV3
** TSS because "spray" = more random aggro
And I have an Extra Tac just for my runabout with BO1
[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."
That was original loadout of this build... :cool:
And what do you think about devices - Scorpions or Surpluses or something else (and I don't mean Redmatter - that's too far from my hands)?
PS.: Thank you all for your time again, great replies!
3 part borg, maco shields,
3 DHC, torp forward
3 turrets Aft
CMDR TAC: tac team 1, APB 1, CSV 2, CRF 3
LTC CMDR TAC: Tac team 1, TYH 2, APO 1
LT ENG: EPtS 1, Aus2Sif 1
ENSG ENG: EPtS 1
LT SCI: HazEm 1, TSS 2
If you are strapped for boffs this will tend to give you the most versatility for the least amount of performance loss.
as far as DOFFS go, dknight0001 listed a very good layout.
Set up and flown correctly you can tank the Tac Cube in Elite Infected while still dishing out insane amounts of damage.
Good luck with your ship, it is one of my favorites. ^_^
Added skill tree for this build? How do you like it? Suggestions, tips, hints? Will it go well with the ship build? And especially, I think I need some tweaks in ground skills...
http://www.stoacademy.com/tools/skillplanner/index.php?build=JimCoreFPE_1950
Driver Coil is one of the most useless skills in the game. Sure if you put Borg Engines on your ship you can do Warp 40 or something but it has next to no value in Combat.
I'd also completely drop Flow Caps and Power Insulators and Inertial Dampeners down to 3 from 6, last I checked nothing on your ship will benefit from Flow Capacitors.
Points in Engine performance are free power there which improves the speed and defence of escorts and points in Aux Performance are again more power and more heals.
Some people say Driver Coil is in fact useful if you High Impulse into a Fight, something I don't agree with. Speed in Sector Space won't help in combat.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Core Efficiency - well it works best for systems below 50, but maybe... I'll look on it.
I have 9 points in Coil because the Tour, my only relevant source of EC.
Flow Caps - because Tetryon Glider.
Power Insulators - 6 points - +42% resist to power and shield drain
Inertial Dampeners - well, with Polarize Hull and Omega attack... you're right.
EDIT - skill tree
Dampeners out -> 6 points in WCEfficiency and 3 points in EPS
It shouldn't be that hard, he or anyone else reading this thread can feel free to send me a tell or mail in game @USS_Ultimatum and I will gladly train your BOFFs into CRF 3.
Don't look at it as running 1 Tac Team.
Look at it as a way to add an 8th tactical boff power.
Tac Team is basically a power tax and this is a way to avoid half of that tax.
That was the better loadout.
An Escort doesn't really need EPTW, Aux to SIF on the other hand will increase your survivability as well as give you the ability to heal allies.
As for Warp Core, you'll only need six points into it, the rest are superfluous. Look at this sheet to see what points you can save: http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm
And to be perfectly honest, if your escort winds up in the 4-6k raw dps range in a parser, you've done your job right. Sure, tac's and a specialized build (w/ max items) can easily hit 7-8k, and a proper Garumba will destroy you dps-wise, but 4-6k is respectable and contributes well enough to a team. Half the time, when a build just isn't working, you need to stand back and see what tactics you need to be using--sometimes a ship just isn't built to handle what you are wanting. And keep in mind that building a ship that fits your playstyle won't happen overnight...I've tinkered for months on each of my ships to build one that performed well and was fun to command. So don't hesitate to throw any of this advice out the window if it doesn't fit with your playstyle.
Today I finally get the proto shield tech - so I now have the-so-much-needed 2nd Mk. XII Omega part (1st was deflector).
Unfortunately your current comment and your original comment don't match up.
Here's your first bit of advice.
So he doesn't need more survivability in his escort as a Tac captain, because you play an Engineer and you think he should not use Aux to SIF (an entirely additional hull heal and resistance power) in favor of using EPTS 2 over EPTS 1 which is a (relatively) marginal improvement.
This is both confusing to the original poster and overall internally inconsistent in message.
1) An extra hull heal is extremely valuable, and will heavily outweigh the contribution of the value difference between EPTS 2 & EPTS 1. He's still going to have permanent coverage with EPTS 1x2 - no change there.
2) Having Aux to SIF 1 doesn't suddenly mean you are intending to hull tank.
3) Aux to SIF is usable on others, including NPC allies.
Alternatively if he would rather focus on shields, his choice would be RSP 1 for an emergency power.
Either would generally be better than an escort running EPTW.
I suppose this option really depends on how lucky you are or how much money you have. The Purple Conn Officers can be expensive. And if you can run that single Tac Team across your ship collection it becomes way more viable.
Probably not a good idea for my Escort as finding the space for the DOFFs is hard, as I very much like having the Grav Well Clusters on my MVAE.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Cmd - Tac Team 1, High Yield 2, Rapid Fire 2, Omega 3
Lt Cmd - Tac Team 1, Torp Spread 2, Scatter Volley 2
I have Spread 2 on Bortasqu' prototype and I like it.
Beta 1 = -20 (-30 with skills in patterns) all damage res for only 5 seconds. I know it depends on proper timing, but is it better than Spead 2? I didn't find any data about damage output for Spread (maybe I looked bad).
That 2 Conn Officers looks interesting, but I'll keep 2 Projectile Officers for sure - got 2 purples and works excellently. Is it worth to take down Warp Core Engineers for that Conn Officers? Then I can keep Beta 1 and take Spread 1.
Missed this, and yes I've read the Descriptions.
Core Efficency sees my power levels well above the 25 they are set to, while it won't help your shields and Weapons being 125ish and 90ish, it's more power to the systems you don't boost, like engines and Aux.
Flow Capacitors is a cheap skill, but 9 ranks to make Tetryon Glider move from the low 30's to the low 40's isn't the smartest spend of skill points. If you where running Tetryon Weapons too it would be better.
As for Driver Coils instead use Borg Engines, Diplomatic Immunity, Raiding Party go to DS9 and ask nicely I'm sure somebody will oblige.
18,000 Points in Flow Capacitors and Driver Coils that could be increasing your combat effectiveness more by being elsewhere. Admittedly I don't run tour the Universe for the EC.
The only other suggestions I can make is get a Human with Leadership (all of them) and a Saurian with Efficency onto your BOFF crew, these space traits are very useful.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
I heard that Leadership trait is bugged. Is it?
And find the BOff with specific trait is painful... I currently have Borg Eng with Efficiency and Saurian would be usefull too.
At least for Fed side, the "efficient" trait is as common on the Saurians as hair...
[SIGPIC][/SIGPIC] "I weary of the chase. Wait for me. I shall be merciful and quick."
if you took 2 conns and 2 projectiles, you could do...
HY1, HY2, CRF2, APO3
TT1, APB1, CSV2
The ideal for PVE would be to use APB3.
That'd bump the powers round a bit:
TT1, [Torp], [Cannon], APB3
[Torp], [Cannon], APO1
I've always found Torpedo Spread to be more useful in PVE than HYT, especially if you're using Projectile DOFFs for a large stream of Single Target damage anyway... so I'd opt for CSV2, TS2, CRF1 and HYT1. Using 2x Conn Officer DOFFs for Tac Team recharge, obviously.
However since the Warfare Specialist DOFFs came out I've arrived at something of a conundrum.
Assume my ideal DOFF loadout is:
2x Projectile Weapons DOFFs (with 2x Forward Torpedo Launchers)
2x Conn Officer DOFFs (For Tac Team)
1x OTHER DOFF
The "OTHER" Doff can be a +10% Damage against [enemyfaction] Warfare specialist, or a Turn-BFI-into-RSP Shield Distribution DOFF, or a Cannon-Recharge-Reduction Energy Weapons DOFF, or even a 'Warp Core Engineer' for buffed EPTX's.
You have to make a difficult choice, since the first two are both VERY good, and the remaining two are quite a nice bonus as well.
I've therefore gotten into the habit of taking two copies of Tac Team 1 again, just so I can fit all three of those "Would be nice" DOFFs in. It means losing a torpedo ability slot, but I've found that to be worth the tradeoff in additional damage and survivability.
(Now if only I could do something about my Aux2Bat builds... those 2x Technicians are not as easy to drop...)