I just picked up the Fleet Tactical Escort Retrofit! I have been flying big ships since day one:) So this is so cool! I gots me CANNONS! Now here is the question..
Loadout
I have 3x Antiproton Dual Heavy Cannons on the front plus a quantum torp
I have 3X turrents in the back,
Did I go to crazy on the front? The damage is great but its kinda a slow burst rate. Should I have went with at least one Dual Cannon in the front? Speed it up a bit?
Also can you put 2 Antiproton Mag Regulator consoles and get double the power. I never put 2 of the same consoles in before on any ship. Since I have a extra purple mk12 I thought I would ask before binding it.
The firepower makes up for the slow recharge. I use two dual heavy cannons on my patrol escort... thinking about putting a third one in where the beam bank is, but then I have a useless BOFF power to get rid of.
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I just picked up the Fleet Tactical Escort Retrofit! I have been flying big ships since day one:) So this is so cool! I gots me CANNONS! Now here is the question..
Loadout
I have 3x Antiproton Dual Heavy Cannons on the front plus a quantum torp
I have 3X turrents in the back,
Did I go to crazy on the front? The damage is great but its kinda a slow burst rate. Should I have went with at least one Dual Cannon in the front? Speed it up a bit?
Also can you put 2 Antiproton Mag Regulator consoles and get double the power. I never put 2 of the same consoles in before on any ship. Since I have a extra purple mk12 I thought I would ask before binding it.
Leave the weapons the way you have them. Try to have 1 copy of cannon rapid fire and one of cannon scatter volley. Your visuals and damage will increase by quite a bit. Put as many of the best grade ap mags in there as you can. You will be impressed.
Torpedo spread is the way to go for a torp skill if you want to have one, the higher the better. The big thing on CSV is the fact it's an AOE, don't worry about having the highest rank possible on it, you go from +15% damage(CSV1) to +25% damage(CSV3). CRF is sort of the same way, you go from +30% damage at CRF1 to +50% damage with CRF3.
A beam array with Beam Overload 3 is a lot of fun as an alternative to torpedoes but isn't great for the giant bags of HP that is PVE play.
Hazard emitter II, engineer team, science team, and emergency power to shields keep my hull and shields good.
I would get rid of sci team and replace it with transfer shield strenth (its a sci shield heal that can be used on allies also, and also get rid of eng team and get aux2hull thats a eng hull heal
I would get rid of sci team and replace it with transfer shield strenth (its a sci shield heal that can be used on allies also, and also get rid of eng team and get aux2hull thats a eng hull heal
aux2hull will insta-restore 8k hull points?
can TSS be used on yourself thou if you don't have an ally targeted? didn't think it could. I'm not looking to help a cruiser keep its shields up and a sci ship doesn't need my help either. In an escort thou, I find you have to keep yourself alive more than anything.
can TSS be used on yourself thou if you don't have an ally targeted? didn't think it could. I'm not looking to help a cruiser keep its shields up and a sci ship doesn't need my help either. In an escort thou, I find you have to keep yourself alive more than anything.
Ahh, thanks. Think I will stay with science team thou. Might not heal as much shields, but it clears other things like sub-nuc beam AND does a little shield heal/resist.
And as I already have the quad, I might throw it on there and see how it does. I like the visual for it, and if I am not giving up any damage, no harm done.
Not unless you max out a lot of skills and Aux power. Even then I doubt it. Aux2str's actually more valuable for the combination of a hull heal and a damage resistance buff it offers.
We're talking something like +19% to all resistances here for the Lt version, Eng team may heal 4000 more hit points per minute at that teir but the 19% resistance boost for 40 seconds out of every minute can be massive if you don't slot a lot of armor. Most escorts don't.
The Commander version's +36% damage resistance is part of the reason some cruiser builds are so hard to bust even though they don't equip a lot of armor.
Comments
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Generally though, Build discussions should take place in a Shipyard.
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Leave the weapons the way you have them. Try to have 1 copy of cannon rapid fire and one of cannon scatter volley. Your visuals and damage will increase by quite a bit. Put as many of the best grade ap mags in there as you can. You will be impressed.
Torpedo spread is the way to go for a torp skill if you want to have one, the higher the better. The big thing on CSV is the fact it's an AOE, don't worry about having the highest rank possible on it, you go from +15% damage(CSV1) to +25% damage(CSV3). CRF is sort of the same way, you go from +30% damage at CRF1 to +50% damage with CRF3.
A beam array with Beam Overload 3 is a lot of fun as an alternative to torpedoes but isn't great for the giant bags of HP that is PVE play.
P.S. numbers from Wiki so they may be off.
3 Phaser DHC and 1 quantum torp up front
3 Phaser turrets in back
2x rapid fire, 1x scatter volley chained so one is always clicking off
torp spread 1, high yeild torp, and torp spread 3 chained for the torpedo
1x tac team
1x space power that marks target with big red reticle for exta damage (name escapes me at the moment)
I also run borg engine and borg console for the 2-piece regen
and aegis deflector and aegis shield for 2 piece thoron field
shields are up to 9400 per facing, hull is at 42k, and I do some serious damage.
Aldo have the point defense console slotted, just because it is fun.
Hazard emitter II, engineer team, science team, and emergency power to shields keep my hull and shields good.
Miracle worker if all else fails.
Fleet Tactical Escort Retrofit is a blast.
EDIT: Since the quad cannon got buffed, is it useful now in place of one of the DHC's? I really don't know.
I would get rid of sci team and replace it with transfer shield strenth (its a sci shield heal that can be used on allies also, and also get rid of eng team and get aux2hull thats a eng hull heal
I use them on some of my escorts but on my main toon i don't (she is a tact pvp escort) I prefer the DHC on her
aux2hull will insta-restore 8k hull points?
can TSS be used on yourself thou if you don't have an ally targeted? didn't think it could. I'm not looking to help a cruiser keep its shields up and a sci ship doesn't need my help either. In an escort thou, I find you have to keep yourself alive more than anything.
It's not bad, but I don't think it's $15 worth.
It's Aux to SIF, and I don't think it quite adds 8k. I think it really depends on how you have distributed your skill points.
http://www.stowiki.org/Ability:_Auxiliary_Power_to_the_Structural_Integrity_Field
And, yes, Transfer Shield Strength can be used on yourself.
http://www.stowiki.org/Ability:_Transfer_Shield_Strength
And as I already have the quad, I might throw it on there and see how it does. I like the visual for it, and if I am not giving up any damage, no harm done.
Not unless you max out a lot of skills and Aux power. Even then I doubt it. Aux2str's actually more valuable for the combination of a hull heal and a damage resistance buff it offers.
We're talking something like +19% to all resistances here for the Lt version, Eng team may heal 4000 more hit points per minute at that teir but the 19% resistance boost for 40 seconds out of every minute can be massive if you don't slot a lot of armor. Most escorts don't.
The Commander version's +36% damage resistance is part of the reason some cruiser builds are so hard to bust even though they don't equip a lot of armor.