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heavyrunnerheavyrunner Member Posts: 12 Arc User
edited September 2012 in PvP Gameplay
Hi, I want to get into PVP. I am an old fps clan and league player so the PVE has gotten a little repeatitive. I am in a great fleet but they are not PVPers so I am on my on. I have studied the forums and put together a build which I have been pugging with for a week. I am pretty resilient but lacking on Damage. When I look at the combat logs with ACT using PVP plugin my damage from cannons is about half of someone else in the match with similar weapons. In fact the turrets tend to have more damage over the course of a 10 min match. I think it might be flying skill at this point since the cannons are limited by distance and angle. I added the RCS console to help improve time on target.
I have the Omega set Shield when I get the Deflector I will fly those for the Tet Glider bonus.
Just added DEM for testing after drunk said saw higher effect when cannon mods are off.
Pets are Danubes from logs not a lot of damage but the tractors are annoying.
I can fly Advanced Escort on this Tac toon and have Excelsior Refit on a Sci toon.

So any suggestions problems with the buildout below will be greatly appreciated or anything I need to know about PVPing in general. I am on the organizedPVP channel.


http://skillplanner.stoacademy.com/?build=sotakhec_1459

Toon is Tac!
Ship: Heavy Escort Carrier

COM Tac: Tac Team 1 / Torp HY 2 / AP Omega 1 / Cannon RF 3

LT Tac: Tac Team 1 / Cannon RF 1

ENS Tac: Torp HY 1

LTC Eng: EPS 1 / Aux to Bat 1 / EPS 3

LT Sci: Hazard Emitters 1 / Tractor Beam Rep 1


Front Weapons:

2 Polaron Dual Heavy Cannons Mk XI [CrtH]x3/

1 Polaron Dual Heavy Cannons Mk XI [Acc]x2 [CrtH]

1 Quantum Torpedo Launcher Mk XII Acc CrtHx2

Rear Weapons: 3 Polaron Turrets Mk XI [CrtH]x3


Deflector: Borg

Engines: Borg Engine

Shields: MACO

Devices: Subspace Field, Batteries

Eng Con: Borg TRIBBLE Module/ 2 Neutronium XII Rare

Sci Consoles: Torpedo pdf / Field Generator XI Rare

Tac Consoles: 4 Polaron XI rare


Hangar: Advanced Danubes


Space DO: 2 VR Tech DO, 2 VR Con, 1 R Tech


Power Levels:

Attack: 100 wep / 25 Shields / 50 Engine / 25 Aux

Heal: 25 / 50 / 25 / 100

Thanks Heavyrunner
Post edited by heavyrunner on

Comments

  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    dem is... under investigation. unfortunately its pretty underwhelming, and deals no extra damage like it should wile CRF, and other tac abilities are running. i doubt you will see much effect with 2 cannons skills giving you good up time, you would have to go without using cannon skills for a wile to even get dem to do anything, and thats just not advisable. dem has 0 spike potential, and thats all you should care about in an escort.

    the station setup is fine, as long as you replace dem with A2S. as for the skill tree drop all graviton gen specing, that adds only to the push of tractor repulsers, its particle gens that boost its damage. you don't necessarily need to put any skill points there ether, TBR does a good job holding someone in front of you wile you fly at him with your full defense score and pummel away. i would max to 9

    Starship Electro-Plasma Systems- maxes EPtS effectiveness
    Starship Maneuvers- this is your defense score, to an escort this is critically important
    Starship Projectile Weapons- might as well, you use torps and its cheap

    and spec no more then 3 into all sci resists but insulators, 9 or 6 there if you have the points. subsystem repair is a bit of a waist since it depends on your alive crew %, you need a nurse doff to keep that up.

    i tend to put 3 into Starship Hull Plating and Starship Threat Control, it would give you better energy resistance then putting 6 into just hull plaiting, and you get a bit of kinetic resist too.

    run borg engine and deflector, with maco shield. if your feeling lucky, run omega deflector and engine instead, they are great equipment in their own right even without glider, but remember you give up the borg set heals for it.


    thats it for the build, the rest is just about setting up opportunities and stacking tac buffs. to really get kills, you need to not just use captain tac buffs as soon as they come off cool down, you want 2 or 3 ready at once before you go for a spike attack. if i were you i would speed tank best i could and wait for my runabouts to grab someone and launch a full attack then. followed up by another spike the best you can wile repulsering someone. between those times cycle CRF and THY as soon as they cools down and worry more about maneuvering and staying out of firing arcs instead of dealing the most damage possible wile all your tac buffs are cooling down.

    remember its all about spike, damaging them at a rate they cant react quickly enough to save themselves, or for others to save them. spike will blow though a shield facing, you wont have to try shooting through 4 facings over time before you can deal any hull damage. the longer your over time attack is, the more time the person has to react and mitigate.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    I would drop all ranks in gravitons and put those into Particle Generators.

    I would then drop all ranks in Aux Performance and spec up Energy Weapon Specialization.

    I would honestly ditch at least 3 in weapon performance, and put at least three into Torpedo Specialization.

    Drop all ranks in subsystem repair as the skill has literally no in game effect that anyone can measure. With those ranks I would shove more into warp core potential.

    Those are the biggest hinderances in your spec that I can see off the bat.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    dem is... under investigation. unfortunately its pretty underwhelming, and deals no extra damage like it should wile CRF, and other tac abilities are running. i doubt you will see much effect with 2 cannons skills giving you good up time, you would have to go without using cannon skills for a wile to even get dem to do anything, and thats just not advisable. dem has 0 spike potential, and thats all you should care about in an escort.

    the station setup is fine, as long as you replace dem with A2S. as for the skill tree drop all graviton gen specing, that adds only to the push of tractor repulsers, its particle gens that boost its damage. you don't necessarily need to put any skill points there ether, TBR does a good job holding someone in front of you wile you fly at him with your full defense score and pummel away. i would max to 9

    Starship Electro-Plasma Systems- maxes EPtS effectiveness
    Starship Maneuvers- this is your defense score, to an escort this is critically important
    Starship Projectile Weapons- might as well, you use torps and its cheap

    and spec no more then 3 into all sci resists but insulators, 9 or 6 there if you have the points. subsystem repair is a bit of a waist since it depends on your alive crew %, you need a nurse doff to keep that up.

    i tend to put 3 into Starship Hull Plating and Starship Threat Control, it would give you better energy resistance then putting 6 into just hull plaiting, and you get a bit of kinetic resist too.

    run borg engine and deflector, with maco shield. if your feeling lucky, run omega deflector and engine instead, they are great equipment in their own right even without glider, but remember you give up the borg set heals for it.


    thats it for the build, the rest is just about setting up opportunities and stacking tac buffs. to really get kills, you need to not just use captain tac buffs as soon as they come off cool down, you want 2 or 3 ready at once before you go for a spike attack. if i were you i would speed tank best i could and wait for my runabouts to grab someone and launch a full attack then. followed up by another spike the best you can wile repulsering someone. between those times cycle CRF and THY as soon as they cools down and worry more about maneuvering and staying out of firing arcs instead of dealing the most damage possible wile all your tac buffs are cooling down.

    remember its all about spike, damaging them at a rate they cant react quickly enough to save themselves, or for others to save them. spike will blow though a shield facing, you wont have to try shooting through 4 facings over time before you can deal any hull damage. the longer your over time attack is, the more time the person has to react and mitigate.

    That's something I always forget, the threat control thingy on skill tree, lol. I don't have points in it right now bc I didn't remember how good is the resist you get. But I'll definitely do a quick respec. Off topic, but thanks!
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    i should have posted this too. thats how i know about the threat control armor bonus

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    a must have for setting up the last spec you might ever need, unless you change ships or fundamentally alter build
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    i should have posted this too. thats how i know about the threat control armor bonus

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    a must have for setting up the last spec you might ever need, unless you change ships or fundamentally alter build

    Thanks man, this time I saved the bookmark! Threat control was always good in pvp, just didn't remember the numbers to know how much is worth to put in it.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • naz4naz4 Member Posts: 1,373 Arc User
    edited September 2012
    Add "Sad Panda Cubs" channel and feel fre to ask all questions in game. If we have guys on, we wont hesitate to help
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited September 2012
    Love that list. Just tightened up my templates some more. I will respec all my chars once I've tested it more.
    [SIGPIC][/SIGPIC]
  • razellisrazellis Member Posts: 176 Arc User
    edited September 2012


    http://skillplanner.stoacademy.com/?build=sotakhec_1459

    Toon is Tac!
    Ship: Heavy Escort Carrier

    COM Tac: Tac Team 1 / Torp HY 2 / AP Omega 1 / Cannon RF 3

    LT Tac: Tac Team 1 / Cannon RF 1

    ENS Tac: Torp HY 1

    LTC Eng: EPS 1 / Directed Energy Modulation 1 / EPS 3

    LT Sci: Hazard Emitters 1 / Tractor Beam Rep 1


    Front Weapons:

    2 Polaron Dual Heavy Cannons Mk XI [CrtH]x3

    1 Polaron Dual Heavy Cannons Mk XI [Acc]x2 [CrtH]

    1 Quantum Torpedo Launcher Mk XII Acc CrtHx2

    Rear Weapons: 3 Polaron Turrets Mk XI [CrtH]x3

    You look pretty good, it's a solid build and drunk gave you a bunch of good advice. That said all of the below is just my take on this.

    I'd want 3x Polaron Dual Heavy Cannons Mk XI [Acc]x2 [CrtH] personally and 3 Polaron Turrets Mk XI [ACC]x2 [CrtH] and would take RSP or Aux2Str over DEM1. DEM sees about twice the bonus when using phaser weapons so those are the only ones I would recommend using it with.

    There may come a time when your lack of projectile AOE's is a problem, if that time comes just set your pets to intercept mode and they'll clear out the acetone assimliators and enemy pets for you.

    On the skill points side I'd lose 3 ranks of starship electorplasma systems to put 2 more ranks in projectile weapon spec.

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    This ol' chart says you won't get much of a bonus out of those last three points but when those are your only shield heals every point counts so take that advice with a grain of salts.
  • freedumb4evafreedumb4eva Member Posts: 269
    edited September 2012
    I don't recommend applying any points into Threat Control if you plan to take your VA into any PVE scenarios... unless you are primarily a tank.

    You would lose a small amount of resistance, but avoid annoying situations in your PVE.
  • freedumb4evafreedumb4eva Member Posts: 269
    edited September 2012
    I came across a Heavy Escort Carrier build that was using Theta Vent, Danubes, Tractor Beam, CRF, and Trico Mines...

    The idea is very simple... your target can't go anywhere and receives a healthy dose of Trico Mine to the face.

    Quite cheap but extremely effective.
  • skurfskurf Member Posts: 1,071 Arc User
    edited September 2012
    i should have posted this too. thats how i know about the threat control armor bonus

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    a must have for setting up the last spec you might ever need, unless you change ships or fundamentally alter build

    Thanks for that link. It's interesting to see how little warp core potential affects your power levels. Only a bonus of 1 to all power systems per each green skill point used. Doesn't really seem worth it to me.
  • razellisrazellis Member Posts: 176 Arc User
    edited September 2012
    skurf wrote: »
    Thanks for that link. It's interesting to see how little warp core potential affects your power levels. Only a bonus of 1 to all power systems per each green skill point used. Doesn't really seem worth it to me.

    No problem. Check the names on the bottom to see who deserves the real credit. They blew a ton of respec's on this. 1 point across the board is pretty significant in my eyes but I'm always energy starved.

    Edit. One of the things I love about this build is the poster taking TBR. I use that power to shoot down mines/heavy torpedoes/pets and cull out the weak members of the enemy herd in PVP. In PVE it's still handy.)
  • heavyrunnerheavyrunner Member Posts: 12 Arc User
    edited September 2012
    I came across a Heavy Escort Carrier build that was using Theta Vent, Danubes, Tractor Beam, CRF, and Trico Mines...

    The idea is very simple... your target can't go anywhere and receives a healthy dose of Trico Mine to the face.

    Quite cheap but extremely effective.

    That is just annoying. With the 4 pc Borg you a tractor beam so just have to add Theta and mines.
  • heavyrunnerheavyrunner Member Posts: 12 Arc User
    edited September 2012
    naz4 wrote: »
    Add "Sad Panda Cubs" channel and feel fre to ask all questions in game. If we have guys on, we wont hesitate to help

    done thanks for invite
  • heavyrunnerheavyrunner Member Posts: 12 Arc User
    edited September 2012
    I don't recommend applying any points into Threat Control if you plan to take your VA into any PVE scenarios... unless you are primarily a tank.

    You would lose a small amount of resistance, but avoid annoying situations in your PVE.

    Yea I had all AOE for STF but I could put TS1 in ensign tac.
  • heavyrunnerheavyrunner Member Posts: 12 Arc User
    edited September 2012
    Thanks everyone for your input. I had the skill tree point bonus chart but without the context of your guys experience it can be misleading. Added aux to sif back. The 3pc Borg with Maco Shield was much more resilient than with the Maco deflector.
  • heavyrunnerheavyrunner Member Posts: 12 Arc User
    edited September 2012
    razellis wrote: »

    I'd want 3x Polaron Dual Heavy Cannons Mk XI [Acc]x2 [CrtH] personally and 3 Polaron Turrets Mk XI [ACC]x2 [CrtH]

    Ok this brings up often debated point. What is the purpose of the Acc modifier? I have read that it goes against the base defense of the target. Is it also applied in traditional accuracy?

    Anyone
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    Ok this brings up often debated point. What is the purpose of the Acc modifier? I have read that it goes against the base defense of the target. Is it also applied in traditional accuracy?

    Anyone

    acc counters your opponents defense score, that is there evasion. you want to by flying at a speed that maxes that evasion score at basically all times. acc tends to get the best results against fast targets, and if there is an acc vs defense overflow both crit chance and severity are boosted. theres a thread all about this stickied here, by big red jedi
  • razellisrazellis Member Posts: 176 Arc User
    edited September 2012
    Ok this brings up often debated point. What is the purpose of the Acc modifier? I have read that it goes against the base defense of the target. Is it also applied in traditional accuracy?

    Anyone

    It's a huge DPS bonus when firing on someone that has around 75% defense, supposedly the current soft cap, a PVP escort can hit this easy with the 10% elusive trait, 15% defense bonus from skill tree, and max impulse speed. Using evasive maneuvers or attack pattern Omega 3 my escort can actually hit over 100% defense in combat, not that it does me much good.

    The impulse speed defense equation use to be.

    Defence % = Impulse Speed x 2.5 - 15

    I don't know if it's still accurate but assume it's close.
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