Go all weapons of the same energy type, and use damage-type specific tac consoles!
On perhaps 99.9% of my builds, I go that way... it didn't make sense for this particular build.
With the assumption that the majority of people are just going to be running Neut - you'll take a hit by mixing weapons and tac consoles. It's a pretty safe assumption, because most build suggestions suggest running with Neut rather than carrying the various consoles and paying attention to the damage the enemy is using and switching them out.
So I agree that in the vast majority of cases - one type supported by matching consoles.
I went a different direction with this build though...
I must admit, even I'm not that crazy to do a rainbow builds :P
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I must admit, even I'm not that crazy to do a rainbow builds :P
Heh, it's not quite a rainbow build.
I used to fly Skittles BoPs back when Ker'rat was infinifarm. 6 turrets - one of each. Taste the rainbow!
For the life of me, though - I can't remember why I've got the 2 PDH on there. When I started the toon a couple of days ago to test out the AtB/EPtA stuff, I had planned on going 4 Pol - 4 Tet. I'll have to grab two more Tets. That's where I ended up with the 2x DEDM instead of a Pol and a Tet.
I'm still wondering how much this is going to change in the next 2-3 weeks as S7 hits...meh.
As an aside, I was wondering how long it took you to get used to the AtB/EPtA combo? It just feels awkward - both in how it's like a side thing being done (as opposed to the run of the mill popping things) and in how it throws the timing off (used to things being ready at certain points) for both the ship and others (lol, it's funny how long the refreshes feel on other ships).
I know if I can get used to it - I will feel a little evil. The potential there is pretty damn nifty on boats not needing the high Aux.
it feels awsome, but you have to spam a key bind constantly. if your trying to keep up with the AtB cooldown without keybinds, the build is to much of a handful. in post #6, i posted a link to a tool that will let anyone build good key binds with 0 difficulty. it does it all for you, theres even links to an instruction vid.
SAP 0, SWT 9, DC 0, SB 6, SHR 9, SFC 9, SSE 9
SEW 9, SPW 0, SI 9, SR 0, SWCE 6, SPI 9, SSS 9
SM 9, STS 9, SEPS 9, SIT 6, SWCP 9, SGG 0, SPG 0
SS 0, STC 3, SEP 3, SHP 6, SSP 6, SID 3, SS 0
SEWS 9, SWPS 0, SAR 3, SAP 0, SWP 6, SCS 0, SSD 0
to much going on with dev blogs to get to this sooner. this is salvigable, and your on your way to building something that will work.
why this wont work:
weapons- using multiple energy types, or rainbow builds, does not work. they can not effectively be buffed by tactical consoles. it also puts a bulls eye on you, the rainbow user is going to be the least experienced target you can shoot at.
station powers- AtB is definitely an advanced choice, and you better off using 2 copies of AtB1 instead of using up a much more valuable LTC station. with the power buff from 2 AtB, i find needing more then EPtS1 unneeded. RSP, EWP and DEM are great choices for your COM and LTC stations, for control, defense and damage dealing. with a sci captain, you could use some station power training. ask on OPVP for help in that regard, people always oblige there.
equipment- the only equipment combos that mater are the borg and omega, or the KHG if you use projectiles. borg engine and deflector with a maco shiled, or omega engine and deflector with a maco shield. this gives you ether free heals or free damage.
as for the skill tree... i cant read that lol. if you post one, post it build on this web site
i'll soon be adding suggested skill try builds to the builds i posted so far, and future builds
I am fairly new to pvp. I have only done it 2-3 times but from what I have done it seems like fun. I have come up with this build so far and would like additional input if you all don't mind.
It will be in a Patrol Escort for now. Not sure if I will upgrade to a ship I actually have to buy or not. Will be using 3 Disruptor DHC's and 1 Quantum Torpedo.
Okay, so I've made some adjustments that render some of what I said originally in this post moot - some I changed back to what it was - some I changed because it simply was not working like expected - some changed based on good advice that I have a tendency to ignore...
Tac: 2x Tetryon Pulse Generator
Eng: Emergency Force Fields, Tetra, Ablative, Neut
Sci: Biofunction Monitor, Emitter Array, Borg
Devices: SFM, Engine-Weapon-Aux batteries
Know the shields should be MACO, but I'm not sure I can bring myself to run that many STFs...lol. Pesky Rare MACO engines dropped while farming the EDC for the retro stuff...
Not sure what to do with the SDO Doffs after the patch later today...
edit: Going to try out the Paratrinic instead of the Borg based on Hilbert's stuff... at least until S7.
edit2: I'm thinking about dropping the Tetra/Ablat for a second Neut and RCS. It just doesn't turn with the Borg engine like it did with the Jem...meh.
So in having asked about that cruiser build, I suppose I should ask about my RSV build. I used to run a tranScort (but like most of my toons, I get bored and delete them). I'm thinking about trying to go for more longevity in builds/toons - so thoughts on this one would be appreciated:
I goobered the skill build and locked myself out of GW3 (something that I'll fix on a reroll). One of the things I was thinking about for a build like this was working toward the AKHG with S7...
I am fairly new to pvp. I have only done it 2-3 times but from what I have done it seems like fun. I have come up with this build so far and would like additional input if you all don't mind.
It will be in a Patrol Escort for now. Not sure if I will upgrade to a ship I actually have to buy or not. Will be using 3 Disruptor DHC's and 1 Quantum Torpedo.
Your choice of BO skills and your spec is actually not that bad for a beginner.
Here are my suggestions for improvement:
- Replace the Beta III with an Omega III
- You are not specced into Torps. Drop the THY for a Delta I. Replace the Quantum with another DHC
- Remove the points from driver coils and put them somewhere else
Also, if you like the patrol escort go ahead and buy the Fleet version of that ship. When flown right the fleet patrol can be a beast
I am fairly new to pvp. I have only done it 2-3 times but from what I have done it seems like fun. I have come up with this build so far and would like additional input if you all don't mind.
It will be in a Patrol Escort for now. Not sure if I will upgrade to a ship I actually have to buy or not. Will be using 3 Disruptor DHC's and 1 Quantum Torpedo.
thats a pretty good skill build, i would make a few changes though. ether use all energy weapons, or spec fully into projectile skills. i prefer the former myself. drive coil really doesn't do anything to help you in combat, a pvp build tends to leave that empty. battery can be pretty nice to have speced though, even 3 into adds a nice bump to their duration.
i always max impulse thrusters, thats a buff to your turn rate after all. electro-plasma systems is a buff to how quickly your subsystem energy recharges and how much energy you get from EPtX skills. max that. i tend not to put more then 3 in ether efficency or potential, the gain from each of those is very small. you should put some skills into engine performance though, 6 i suggest. speed to an escort is everything, its position in battle and its evasion score.
with regards to armor, you get greater return on defense added by putting 3 into threat control and 3 into hull plating. you get more total energy resistance then that way then you do with 6 just in plating, plus you get a bit of kinetic resist. i don't think you need much in the way of hull armor, its the energy damage in pvp you need to worry about most. aux in an escort is important fro the small number of heals they have available, AtS, HE and TSS are all aux based, id put at least 3 into that.
if you want to get a fleet escort, consider carefully between the fleet patrol, and fleet escort (saber). the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
Okay, so I've made some adjustments that render some of what I said originally in this post moot - some I changed back to what it was - some I changed because it simply was not working like expected - some changed based on good advice that I have a tendency to ignore...
Tac: 2x Tetryon Pulse Generator
Eng: Emergency Force Fields, Tetra, Ablative, Neut
Sci: Biofunction Monitor, Emitter Array, Borg
Devices: SFM, Engine-Weapon-Aux batteries
Know the shields should be MACO, but I'm not sure I can bring myself to run that many STFs...lol. Pesky Rare MACO engines dropped while farming the EDC for the retro stuff...
Not sure what to do with the SDO Doffs after the patch later today...
edit: Going to try out the Paratrinic instead of the Borg based on Hilbert's stuff... at least until S7.
edit2: I'm thinking about dropping the Tetra/Ablat for a second Neut and RCS. It just doesn't turn with the Borg engine like it did with the Jem...meh.
that build is in better shape. use it and learn from it, when you get comfortable with it try turning it into more of a healer. some combination of ET3, ES2 and EWP3 i would recommend, healing is a star cruisers main role, and with your SNB, scan, and plasma snare you can help set up a kill as well.
So in having asked about that cruiser build, I suppose I should ask about my RSV build. I used to run a tranScort (but like most of my toons, I get bored and delete them). I'm thinking about trying to go for more longevity in builds/toons - so thoughts on this one would be appreciated:
I goobered the skill build and locked myself out of GW3 (something that I'll fix on a reroll). One of the things I was thinking about for a build like this was working toward the AKHG with S7...
im not a sci expert, but i can tell you you want to have lots of gravaton spacing so TBR and GW pull and push as hard as possible. also they consoles that heal and protect crew, worthless, load up on 4 grav consoles instead and send people flying or pin them completely.
So **** busy. But when I get a chance, I'll post builds that I use in my Galor, Fleet Saber (I know the PE is better, but I like the ship), and Fleet Neb. Oh and a Chimera build too.
im not a sci expert, but i can tell you you want to have lots of gravaton spacing so TBR and GW pull and push as hard as possible. also they consoles that heal and protect crew, worthless, load up on 4 grav consoles instead and send people flying or pin them completely.
I know that folks say that about the crew - but my experience has always been different. I mean, the difference between having crew and not having crew - ie getting hit with theta - makes a world of difference. I get far more out of having crew than I do from having another Neut...
I'll post builds that I use in my Galor, Fleet Saber (I know the PE is better, but I like the ship)
well actually....
the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
I know that folks say that about the crew - but my experience has always been different. I mean, the difference between having crew and not having crew - ie getting hit with theta - makes a world of difference. I get far more out of having crew than I do from having another Neut...
then you should be putting 3 to 6 points in subsystem repair if you want to keep them, crew's only function is to get subsystems repaired quick, and if you put focus on something, you should min/max as hard as you can. i would slot as many grav gens as you can too, the skills you use offensively you want working as good as possible.
About Saber and it's shields. I have 9/9 in both Structural Integrity and Shield Systems and I have one +17,5% shield hps console.
Full MACO Mk XII set
41884 hull hps
9983 shields hps
MACO mk XII shield + Aegis deflector
39469 hull hps
10070 shield hps
Omega Shield mk XII + Maco Mk. XII deflector
41884 hull hps
9555 shield hps
Borg Shield + Maco Mk. XII deflector
41884 hull hps
8163 shield hps
I could post Fleet Nova as well. But I'm lazy.
I myself use Maco shield + 2x Aegis, but will swap it for Maco shield + 2x fed(KHG) pieces when I grinded for the rep eventually.
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then you should be putting 3 to 6 points in subsystem repair if you want to keep them, crew's only function is to get subsystems repaired quick, and if you put focus on something, you should min/max as hard as you can. i would slot as many grav gens as you can too, the skills you use offensively you want working as good as possible.
Hull Repair, Subsystem Repair, as well as other things...
The Subsystem Repair thing I've always kind of thought of as a waste - it's useless without crew and if you have the crew, it's not really that much of a boost. It's a middle-ground thing - if you've got half your crew, then SSR would help. The more you slide either way, the less useful it feels...
With TBR, I use it to push somebody away from a healer or a healer away from somebody they're healing... hit TBR, Evasive, Eng Battery... they PH/APO, Subnuc them and keep pushing.
The GW/TR are mainly anti-fighter spam - as well as general battlefield spam.
The focus on damage comes from the mines/torps. Head toward the target, fire a spread, fire a cluster, DPB, they'll want to turn to pursue, fire the rear cluster, and just fly around them and around them as the trans eat their hull - often leaving them exploding with full shields.
I used to fly a Sci in a Patrol Escort using a similar build - but I wanted something that could drop some spam for fighters and went with this... I lost overall single target damage, but I have fun taking out carrier spam.
Wish it worked worth a damn against ASDs - but since I mainly go FvF, it works great against ADRs.
the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
Good to know. I've always been partial to Sabers personally.
I love playing my Fleet Neb on my Tac with a double A2B build, but I'm worried about the Vesta makin that ship obsolete.
I have a Chimera beam/tachyon mine build that I'll post too along with the others I mentioned. Its not a huge DPS build, but its super annoying and drains shields like a TRIBBLE.
thats a pretty good skill build, i would make a few changes though. ether use all energy weapons, or spec fully into projectile skills. i prefer the former myself. drive coil really doesn't do anything to help you in combat, a pvp build tends to leave that empty. battery can be pretty nice to have speced though, even 3 into adds a nice bump to their duration.
i always max impulse thrusters, thats a buff to your turn rate after all. electro-plasma systems is a buff to how quickly your subsystem energy recharges and how much energy you get from EPtX skills. max that. i tend not to put more then 3 in ether efficency or potential, the gain from each of those is very small. you should put some skills into engine performance though, 6 i suggest. speed to an escort is everything, its position in battle and its evasion score.
with regards to armor, you get greater return on defense added by putting 3 into threat control and 3 into hull plating. you get more total energy resistance then that way then you do with 6 just in plating, plus you get a bit of kinetic resist. i don't think you need much in the way of hull armor, its the energy damage in pvp you need to worry about most. aux in an escort is important fro the small number of heals they have available, AtS, HE and TSS are all aux based, id put at least 3 into that.
if you want to get a fleet escort, consider carefully between the fleet patrol, and fleet escort (saber). the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
id call that better, but your going to have some crummy aux power, which 2 of your heals run on. for an escort that does not use glider, tet, or pol weapons i would set it up like this
I was looking at Mavairo's DSSV holdover build. He mentions that the D'Kyr (and Nebula) does a better job than the DSSV. Is there a section where he expands on equipment and ability details concerning the D'Kyr??? --->Because in THAT post he doesn't mention what type of weapons layout would complement the abilities he mentions. Also does he mention what other abilities should be used by your boffs?
hopefully befor long i can through out and transfer some good sci ship builds, and d'kyr. too. since it has a LTC eng station, i suggest using EWP1 with it.
the defient was the best escort for a wile, even with its undesirable ens station.it had the best turn and a cloak, and is still a competent ship even today. it shares the station setup with the qin, and wile its not as good a ship stat wise, this build fits both of them. with all the rep system passives, you cant just unload DHC damage and hope to kill anyone, you need a closer. a reliably one is a DBB with BO, torps are much more tricky to make effective. im not going to recommend BO3 here, it appears to not benefit from acc mods or any acc bonuses. BO2 can hit at about 30K with a crit pretty easily, thats likely going to be plenty most of the time.
the 2 APO are your get out of jail free card, they let you shrug of anything from a tractor beam to warp plasma, and increase your speed and defense greatly. wile those 2 are cooling down. its basicly insane to not run 2 APO on an escort, and APO3+crf 2 will give you higher spike then CRF3+APO1. when you use BO, i recommend using an EPS console, it will recharge all the energy BO uses quicker, so your other weapons are firing at a higher energy level and dealing more damage.
equipment
borg deflector
borg engine
maco shield
consoles
2 turn, 1 EPS
borg, cloak
4 energy type consoles
doffs
evasive maneuver cooldown reducing conn doffs, shield distribution doffs
this ship is best at hitting and running, stacking all buffs and then decloaking and firing it all at someone, if your lucky you can all but 1 shot someone with the heavy cannon fire and BO. the shield distro doffs will give you an extra shield heal to allow you to tank longer, and being able to use evasive maneuvers more often will let you speed tank, get good position, and GTFO when needed without having to wait. trying to control such a speedy ship and use it effectively will do much to improve your pvp skill.
Thinking back to what you said earlier about my RSV build actually got me thinking about my Star Cruiser build - in regard to having EWP2 on it. He's got 0 in Particle. So it's doing wee damage - just the snare. Would it be better to perhaps switch that out? It's come in handy for the snare when somebody decides to sit on my butt... but... meh.
Maybe move RSP2 tp RSP3? Then one of the AtB1's to AtB2? Then a case of adding either another EPtS or ET? Maybe even another DEM?
It feels weird flying without AtS - but I'm not sure how that shared CD would throw off the dual AtB's?
I'm definitely more comfortable flying SV or Escorts... so I appreciate the patience with some of these questions.
edit: Lolkay, two DEMs is a no-no. The 2 min CD on the first one triggered finishes before the triggered shared 45 second CD on the second...lol, meh. Oh well.
edit: Man, this is rough. Even a triggered shared CD of 15s results in problems. TT and ET for example. W/O AtB - you just trade them off TT-15s-ET-15s-TT. W/ AtB - you're still eating the 15s. Sure, you're pretty much near the choice of selecting which one as if you hadn't triggered one - but as soon as you trigger one, you're waiting 15s again. I suppose it gives you the option of whether you need TT or ET - but you're trading off the ability to TT - lil wait - TT - lil wait - TT. I suppose the option of having TT or ET like it provides is a good thing, though. I'm going to back and read the post about AtB again...
Comments
On perhaps 99.9% of my builds, I go that way... it didn't make sense for this particular build.
With the assumption that the majority of people are just going to be running Neut - you'll take a hit by mixing weapons and tac consoles. It's a pretty safe assumption, because most build suggestions suggest running with Neut rather than carrying the various consoles and paying attention to the damage the enemy is using and switching them out.
So I agree that in the vast majority of cases - one type supported by matching consoles.
I went a different direction with this build though...
Heh, it's not quite a rainbow build.
I used to fly Skittles BoPs back when Ker'rat was infinifarm. 6 turrets - one of each. Taste the rainbow!
For the life of me, though - I can't remember why I've got the 2 PDH on there. When I started the toon a couple of days ago to test out the AtB/EPtA stuff, I had planned on going 4 Pol - 4 Tet. I'll have to grab two more Tets. That's where I ended up with the 2x DEDM instead of a Pol and a Tet.
it feels awsome, but you have to spam a key bind constantly. if your trying to keep up with the AtB cooldown without keybinds, the build is to much of a handful. in post #6, i posted a link to a tool that will let anyone build good key binds with 0 difficulty. it does it all for you, theres even links to an instruction vid.
its included in post #5, the useful link post
I'd like to compare to see if there's anything I should improve on.
to much going on with dev blogs to get to this sooner. this is salvigable, and your on your way to building something that will work.
why this wont work:
weapons- using multiple energy types, or rainbow builds, does not work. they can not effectively be buffed by tactical consoles. it also puts a bulls eye on you, the rainbow user is going to be the least experienced target you can shoot at.
station powers- AtB is definitely an advanced choice, and you better off using 2 copies of AtB1 instead of using up a much more valuable LTC station. with the power buff from 2 AtB, i find needing more then EPtS1 unneeded. RSP, EWP and DEM are great choices for your COM and LTC stations, for control, defense and damage dealing. with a sci captain, you could use some station power training. ask on OPVP for help in that regard, people always oblige there.
equipment- the only equipment combos that mater are the borg and omega, or the KHG if you use projectiles. borg engine and deflector with a maco shiled, or omega engine and deflector with a maco shield. this gives you ether free heals or free damage.
as for the skill tree... i cant read that lol. if you post one, post it build on this web site
i'll soon be adding suggested skill try builds to the builds i posted so far, and future builds
that will be the next thing i do
http://www.stoacademy.com/tools/skillplanner/index.php?build=Anith1284_2197
It will be in a Patrol Escort for now. Not sure if I will upgrade to a ship I actually have to buy or not. Will be using 3 Disruptor DHC's and 1 Quantum Torpedo.
The skill build: http://www.stoacademy.com/tools/skillplanner/index.php?build=POLTET_0
(can ignore the BOFF layout there - I created an uneditable link - the actual BOFFs are below)
Star Cruiser
Sci Captain - 3x Technician, 2x Shield Distribution
Fore: 4x Polarized Tetryon
Aft: 4x Polarized Tetryon
TT1, BFAW2
EPtS1, AtB1, RSP2, EWP2
EPtA, AtB1, DEM2
TSS1, HE2
PH1
Deflector: Borg
Shields: Borg
Engine: Borg
Tac: 2x Tetryon Pulse Generator
Eng: Emergency Force Fields, Tetra, Ablative, Neut
Sci: Biofunction Monitor, Emitter Array, Borg
Devices: SFM, Engine-Weapon-Aux batteries
Know the shields should be MACO, but I'm not sure I can bring myself to run that many STFs...lol. Pesky Rare MACO engines dropped while farming the EDC for the retro stuff...
Not sure what to do with the SDO Doffs after the patch later today...
edit: Going to try out the Paratrinic instead of the Borg based on Hilbert's stuff... at least until S7.
edit2: I'm thinking about dropping the Tetra/Ablat for a second Neut and RCS. It just doesn't turn with the Borg engine like it did with the Jem...meh.
RSV
Sci Captain - 2 SDO/BFI, 1 Projectile, 1 Deflector, 1 Gravmetric
Skill Build: http://www.stoacademy.com/tools/skillplanner/index.php?build=hullbuster2_0
Fore: 2x Rapid Reload Trans, 1x Breen Trans Cluster
Aft: Tric Mine, Trans Mine, Breen Trans Cluster
TS1, DPB1
TT1
EPtS1, AtS1
JTS1, SS1, TR2, GW2
PH1, HE2, TSS3
Deflector: Breen
Engine: Borg
Shields: Breen
Tac: 3x Transphasic Compressor
Eng: Emergency Force Fields, Neut
Sci: Borg, Biofunction Monitor, Shield Emitter, Emitter Array
Devices: SFM, Engine-Aux batteries
I goobered the skill build and locked myself out of GW3 (something that I'll fix on a reroll). One of the things I was thinking about for a build like this was working toward the AKHG with S7...
Your choice of BO skills and your spec is actually not that bad for a beginner.
Here are my suggestions for improvement:
- Replace the Beta III with an Omega III
- You are not specced into Torps. Drop the THY for a Delta I. Replace the Quantum with another DHC
- Remove the points from driver coils and put them somewhere else
Also, if you like the patrol escort go ahead and buy the Fleet version of that ship. When flown right the fleet patrol can be a beast
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Please pay us a visit for any help you may need in building a competitive ship.
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thats a pretty good skill build, i would make a few changes though. ether use all energy weapons, or spec fully into projectile skills. i prefer the former myself. drive coil really doesn't do anything to help you in combat, a pvp build tends to leave that empty. battery can be pretty nice to have speced though, even 3 into adds a nice bump to their duration.
i always max impulse thrusters, thats a buff to your turn rate after all. electro-plasma systems is a buff to how quickly your subsystem energy recharges and how much energy you get from EPtX skills. max that. i tend not to put more then 3 in ether efficency or potential, the gain from each of those is very small. you should put some skills into engine performance though, 6 i suggest. speed to an escort is everything, its position in battle and its evasion score.
with regards to armor, you get greater return on defense added by putting 3 into threat control and 3 into hull plating. you get more total energy resistance then that way then you do with 6 just in plating, plus you get a bit of kinetic resist. i don't think you need much in the way of hull armor, its the energy damage in pvp you need to worry about most. aux in an escort is important fro the small number of heals they have available, AtS, HE and TSS are all aux based, id put at least 3 into that.
if you want to get a fleet escort, consider carefully between the fleet patrol, and fleet escort (saber). the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
that build is in better shape. use it and learn from it, when you get comfortable with it try turning it into more of a healer. some combination of ET3, ES2 and EWP3 i would recommend, healing is a star cruisers main role, and with your SNB, scan, and plasma snare you can help set up a kill as well.
im not a sci expert, but i can tell you you want to have lots of gravaton spacing so TBR and GW pull and push as hard as possible. also they consoles that heal and protect crew, worthless, load up on 4 grav consoles instead and send people flying or pin them completely.
I know that folks say that about the crew - but my experience has always been different. I mean, the difference between having crew and not having crew - ie getting hit with theta - makes a world of difference. I get far more out of having crew than I do from having another Neut...
well actually....
the fleet ships based off tier 2 and 3 ships seem down on stats a bit, they have the nice 10th consoles, but their shield mod is usually sub par. BUT, i have found all tier 2 and 3 vet ships have a hidden chunk of bonus hitpoints thats undocumented, and as a result shields with lower capacities like borg, omega and maco end up having more hitpoints on tier 2/3 fleet ships then tier 5 fleet ships. basically, the fleet saber with a maco will have more hitpoints then a fleet patrol with a maco, and the saber has 1 better turn rate too.
then you should be putting 3 to 6 points in subsystem repair if you want to keep them, crew's only function is to get subsystems repaired quick, and if you put focus on something, you should min/max as hard as you can. i would slot as many grav gens as you can too, the skills you use offensively you want working as good as possible.
Full MACO Mk XII set
41884 hull hps
9983 shields hps
MACO mk XII shield + Aegis deflector
39469 hull hps
10070 shield hps
Omega Shield mk XII + Maco Mk. XII deflector
41884 hull hps
9555 shield hps
Borg Shield + Maco Mk. XII deflector
41884 hull hps
8163 shield hps
I could post Fleet Nova as well. But I'm lazy.
I myself use Maco shield + 2x Aegis, but will swap it for Maco shield + 2x fed(KHG) pieces when I grinded for the rep eventually.
Hull Repair, Subsystem Repair, as well as other things...
The Subsystem Repair thing I've always kind of thought of as a waste - it's useless without crew and if you have the crew, it's not really that much of a boost. It's a middle-ground thing - if you've got half your crew, then SSR would help. The more you slide either way, the less useful it feels...
With TBR, I use it to push somebody away from a healer or a healer away from somebody they're healing... hit TBR, Evasive, Eng Battery... they PH/APO, Subnuc them and keep pushing.
The GW/TR are mainly anti-fighter spam - as well as general battlefield spam.
The focus on damage comes from the mines/torps. Head toward the target, fire a spread, fire a cluster, DPB, they'll want to turn to pursue, fire the rear cluster, and just fly around them and around them as the trans eat their hull - often leaving them exploding with full shields.
I used to fly a Sci in a Patrol Escort using a similar build - but I wanted something that could drop some spam for fighters and went with this... I lost overall single target damage, but I have fun taking out carrier spam.
Wish it worked worth a damn against ASDs - but since I mainly go FvF, it works great against ADRs.
Good to know. I've always been partial to Sabers personally.
I love playing my Fleet Neb on my Tac with a double A2B build, but I'm worried about the Vesta makin that ship obsolete.
I have a Chimera beam/tachyon mine build that I'll post too along with the others I mentioned. Its not a huge DPS build, but its super annoying and drains shields like a TRIBBLE.
Alright, so if I understood you correctly something more like this?
http://www.stoacademy.com/tools/skillplanner/index.php?build=Anith2_2197
id call that better, but your going to have some crummy aux power, which 2 of your heals run on. for an escort that does not use glider, tet, or pol weapons i would set it up like this
http://www.stoacademy.com/tools/skillplanner/index.php?build=DDISescort_0
hopefully befor long i can through out and transfer some good sci ship builds, and d'kyr. too. since it has a LTC eng station, i suggest using EWP1 with it.
the defient was the best escort for a wile, even with its undesirable ens station.it had the best turn and a cloak, and is still a competent ship even today. it shares the station setup with the qin, and wile its not as good a ship stat wise, this build fits both of them. with all the rep system passives, you cant just unload DHC damage and hope to kill anyone, you need a closer. a reliably one is a DBB with BO, torps are much more tricky to make effective. im not going to recommend BO3 here, it appears to not benefit from acc mods or any acc bonuses. BO2 can hit at about 30K with a crit pretty easily, thats likely going to be plenty most of the time.
3 DHC, 1 DBB, 3 turrets
TT1, BO2, APO1, APO3
TT1, CRF1, CRF2
BO1
EPtS1, EPtS2
TSS1, HE2
station power long form here
the 2 APO are your get out of jail free card, they let you shrug of anything from a tractor beam to warp plasma, and increase your speed and defense greatly. wile those 2 are cooling down. its basicly insane to not run 2 APO on an escort, and APO3+crf 2 will give you higher spike then CRF3+APO1. when you use BO, i recommend using an EPS console, it will recharge all the energy BO uses quicker, so your other weapons are firing at a higher energy level and dealing more damage.
equipment
borg deflector
borg engine
maco shield
consoles
2 turn, 1 EPS
borg, cloak
4 energy type consoles
doffs
evasive maneuver cooldown reducing conn doffs, shield distribution doffs
this ship is best at hitting and running, stacking all buffs and then decloaking and firing it all at someone, if your lucky you can all but 1 shot someone with the heavy cannon fire and BO. the shield distro doffs will give you an extra shield heal to allow you to tank longer, and being able to use evasive maneuvers more often will let you speed tank, get good position, and GTFO when needed without having to wait. trying to control such a speedy ship and use it effectively will do much to improve your pvp skill.
Why would you use them when you already have two copies of TT?
@f4tamy | Sad Pandas
copy paste error. meant to specify the evasive conn doffs. thx
Maybe move RSP2 tp RSP3? Then one of the AtB1's to AtB2? Then a case of adding either another EPtS or ET? Maybe even another DEM?
It feels weird flying without AtS - but I'm not sure how that shared CD would throw off the dual AtB's?
I'm definitely more comfortable flying SV or Escorts... so I appreciate the patience with some of these questions.
edit: Lolkay, two DEMs is a no-no. The 2 min CD on the first one triggered finishes before the triggered shared 45 second CD on the second...lol, meh. Oh well.
edit: Man, this is rough. Even a triggered shared CD of 15s results in problems. TT and ET for example. W/O AtB - you just trade them off TT-15s-ET-15s-TT. W/ AtB - you're still eating the 15s. Sure, you're pretty much near the choice of selecting which one as if you hadn't triggered one - but as soon as you trigger one, you're waiting 15s again. I suppose it gives you the option of whether you need TT or ET - but you're trading off the ability to TT - lil wait - TT - lil wait - TT. I suppose the option of having TT or ET like it provides is a good thing, though. I'm going to back and read the post about AtB again...