I am currently working on a Fleet Patrol Escort build for a captain specifically designed for Space PvP. However, I do also plan to use it in PvE for STFs/Fleet Actions.
Captain Traits:
Efficient, Elusive, Accurate, and Warp Theorist
Weapons fore:
2x Phaser Dual Heavy Cannons Mk XII
1x Phaser Dual Beam Bank Mk XII
1x Quantum Torpedo Mk XII
Weapons aft:
2x Phaser turret Mk XII
1x Quantum Torpedo Mk XII (3rd turret/tricobalt possible alternate)
Engineering consoles:
3x Neutronium Alloy
1x RCS Accelerator
Science consoles:
Universal - Subspace Jumper
Universal - Borg Assimilated Module
Tactical consoles:
4x Phaser Relay
Shield/Deflector/Engine:
Omega Force Mk XII
Power levels:
100 weapons, 35 Shields, 40 Engines, 25 Auxiliary
Duty Officers:
2x Conn Officer (Tactical Team cooldown reduced by 8 seconds. +10 to Attack Patterns)
1x Conn Officer (Cooldown on evasive maneuvers reduced)
2x Damage Control Engineer (35% chance to reduce the cooldown on EPtX by 30%)
Skill Build can be found here:
http://www.stoacademy.com/tools/skillplanner/index.php?build=fleetpatrolescortomegaalpha_0
Two things that will be noticed. I am not running an all cannon build, nor am I running any cannon bridge officer skills. To be honest, I have never been much of a fan of either. This is an attempt to create an alternative escort build that is still viable in space PvP. If anyone has suggestions they would care to offer, I would appreciate it.
Comments
You can still have your overload if you like. Go 4 DHC with a BA at the back. or 3 DHC and a DBB.
But the rapidfire is essential for escorts. Its the bread and butter.
Console - Tachyokinetic Converter
+22.9 Flight Turn Rate
+17.2 Starship Graviton Generators
+0.76% Critical Chance
+7.6% Critical Severity
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USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
. So you have 4 weapon slots that are are draining power when you do fire your beams and use the beam abilites. In short simply having those cannons and turrets there, you are making your beam attacks weaker.
So i say all or nothing. Go cannons and use crf and csv. Or go beams an use bfaw and bo
Thanks for the advice, forgot about the lobi console. I will certainly look into obtaining it.
Firing beam overload from a beam array is incredibly weak. And firing beam overload from aft...I won't be able to take advantage of my DHC if I do that. The strongest attacks for an escort are always placed in the front.
A Dual Beam Bank Overload III can Crit well beyond 50K+ fully buffed. A standard Dual Beam Bank Overload III deals 21K base damage (no buffs), at the very least stripping shields. Combine that with a quantum torpedo high yield III for an extra 21K+ and you will deal at least 42K (DHC not taken into account). Fully buffed in an Alpha strike, it is possible oneshot unsuspecting cruisers with BO III/THY III.
As I said in my first post, this build is an attempt to make an alternative to the full cannon escort. I understand that 4x DHC/3x turret or 3x DHC/1x DHC/3x turret is the norm in PvP builds. What I am looking to do is get feedback so that I may improve an alternative to the standard build.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Dump the beams go all cannons, dump two neutronium, add one monotanium and a plasma distribution manifold. Get a tachyokinetic converter. Dump the aft torpedo and go all turrets.
You don't list the BO's.
In your skills reduce the ship energy weapons to 7 and the ship projectile weapons to 6. You should then be able to bring energy weapons specialization to 6.
Drop everything from flow capacitors. You don't need it and put that into anything that will bring your warp core, engines or armor up.
My current build with skills is listed here.
http://sto-forum.perfectworld.com/showthread.php?t=244532
Look to the last couple pages. I know the engines and deflector aren't great but they are there for a reason.
http://www.stoacademy.com/tools/skillplanner/index.php?build=erkyssPescort_0
Doffs: 3 blue conn officers (recharge time on evasive manuvers reduced)
2 blue BFI (shield distribution officerc - 40% chance to aply 1500 shlds regen after Brace for impact is used)
1) If you miss with the BO3 DBB, all you have to show for it is -50 weapon power, which also lowers the rest of your energy weapon's damage.
2) It's not uncommon for torps to bounce off a shield if someone is paying attention to their shields or if someone heals them. A good portion of your torpedo damage is going to get absorbed by the shield if this happens.
It's not a bad idea to want to try something different. Just don't expect to be as affective as those who go with an all-cannon build.