So i have a tac escort retro, I'll get a fleet as soon as possible, and the best i can do on dps is a 2500 average. I have 3 fleet ap dhc's and a fleet quantum up front and 3 ap fleet turrets in the back. 4 ap tac consoles, 2 shield emitter consoles, 2 neutronium and a montotanium, all purple mkxi and mkxii. I'll hit level 5 on omega rep soon and will get borg and maco gear at that time for now i'm runniing fleet engine deflector and shields. covariant.
My boff skills are
TT1, SCV1,TORPS3,CRF3
TT1, TS2, APD2
BO1
EPS1, RSP1
HE1, HE2
For doffs I have a purple conn officer for tt cool down, a blue enery weapons officer for cannon cool downs, a purple energy weapons officer for cannon and beam buff removal, a purple torpedo officer for torp cool downs, and isis, a purple entertainer for inhibiting a targets perception on use of cannons.
I'm sure that bo1 is useless but that extra ensign slots a bugger. I tried 4 dhc's up front but they only fire 3 at a time with one on constant cool down anyway so i figured i'd try a torp again. I try to get as close as possible when i fire at targets, but yet I cant get above a 2500 dps ave. Any help you can give would be great, thank you very much everybody
you don't need a tt doff when already equipped 2 tt. you only could use 1 tt, but then you should choose 2 purple tt doffs. if you're running a tac you can lower your torp abilities and csv cd's when needed with tactical initiative.
I have tactical initiative. apo really helps that much? what about ts3?
apo is great as tractor-counter, speed and turn-rate-boost and counter for a lot of things that affect your engine. ts3 is great to have in a torp-boat. but i suggest you focus on cannon-abilities as thats where your dps is in.
ts3 is good when facing pvp'ers with carriers or pve-packs, but ts1 and csv1 should be enough against combat-pets.
from the wiki:"Attack Pattern Omega grants a damage buff and resistance while making you immune to movement debuffs. It also bestows a short burst of speed and maneuvering to quickly close in or escape out of range. "
So my build is probably ok, i just need to change my boff skills? my specs are definitly aimed at tactical with max in maneuvres, attack patterns energy weapons, and all that stuff.
So my build is probably ok, i just need to change my boff skills? my specs are definitly aimed at tactical with max in maneuvres, attack patterns energy weapons, and all that stuff.
use crf-abilities in connection with your attack patterns. that should pack a nice punch.
indeed the rest of the build seems absolut ok to me. you may switch some doffs (one to reduce cd on eps1 f.e., shield distr. doff, etc.) and 1 shield ermitter for a universal console or such, but nothing else i can spot. others may be wiser .
maybe i just need to learn how to play. aim and shoot just aint good enough
if this is a serious statement i would suggest to join pvp bootcamp. when you can survive in pvp almost nothing will stand you in pve ...
if it's not serious: i didn't meant to insult you or such, nor would say what you said. probably i'm not that good myself. even dunno about my dps output. i just do know: things go boom and sometimes one of those things is my ship
no insult taken. I just know i'm not the best in the game. I know my dps because i thought my ship was badas* so I downloaded the advanced combat tracker and tried it out. Turns out im not so badas*. But in a team of five, i almost always come in first or second. usually the guy that beats me for first has a dps average of about 3-5000. which is pretty good.
I'll hit level 5 on omega rep soon and will get borg and maco gear at that time for now i'm runniing fleet engine deflector and shields. covariant.
You will want the full set of Omega XII when you can get them for now use the borg set.I would get regenerative shiedl as covariate is for scence capts.
You might want to post your skil set up using this.
Point and shoot is pretty much what an escort should be doing for PvE. Just yo-yo in place ~2 km from your target and pound away, with cannon abilities chaining continuously (2 km and less give the best possible DPS for cannons, and they'll drop to half damage by 8km). The problems here are that you're totally wasting a slot with the BO, you're wasting all but one of your doffs for PvE, and you only have 1 attack pattern, and it's the one that's least useful for an escort. As others have suggested, drop the BO, get a TS1, drop the TS3, and get APB and/or APO. An option that hasn't been suggested yet that is also a possibility is:
TT1, CSV1, APO1, APB3
TT1, CSV1, APO1
TS1
You lose a torp ability, but gain half uptime on the APO, which gives an overall 5-7% boost to DPS, depending on skills, plus the mobility and survivability buffs. And you definitely want the APB, it's arguably the best debuff there is in PvE, and will provide a massive damage boost to anyone engaging your target. APD is really for a dedicated tank or healer, it's only worth using if whoever you're using it on is under heavy fire, and that's really not the job of an escort.
You'll probably also want to get either a second EPtS or some of those Damage Control Engineer doffs (maxes out at 3) to improve survivability, it's really hard to believe how much having that continuous resistance helps.
And on the subject of doffs, I don't know what perception does, but I do know that PvE enemies seldom have a buff worth stripping, and that 2 copies of TT and 2 cannon abilities give the max uptime for both, so 3-4 of your doffs just aren't giving you anything you need. Projectile Weapons Officers are never bad to have if you're running torps, so that's a good choice, and you can mount 2 more if you want, you could also consider Shield Distribution Officers (don't know how good they are, but I've heard a lot about them) and a Warp Core Engineer (since overcapping does seem to go into a buffer now).
The only other thing is to make sure you're not afraid to use your captain abilities, APA in particular, which provides a huge damage buff and has only a minute and a half CD, that's only 50% longer than the one on the GW my sci uses all the time. Tactical Initiative won't provide as much boost on this build as might be nice, you're running almost everything at global anyway, but FOMM is still a great one to use on any heavy target.
Point and shoot is pretty much what an escort should be doing for PvE. Just yo-yo in place ~2 km from your target and pound away, with cannon abilities chaining continuously (2 km and less give the best possible DPS for cannons, and they'll drop to half damage by 8km).
Important exceptions in ESTFs:
-Gates will not one-shot you with invisitorps if you sit at 9.5+ km away. You'll do a lot less damage than if you were up close, but you also won't be dying.
-Donatra's Scimitar in KASE will not cloak if its target stays 6+ km away. This is a pain for escorts, since you're supposed to be flying at full speed whenever possible, and you're supposed to be facing your target, which means you're kind of forced to play badly against Donatra.
I use a fleet version of the defiant retro. The only difference here you need to note is that I have an extra tactical console.
4 fl. adv. AP DHCs fore
3 fl. adv. AP turrets aft
M.A.C.O Shields Mk XII
Borg engines
Positronic deflector [Stl] [ShdS] (actually works better for my ship than any other set one)
Eng consoles: Subspace jump (I would use neutronium alloy if I didn't have this), assimilated module, cloak
Sci consoles: Mk XI blue field gen x2
Tac consoles: Mk XI blue AP console x5
Boffs:
CM: BO I (useless), APB I, APB II, CRF III
LTC: TT I, CRF I, CSV (for PvE)/APO (for PvP)
ENS: TT I
LT: EPtS I, EPtS II
LT: TSS I, HE II
If I can get back to this post tomorrow, I write my thoughts and comments about your setup.
Looking at your skills, the first thing I see is that you've maxed out several of the power boosting skills. It's almost never worth it to go beyond 6 points on those, the last 3 are worth next to nothing, and if you remove them you could take Impulse Thrusters and EPS to 6, boosting your mobility and EPtS boost, respectively. And you'd still have 3000 skill points left over. Also, I don't know that Subsystem Repair actually does anything noticeable, and it definitely doesn't in STFs where nothing ever knocks out a subsystem in the first place, so you could think about saving points there too.
Oh, and one more thing I forgot earlier: the Assimilated Module and Zero Point Energy Conduit from the 2 reputations can also boost your DPS significantly, because they boost your crit chance, so get those when you can.
blue energy weapons officer, chance to reduce recharge on cannon attacks
puple energy weap off, chance to remove bufffs on cannons
purple warp core eng. improve power when using ept abilities
puple damage control engineer, reduce recharge on ept abilities
purple technician, reduce recharge for boffs
I most certainly make use of my apa as it works very well. I'm gonna try this setup.
i also have a purple tholian warfare specialist which improves damage aainst borg that isnt bound yet. I probably will when im ready to hit the elite stf's when i'm done building finally. also has +10% damage so a great doff. he isnt bound wonder what hed get on the exchange???? LOL!!!
you don't need a tt doff when already equipped 2 tt. you only could use 1 tt, but then you should choose 2 purple tt doffs.
but using at least 2, you gain one ability slot for some usefull attack... moreover each conn officer give you a +10 attack patterns.
I suggest this set of tactical abilities:
THY1, CRF1, CRF2, APO3
THY1, APB1, APO2
TT1
I use that buil with 3 purple conn officers (TT variant) to gain a +30 attack patterns when using TT (always)... moreover using 2xAPO + ATB, I can activate one attack pattern every 15 seconds (immediately after TT).
If you want, you can use CSV instead of CRF (I do not like mixing them) and ATD instead of APB...
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
the reason i liked attack pattern delta is when i hovered over my dhc ap in space and hit apd my ap damage went from 670 ro 700 and my dps went from 417 to 470 or something. i thought that was pretty good.
I use a fleet version of the defiant retro. The only difference here you need to note is that I have an extra tactical console.
4 fl. adv. AP DHCs fore
3 fl. adv. AP turrets aft
M.A.C.O Shields Mk XII
Borg engines
Positronic deflector [Stl] [ShdS] (actually works better for my ship than any other set one)
Eng consoles: Subspace jump (I would use neutronium alloy if I didn't have this), assimilated module, cloak
Sci consoles: Mk XI blue field gen x2
Tac consoles: Mk XI blue AP console x5
Boffs:
CM: BO I (useless), APB I, APB II, CRF III
LTC: TT I, CRF I, CSV (for PvE)/APO (for PvP)
ENS: TT I
LT: EPtS I, EPtS II
LT: TSS I, HE II
If I can get back to this post tomorrow, I write my thoughts and comments about your setup.
How do you keep your weapon power high enough with all the drain from 4 dual heavies and 3 turrets?
but using at least 2, you gain one ability slot for some usefull attack... moreover each conn officer give you a +10 attack patterns.
I suggest this set of tactical abilities:
THY1, CRF1, CRF2, APO3
THY1, APB1, APO2
TT1
I use that buil with 3 purple conn officers (TT variant) to gain a +30 attack patterns when using TT (always)... moreover using 2xAPO + ATB, I can activate one attack pattern every 15 seconds (immediately after TT).
If you want, you can use CSV instead of CRF (I do not like mixing them) and ATD instead of APB...
please don't do this
The defiant is one of the few ships where 2 tac teams works in harmony with the ships
If you use 3 doffs to use one TT your gimping yourself massively
Doffs can be the difference between you being in the respawn que or your opponent
+10 to attack patterns with 3 of these actice it means Attack pattern beta 3 has -43.9 negative damage resistance
without them its 39.9... minuscule
on something where you only have 1 tac station you have no choice but to run the doffs but when you have three spots to do it with its insanity
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Well i just did an elite stf with my new build. It went really well as the other players new thir stuff, and i come in first on the dps meter with a fellow player right on my but. averaged a 1950dps for the whole stf, and did 4,000,000 damage. not bad. some more good advice and i should be able to really squeak tha dps out of this old defiant
Another thing I use to boost spike damage is Exocomp doff+quartermaster battery cool down doff for an extra 10% damage for alpha spikes from weapon batteries, not to mention nice damage resist from shield batteries. Granted you only get 10s uptime every minute, but it alternates well, spike for 10s then hit evasive and evade tank, then hit shield battery and any other damage resists, rinse and repeat. Works well on tac cubes and gateways both in fleet defiant and Chel.
I have also become quite fond of Polarized disruptor + romulan plasma proc consoles, triple threat proc goodness with the disruptor proc synergizing with my DD, team DD and the plasma DoT. Polaron proc softens things up just a little bit more, makes for a wicked PvE combo.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
You may want to consider dumping the torp and going with a 4 dhc/3 turret setup. I did on my Jem and the difference was dramatic. It'll also allow you move spec points into other areas that would increase your power levels and/or survivability.
How do you keep your weapon power high enough with all the drain from 4 dual heavies and 3 turrets?
I have a 4 dhc/3 turret setup on my bug, and even with the additional power drain, the difference in dps is dramatic. Replacing a weapon doing 500-ish DPS with one doing over 1400 will do that. I have my warp core skills on 8 and 9, respectively, and weapon performance on 9 to lessen the drop somewhat, and it typically recovers before the next firing cycle.
You can add some power-management by running 1 aft Kinetic Cutting Beam + 1 Borg Universal Assimilated Module. The 2-item Omega Weapon set gives you Omega Weapon Amplifier -- this drops all weapon energy drain to very low levels while firing, letting you maintain high energy levels while burst-DPS'ing your targets.
As far as DOFFS go, I went with 3 Attack Pattern Conn Officers. They are expensive, but if you can afford them, you can run AP-Beta3 10 out of every 16.5 seconds (60% uptime!), or AP-Omega3 at 15 out of every 33 seconds (45% uptime).
Comments
i suggest following boff layout:
tt1, crf1, apo(?), crf3
tt1/ts1, csv1, apo(?)
thy1
eps1, rsp1
he1, tss2
which career and what powerlevels are you running? weapons should go with a level of 100(+bonus).
tac team 1, CSV 1, CRF 2, APB 3
tac team 1, TS 2, APB 2
TS 1
apo is great as tractor-counter, speed and turn-rate-boost and counter for a lot of things that affect your engine. ts3 is great to have in a torp-boat. but i suggest you focus on cannon-abilities as thats where your dps is in.
ts3 is good when facing pvp'ers with carriers or pve-packs, but ts1 and csv1 should be enough against combat-pets.
from the wiki:"Attack Pattern Omega grants a damage buff and resistance while making you immune to movement debuffs. It also bestows a short burst of speed and maneuvering to quickly close in or escape out of range. "
Tac Com - TT1, APB1, CSV2, APB3
Tac Lt. Com - TT1, TorpS2, CSV2
Tac Ens - TorpS1
Eng Lt - EPtS1, EPtS2
Sci Lt - HE1, TSS2
But this would only be for PvE.
≡/\≡
use crf-abilities in connection with your attack patterns. that should pack a nice punch.
indeed the rest of the build seems absolut ok to me. you may switch some doffs (one to reduce cd on eps1 f.e., shield distr. doff, etc.) and 1 shield ermitter for a universal console or such, but nothing else i can spot. others may be wiser
if this is a serious statement i would suggest to join pvp bootcamp. when you can survive in pvp almost nothing will stand you in pve
if it's not serious: i didn't meant to insult you or such, nor would say what you said. probably i'm not that good myself. even dunno about my dps output. i just do know: things go boom and sometimes one of those things is my ship
You might want to post your skil set up using this.
http://www.stoacademy.com/tools/skillplanner/
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
TT1, CSV1, APO1, APB3
TT1, CSV1, APO1
TS1
You lose a torp ability, but gain half uptime on the APO, which gives an overall 5-7% boost to DPS, depending on skills, plus the mobility and survivability buffs. And you definitely want the APB, it's arguably the best debuff there is in PvE, and will provide a massive damage boost to anyone engaging your target. APD is really for a dedicated tank or healer, it's only worth using if whoever you're using it on is under heavy fire, and that's really not the job of an escort.
You'll probably also want to get either a second EPtS or some of those Damage Control Engineer doffs (maxes out at 3) to improve survivability, it's really hard to believe how much having that continuous resistance helps.
And on the subject of doffs, I don't know what perception does, but I do know that PvE enemies seldom have a buff worth stripping, and that 2 copies of TT and 2 cannon abilities give the max uptime for both, so 3-4 of your doffs just aren't giving you anything you need. Projectile Weapons Officers are never bad to have if you're running torps, so that's a good choice, and you can mount 2 more if you want, you could also consider Shield Distribution Officers (don't know how good they are, but I've heard a lot about them) and a Warp Core Engineer (since overcapping does seem to go into a buffer now).
The only other thing is to make sure you're not afraid to use your captain abilities, APA in particular, which provides a huge damage buff and has only a minute and a half CD, that's only 50% longer than the one on the GW my sci uses all the time. Tactical Initiative won't provide as much boost on this build as might be nice, you're running almost everything at global anyway, but FOMM is still a great one to use on any heavy target.
Important exceptions in ESTFs:
-Gates will not one-shot you with invisitorps if you sit at 9.5+ km away. You'll do a lot less damage than if you were up close, but you also won't be dying.
-Donatra's Scimitar in KASE will not cloak if its target stays 6+ km away. This is a pain for escorts, since you're supposed to be flying at full speed whenever possible, and you're supposed to be facing your target, which means you're kind of forced to play badly against Donatra.
4 fl. adv. AP DHCs fore
3 fl. adv. AP turrets aft
M.A.C.O Shields Mk XII
Borg engines
Positronic deflector [Stl] [ShdS] (actually works better for my ship than any other set one)
Eng consoles: Subspace jump (I would use neutronium alloy if I didn't have this), assimilated module, cloak
Sci consoles: Mk XI blue field gen x2
Tac consoles: Mk XI blue AP console x5
Boffs:
CM: BO I (useless), APB I, APB II, CRF III
LTC: TT I, CRF I, CSV (for PvE)/APO (for PvP)
ENS: TT I
LT: EPtS I, EPtS II
LT: TSS I, HE II
If I can get back to this post tomorrow, I write my thoughts and comments about your setup.
heres my skills. i'm going in to change my boffs and doffs to some of your suggestions and lose my torpedo
I'll reinsall my 4rth ap dhc
For all the numbers and details on skills and power levels, see the power level calculator here: http://sto-forum.perfectworld.com/showthread.php?t=155777 and the table of skill point effects here: http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm Both are more or less up to date, the calculator is missing a few ships and consoles but that's it, and the original author is back to work rectifying that situation.
Oh, and one more thing I forgot earlier: the Assimilated Module and Zero Point Energy Conduit from the 2 reputations can also boost your DPS significantly, because they boost your crit chance, so get those when you can.
tt1, crf1, apo1, apb3
tt1, csv1, apo1,
ts1,
epts1, epts2
tss1, he2
doffs are
blue energy weapons officer, chance to reduce recharge on cannon attacks
puple energy weap off, chance to remove bufffs on cannons
purple warp core eng. improve power when using ept abilities
puple damage control engineer, reduce recharge on ept abilities
purple technician, reduce recharge for boffs
I most certainly make use of my apa as it works very well. I'm gonna try this setup.
i also have a purple tholian warfare specialist which improves damage aainst borg that isnt bound yet. I probably will when im ready to hit the elite stf's when i'm done building finally. also has +10% damage so a great doff. he isnt bound wonder what hed get on the exchange???? LOL!!!
http://www.stoacademy.com/tools/skillplanner/?build=Age_0
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
but using at least 2, you gain one ability slot for some usefull attack... moreover each conn officer give you a +10 attack patterns.
I suggest this set of tactical abilities:
THY1, CRF1, CRF2, APO3
THY1, APB1, APO2
TT1
I use that buil with 3 purple conn officers (TT variant) to gain a +30 attack patterns when using TT (always)... moreover using 2xAPO + ATB, I can activate one attack pattern every 15 seconds (immediately after TT).
If you want, you can use CSV instead of CRF (I do not like mixing them) and ATD instead of APB...
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
How do you keep your weapon power high enough with all the drain from 4 dual heavies and 3 turrets?
please don't do this
The defiant is one of the few ships where 2 tac teams works in harmony with the ships
If you use 3 doffs to use one TT your gimping yourself massively
Doffs can be the difference between you being in the respawn que or your opponent
+10 to attack patterns with 3 of these actice it means Attack pattern beta 3 has -43.9 negative damage resistance
without them its 39.9... minuscule
on something where you only have 1 tac station you have no choice but to run the doffs but when you have three spots to do it with its insanity
I have also become quite fond of Polarized disruptor + romulan plasma proc consoles, triple threat proc goodness with the disruptor proc synergizing with my DD, team DD and the plasma DoT. Polaron proc softens things up just a little bit more, makes for a wicked PvE combo.
I have a 4 dhc/3 turret setup on my bug, and even with the additional power drain, the difference in dps is dramatic. Replacing a weapon doing 500-ish DPS with one doing over 1400 will do that. I have my warp core skills on 8 and 9, respectively, and weapon performance on 9 to lessen the drop somewhat, and it typically recovers before the next firing cycle.
As far as DOFFS go, I went with 3 Attack Pattern Conn Officers. They are expensive, but if you can afford them, you can run AP-Beta3 10 out of every 16.5 seconds (60% uptime!), or AP-Omega3 at 15 out of every 33 seconds (45% uptime).