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Opnions on this build please? pvp first timer!

legatemofflegatemoff Member Posts: 0 Arc User
edited April 2013 in PvP Gameplay
PvP-1-Tact
Tactical Team I
Attack Pattern Beta I
Cannon: Rapid Fire II
Cannon: Rapid Fire III

PvP-2-Tact
Tactical Team I
Torpedo: High Yield II

PvP-3-Tact
Torpedo: High Yield I

PVP - Eng
Emergency Power to Shields I
Emergency power to shields II

PVP - Sci
Science Team I
Hazard Emitters II
Transfer Shield Strength III

Fore: 3x Disruptor Dual Heavy Cannons MK XI [Acc]x2 [CrtH]; Photon Torpedo Launcher MK XI [Acc]x2 [DMG]

Aft: 3x Disruptor Turret MK XI [Acc]x2 [CrtH]

Deflector: Omega or Borg MKXII

Impulse: Omega or Borg MKXII

Shields: MACO MKXII

Engineering Consoles: Neutronium Alloy MK XI; Neutronium Alloy MK XI

Science Consoles: Emitter Array MK XI; Field Generator MK XI; Borg Console

Tactical Consoles: 4x Disruptor Enduction Coil MK XI; Photon Detonation Assembly MK XI

DOFFS
3x Reduce recharge of torps
1x Reduce recharge of emergency abilities
1x Chance to recharge shield when using brace for impact

Should I use Borg or Omega for the engine and deflector?
Post edited by legatemoff on

Comments

  • tmichctmichc Member Posts: 164 Arc User
    edited April 2013
    Hi there! Glad you could join us in the exciting world of PvP, where the fun and laughter never stops (in between the wailing and gnashing of teeth over changes). :D

    I'm a bit of a PvP noob myself, so don't claim to be an expert, but there's a couple of things that stood out for me on your build:

    - Where's your get out of warp plasma/tractor beam ability? Something like Polarise Hull or Attack Pattern Omega would work wonders for your ability to shrug off such things. I would personally recommend swapping out CRF3 for Attack Pattern Omega 3, but your mileage (and advice from others) may vary.

    - Swapping out for APO3 does mean you're a CRF down though, so how about swapping HYT2 for CRF1? That way you can keep 2 copies of CRF going and still keep a HYT for that spike damage during an alpha.

    - Are you running the Fleet MVAE? I'm assuming so by the BOff layout and the 5 tac consoles...

    - What does your skill tree look like?

    I also recommend DDIS' excellent PvP ship thread, which can be found here: Link

    There's plenty of builds and advice on the front page, and you may find better information there.

    As Horizon would say; 'have fun, kill bad guys' (C)&(TM) ;)

    Tim
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited April 2013
    SciTeam is always nice to have, but I never carry it on my Escorts. It conflicts with TacTeam and when you get SNB'd/Scramble/AMS'd, you should ask your team (specifically the Scis) to throw you one. Or, if you're pugging and no one notices/cares, throw power to shields/engines and run around and regenerate your shields if you need to.

    I'd personally swap it out for HE 1 + TSS 2 + TSS 3. That'll make for one hell of a sturdy Escort, especially if you're in Beta and switch power to Aux/use an Aux Batt before popping off your heals. Never underestimate a buffed TSS 3.

    On my fMVAE, I use HE 1 + TSS 2 + FBP 2. With Tac Buffs, FBP 2 is a nasty little surprise. I've actually taken down a decent number of people with FBP 2 alone when they make spike runs.

    You also definitely, definitely need APO. Go for APO 3 + RF 2. Also, ditch the Beta. While it's ever so useful in PvE, it's cleared entirely too easily in PvP. Use a Delta or another RF (since you'll be losing one to slot APO).

    Use all 5 Tac Consoles for your Energy type. They'll REALLY pack a punch and you don't really need one for your Torpedoes. Also consider switching over to Quantums. They hit harder than Photons.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    Change the EptS1 to EptW or something, and use 2 purple dmg control doffs. SOmewhat waste using 2 copies of one skill with one doff.

    Also 3 torpedo doffs with only one photon launchers is somewhat odd. Either go 2DHC+2Photon with 3x torpedo doffs, or keep one launcher (quantum) for spike and TRIBBLE the torpedo doffs.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • legatemofflegatemoff Member Posts: 0 Arc User
    edited April 2013
    Thanks for the ideas Ive already made a lot of the changes based on both the replies. With the Dmg Controll doffs, which doffs would you take out to put them in?
  • tmichctmichc Member Posts: 164 Arc User
    edited April 2013
    Personally, I'd take off your Torpedo DOffs and fit in another DCE (I see you already have one - chance to reduce EPtX time), another Conn Officer (BFI DOff) and maybe a 'Hamlet' Conn Officer DOff (reduces the CD for Tactical Team).

    Alternatively, instead of the 2 BFI Conn Officers, you could slot 2 Attack Pattern DOffs (also Conn Officers), which would reduce the CD for APO & APD. But, they are fairly pricey as I recall.

    Obviously, all DOffs should be purples if you can afford them, as they'll give you the best results (2x purple DCEs means that EPtS and EPtE will be up 100% of the time assuming you have them cycling - for now anyway).

    Also, speaking from a casual sci player perspective, I'd also suggest Photonic Shockwave for you Lt. Commander sci slot. If you pass a ship that's Extending Shields onto someone else, hitting PSW will stop the Extends and cause most of their abilities to be greyed out for a couple of seconds. Not long, but it can help matters.

    I'm sure older hands will chime in and tell me if I'm wrong here!

    Tim
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