Hey fellows.
I just got my Fleet Patrol Escort. I have a Fleet Defiant, and an HEC (not fleet) and I have to say, I am really digging the FPE.
here is my build-
http://skillplanner.stoacademy.com/?build=badaboom_0
The Warp core also has [W-S] but I didn't see that modifier option. I run my power levels (If I recall these numbers right, they are close approximations): 123/85, 95/60, 55/30, 45/25.
For power levels, is it best (obviously stationary in an encounter, not in sector space) to have your power levels "as close to 125, but not over" or to just max it at 100, knowing there is spillover/wasted power, so that when you fire your weapons, they recharge back to 125 faster? Does my question make sense? Is this what was changed with weapon power levels a bit back? I've started playing again after a longish break.
When you look at my BOFFS, you'll see lots of duplicate skills, I bind almost everything to a single keybind. Not the theoretical best usage of skills, but I have great uptime and it works out well for me.
My favorite change over the Fleet Defiant is the ensign universal, rather than a rather useless 3rd ensign tactical. I *do* have 3 very rare conn officers for a single tac team, but I don't need them now, I prefer the 3 PWO's. It seems much more tanky than even the HEC, which has a Lt Cmdr Eng slot even.
I would consider going to 1 tac team, if I put a BAO in its place, but that would mean I'd have to replace a DHC with a DBB, which I am OK with, but I would prefer to stay all cannon, even if it isn't canon. (see wut i did thar?)
Would the Nukara console be worth getting? It looks much more useful for beam-using ships. I don't want to spend all the zen to get the lobi for the rule 62, and I know that's best for torpedo boats, which this certainly is not.
How about the eng consoles, I usually run at least 1 STF each night, so I like the electroceramic plating (good portion of borg damage is plasma), and the neutronium is my "go-to" resist armor. I mean, I don't know what else to put in there, I don't need RCS, I don't need EPS transfers, and I don't need any more weapon/shield power (and those consoles still.... suck, right? The plus subsystem power ones?)
I'm working on getting higher grade tactical consoles, but it's hard to justify 70,000 for 28.1%, and then 30,000,000+ for 30%. Tough to swallow that cost for such minor gains.
Comments
I congratulate you on your good taste in craft. My first escort I ever got was the Fleet Patrol.
In general, it's probably one of the only escorts you can run a pure cannon build on since it has a wonderfully perfect BOff layout. I mean seriously, Cmdr Tac, LtCmdr Tac gives you great firepower, Lt Eng gives you decent survivability, Lt Sci gives you even MORE survivability, and if you put that Uni Ens to sci, you get even MORE survivability. Add on the high base hull, the great shield mod, AND it's wonderful turn rate, you have a great ship there.
The best part about the FPE is that she is just as tanky as most cruisers. She has 4 eng consoles which means you can plaster the armor on, and her base hull is only 8k behind most cruisers, which means she can max out at around 45-46k on skills alone.
But you know all this, so I will just say, nice choice, and you should be fine running all cannons.
I would recommend this BOff layout:
Cmdr Tac: TT1, CRF1, APB2, APO3
LtCmdr Tac: TT1, CRF1/CSV1, APO1
Lt Eng: EPtS1, Aux2SIF1
Lt Sci: HE1, TSS2
Ens Uni: HE1
And these DOffs:
PWE x3 (blue or better, ONLY IF YOU HAVE A TORP ON THERE)
DCE (blue or better)
WCE (blue or better)
As for equipment, I would run 3x DHC 1x torp up front, 2x turret 1x KCB on the rear.
Good hunting!
Thanks for the input, I know you post a lot (and actually useful information) so your praise is appreciated.
In my linked build, everything is either CRF or THY - I should have mentioned that I have spare BOFF's with CSV and TS as well for AoE needs.
I use the ensign for Eng, and my reasoning is so that I have 2 EPTS, so I can add it to my keybind to keep it up 100% of the time. I get lazy when I play, so having as much as I can on my keybind helps me immensely. Even if it isn't the best decision on paper, in practice for me, it works out the best.
I am really low on hull heals though, like... 1. I'll take your suggestion and swap RSP (I barely use it anyway, I don't PVP, and the EPTS keeps my shields healthy enough) for the Aux2SIF.
Yeah, hull is usually at a premium against NPCs, especially in all non-cruiser/battlecruiser/carrier craft (IE escorts and science ships and raiders). But one copy of HE1 and the Aux2SIF1 should be enough to keep your hull at least decent. That and a nice cruiser nearby to throw you an Aux2SIF3 every so often.
The Fleet Patrol may very well be the best fed escort, its got an ideal boff layout and just enough engi and sci to survive, you even get an uni boff slot so you can do EPtS/EPtW and RSP to become ultra unkillable or get tractor beam/Polarize hull to dable in CC or resist it.
Also, I like to run 2 APO1, a CRF3, CRF1 and BO2. The reason for this is movement and damage resist, and the 10 base damage loss for dropping to CRF1 from 2 is 10%, which is the same damage you get for an additional 15 secs with APO1.
Anyhow, that's my thoughts.
At rest, my power levels are currently 125/90, 62/40, 57/35, 62/35. And this is with an Overcharged Warp Core MK X [eff] [W->A]. This is a change from what I used to have (125/74/53/56) until last week, when I found out about the Elite Warp Cores. I got Plasmonic Leech to boost my power levels, in anticipation of getting all of my power levels to above 75.
I also have a Romulan DOFF that has a 5% chance to give +20 to shield power with energy weapons (Energy Weapon DOFF). You may want to consider that as well to boost your shields even higher.
As for your question about overflow, yes you can do this. It, essentially works like this:
The maximum damage modifier from power levels is 125. However, there is not a hard cap on how much you can have in your weapon system (unless they've changed it and reimplemented the hard cap recently). If you have 141 weapon power (when Plasmonic Leech reaches it's maximum stack), you weapon system drains from 141, and not 125. Again, the modifier only goes up to 125, but more of your weapons would be firing at the 125 damage modifier, and all of the rest of the weapons would be firing at a higher power level. This increases your DPS.
I tested this over the weekend to see if having 141 weapon power did more damage than setting my weapon power level to 110 and redistribute the 15 to Aux (for the offensive T4 Nukura passive), and letting Leech get my weapon system back up to 125. After several tests, we determined that having 141 weapon power did about ~.5 more DPS than the second scenario. And this was without buffs.
It was a rough guess, I was off a little bit. I do have warp core efficiency and potential maxed out though, which I know is generally suboptimal now. (not just warp core skills, but to have any skill maxed out, more or less)
I'll never *not* use a torpedo, I understand the benefits of an all-energy setup, but would still prefer to have an option for kinetic damage, and its a little more canon (well, considering there is no Federation ships with anything other than phasers on screen)
I have the hyper-plasma and Omega ones, but I feel the quantums do better, since I have 3 purple PWO's and I use two torpedo skills.