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Help with a Heavy Escort Carrier

chrismullins1987chrismullins1987 Member Posts: 90 Arc User
Hi,

I have been playing this game a long time (over 1100 days last I looked) but I have never grasped ship and character builds. I am the first to admit I put my skill points and powers on what sounds the best rather than what is actually most beneficial.

I am a Tactical Captain, I do alot of eSTF's (over 150 combined runs on KASE and ISE alone) but I always hate struggling to solo Borg cubes, which I feel really underlines my lack of punching power, when I see others demolish them in moments.

I don't know what my actual DPS is, I would guess around 3000, but I know with help that could easily double if not nearly triple. So I would really appreciate any help and insight people can give.

I have put my current spec build on STO skill planner - http://skillplanner.stoacademy.com/?build=chrismbasic_4383

The only errors there are my warp core is not Elite, its the new Advanced one from the Dilithium Mines and the graphic for Emitter Array is incorrect. I haven't decided upon the best Hangar Ships to use yet either.

If anyone can upload or point me to another strong build which I can copy I would be supremely greatful. I have seen some claim to offer such benefits, but I would like an experienced eye cast over them if possible before I start wasting EC and respec tokens!

The ships I fly most are my new Heavy Escort Carrier (Armitage), Chimera Heavy Destroyer and Fleet Tactical Escort Retrofit. If I had to chose a single ship to base this build around it would be my Heavy Escort Carrier as I really enjoy it at the moment. Prior to that I used the Chimera due to the better survivability. But I would happily go with any of those ships that will get me most DPS!

Thanks :)
Post edited by chrismullins1987 on

Comments

  • chrismullins1987chrismullins1987 Member Posts: 90 Arc User
    edited July 2013
    Thank you for your input, I really appreciate it.

    I had ironically just started to collect more Romulan Marks as I wanted to collect the Reman Space kit so this gives me more drive to do so.

    All the points you have stated make sence. After I made the post I did remove the plasma beam array in place of a fleet turret and added the zpm for the 2 piece bonus.

    Thank you so much for the guidance :)
  • jagdhippiesjagdhippies Member Posts: 676 Arc User
    edited July 2013
    I would:
    replace an rsp with an epts
    equip a resilient shield, either elite fleet or maco
    unless you are set on the romulan set bonus I would not bother with the rommy delector or engines either. I found that a positron from the exchange did better for me. otherwise there is the maco or assimilated deflectors that will actually boost what you need and use
    reduce some of your engineer skills to six and put three in dampeners, insulators, and maybe sensors to boost your defense against tractors and sci attacks
    My carrier is more powerful than your gal-dread
  • stofskstofsk Member Posts: 1,744 Arc User
    edited July 2013
    You guys put too many skills into the red. Outside of a few skills, it's almost never worth spending more than 6 skill points on any skill. Read this link: http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    For example, in both of the above skill trees, warp core potential and efficiency are maxed, but the benefits of doing so don't make it worth it.

    About the only skills worth maxing are targeting systems, manoeuvres, structural integrity and hull repair, shield emitters and shield systems. These six skills benefit all builds and all ships, regardless of career path. Incidently, batteries skills is one of the most efficient skills in the game, the benefits of maxing it lead to an almost 100% benefit. Of course, this only matters if you use batteries, and escorts only have two slots for devices so it's not a good idea for that type of ship (cruisers and science vessels are another story). Driver coils are good too if you don't have anything else to spend your points on. Flow capacitors depends on build. I think it benefits the omega set's tetryon glider, but I don't really know by how much.
  • shandypandyshandypandy Member Posts: 632 Arc User
    edited August 2013
    stofsk wrote: »
    You guys put too many skills into the red. Outside of a few skills, it's almost never worth spending more than 6 skill points on any skill. Read this link: http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    For example, in both of the above skill trees, warp core potential and efficiency are maxed, but the benefits of doing so don't make it worth it.

    About the only skills worth maxing are targeting systems, manoeuvres, structural integrity and hull repair, shield emitters and shield systems. These six skills benefit all builds and all ships, regardless of career path. Incidently, batteries skills is one of the most efficient skills in the game, the benefits of maxing it lead to an almost 100% benefit. Of course, this only matters if you use batteries, and escorts only have two slots for devices so it's not a good idea for that type of ship (cruisers and science vessels are another story). Driver coils are good too if you don't have anything else to spend your points on. Flow capacitors depends on build. I think it benefits the omega set's tetryon glider, but I don't really know by how much.

    Mostly fair enough, but I'd sooner put points in a ground skill than driver coil: I don't really care how fast I travel in sector space.
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  • decroniadecronia Member Posts: 0 Arc User
    edited August 2013
    Mostly fair enough, but I'd sooner put points in a ground skill than driver coil: I don't really care how fast I travel in sector space.

    It does more than that:
    This skill improves your Starship Warp Speed and turn rate in Sector Space. This skill will not allow your ship to travel faster than Warp 10 with standard Warp Drive. However, this restriction does not apply to Slipstream Drive or other specialty 'faster than light' sector space propulsion systems. This skill also improves your Full Impulse speed and Full Impulse turn rate as well as reduce the power drain on your other systems while in Full Impulse.

    Quite helpful when on maps where you have to go full impulse to the next set of enemies. I take the reduction in power drain as higher priority than the faster full impulse but both are helpful.
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