I have been playing a long time and enjoy playing escort builds, however since people got the dps monitors in what is usually do estf it has come to my attention that I am not doing what I feel is my fair share.
Right now I ma doing 4.5-6 k in most runs on my escort builds which I feel is a bit low, was hoping that someone could help me out.
Here is a link to my 3 mains I play in stfs
My FED
http://skillplanner.stoacademy.com/?build=my5k_0
My Fed/Rom
http://skillplanner.stoacademy.com/?build=my5kromfed_0
My KDF
http://skillplanner.stoacademy.com/?build=my5kkdf_0
While I enjoy playing tactical I would like to know what builds that are dhc that would help me to get to 10-12 k dps if possible.
I have advanced in most of my fleets for gear and I have tier 5 in romulan and omega, have not start the quest chain or and dailies for dyson.
While I have some good amount credits and zen, however I really enjoy the the play style ships I currently play with, I am open to other ship assuming it doesn't take a TRIBBLE ton of buttons or fancy flying to get a better dps ship just a build that will make me feel that I am doing twice as much as I use to with my escorts..
Another note if you suggest a beam boat or such make sure its a semi decent turning ship, hate most cruisers because of the extremely slow turn rate.
As for boffs not listed well I usually use 2-3 projectile officers and 2-3 tech for the reduce cooldown on abilities if you are wonder what I tend to use.
Comments
http://skillplanner.stoacademy.com/?build=dahmdefiantreso_0
Borg warefare doff. 3 shield distribution brace for impact impact doff and 2 of your choice
You should do a lot better with that build. Remember that the meter is always running if your not shooting something, your dps will drop. This is why its much easier to achieve a higher dps with beams actually....the bigger arc plays a huge role.
I just looked at your other builds...practically duplicates of the defiant....
You can use the build I linked you for the others...it seems a tad bit of wasted potential though.
And when you say doffs that reduce cds...you don't mean technicians do ya? I know you say techs...but they only work if you have aux2bat, which none of your builds have...
My PvE/PvP hybrid skill tree
My guess would be techs too, seems to be a common mistake some people make with these doffs.
If you have a good amount of credits to spare, I'd suggest looking into obtaining your self con officer doffs that reduce cooldowns on attack patterns, that way you can run one copy of attack pattern beta 3 then 2 copies of cannon scatter 2 and then 2 torpedo spread. In PVE if you want to do DPS AoE is king, plenty of mobs group together for you to shoot at. Also helps to position yourself to maximize the benefit of your AoE.
I'm not saying the above dahminus build that was linked to you is bad so please don't assume that I am. I'm just offering an alternative.
As for beam boats only if the ship can turn at 12-15 degrees with or without consoles will I even consider switching or getting a new ship.
But yes all my builds are basically the same, with slight variance to gear a bit and where I advocated to put my points for my skills for the omega and romulan rep tier choice which btw I did fill out as well to each link I posted if your interested in looking.
If you have some links to ships/build that would fit for both my favorite escorts and perhaps a ok maneuverable beam or even torpedo boat build that might not take a lot of timing on my part outside of current boff abilities please do let me know.
I say that because if its one thing that STO doesn't handle well it is button bloat, and having to hit 5-7 abilities in succession at the right time can be draining both on me and my ability to focus on the actual battle.
I will give a good look over whatever you have already or will post as it time for me to head in so I will look whatever people post when I get up.
You mention wasted potential, I mean if you have suggestion for other ships and or build please do share, I prefer escorts but really if you have something else in mind please share.
3 techs, marion, 2 projectile doffs.
I think you would greatly enjoy this build
If you need info about aux2baf, here ya go...
Aux2bat builds are comprised by 1 specific ability and supplemented by 2 doffs.
The core ability of aux2bat builds is auxiliary to battery.
Auxiliary to battery takes a chunk of your auxiliary power and converts it into equal amounts of weapons, shields and engine. Which is kinda decent...but not amazing to say the least.
The supplemental doffs are where you get the zomg AMAZING power from. These doffs are Technicians. These reduce the cool downs of your bridge officer abilities by 10% per very rare doff on activation of auxiliary to battery. You may stack 3 doffs for a total of 30% reduction, but you can get by fine with just 2.
The deal with cool downs is that there are two of them, let's call them hard and soft. Your soft cool down appears when you activate an ability, a thin white line starts spinning in a clockwise fashion until it makes a lap and you can use the ability again.
The hard (global) cool down is when you have a duplicate ability. Another thin white line will appear. But it will be horizontal and slowly drop to the bottom of the ability before you can use it.
Let's take cannon scatter volley as an example...when you first use it, a 30 second cool down will begin, this is the soft clock. You duplicate/second copy of cannon scatter volley will also begin counting down from its hard/global horizontal line cool down...but it is only 15 seconds.
What auxiliary to battery does is chips away at the soft cool down of boff abilities until it reaches the global cool down. Thus turning the clock into the horizontal line or soft to hard or regular cool down to global cool down.
Things to note is that auxiliary to battery only takes the current time left on a boff ability into consideration. If the cool down has 100 seconds left will take 10/20/30 seconds off depending on how many very rare doffs you have. If the same ability is at 10 seconds, au2bat will only take 1/2/3 seconds off depending on how many very rare doffs you have.
Another thing to note is that the difference between the global cool down and the normal cooldown is the amount of time you can strip off. Using cannon scatter volley again, the regular cool down is 30 secs, while the global cool down is 15. The difference of 15 seconds is the amount of time you can take off.
You can never reduce the global cool down.
The global cool down begin counting down upon activation of an ability...this means you will always wait the global before activating the cool down.
Aux2bat murders your auxiliary. So sci skills will be less effective. A aux battery can counter this somewhat.
Ya...that's about it for the breakdown of aux2bat. best thing to do is to try it. It can be a game changer for people unaware of how the cool downs work in game.
My PvE/PvP hybrid skill tree