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Multi-Vector Advanced Escort

tolwyn1tolwyn1 Member Posts: 3 Arc User
I've decided to try and optimize my MVAE instead of just grabbing what comes my way and need input from more knowledgable players.

At the moment I'm using this weapon setup:
Fore:
2x Phaser dual heavy Cannon mk xii
Phaser Quad cannon
Photon torp launcher mk xii

Rear:
2x Phaser turret mk xii
photon torp launcher mk xii

Deflector: Solanae mk xii
Impulse: Solanae mk xii
Warp core: obelisk subspace rift
Shields Reman Prototype (will get the solanae as well)

How do you get the solanae warp core? With the dyson science ship?

Eng Tac: Torp High Yield I
Lieutenant Tactical Station: Tactial Team I, Cannon Rapid Fire I
Cmdr Tac: Torp Spread I, Torp HY II, CRF II, Attack Omega III

Lt Eng: Eng Team I, EP to Shields II

Lt. Commander Science: Sci Team I, Hazard Emitter II, Gravity well II

Tac console: Photon Detonation Assembly Mk XII, Phaser Relay Mk XII, Prefire Chamber Mk XII, Point Defense System

Eng console: Energy Signature Dampener Mk XII [+Res4b], SIF Generator Mk XII

Sci console: Multi-Vector Assault Module, Emitter Array Mk XI, Shield Refrequencer Mk XII [+ShHP]

Any help on trying to perfect this build is appreciated.

/Chris
Post edited by tolwyn1 on

Comments

  • bpharmabpharma Member Posts: 2,022
    edited February 2014
    Perfect it how? What do you want to keep and what are you willing to ditch? What are your skill points?

    Best to make it on this http://www.stoacademy.com/tools/skillplanner/ so we can see what you got.

    Generally going 3-4 Dual Heavy Cannons for (+1 torpedo for 3 DHCs) for and 2 turrets after will do you well.

    In fact I've done a little cheap(ish) build for you, you only really need to do omega rep for it and even then only to T2/3 which can be done in a week or so. http://skillplanner.stoacademy.com/?build=tolwyn1mvae1_0

    The gravemetric torpedo should be a nice addiction and if you fire it with torp spread as shields are going down it'll give you a good punch.

    Doffs you don't need any really but if you can pick up the one for rotate shield polarity (blue is fairly cheap) it'll help you a lot. It's also a decent build for no win scenario as you just switch hazard emitters to tractor beam repulsors. You can get more by using beams and FAW but I think it would be better to go with something similar to this first then progress from there.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • twamtwam Member Posts: 0 Arc User
    edited February 2014
    I'd suggest switching your THY2 to Attack Pattern Beta 1, your sci team to Transfer Shield Strength 1 and your eng team for either EPtS1 or EPtW so you can cycle those (depending on if you have access to Damage Control Engineers to reduce the cooldown on EPtS).

    Main reasons: you can only cycle two torp and X team skills, due to shared cooldowns - this way you can actually use all your skills.

    Then, I'd suggest getting the Kinetic Cutting Beam from the Omega rep instead of the rear photon torpedo, coupled with the Assimilated Module (universal console, also Omega rep), to get the Omega Weapon Amplifier bonus, a hefty resistance to weapon power drain.

    Console-wise, I'd slot all Phaser Relays in the tac slots, (Fleet) Neutroniums in the eng slots and your universal consoles in the sci slots.

    I think that should get you some noticeable improvements :)


    Edit:
    Drat, ninja'd again. Well, what bpharma said, really. I messed up anyway, not pointing out that you'd probably like 2 tac teams, or 1 with tac team cooldown doffs (conn officers).
  • bpharmabpharma Member Posts: 2,022
    edited February 2014
    Yeah but you gave more of a reason as to why Twam so...yeah teamwork is OP :P

    Question to the OP though, are you in a fleet or do you not have access to that sort of stuff?

    P.S. I put a general skill layout that will be alright and serve you well for not only current build but upgrades on that and other things if you get that far. There are points left over for you to boost other skills if you like but a general rule of thumb (for me) is never max any T4/T5 abilities as you get diminishing returns.

    This site really explains it better http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • tolwyn1tolwyn1 Member Posts: 3 Arc User
    edited February 2014
    My build, skills and Boffs. I picked the dyson for deflector and impulse engine. I have the ones you get from the Tuvok-mission.

    http://skillplanner.stoacademy.com/?build=tolwynmvae1_0

    Purpose for the build is to finish the storymissions (yeah, I'm not even that far through the game) and PvE battles.

    Problem is that I wasn't paying to much attention to the different skills and specialisations so I just assigned them with what seemed good but with little knowledge to base it on.

    I am in a fleet however, we are only 2 active players and the fleet is in early stages of development.
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