test content
What is the Arc Client?
Install Arc

A little help with Fleet Heavy Escort Carrier

turbionturbion Member Posts: 85 Arc User
edited May 2014 in Federation Discussion
Hello everyone,

I've been thinking of getting a new ship for my FED engineer and I plan to buy the Fleet Heavy Escort Carrier in the next few days (fingers crossed the fleet ship modules will drop in price). I plan to use beams on it, as I want to try something new, and since it's something I haven't used before, I could use some help with setting up the Boffs abilities and some gear.

This is what I plan to be using on the ship:

http://skillplanner.stoacademy.com/?build=plasmafleethec_0

Should I get any universal console? The Plasmonic Leech is probably out of the question because I'd need the cash on other characters as well, so I was thinking of using the M.A.C.O. shield to compensate. The Nukara console seems pretty interesting for a beam boat, but is it really worth it?

Furthermore, what modifiers should I get for the beams and fleet engineering consoles? I was thinking of getting the embassy consoles that boost plasma damage. Again, which ones should I get? :P

I know everyone recommends the Borg engines and deflector set, but are there any other viable alternatives for my build? The warp core: should I get a mine one (W->S) or a spire core? What about the hangar? I've never used a ship that had a hangar, so I'm pretty clueless about them. I selected the elite scorpion fighters since I reached T5 in the Romulan rep and they don't require Fleet marks :D

And last, but not the least, would I 'get more bang for my bucks' from the Fleet Avenger? I see a lot of people praising it, but the Boff seating and low turn rate don't really appeal to me. The 5/3 weapon layout is pretty cool (though I might as well get the Kumari if I wanted 5 fore weapons), but I don't see much else (apart from having more hull than the HEC, ofc). To be honest, I'd rather get the Fleet Assault Cruiser if I were to get a cruiser. I love how that ship looks but, again, the Boff seating doesn't appeal to me and, unless someone can come up with compelling reason as to why it's good, it's a deal-breaker for me so far.

Anyway, thanks if you took the time to read this and I look forward to your input. Cheers!
Post edited by Unknown User on

Comments

  • dahminusdahminus Member Posts: 0 Arc User
    edited May 2014
    Maco only works if your are getting fired at

    2p borg heal is pretty useful and shouldn't be underestinat

    Plasmonic leech is amazing but if you don't got the coin, don't worry about it

    Nukara console is a great addition

    http://skillplanner.stoacademy.com/?build=somethubtto_0
    2 eptX cd doffs would be needed

    Always go acc when using fleet weapons.

    Core is entirely up to you, but the most used secondary to weapons is always important. And be sure to get an amp variant

    As for "how to choose."

    think about what you most enjoy and let the community know, we will tell ya what best fits the bill.

    Through epte, apo and aux2id, any ship will have insane maneuvering. Comes down to what you enjoy
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • turbionturbion Member Posts: 85 Arc User
    edited May 2014
    Thanks for the reply.

    You suggested 2 doffs (Damage Control Engineers, right?) and I actually forgot to ask about them, so thanks for reminding me. Would a Flight Deck duty officer be worth slotting? I was thinking of the one that reduces recharge time for the hangar. As for the rest, I was thinking of Projectile (reduce Torpedo CD) and Warp Core Engineer (improve ship power levels on use of EPtX).

    As for what I prefer to fly (again, I should have mentioned this at first :P), I'm used to escorts so I prefer nimble ships. I fly a Kumari on another Fed character and a Temporal Destroyer on my KDF character. I like those a lot, but I would like something a bit different for my engineer. I currently use a Chel Grett and I like it especially because I can use Gravity Well. I know none of the ships I asked about can use that, but I'm ok with it. I like the idea of flying the Heavy Escort Carrier because it looks sturdy enough, has a nice turn rate and a hangar too. And I can switch to cannons if I don't like beams. The reason I am reluctant to give the Fleet Avenger and Assault Cruiser a go is because I'm worried I will have to dedicate consoles and boffs abilities to making them turn better, whereas this comes natural to the Heavy Escort Carrier so I can use those things on improving the attack or defence of the ship.

    Anyway, thanks again :D
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited May 2014
    The Sovereign / Fleet Sovereign, Excelsior are pretty much Beamboat Cruisers. Their turn rate may not wow you, but it is more than sufficient for the wide weapon arcs of Beam Arrays and Broadsiding. Honestly, it's not a must for EPTE or even A2D+DOFF with these ships, though A2D+DOFF will grant an all-around resist bonus in addition to the improved speed and handling.

    The Avenger? If you're going to use the ship as a Beamboat, the turn rate isn't an issue at all. If you're going to be using alot of narrow arc weapons, the turn rate is doable but some expressed their displeasure with it. The work arounds are improved Starship Impulse Engines Skill, more ENG power, A2D, Cruiser Commands, etc. Lots of options. But to give you an idea that the 9 turn rate isn't that bad even for Cannon usage, the KDF had been using the Negh'Var with DHCs and its 9 turn rate since STO released years ago. And this was done before A2D became vogue, no Cruiser Commands, etc. It's been done before, you can make do today, esp. with the myriad of options you have now in improving a ship's handling.
    XzRTofz.gif
Sign In or Register to comment.