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Advice on my Fleet Patrol Escort refit build

zero2362zero2362 Member Posts: 436 Arc User
edited August 2014 in The Academy
Just recently got my hands on this ship and put a quick aux2bat build together. I am still very new to ship building so I would appreciate any advice I can get on improving it.

Here is my current build

http://skillplanner.stoacademy.com/?build=aux2bat_7899

I would like to use the omega torpedo launcher but I have heard It dosent work well with torpedo spread. Also I intend to use the assimilated shield once I have access to it
343rguu.jpg

Post edited by zero2362 on

Comments

  • dahminusdahminus Member Posts: 0 Arc User
    edited August 2014
    http://skillplanner.stoacademy.com/?build=aix1bat_0

    Wasn't too bad, but here would be the optimized build.

    Doffs would be 3 technicians and 3 projectile weapon officers. But only 3 pwos if you forgo the terrible omega torp and get the hyper rom.

    Omega torp doesn't reset on a pwo trigger, and goes on a 8 second cd if used with ts or hy, even if you have charges left

    You don't want a2b2 when the real benefit your looking at is the cd reduction.

    High eptw isn't all that important ad it's base damage...et,3 will keep that hull maximized

    Tractor beam isn't all that needed for pve.

    Science team will be the better shield heal over transfer shield strength due to low aux.

    No need for double et, aux2bat will double one

    Skills aren't too bad, the skill tree in my sig would be better. Especially if you remove the more pvp skills and pumped them into projectile skills. Skills like power insulators, inertial dampeners, threat control...take those skills out and toss them in projectile.

    The fleet neutroniums are alright, try to get a Plasmonic leech...even with a2b extra energy is extra energy. I personally add all universals

    Good choice with the phasers, your bomb is gonna pound. I would go with the Superior choice of phased biomatter phasers though...critdx3 if you can.


    And a final bit of advice, get the heavy bio molecular phaser turret and the hydrodynamics universal console to get 7.8% final damage boost to phasers...it's about as much as another tactical console.

    Cheers man
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • zero2362zero2362 Member Posts: 436 Arc User
    edited August 2014
    OK cool thanks. this eng boff set up looks much better than mine
    343rguu.jpg

  • deianirrahdeianirrah Member Posts: 236 Arc User
    edited August 2014
    I tried myself on a slightly different variant making use of the Gravimetric Photon Torpedo/Proton Particle Stabilizer (increased Crit Chance) and the 2-piece Counter Command Set bonuses (both Deflector/Engine and Turret/Console).

    Polarize Hull might help You getting out of Tractor Beams and other movement impairing hazards.

    (Phased Biomatter) Phasers [CrtD]x3 would indeed be grand - but Advanced Fleet ones also work. Just leave the Quad Cannon, [Dam] does not get better even with x4.

    I also did switch the skills around a bit - the Plasmonic Leech console is not neccessary IMHO and would require 6-9 Flow Capacitators Skill.

    http://skillplanner.stoacademy.com/?build=aix1batdeia_0

    Taskforce 47 Falkenwacht (Federation) / Greifenreiter (KDF)
    (at) deianirrah
    Free Gear and where to get it
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