test content
What is the Arc Client?
Install Arc
Options

Tactical Escort Retrofit - Build - Need Help!

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Hello Star Trek Online,

I am looking for some assistance and some constructive criticism/tips regarding my current build for my tactical escort retro.

Just recently, I have moved toward the PVP playing field - and suffice to say, I haven't been doing that great. I have attached two links. 1) displays my current skill build and 2) displays my power levels boff assignments and equipment.

I have run into a few problems...

When fighting BOPs which have the lowest hull - I will normally sneak up on them, buff, decloak and tractor them in and launch my antiproton cannons... why is it that they still don't make a dent.? My enemy has not buffed or anything.

Second, my turning rate sucks! especially when fighting bops... I don't last long when they start flying circles around me... does anyone have any tips..

third - are antiprotons worth it? and i find that i am always getting my shields drained from one beam overload from an enemy... that always seems to work on me, should i be using that instead?

Links:

http://i1230.photobucket.com/albums/ee488/ajguida1987/Star%20Trek%20Online/September21st2011.jpg

http://i1230.photobucket.com/albums/ee488/ajguida1987/Star%20Trek%20Online/September21st2011-2.jpg

Thank you in advance...

Sincerely,

Tired of getting my a** handed to me in PVP against BOPs
Post edited by Unknown User on

Comments

  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Anyone...?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    At a glance there are a few things you can do to regain some points in your current build. You really do not need any points in energy weapon efficiency. There is no reason your weapon power would be off of 100 and the efficiency provides benefits for low power settings. You're also not using any officer abilities that would benefit from points in that skill. Subsystem repair is generally regarded as ineffective so I'd recommend taking all the points out of that. For your engineering skills I would say run emergency power to shields 1 and 2 and let hazard emitters be your hull heal. Then you can also take the points out of hull repair. I would suggest, if you take points out of the skills I've suggested that you use them to max out the weapon skills you have and top off the engine and auxiliary efficiencies and performance skills to get the most out of your power levels. I would also suggest running 100/25/50/25 as your power settings. Higher engine power will help the maneuvering problem you mentioned.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Thank you kenobi! I was debatingw hether or not to take skills out of subsystem - you have confirmed this for me...

    you mentioned putting engines at 50... but do engines help with the turn rate? I think I should be putting more into auxilary, no?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Also points in tactical team leader will buff Bo's tactical powers.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    One thing Escorts really have going for them is speed... the faster you are moving the higher your defense will be, and the more times enemy shots will miss. You definitely want that engine power up there.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Which makes a lot of sense.

    Sadly, I was always under the impressiont hat i needed to have my shield and hull strength up, and sense I already had good engines I wouldn't use the skills in that area...

    Do you think i should keep points in subsystem repair and hull repair? or move them over to engines???

    And what about dual heavy cannions... I always find that they do a lot of damage to my shields in one swift stroke. Or should is tick with dual heavies?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Bone1970 wrote: »
    Also points in tactical team leader will buff Bo's tactical powers.

    Hi Bone - I only that skill was for ground abilities???
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Ditch the subsystem repair, and you can probably ditch hull repair too. Hull repair is really something that engineers mostly worry about, as cruisers have 50,000+ hull and can take a pounding when properly built.

    As far as weapons layout. 3x DHC and 1x torpedo in the front... 3x turret in the rear. I believe that's the build most escort pilots are running. With Torp Spread being so powerful now you've pretty much gotta have it. Some ditch one of the cannons for a dual beam bank up front and use it with Overload III... but that's a personal call.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Thanks DV,

    What about the tactical team leader skill? I thought that was only for ground abilities - should I put skills in there for space to?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    I think that's only for ground abilities too. If you are respecing I think you may have to put some points there just to get to the next rank, but I certainly wouldn't go heavy on it.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    A couple of quick notes on tactics too. BoP pilots frequently use photonic shockwave so if you're tractoring them make sure you're using your attack pattern omega to counter the shockwave. If you're not putting too much of a dent in the enemy on the first pass and end up dog fighting/turn battling I would suggest saving the tractor beam for that rather than using it on the first pass. If you're still getting out maneuvered throw your ship in reverse and turn, with attack pattern omega or evasive maneuvers on you'll spin around like a top. Just remember not to stay in that too long as it starts to drain power from your systems.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    How does one counter act that DAMN Photonic Wave?

    I know when I am going against BOPs they are going to use that on me... Should I hit hazard emitters or Omega before charging in? or eat the Wave and attack?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    This is what I run. It works great in PvP.

    All Weapons are Mk XI Very Rare:

    Fore weapons:
    3 Anti-Proton Dual Heavy Cannons
    1 Quantum Torpedo Launcher

    Aft Weapons:
    3 Anti-Proton Turrets

    Consoles: All are Mk XI Rare

    Full Borg Set:

    Engineering Consoles:
    1 EPS flow regulator
    1 Nutronium Alloy

    Science Consoles:
    Borg Universal console
    1 Halon System

    Tactical:
    3 Prefire Chamber
    1 Quantum Chamber

    Bridge Officers.

    Tactical:
    THY 1, CRF 1, THY 3, CRF 2, TT 1, TT1, APB 1, & APO 3. (The reason for this, is when you first strike, hit APO, APA, CRF 2, THY 3, & TT 1. This sends CRF 1, THY 1, APB 1, and TT 1 in a 15 second cool-down. Just keep switching between the two.

    Engineering:
    EPtS 1 & 2 (Not only do they raise your shields, but they give you shield resistance, and shield power which is great for the Borg shields)

    Science:
    Hazard Emitters
    Polarized hull
    These share a cool down. But if you time it right, it doesn't matter. Polarized Hull only lasts for 15 seconds. That is how long it sends HE into a cool down. So you hit Polarized hull, then HE 15 seconds later.

    This is what you do:

    Cloak, get behind someone. Hit all your abilities. Fire on my mark, APO, APA, CRF 2, THY 3, & TT 1.
    Decloak. and fire.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    How does one counter act that DAMN Photonic Wave?

    I know when I am going against BOPs they are going to use that on me... Should I hit hazard emitters or Omega before charging in? or eat the Wave and attack?

    There is no way to "counter" PSW. I've been griping about that for months. Every other attack has a defense that works against it, but if you get hit with PSW you are helpless.

    You can prevent PSW from effecting you by having Omega or Aux to Dampeners running, but you've got to do that BEFORE the enemy attempts to use it.

    Since I don't have a tac slot to run Omega in I swap my BOffs around and run two copies of Aux to ID if I end up in a fight that is PSW heavy.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    I just find that the klingons especially the BOPs get all the good toys... Ability to use phontic shockwave etc.

    The battle cloak for example - I only use my tracor beam to prevent these guys from running away and cloaking. (I can't be bothered right now to play an hour long borg mission to get the borg set)... Why remove it all together? Sorry just venting.

    With regards to torpedoes... is quantum the best overall? How about photon?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    MVAMs can use PSW. I see it all the time in PvP.

    As far as torpedoes... I prefer quants b/c they hit harder. Some people like photons b/c of the shorter cooldown. I think both are valid.

    I'm hoping that one of the upcoming "new" ships... like the Ent-F... will have a LC Sci BOff so cruiser captains can get their hands on Scramble and PSW.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    dvsaris wrote: »
    Ditch the subsystem repair, and you can probably ditch hull repair too. Hull repair is really something that engineers mostly worry about, as cruisers have 50,000+ hull and can take a pounding when properly built.

    As far as weapons layout. 3x DHC and 1x torpedo in the front... 3x turret in the rear. I believe that's the build most escort pilots are running. With Torp Spread being so powerful now you've pretty much gotta have it. Some ditch one of the cannons for a dual beam bank up front and use it with Overload III... but that's a personal call.

    agreed. if youre lucky enough to receive or buy a boff with BO3 its very useful. although i use 3 beams in the back- its more of a personal call than anything. turrets help with frontal dps, but beams can help with constant dps and larger firing arc. not to mention FAW to clear the spam, the 3 rear beams helps. its more of a personal call though.

    as far as skill points and boffs, i use hazard emitters and sci team 2 for sci boffs, and eng team 1 and epts 2 for my eng skills, although i go back and forth between eng team and epts 1. depends on my mood. skill points, tac, sci and eng team leader, though people say waste points, they help with the effectiveness of your boff powers- so sci team 2 and epts 2 give you alot of shield heals- my sci team gets +2960 to each shield facing.

    hull repair IS GOOD to have, especially in a defiant... you only have 50 crew so you need your crew to do things quicker when there are fewer of them. again, its a personal choice, but i seem to have decent success with it.

    no need to have points in any of the weapons engineering section- as an escort you dont need the marginally extra points in power levels because youll be close 120 power level anyways- i dont have any in auxillary systems either- all my points are in shields and engines for defense. you could put them in there to help with skills that need aux power (tractor beam i think, and hazard emitters for example), but i prefer to use the rest of those points in ground skills. also, ive got all points in emitters, deflectors, deflector field and hazard systems, for sci team and hazard emitters skills.

    as for AP weapons, i love them- especially in an escort because of the critical chance and critical severity. i checked my stats last night pvp with a fleet mate, and fully buffed my acc was 40%, critical chance was 25% and critical severity was 120%. not sure how severity was that high, but it was lol. theyre expensive, as are the consoles, but they hit and hit hard.


    but, in short, my post was just a long winded way of saying its your choice and your personal playing preference. this is just mine. i dont surivive very well (im the definition of a glass cannon, and im proud of it) but i sure do get a few kills in before i die. and im not afraid to die lol. and if worse comes to worse, keep abandon ship ready for when you get close to dying- you can take a few more people out that way :D
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    okay heres another question regarding tactical consoles and antiprotons cannons...

    should i be using 3 prefire chambers or 3 antiproton mag regulators?

    what would give me more bang for my buck?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    okay heres another question regarding tactical consoles and antiprotons cannons...

    should i be using 3 prefire chambers or 3 antiproton mag regulators?

    what would give me more bang for my buck?

    if youre flying the defiant, you get 4 consoles- use all 4 on energy weapons. if you use 3 DHCs and 3 turrets, going with the prefire chambers wont kill you so long as theyre all the +26 kind. someone who knows the math better than me can correct me if im wrong, but ive always used the energy weapon type, ie phaser, AP, tetryon, etc... i think its better but, again, someone with better math skills than myself can correct me if im wrong.

    the advantage of the prefire chambers is you can swap out any energy weapon type and not have to buy new consoles every time- the disadvantage, if youre like me and play with beams and cannons, it hinders you quite a bit. hence why i use the antiproton mag regulator.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    okay heres another question regarding tactical consoles and antiprotons cannons...

    should i be using 3 prefire chambers or 3 antiproton mag regulators?

    what would give me more bang for my buck?

    As long as you are using +26 to whatever, you will be fine. I tried doing all +26 to phasers and +26 to cannon weapons and didn't notice a difference. Personally, I use DHC's with one torpedo up front, so I just run 4 prefire chambers. But if you use cannons, and beams, then you are going to want +26 to energy type.
Sign In or Register to comment.