OK, I've noticed Fed escorts have been using phaser cannons and beams lately (BOPs might like this guide) in space STFs... so I'd like to create a guide on how to build a good escort aganist Borg:
1 - Get a MVAE (Multi-Vector Advanced Escort) if you can, if not, get a Advanced Escort.
2 - Load these abilities for the MVAE: Tactical Team I, AND Tactical Team II, Attack Pattern Delta III, Cannon Rapid FIre II, Torpedo Spread II, Torpedo Spread I, Torpedo High Yield I. Gravity Well I, Transfer Shield Strength II, Hazard Emitters I. Engineering Team II, Emergency Power To Engines I.
3 - Load these weapons for MVAE: 1 Tetryon Dual Heavy Cannons, 2 Antiproton Dual Heavy Cannons, 1 Plasma Torpedo (Quantum works too), in front. 3 Antiproton Turrets in back.
4 - Load these Abilities For Advanced Escort: Tactical Team I, AND Tactical Team II, Attack Pattern Delta III, Cannon Rapid FIre II, Torpedo Spread II, Torpedo Spread I, Torpedo High Yield I. Hazard Emitters I, Tyken's Rift I. Engineering Team II, Emergency Power To Shields I.
5 - Load these weapons for Advanced Escort: 1 Tetryon Dual Heavy Cannons, 2 Antiproton Dual Heavy Cannons, 1 Plasma Torpedo (Quantum works too), in front. 1 Tetryon Turret, 2 Antiproton Turret in back.
Lemme know what you think and how it works if you try it, this is my setup. Thanks in advance.
Also: For both: Either a MACO Space Set or Borg set, mixing up works. Get consoles that improve firepower like Prefire chambers and 1 Plasma torpedo enhancing console if you use plasma torpedoes, or 1 Quantum Torpedo Enhancing console if you use quantum torpedoes. And the Borg console and a hull strength generator and a Field Generator console... the rest of the consoles you can do whatever you want with.
Please Note: I am not spamming anything, just forgot to add this on.
Why splitting tetryon and antiproton? This forces you to either sacrifice all your console gains to one third of your energy weapons, or use universal consoles and sacrifice some of your console gains to all your weapons (rough math looks like you're better off with the former, but it's still sacrificing damage). You're also diluting your procs - tetryons already have a hard time doing more shield damage with their proc than antiprotons just gain from crit, let alone making up for compromising your console coverage, but by only running two of them the proc rate is low enough that it might as well not be happening.
Also, why... well, actually, a lot of that stuff, like an attack pattern that requires you to be doing something an escort doesn't want to be doing when the same debuff can be generated offensively with beta. Tac team 2, when it provides negligible gains over 1 and if you really want two tac teams you can use two copies of 1. Why three torpedo skills when cooldowns prevent you from using them, but zero cannon skills when they're going to be doing a substantial chunk of your damage? Why... well, basically a lot of your build.
Phasers are good weapons. The system disable works on Borg. Shutting down an tac cube's weapons is huge, buys several seconds of everybody not getting their faces burned off, lets healing catch up. A shield disable is basically the queue for everybody to unleash their big guns, more than once I've seen a good focused blast of tricobalts, high yeilds, and har'pengs take one out entirely in the space of a shield shutdown.
It creates more damage with the mix, burning the shields but also destroying the hull... and the 2 tactical teams keep your shields in check, the 3 torpedo skills are useful when you want to fire much more powerful intervals of torpedoes. Also, phaser just burns shields and is like throwing pillows at a ship's hull. And Attack Pattern Beta is useless... just a bunch of weak debuffs.
It creates more damage with the mix, burning the shields but also destroying the hull... and the 2 tactical teams keep your shields in check, the 3 torpedo skills are useful when you want to fire much more powerful intervolts of torpedoes. Also, phaser just burns shields and is like throwing pillows at a ship's hull. And Attack Pattern Beta is useless... just a bunch of weak debuffs.
if you want two tac teams then as above, run two copies of TT1. TT2 is a waste of a slot that could go to CRF1, HY2. Spread 2, beta 1, Delta 1....basically any useful skill.
Torpedo Skills have a 15 second GCD so if you want to run with a couple of HY or Spread to make sure you have a buff available every 15 seconds then that's good but running three means that one will remain unused as the GCD prevents it from being used. the only exception would be if you ran a pair of Tricobalt torpedoes; the 30 second cooldown between the two torpedoes means you can get away with running a single HY/ Spread to buff both torpedoes.
All Energy types deal the same amount of damage, the only difference is the proc. If Phasers are weak on bare hull then so are AP too, they only get there buff when you score a critical hit so unless you're getting a lot you're not doing more damage than a Phaser, Tetryon or Plasma canons would.
AP:Beta is an amazing skill for PvE. With the compete lack of Tactical Teams there's no way for the Borg to clear the damage resistance debuff and because it debuffs the target rather than buffing you the whole team benefits from the debuff. Delta has a nice defence bonus too but it can leave you light on debuffs for the transformers in KA so I'd probably never take Delta over beta if I had the choice.
TBH if you have Cannons and turrets you need more than one CRF or CSV as they're absolutely useless without those skills to buff them; they drop off with range and barely keep up with DBBs unbuffed so I'd definitely rework things to get more damage buffs in there. I'd probably go with something like;
Tac Commander
TT1
HY2/ Spread 2
CRF2/ CSV2
APBeta 3
Tac Lieutenant
TT1
CRF1/CSV1
Tac Ensign
HY1/ Spread 1
At least that way you'd get more out of those cannons, and I'd definitely select a single energy type.You'll get more damage from the specific damage type consoles and on an Escort all you need is damage.
I run a Tactical Refit Escort. I have 3 Borg MK XII DHC Antiproton on the front with one Borg MK XI Quantum Torp. On the rear, 3 Antiproton Turrets. I have no problems at all destroying Borg Spheres and Probes with this load out. Cubes take a while longer, but that is expected. I have two sets of officers trained for Rapid Fire, when one runs out the other set is ready to go. I constantly keep my rapid fire up and rarely drops of in between cool downs. And when it does it for about 3 seconds max.
One Rapid Fire III
One Rapid Fire II
I have Antiproton Consoles 3 of them maxing out my Dmg. and one Quantum Console to help max my Quantum Dmg. But I have been wondering if I should just use all four consoles for the Cannon Dmg.
I also have a compete MACO Set too.
On Elite I always guard the Probes trying to go in portals. No one ever makes it half way to is goal.
Anyway, I like sticking with all the same weapon type. it really helps to maximize your dmg, and that is important.
As others said before, don't mix weapontypes - all you do is sacrifice DPS for really no gain at all. Use the weapon whose proc you think is the most useful, that's the only real difference between them anyway.
For instance, i go with AP on my Fed and Disruptors on my Kling. DHC + a Photon Torp (pretty much only for the extradamage against borg when it comes to gunning down the nanite probes and gateways), Turrets in the back. More critchance on my defiant and a chance to debuff enemies with my B'rel and that works out pretty well, plus the appropriate Cannon-Skills and Attack Pattern **** of course - though Spheres are still a pain in the *** when they come in pairs and spam me with tractorbeams..
Also, don't get prefire chambers or the likes, get the specialized +Damage consoles for your chosen weapontype. Might be a bit more expensive, but you get more of a Bonus.
I have Antiproton Consoles 3 of them maxing out my Dmg. and one Quantum Console to help max my Quantum Dmg. But I have been wondering if I should just use all four consoles for the Cannon Dmg.
I used to split two antiproton consoles and two torpedo consoles and went to four antiproton consoles. Even though I do a lot of instant burst damage with torpedoes, but my DPS is more energy than kinetic, and because I run beam overload with a DBB a good chunk of my burst is antiproton as well. And against anything with shields, I'm not using torpedoes at all until I've cut through a shield arc, so that's a good chunk of the fight where all my damage is energy instead of just most of it.
Ah u see my MVector escort has the following all MXII, which works brilliantly i might add... 1 dual heavy anti proton cannon, 2 single cannons (idk why people dont do this...constant dps with these and bit turn rate fire power) one qauntum torpedo and 3 antiproton turrets at the rear. and 3 anti proton mags in tact one quantum damage thingy forgot its name lol. my skills torp spread 2 and 3, scatter volley 3 and 1 tact team 1. grav well is a must for escorts it helps so much for dps aoe... this set makes u the main aoe dps in the stfs, i've saved countless runs with this set up when spheres nearly get through or probes get by.. but thats my view try urself and see what i mean big difference in dps compared to tradional 3 heavys or 2. best for PVE pvp.. well its good.. but i'm not pvp person, its fun but its just not me :P if you want see it in action i'll gladly do stf run with you elite normal , i dont mind add me or try urself
I'm curious why you don't use the San Paolo's Quad Phaser Cannons. A boat with Quad Phasers and Dual Heavy Phasers can not only put out an almost insane amount of damage with C:RF and appropriate consoles, but proc'ing a shield subsystem failure which makes things like the Tac Cube/Dontara fight end a lot quicker.
Even the Fleet Escort is viable incidentally: I've run enitre Elite STFs in it without dying once. I generally cycle Tactical Teams to keep the shields rotated towards the damage while using EPS to keep them strong, along with Enhanced Plasma Manifold. If things get hairy I hammer on RSP to charge up the shields. It works pretty well for tanking, I find, though I suppose the offshoot is it relies on a fair bit of CStore ship kit.
OK, I've noticed Fed escorts have been using phaser cannons and beams lately (BOPs might like this guide) in space STFs... so I'd like to create a guide on how to build a good escort aganist Borg:
1 - Get a MVAE (Multi-Vector Advanced Escort) if you can, if not, get a Advanced Escort.
2 - Load these abilities for the MVAE: Tactical Team I, AND Tactical Team II, Attack Pattern Delta III, Cannon Rapid FIre II, Torpedo Spread II, Torpedo Spread I, Torpedo High Yield I. Gravity Well I, Transfer Shield Strength II, Hazard Emitters I. Engineering Team II, Emergency Power To Engines I.
3 - Load these weapons for MVAE: 1 Tetryon Dual Heavy Cannons, 2 Antiproton Dual Heavy Cannons, 1 Plasma Torpedo (Quantum works too), in front. 3 Antiproton Turrets in back.
4 - Load these Abilities For Advanced Escort: Tactical Team I, AND Tactical Team II, Attack Pattern Delta III, Cannon Rapid FIre II, Torpedo Spread II, Torpedo Spread I, Torpedo High Yield I. Hazard Emitters I, Tyken's Rift I. Engineering Team II, Emergency Power To Shields I.
5 - Load these weapons for Advanced Escort: 1 Tetryon Dual Heavy Cannons, 2 Antiproton Dual Heavy Cannons, 1 Plasma Torpedo (Quantum works too), in front. 1 Tetryon Turret, 2 Antiproton Turret in back.
Lemme know what you think and how it works if you try it, this is my setup. Thanks in advance.
you can do better...
1) do not mix weapons types, as said before
2) use tactical team 1 only
I use 2 DHC and 2 DBA in the front, 2 turrets and the Hargh'peng Torpedo Launcher in the rear.
Abilityes: 2 Tactical team 1, beam overload 2 (actually also beam overload 1, but I will change this), cannon rapid fire 3, cannon rapid fire 2. Several abilities to heal shields.
With this configuration I can use about every about 5 seconds beam overload or cannon rapid fire (even if I can't use tactical initiative III) dealing a lot of damage and when I go away from my target often the ship fires 2 or 3 Hargh'peng Torpedo
OK, I've noticed Fed escorts have been using phaser cannons and beams lately (BOPs might like this guide) in space STFs... so I'd like to create a guide on how to build a good escort aganist Borg:
1 - Get a MVAE (Multi-Vector Advanced Escort) if you can, if not, get a Advanced Escort.
2 - Load these abilities for the MVAE: Tactical Team I, AND Tactical Team II, Attack Pattern Delta III, Cannon Rapid FIre II, Torpedo Spread II, Torpedo Spread I, Torpedo High Yield I. Gravity Well I, Transfer Shield Strength II, Hazard Emitters I. Engineering Team II, Emergency Power To Engines I.
3 - Load these weapons for MVAE: 1 Tetryon Dual Heavy Cannons, 2 Antiproton Dual Heavy Cannons, 1 Plasma Torpedo (Quantum works too), in front. 3 Antiproton Turrets in back.
4 - Load these Abilities For Advanced Escort: Tactical Team I, AND Tactical Team II, Attack Pattern Delta III, Cannon Rapid FIre II, Torpedo Spread II, Torpedo Spread I, Torpedo High Yield I. Hazard Emitters I, Tyken's Rift I. Engineering Team II, Emergency Power To Shields I.
5 - Load these weapons for Advanced Escort: 1 Tetryon Dual Heavy Cannons, 2 Antiproton Dual Heavy Cannons, 1 Plasma Torpedo (Quantum works too), in front. 1 Tetryon Turret, 2 Antiproton Turret in back.
Lemme know what you think and how it works if you try it, this is my setup. Thanks in advance.
Join date means nothing. I joined this site when the game was announce but only started playing a month or so ago.
But I think there are some things about that build that are just plain wrong...at least I think so.
You do not need tactical team II. It takes a LT spot away from something better you could be using, plus with the DOFF cooldown ability you can reduce it to where you basically only need those two copies and they should be TT1.
I am using the Defiant and have two copies of Torp Spread III plus Torp I on the ensign tactical slot. That plus a torpedo with a good cooldown (or Doffs) means Torp Spread is usually up. I also have a copy of rapid fire cannon and the cannon spread thing. The reason why is that it, along with spread torpedo, can take out those borg plasma torpeds, plus the AOE damage helps.
I put attack pattern omega III in there, I guess for the damage buff as well as it gets you out of borg tractor beams. I am not sure what is better, a damage buff or a team wide damage debuff on a mob....prob the debuff but I hate those borg tractor beams.
As others have stated, your weapons are totally wrong. You load up on one type, then load the appropriate buff slot for the console. All you are doing is lessening your damage.
I am using three DHC disruptor/plasma hybrid that have the +70% accuracy mod to them as well as a plasma torpedo. I guess the reason is mu damage boost consoles are plasma, so the cannons and the torpedo effect work with them (I think). I know borg use plasma, so maybe that is not such a good idea but I will swap them out when I get some marks.
I also stuck two plasma turrets in the back as well as plasma mines. I have one console that boosts the kinetic and I have also tried putting in a Tricobalt mine in the back just for fun.
I don't think I would put a HarPeng in there because I want the multi target spread and I am not even sure High Yield works with HarPeng.
I am also a science Captain so I can strip buffs and reduce incoming damage but no damage plus skills.
Look at my join date. Next time, before you categorize someone as a "Newb", look at their join date.
Then you should probably not make yourself look like noobsausage by posting that utter fail of a build up. As said before, all one type, 2 tt1's. One of my tac has CRF and HYT, the other has CRF and TSPRD. Those cycle wonderfully, with minimal(<3 sec) in between cycles. Also APOmega for the tractor break. I forget what my engie has, eng team, EPA, and a shield buff IIRC. SCI is HAZ and Shield Transfer. MK XI AP dual cannons NOT DHC. More procs that way. Right now she is still in the process of changing over from tetryon, so I do have 3 tet turrets, soon to be changed to AP turrets. Borg Quant rounds it out. I run full borg set too, I have fun with it. I've only started dying lately cuz my dumbself gets caught in the new warp core breaches, otherwise I don't die( normally)
OK, I've noticed Fed escorts have been using phaser cannons and beams lately (BOPs might like this guide) in space STFs... so I'd like to create a guide on how to build a good escort aganist Borg:
You know there is a specific reason I run one DBB with my dual heavies on the nose of my escorts, raptors and BoPs. That is because I can link a cannon, beam and a torp skill with no conflicts. I tend to go with FAW1, (because I do not have to drop an weapons bat or EPtW that BO requires though if you are gonna pack EPtW you should carry BO1), + CRF1+ THY2 or 3. In PvE it is pretty effective as it lets me burn through shields on most ships fast enough that I can drop that powered up torp pretty close to right away. Oh and I prefer one energy type as others have pointed out it lets me squeeze more from my tactical consoles.
For an added giggle use APO3 in the commander slot as it does a little of most everything and works like PH.
OK, I've noticed Fed escorts have been using phaser cannons and beams lately (BOPs might like this guide) in space STFs... so I'd like to create a guide on how to build a good escort aganist Borg:
1 - Get a MVAE (Multi-Vector Advanced Escort) if you can, if not, get a Advanced Escort.
2 - Load these abilities for the MVAE: Tactical Team I, AND Tactical Team II, Attack Pattern Delta III, Cannon Rapid FIre II, Torpedo Spread II, Torpedo Spread I, Torpedo High Yield I. Gravity Well I, Transfer Shield Strength II, Hazard Emitters I. Engineering Team II, Emergency Power To Engines I.
3 - Load these weapons for MVAE: 1 Tetryon Dual Heavy Cannons, 2 Antiproton Dual Heavy Cannons, 1 Plasma Torpedo (Quantum works too), in front. 3 Antiproton Turrets in back.
4 - Load these Abilities For Advanced Escort: Tactical Team I, AND Tactical Team II, Attack Pattern Delta III, Cannon Rapid FIre II, Torpedo Spread II, Torpedo Spread I, Torpedo High Yield I. Hazard Emitters I, Tyken's Rift I. Engineering Team II, Emergency Power To Shields I.
5 - Load these weapons for Advanced Escort: 1 Tetryon Dual Heavy Cannons, 2 Antiproton Dual Heavy Cannons, 1 Plasma Torpedo (Quantum works too), in front. 1 Tetryon Turret, 2 Antiproton Turret in back.
Lemme know what you think and how it works if you try it, this is my setup. Thanks in advance.
so you are using 3 torpedo buffs and you are using 1 torpedo, and 1 cannon buff and using 6 cannons (turrets are cannons) isn't is better to use the most buffs for the cannons it will afect 6 of them.
Also when you skill in cannons, torpedos, attack patterns and tyken's rift you need to take skill points from vital other skills.
My space build, don't use torpedo's, attack patters or tykens rift and save me (9000+13.500+18.000+27.000=67.500 skill points) and if you use the skills without skilling in them...
And using tetryons and antiproton will cost you DPS, because of your tac consoles.
So over all i would say, I would never use it but thats so great about this game, make what you like and feel good about, have fun playing. There is no need to have a uber build (if your not a PVP'r)
so you are using 3 torpedo buffs and you are using 1 torpedo, and 1 cannon buff and using 6 cannons (turrets are cannons) isn't is better to use the most buffs for the cannons it will afect 6 of them.
Also when you skill in cannons, torpedos, attack patterns and tyken's rift you need to take skill points from vital other skills.
My space build, don't use torpedo's, attack patters or tykens rift and save me (9000+13.500+18.000+27.000=67.500 skill points) and if you use the skills without skilling in them...
And using tetryons and antiproton will cost you DPS, because of your tac consoles.
So over all i would say, I would never use it but thats so great about this game, make what you like and feel good about, have fun playing. There is no need to have a uber build (if your not a PVP'r)
You know what? You are right. As long as you have fun throwing rainbows at people, have at it. If it gets the job done, noone can complain. But, if OP wants to increase his dps VASTLY, he will listen to advice in this post above, and others in this thread. You may end up having more fun when you see the bad guy fall apart like a doll getting hit by a Mack truck.:eek:
You know what? You are right. As long as you have fun throwing rainbows at people, have at it. If it gets the job done, noone can complain
I'm all for doing what you find most fun, but then saying it's the "correct" or "best" or "higher damage" and that the other escorts in STFs are doing things wrong is another matter entirely, which is what the OP has done. Statements of absolute fact invites review, and quite honestly most of what the OP is doing doesn't stand up to review.
I'm all for doing what you find most fun, but then saying it's the "correct" or "best" or "higher damage" and that the other escorts in STFs are doing things wrong is another matter entirely, which is what the OP has done. Statements of absolute fact invites review, and quite honestly most of what the OP is doing doesn't stand up to review.
Read my post about 6 posts up. You're preaching to the choir brother.
Comments
Please Note: I am not spamming anything, just forgot to add this on.
Also, why... well, actually, a lot of that stuff, like an attack pattern that requires you to be doing something an escort doesn't want to be doing when the same debuff can be generated offensively with beta. Tac team 2, when it provides negligible gains over 1 and if you really want two tac teams you can use two copies of 1. Why three torpedo skills when cooldowns prevent you from using them, but zero cannon skills when they're going to be doing a substantial chunk of your damage? Why... well, basically a lot of your build.
Phasers are good weapons. The system disable works on Borg. Shutting down an tac cube's weapons is huge, buys several seconds of everybody not getting their faces burned off, lets healing catch up. A shield disable is basically the queue for everybody to unleash their big guns, more than once I've seen a good focused blast of tricobalts, high yeilds, and har'pengs take one out entirely in the space of a shield shutdown.
if you want two tac teams then as above, run two copies of TT1. TT2 is a waste of a slot that could go to CRF1, HY2. Spread 2, beta 1, Delta 1....basically any useful skill.
Torpedo Skills have a 15 second GCD so if you want to run with a couple of HY or Spread to make sure you have a buff available every 15 seconds then that's good but running three means that one will remain unused as the GCD prevents it from being used. the only exception would be if you ran a pair of Tricobalt torpedoes; the 30 second cooldown between the two torpedoes means you can get away with running a single HY/ Spread to buff both torpedoes.
All Energy types deal the same amount of damage, the only difference is the proc. If Phasers are weak on bare hull then so are AP too, they only get there buff when you score a critical hit so unless you're getting a lot you're not doing more damage than a Phaser, Tetryon or Plasma canons would.
AP:Beta is an amazing skill for PvE. With the compete lack of Tactical Teams there's no way for the Borg to clear the damage resistance debuff and because it debuffs the target rather than buffing you the whole team benefits from the debuff. Delta has a nice defence bonus too but it can leave you light on debuffs for the transformers in KA so I'd probably never take Delta over beta if I had the choice.
TBH if you have Cannons and turrets you need more than one CRF or CSV as they're absolutely useless without those skills to buff them; they drop off with range and barely keep up with DBBs unbuffed so I'd definitely rework things to get more damage buffs in there. I'd probably go with something like;
Tac Commander
Tac Lieutenant
- TT1
- CRF1/CSV1
Tac EnsignAt least that way you'd get more out of those cannons, and I'd definitely select a single energy type.You'll get more damage from the specific damage type consoles and on an Escort all you need is damage.
One Rapid Fire III
One Rapid Fire II
I have Antiproton Consoles 3 of them maxing out my Dmg. and one Quantum Console to help max my Quantum Dmg. But I have been wondering if I should just use all four consoles for the Cannon Dmg.
I also have a compete MACO Set too.
On Elite I always guard the Probes trying to go in portals. No one ever makes it half way to is goal.
Anyway, I like sticking with all the same weapon type. it really helps to maximize your dmg, and that is important.
For instance, i go with AP on my Fed and Disruptors on my Kling. DHC + a Photon Torp (pretty much only for the extradamage against borg when it comes to gunning down the nanite probes and gateways), Turrets in the back. More critchance on my defiant and a chance to debuff enemies with my B'rel and that works out pretty well, plus the appropriate Cannon-Skills and Attack Pattern **** of course - though Spheres are still a pain in the *** when they come in pairs and spam me with tractorbeams..
Also, don't get prefire chambers or the likes, get the specialized +Damage consoles for your chosen weapontype. Might be a bit more expensive, but you get more of a Bonus.
I used to split two antiproton consoles and two torpedo consoles and went to four antiproton consoles. Even though I do a lot of instant burst damage with torpedoes, but my DPS is more energy than kinetic, and because I run beam overload with a DBB a good chunk of my burst is antiproton as well. And against anything with shields, I'm not using torpedoes at all until I've cut through a shield arc, so that's a good chunk of the fight where all my damage is energy instead of just most of it.
Even the Fleet Escort is viable incidentally: I've run enitre Elite STFs in it without dying once. I generally cycle Tactical Teams to keep the shields rotated towards the damage while using EPS to keep them strong, along with Enhanced Plasma Manifold. If things get hairy I hammer on RSP to charge up the shields. It works pretty well for tanking, I find, though I suppose the offshoot is it relies on a fair bit of CStore ship kit.
you can do better...
1) do not mix weapons types, as said before
2) use tactical team 1 only
I use 2 DHC and 2 DBA in the front, 2 turrets and the Hargh'peng Torpedo Launcher in the rear.
Abilityes: 2 Tactical team 1, beam overload 2 (actually also beam overload 1, but I will change this), cannon rapid fire 3, cannon rapid fire 2. Several abilities to heal shields.
With this configuration I can use about every about 5 seconds beam overload or cannon rapid fire (even if I can't use tactical initiative III) dealing a lot of damage and when I go away from my target often the ship fires 2 or 3 Hargh'peng Torpedo
Much you have to learn, young one...
The STF Escort Build Thread
Look at my join date. Next time, before you categorize someone as a "Newb", look at their join date.
But I think there are some things about that build that are just plain wrong...at least I think so.
You do not need tactical team II. It takes a LT spot away from something better you could be using, plus with the DOFF cooldown ability you can reduce it to where you basically only need those two copies and they should be TT1.
I am using the Defiant and have two copies of Torp Spread III plus Torp I on the ensign tactical slot. That plus a torpedo with a good cooldown (or Doffs) means Torp Spread is usually up. I also have a copy of rapid fire cannon and the cannon spread thing. The reason why is that it, along with spread torpedo, can take out those borg plasma torpeds, plus the AOE damage helps.
I put attack pattern omega III in there, I guess for the damage buff as well as it gets you out of borg tractor beams. I am not sure what is better, a damage buff or a team wide damage debuff on a mob....prob the debuff but I hate those borg tractor beams.
As others have stated, your weapons are totally wrong. You load up on one type, then load the appropriate buff slot for the console. All you are doing is lessening your damage.
I am using three DHC disruptor/plasma hybrid that have the +70% accuracy mod to them as well as a plasma torpedo. I guess the reason is mu damage boost consoles are plasma, so the cannons and the torpedo effect work with them (I think). I know borg use plasma, so maybe that is not such a good idea but I will swap them out when I get some marks.
I also stuck two plasma turrets in the back as well as plasma mines. I have one console that boosts the kinetic and I have also tried putting in a Tricobalt mine in the back just for fun.
I don't think I would put a HarPeng in there because I want the multi target spread and I am not even sure High Yield works with HarPeng.
I am also a science Captain so I can strip buffs and reduce incoming damage but no damage plus skills.
I think my build is ok, seems pretty fun.
Then you should probably not make yourself look like noobsausage by posting that utter fail of a build up. As said before, all one type, 2 tt1's. One of my tac has CRF and HYT, the other has CRF and TSPRD. Those cycle wonderfully, with minimal(<3 sec) in between cycles. Also APOmega for the tractor break. I forget what my engie has, eng team, EPA, and a shield buff IIRC. SCI is HAZ and Shield Transfer. MK XI AP dual cannons NOT DHC. More procs that way. Right now she is still in the process of changing over from tetryon, so I do have 3 tet turrets, soon to be changed to AP turrets. Borg Quant rounds it out. I run full borg set too, I have fun with it. I've only started dying lately cuz my dumbself gets caught in the new warp core breaches, otherwise I don't die( normally)
You know there is a specific reason I run one DBB with my dual heavies on the nose of my escorts, raptors and BoPs. That is because I can link a cannon, beam and a torp skill with no conflicts. I tend to go with FAW1, (because I do not have to drop an weapons bat or EPtW that BO requires though if you are gonna pack EPtW you should carry BO1), + CRF1+ THY2 or 3. In PvE it is pretty effective as it lets me burn through shields on most ships fast enough that I can drop that powered up torp pretty close to right away. Oh and I prefer one energy type as others have pointed out it lets me squeeze more from my tactical consoles.
For an added giggle use APO3 in the commander slot as it does a little of most everything and works like PH.
So now you know why I, (a dedicated cannon fan), run a beam with my cannons.
so you are using 3 torpedo buffs and you are using 1 torpedo, and 1 cannon buff and using 6 cannons (turrets are cannons) isn't is better to use the most buffs for the cannons it will afect 6 of them.
Also when you skill in cannons, torpedos, attack patterns and tyken's rift you need to take skill points from vital other skills.
My space build, don't use torpedo's, attack patters or tykens rift and save me (9000+13.500+18.000+27.000=67.500 skill points) and if you use the skills without skilling in them...
And using tetryons and antiproton will cost you DPS, because of your tac consoles.
So over all i would say, I would never use it but thats so great about this game, make what you like and feel good about, have fun playing. There is no need to have a uber build (if your not a PVP'r)
You know what? You are right. As long as you have fun throwing rainbows at people, have at it. If it gets the job done, noone can complain. But, if OP wants to increase his dps VASTLY, he will listen to advice in this post above, and others in this thread. You may end up having more fun when you see the bad guy fall apart like a doll getting hit by a Mack truck.:eek:
I'm all for doing what you find most fun, but then saying it's the "correct" or "best" or "higher damage" and that the other escorts in STFs are doing things wrong is another matter entirely, which is what the OP has done. Statements of absolute fact invites review, and quite honestly most of what the OP is doing doesn't stand up to review.
Read my post about 6 posts up. You're preaching to the choir brother.