I know there's probably been a hundred threads like it, but I'm not going to bother with looking for one so I'll make my own. I'm a tactical officer and I'm probably going to be getting the HEC, so what should my build be for the ship?
Here is what know I'm going to have so far.
Boff slots:
Cm. Tac:
Lt. Cm. Tac: THY, TS
En. Tac:
Lt. Cm. Eng:
Lt. Sci:
Consoles:
I want to have my Borg and Photon Point defense consoles go somewhere in the Sci or Eng slots.
Tac: 4 Disruptor/AP/Tetryon (depending on which weapon set I'm using)
Eng:
Sci:
Hanger Bay:
Weapons (Plasma-Disruptor Hybrid, AP, or Tetryon for the energy weapons):
Fore:
Aft:
You plainly stated that you knew there were a hundred other threads about this and you were going to blatantly ignore these and put up your own post asking the same thing yet again.
Look, there's also the fact that I made this one specifically tailored with certain things I anted to have in there, so I am not mixed up with other people's specific builds. Now if you really don't have anything useful to add, you don't have to add anything.
Im using the TPDS on one of my sci slots along with the shield gen, and I just shoved the Thunderchild PDS on a tac slot. Using 3 AP mag regs along with it.
Quote about STO on consoles: "Not quite as bad as No man's sky, but a close second."
I posted this in another thread, but the thread was derailed, so here is my build as an Engineer Captain.
Weapon Type: Disruptor
Fore: Cannon, Cannon, Dual Heavy, Beam Bank
Aft: Turret, Turret, Turret
Deflector and Engine: Borg
Shield: Maco XII
Device: Field Mod, and Engine Bat/Phaser Turret for STF's
Eng Consoles: Torp Point Def, Graviton Pulse, + Enemy Dependent hull plating or Impulse Capacitor Cell for a quick getaway.
Sci: Field Emitter, Borg Console
Tac: Disruptor x4
Hanger: Blue Runabouts or Blue Peregrines
Weapons: 4 DHCs For, 3 Turrets Aft
(there is a discussion with no solution if 2C+1DHC is better)
3Borg+MACO Shield
4 Energytype Consoles
Tac BOFFs: 2 TT1 (or one if you use DOFFs), AP Beta/Omega, Volley or Rapid Fire x2
Eng/Sci BOFFs: Survival (EPTS, HazEms etc.), Escaping(Polarize Hull ...) and/or CC
depending on playstyle etc.
Weapons Systems STF/PVP
1 x Quantum torpedo MkXII (borg)/ 1 x Quantum Torpedo MkXII (borg) or (Accx3) better
3x Front AP Mk XII DHC's/ 3 x Disruptor DHC MkXII
3 x Rear AP Mk XII Turrets/ 3 x Disruptor Turret MkXII
Sets
OMEGA MKII 3pc Set
or
RETRO
Borg Assimilated Deflector, Impulse Engines,Assimaleted Moda & Shield Module/Reman MKXI or AEGIS (Reman looks bad TRIBBLE)
Devices
Weapon Batt or Red Matter Capacitor,Subspace Field Modulator (SFM)
Modules
Point Defense System,Grappler,Point Defense torp (PDS=Borg HY Torp Killer) or 2 X Nuetronium Alloy MKXI+
2 x Field Generator MKXI+
4 x AP Mag Regulator MKXI+
BO Abilities
Tactical Commander
Torp Spread I, Torp Spread I, Cannon Volley II, Cannon Volley III
Tactical Lt.
Tactical Team I, Beta II
Tactical Ensign
Tactical Team I
Engineering Lt.
Emergency Power To Shields I,Enginering Team II, Reverse Sheild Polarity II
Science Lt. Commander
Hazard Emitters I, Transfer Sheild Strength II
Hanger
Advanced Runabouts
This Setup works well for me i get a 15sec CD on both my cannons and torps and run a def rotation of SFM,TT,EPS,TT,TSS and ET,HE if u need it.
As stated before, weapons & tactical are fairly standardized, although you have the option to use Delta Flyers with Tachyon Beams and thus torpedos may be slightly more viable on it.
However, the one thing I would really recommend (and which I really enjoy on my ship) is an Engineer boff with [Emergency Power to Weapons 1] [Auxiliary to Structural 1] [Emergency Power to Shields 3]. Combined with 3 Damage Control Engineer doffs, it gives you the ability to constantly keep up both emergency powers. This gives you good survivability and will save some points from weapon energy that can be used for something else (like aux to recharge the hangar bay more quickly for example).
For PvE (please note I use this with my Sci Cappy):
COM Tac: Tactical Team 1 / Scatter Volley 1 / Scatter Volley 2 / Attack Pattern: Beta 3
LT Tac: Torp Spread 1 / Attack Pattern: Beta 1
ENS Tac: Torp Spread 1
LTC Eng: Emergencey Power to Shields 1 / Emergencey Power to Shields 2 / Directed Energy Modulation 2 (Alt 1: Emergencey Power to Shields 1 / Auxiliary to Structural Integrity 1 / Emergencey Power to Shields 3) (Alt 2: Emergencey Power to Shields 1 / Emergencey Power to Shields 2 / Eject Warp Plasma 1)
Rear Weapons: 3 Phaser Turrets
Deflector: Borg Assimilated Deflector
Engines: Borg Assimilated Subtranswarp Engines
Shields: MACO Mk. XI Resilient Shields
Eng Consoles: Torpedo PDS / Ablative Armor / Neutronium Armor
Sci Consoles: Borg Assimilated Module / Field Generator
Tac Consoles: 3 Phaser Relays / 1 Photon Torp consoles
Hangar: Advanced Peregrines
Kills stuff in STF's dead. The AoE powers and ability to paint Attack Pattern: Beta on everything under the sun generally means most things die at lightning speed, and for anything that doesn't, you have the Peregrines. Keep them in formation and then send them on their attack run whenever you're painting a target with damage buffing skills (Sensor Scan, Fire on My Mark, and Attack Pattern: Beta) to greatly increase your single target damage and offset not having single-target powers. Once your Peregrines have completed their attack run, recall them, or they'll just broadside their target with thier dinky phaser pulse turrets. Seriously, the pets are another attack, so use them, don't just set them to intercept and forget about them or they won't bring much to the table.
The Photon Torp console brings the Torp PDS's damage up to about 16k per target. With good positioning you can all but instantly wipe out an entire wave of spheres and probes instantly, on both Infected and KA with a combined Peregrines to Intercept mode, Scatter 2, Beta: 3, Torp Spread, and Torp PDS console attack.
Oh, don't hoard the torp console unless you know you're about to get a huge wave of enemies. It's there to do damage, so let it! You end up with one less defensive console, a lot like a Defiant with the cloaking console, but have pets and powerful Engineering options at your disposal to offset it, so use 'em.
For power levels, I reccomend one with 100 wep / 25 Shields / 50 Engine / 25 Aux & 100 wep / 50 Shields / 25 Engines / 25 Aux as your attack & defensive modes, respectively. Another setting with 25 / 75 / 25 / 75 (or 25 / 50 / 25 / 100) for healing is also quite handy, and a last one with 25 / 50 / 100 / 25 for when you need to haul TRIBBLE.
Great about this ship is, how many options and builds it offers. I bought it few days ago as improvement over my fleet escort and I'm amazed at the possibilities.
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I love a torpedo build with 2 dual heavy cannons and 2 quantum torpedoes up front. I run 3 blue torpedo DOffs, and intercept blue flight deck DOff, and generally use Danube runabouts in intercept mode to screen plasma torpedoes, mines, and whatever else that may plague my run.
I also love having a wide variety of looks for this great ship! I made mine as close to a Steamrunner as possible.
Weapons Systems STF/PVP
1 x Quantum torpedo MkXII (borg)/ 1 x Quantum Torpedo MkXII (borg) or (Accx3) better
3x Front AP Mk XII DHC's/ 3 x Disruptor DHC MkXII
3 x Rear AP Mk XII Turrets/ 3 x Disruptor Turret MkXII
Sets
OMEGA MKII 3pc Set
or
RETRO
Borg Assimilated Deflector, Impulse Engines,Assimaleted Moda & Shield Module/Reman MKXI or AEGIS (Reman looks bad TRIBBLE)
Devices
Weapon Batt or Red Matter Capacitor,Subspace Field Modulator (SFM)
Modules
Point Defense System,Grappler,Point Defense torp (PDS=Borg HY Torp Killer) or 2 X Nuetronium Alloy MKXI+
2 x Field Generator MKXI+
4 x AP Mag Regulator MKXI+
BO Abilities
Tactical Commander
Torp Spread I, Torp Spread I, Cannon Volley II, Cannon Volley III
Tactical Lt.
Tactical Team I, Beta II
Tactical Ensign
Tactical Team I
Engineering Lt.
Emergency Power To Shields I,Enginering Team II, Reverse Sheild Polarity II
Science Lt. Commander
Hazard Emitters I, Transfer Sheild Strength II
Hanger
Advanced Runabouts
This Setup works well for me i get a 15sec CD on both my cannons and torps and run a def rotation of SFM,TT,EPS,TT,TSS and ET,HE if u need it.
No way to get out of a tractor beam? You lose. I would say instead of using 2x torp abilities, use 1 at the lt level, turn CRF2 into APO 1 (you want both beta and omega), and turn the HYT/Spread II into CRF I. You kinda get screwed by 'the crappy tac boff setup' on the c-store escorts. Either do that, or switch out hazard emitters for polarize hull. Also, no to reman or aegis, use MACO Mk XI or XII shields, and use matching MACO deflector, so 2x MACO 2x Borg.
An example of how the tac Boff setup on advanced escort and patrol escort is infinitely better than the MVAE, HEC, and Defiant Retro (when you are using only 4x DHC, 3x turret setup it becomes very annoying with these boff setups), I set it up with: CRFIII, CRFII, APO I, APB I, Torp HY II, 2x TT I. See how simple and elegant that is? I get two higher level CRFs AND I get to have both attack patterns. The C-store escort tac boff setup usually has Commander, lt. and ensign, instead of commander, lt. commander (the exception is the defiant retro, which has commander, lt. commander AND ensign, so, yay, extra torp power...if you like to use those, again, useless if you only use cannons/turrets). I say this is an important design flaw because the optimum DPS setup is 4x DHCs and 3x turrets.
HEC is a great ship for Elite STF's due to its survivability. That rainbow beam boat of fail not throwing out any heals? You can still stay in the fight long enough to yell at them for popping the cube way to early on CSE. This is my STF build based on being able to stay in the fight as long as possible while dealing out the DPS.
I find that with Evasive Maneuvers and a stack of Deuterium Surplus, I can use one or the other to get out of Tractor Beams easily enough, so I don't bother wasting a BOff power on countering them. That is a PvE perspective, of course, since I have only PvP'ed a few times and don't plan to make it a major part of my game any time soon, so your mileage may vary.
I find that with Evasive Maneuvers and a stack of Deuterium Surplus, I can use one or the other to get out of Tractor Beams easily enough, so I don't bother wasting a BOff power on countering them. That is a PvE perspective, of course, since I have only PvP'ed a few times and don't plan to make it a major part of my game any time soon, so your mileage may vary.
As an escort, you depend on having your facing in the right place, tractors, which spheres and cubes toss out like candy, stop you from doing that. Also, woe to he who flies close to a cube at death only to be tractored there by a nearby sphere. Blech. Anyway, you should have at least one ability to escape tractors, and its not like they do NOTHING else. AP:O is also a huge damage and tank boost when APB is on CD, and polarize hull also reduces dmg. Make the pro move, and slot one.
Now something else is thrown into this. I'm now the proud onwer of a D'kora requisition pack, and do I open it or not? I made a thread about it in Star Trek Online Discussion, go over there if you want to talk about it.
Now something else is thrown into this. I'm now the proud onwer of a D'kora requisition pack, and do I open it or not? I made a thread about it in Star Trek Online Discussion, go over there if you want to talk about it.
If you fly escorts.....or really if you have any dignity at all, you will toss that ferengi trash out the window. (Or sell it for like 500m, then buy a bug ship!)
As an escort, you depend on having your facing in the right place, tractors, which spheres and cubes toss out like candy, stop you from doing that. Also, woe to he who flies close to a cube at death only to be tractored there by a nearby sphere. Blech. Anyway, you should have at least one ability to escape tractors, and its not like they do NOTHING else. AP:O is also a huge damage and tank boost when APB is on CD, and polarize hull also reduces dmg. Make the pro move, and slot one.
Perhaps your reading comprehension is lacking. I stated very clearly that I have two ways to get out of tractor beams. Make the pro move and quit acting like no one else has experienced these factors and come up with different, equally valid, solutions.
Perhaps your reading comprehension is lacking. I stated very clearly that I have two ways to get out of tractor beams. Make the pro move and quit acting like no one else has experienced these factors and come up with different, equally valid, solutions.
No need to get hostile, but since you did: You have no idea what you are talking about. Evasive Maneuvers and Deuterium Surplus does NOTHING to STF tractors. Nothing. At level 3 EM offers:
+304% Flight Speed strength for 8 sec
? +483% Turn Rate strength for 8 sec
? +25% Defense strength for 8 sec
And Deuterium Surplus offers:
+441% Flight Speed for 8 sec
+441% Turn Rate Strength for 8 sec
+15% Defense Strength for 8 sec
Where in there does it say it allows you to get out of a tractor? It allows you more maneuverability and defense while in a tractor. So what you did is state two abilities that IN NO WAY allow you to get out of a tractor beam. At all. Ever. Never ever.
Guess what? AP:O at level III allows you:
?+25% All Damage strength for 15 sec
?+[25-37] All Damage resistance for 15 sec
?+[132-152]% Flight Speed strength for 5 sec
?+[132-152]% Flight Turn Rate strength for 5 sec
?Immunity to Movement Debuffs for 15 sec
?Immunity to Disable Debuffs for 15 sec
?+[30-45]% Defense strength for 5 sec
?Immunity to Teleport for 15 sec
AP:O is, in every way, a better thing to use. The point of using an ability to get out of a tractor is to get out of range of your mob of attackers until your CDs can reset and/or you lose aggro. Simply popping evasive maneuvers means you will be able to shoot straight for a bit before your delicate eggshell is popped. Not dying is A LOT more important in STFs now. Add on top of that 25% dmg buff for 15 seconds and it's just stupid to not slot it on an escort. I'm sorry you don't like it, but that's the reality. Polarize hull is weaker, but still a much better choice to rely upon over Evasive Maneuvers and Deuterium Surplus.
Good thread, I don't mind necro because there are a couple of good vet HEC build ideas here. Based on what I have seen in-game, Thoroon's ideas on the first page are a nearly fool-proof strong general escort build.
BTW, also ramming speed (once you're low hull) will get you out of movement debuffs, etc.
been using phased tetryon cannon's and turrets on my HEC and i like them..... now if only i could figure out what energy console affects them. phaser relays or tetryon consoles?
been using phased tetryon cannon's and turrets on my HEC and i like them..... now if only i could figure out what energy console affects them. phaser relays or tetryon consoles?
tetryon consoles
2 different builds, ones on a tac, others on an eng
tac: all anti-proton
fore: 2x dhc, 1x dc, 1x quantum
aft: 3x turrets
from mem so skills ranks may be a little off.
CRF2, CSV2, TS1, HE1 and 2, APO3, APB1, epts1, rsp1 and 2, x2 tt1
eng: all anti-proton (skilled max in accuracy and weapon specialization)
fore: 1x dhc, 1x dc, 2x quantums
aft: 3x turrets
crf2, csv2, hy1, ts3, he1 and 2, rsp1 and 2, epts1, 2x tt1, apo3
both are pretty tanky ^_^ personal motto, if you're dead that's 0 dps until you can get back into the fight so i have a tendency to focus on survival.
tac was originally all cannons....just got annoyed with that wasted ensign tac slot, so it was a choice of a dbb, and BO or a torp. went with torp factoring in how much is unshielded in stf's and how BO drains weapon power whereas a torp does not.
fyi, evasive does pull you out of tractors...if you've skilled somewhat (3 ranks) into inertial dampeners. even 3 ranks can let you turn, albeit slowly while held. once beyond 5k with either evasive, deuterium, etc, tractor loses it's effectiveness. and switching targets, is also an option when held to what evers in front of you. so your dps never has to falloff unless you stay stubbornly fixed on a different target that's no longer in your arc. not hat i disagree that apo is good to have, it's on all my escort builds, armi or otherwise...there are other options though.
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been using phased tetryon cannon's and turrets on my HEC and i like them..... now if only i could figure out what energy console affects them. phaser relays or tetryon consoles?
Actually, I foget off the top of my head, but if you pull up the tooltip it'll say something like:
___ phased damage or
___ tetryon damage
All hybrid weapons have a primary damage type with the a bonus of the other type's proc.
Weapons: 4 DHCs For, 3 Turrets Aft
(there is a discussion with no solution if 2C+1DHC is better)
3Borg+MACO Shield
4 Energytype Consoles
Tac BOFFs: 2 TT1 (or one if you use DOFFs), AP Beta/Omega, Volley or Rapid Fire x2
Eng/Sci BOFFs: Survival (EPTS, HazEms etc.), Escaping(Polarize Hull ...) and/or CC
depending on playstyle etc.
There are hardly any extreme exceptions...
This is true. There are many out there. I run mine with Dunbees. They seem to help me out alot. Putting the brakes on my targets.
Comments
Use the search function you lazy worthless noob
http://sto-forum.perfectworld.com/showthread.php?t=284501
Im using the TPDS on one of my sci slots along with the shield gen, and I just shoved the Thunderchild PDS on a tac slot. Using 3 AP mag regs along with it.
Weapon Type: Disruptor
Fore: Cannon, Cannon, Dual Heavy, Beam Bank
Aft: Turret, Turret, Turret
Deflector and Engine: Borg
Shield: Maco XII
Device: Field Mod, and Engine Bat/Phaser Turret for STF's
Eng Consoles: Torp Point Def, Graviton Pulse, + Enemy Dependent hull plating or Impulse Capacitor Cell for a quick getaway.
Sci: Field Emitter, Borg Console
Tac: Disruptor x4
Hanger: Blue Runabouts or Blue Peregrines
Doffs:2 Maintenance Engineers, 2 Flight Deck Officers, 1 Damage Control Engineer
CMD Tac: Beam Shields, Scatter Volley 1, Beam Overload 3, Rapid Fire 3
Lt Tac: Tac Team 1, AP Beta 2
Ens Tac: Beam Engines
Lt Cmd Eng: EPS 1, EPW 2, Eng Team 3
Lt Sci: Polarize Hull, Transfer Shields 2
The Sci slot is a wild card, and I switch it around a lot.
Unrepentant; the pants optional fleet.
Support Flagship PVP and Target Marking
Weapons: 4 DHCs For, 3 Turrets Aft
(there is a discussion with no solution if 2C+1DHC is better)
3Borg+MACO Shield
4 Energytype Consoles
Tac BOFFs: 2 TT1 (or one if you use DOFFs), AP Beta/Omega, Volley or Rapid Fire x2
Eng/Sci BOFFs: Survival (EPTS, HazEms etc.), Escaping(Polarize Hull ...) and/or CC
depending on playstyle etc.
There are hardly any extreme exceptions...
1 x Quantum torpedo MkXII (borg)/ 1 x Quantum Torpedo MkXII (borg) or (Accx3) better
3x Front AP Mk XII DHC's/ 3 x Disruptor DHC MkXII
3 x Rear AP Mk XII Turrets/ 3 x Disruptor Turret MkXII
Sets
OMEGA MKII 3pc Set
or
RETRO
Borg Assimilated Deflector, Impulse Engines,Assimaleted Moda & Shield Module/Reman MKXI or AEGIS (Reman looks bad TRIBBLE)
Devices
Weapon Batt or Red Matter Capacitor,Subspace Field Modulator (SFM)
Modules
Point Defense System,Grappler,Point Defense torp (PDS=Borg HY Torp Killer) or 2 X Nuetronium Alloy MKXI+
2 x Field Generator MKXI+
4 x AP Mag Regulator MKXI+
BO Abilities
Tactical Commander
Torp Spread I, Torp Spread I, Cannon Volley II, Cannon Volley III
Tactical Lt.
Tactical Team I, Beta II
Tactical Ensign
Tactical Team I
Engineering Lt.
Emergency Power To Shields I,Enginering Team II, Reverse Sheild Polarity II
Science Lt. Commander
Hazard Emitters I, Transfer Sheild Strength II
Hanger
Advanced Runabouts
This Setup works well for me i get a 15sec CD on both my cannons and torps and run a def rotation of SFM,TT,EPS,TT,TSS and ET,HE if u need it.
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However, the one thing I would really recommend (and which I really enjoy on my ship) is an Engineer boff with [Emergency Power to Weapons 1] [Auxiliary to Structural 1] [Emergency Power to Shields 3]. Combined with 3 Damage Control Engineer doffs, it gives you the ability to constantly keep up both emergency powers. This gives you good survivability and will save some points from weapon energy that can be used for something else (like aux to recharge the hangar bay more quickly for example).
COM Tac: Tactical Team 1 / Scatter Volley 1 / Scatter Volley 2 / Attack Pattern: Beta 3
LT Tac: Torp Spread 1 / Attack Pattern: Beta 1
ENS Tac: Torp Spread 1
LTC Eng: Emergencey Power to Shields 1 / Emergencey Power to Shields 2 / Directed Energy Modulation 2 (Alt 1: Emergencey Power to Shields 1 / Auxiliary to Structural Integrity 1 / Emergencey Power to Shields 3) (Alt 2: Emergencey Power to Shields 1 / Emergencey Power to Shields 2 / Eject Warp Plasma 1)
LT Sci: Hazard Emitters 1 / Transfr Shield Strength 2
Front Weapons: 3 Phaser Dual Heavy Cannons / 1 Photon Torpedo Launcher
Rear Weapons: 3 Phaser Turrets
Deflector: Borg Assimilated Deflector
Engines: Borg Assimilated Subtranswarp Engines
Shields: MACO Mk. XI Resilient Shields
Eng Consoles: Torpedo PDS / Ablative Armor / Neutronium Armor
Sci Consoles: Borg Assimilated Module / Field Generator
Tac Consoles: 3 Phaser Relays / 1 Photon Torp consoles
Hangar: Advanced Peregrines
Kills stuff in STF's dead. The AoE powers and ability to paint Attack Pattern: Beta on everything under the sun generally means most things die at lightning speed, and for anything that doesn't, you have the Peregrines. Keep them in formation and then send them on their attack run whenever you're painting a target with damage buffing skills (Sensor Scan, Fire on My Mark, and Attack Pattern: Beta) to greatly increase your single target damage and offset not having single-target powers. Once your Peregrines have completed their attack run, recall them, or they'll just broadside their target with thier dinky phaser pulse turrets. Seriously, the pets are another attack, so use them, don't just set them to intercept and forget about them or they won't bring much to the table.
The Photon Torp console brings the Torp PDS's damage up to about 16k per target. With good positioning you can all but instantly wipe out an entire wave of spheres and probes instantly, on both Infected and KA with a combined Peregrines to Intercept mode, Scatter 2, Beta: 3, Torp Spread, and Torp PDS console attack.
Oh, don't hoard the torp console unless you know you're about to get a huge wave of enemies. It's there to do damage, so let it! You end up with one less defensive console, a lot like a Defiant with the cloaking console, but have pets and powerful Engineering options at your disposal to offset it, so use 'em.
For power levels, I reccomend one with 100 wep / 25 Shields / 50 Engine / 25 Aux & 100 wep / 50 Shields / 25 Engines / 25 Aux as your attack & defensive modes, respectively. Another setting with 25 / 75 / 25 / 75 (or 25 / 50 / 25 / 100) for healing is also quite handy, and a last one with 25 / 50 / 100 / 25 for when you need to haul TRIBBLE.
I also love having a wide variety of looks for this great ship! I made mine as close to a Steamrunner as possible.
Member since December 2009
No way to get out of a tractor beam? You lose. I would say instead of using 2x torp abilities, use 1 at the lt level, turn CRF2 into APO 1 (you want both beta and omega), and turn the HYT/Spread II into CRF I. You kinda get screwed by 'the crappy tac boff setup' on the c-store escorts. Either do that, or switch out hazard emitters for polarize hull. Also, no to reman or aegis, use MACO Mk XI or XII shields, and use matching MACO deflector, so 2x MACO 2x Borg.
An example of how the tac Boff setup on advanced escort and patrol escort is infinitely better than the MVAE, HEC, and Defiant Retro (when you are using only 4x DHC, 3x turret setup it becomes very annoying with these boff setups), I set it up with: CRFIII, CRFII, APO I, APB I, Torp HY II, 2x TT I. See how simple and elegant that is? I get two higher level CRFs AND I get to have both attack patterns. The C-store escort tac boff setup usually has Commander, lt. and ensign, instead of commander, lt. commander (the exception is the defiant retro, which has commander, lt. commander AND ensign, so, yay, extra torp power...if you like to use those, again, useless if you only use cannons/turrets). I say this is an important design flaw because the optimum DPS setup is 4x DHCs and 3x turrets.
- Demosthenes01101, from the REAL Star Trek Online forums!
[SIGPIC][/SIGPIC]
"The needs of the many, outweigh the needs of the few, or the one."
"You have been, and always shall be, my friend."
- Pointy-eared, green blooded, hobgoblin
"Once you eliminate the impossible, whatever remains, however improbable, must be the truth."
- Sherlock Holmes
Full MACO set.
Fore: 3 DHC, 1 Quantum
Aft: 3 turret
Tac: 4 energy weapons relays (for whatever energy type you are using)
Eng: 2 neutronium, 1 torpedo PDS
Sci: 2 Field Generators
Comm. Tac: TT1, CRF 1, APO 1, CRF 3
Lt. Comm. Eng.: EPS 1, EPS 2, Aux. Struc. 2
Lt. Tac: TT1, THY 2
Lt. Sci: PH 1, HE 2
Ens. Tac: THY 1
Hangar: Blue shield repair drones
Doffs: 1 Conn. officer, 2 shield dist. officers, 2 damage control engineers.
I find that with Evasive Maneuvers and a stack of Deuterium Surplus, I can use one or the other to get out of Tractor Beams easily enough, so I don't bother wasting a BOff power on countering them. That is a PvE perspective, of course, since I have only PvP'ed a few times and don't plan to make it a major part of my game any time soon, so your mileage may vary.
As an escort, you depend on having your facing in the right place, tractors, which spheres and cubes toss out like candy, stop you from doing that. Also, woe to he who flies close to a cube at death only to be tractored there by a nearby sphere. Blech. Anyway, you should have at least one ability to escape tractors, and its not like they do NOTHING else. AP:O is also a huge damage and tank boost when APB is on CD, and polarize hull also reduces dmg. Make the pro move, and slot one.
- Demosthenes01101, from the REAL Star Trek Online forums!
[SIGPIC][/SIGPIC]
"The needs of the many, outweigh the needs of the few, or the one."
"You have been, and always shall be, my friend."
- Pointy-eared, green blooded, hobgoblin
"Once you eliminate the impossible, whatever remains, however improbable, must be the truth."
- Sherlock Holmes
If you fly escorts.....or really if you have any dignity at all, you will toss that ferengi trash out the window. (Or sell it for like 500m, then buy a bug ship!)
- Demosthenes01101, from the REAL Star Trek Online forums!
[SIGPIC][/SIGPIC]
"The needs of the many, outweigh the needs of the few, or the one."
"You have been, and always shall be, my friend."
- Pointy-eared, green blooded, hobgoblin
"Once you eliminate the impossible, whatever remains, however improbable, must be the truth."
- Sherlock Holmes
Perhaps your reading comprehension is lacking. I stated very clearly that I have two ways to get out of tractor beams. Make the pro move and quit acting like no one else has experienced these factors and come up with different, equally valid, solutions.
No need to get hostile, but since you did: You have no idea what you are talking about. Evasive Maneuvers and Deuterium Surplus does NOTHING to STF tractors. Nothing. At level 3 EM offers:
+304% Flight Speed strength for 8 sec
? +483% Turn Rate strength for 8 sec
? +25% Defense strength for 8 sec
And Deuterium Surplus offers:
+441% Flight Speed for 8 sec
+441% Turn Rate Strength for 8 sec
+15% Defense Strength for 8 sec
Where in there does it say it allows you to get out of a tractor? It allows you more maneuverability and defense while in a tractor. So what you did is state two abilities that IN NO WAY allow you to get out of a tractor beam. At all. Ever. Never ever.
Guess what? AP:O at level III allows you:
?+25% All Damage strength for 15 sec
?+[25-37] All Damage resistance for 15 sec
?+[132-152]% Flight Speed strength for 5 sec
?+[132-152]% Flight Turn Rate strength for 5 sec
?Immunity to Movement Debuffs for 15 sec
?Immunity to Disable Debuffs for 15 sec
?+[30-45]% Defense strength for 5 sec
?Immunity to Teleport for 15 sec
AP:O is, in every way, a better thing to use. The point of using an ability to get out of a tractor is to get out of range of your mob of attackers until your CDs can reset and/or you lose aggro. Simply popping evasive maneuvers means you will be able to shoot straight for a bit before your delicate eggshell is popped. Not dying is A LOT more important in STFs now. Add on top of that 25% dmg buff for 15 seconds and it's just stupid to not slot it on an escort. I'm sorry you don't like it, but that's the reality. Polarize hull is weaker, but still a much better choice to rely upon over Evasive Maneuvers and Deuterium Surplus.
Thanks for playing!:)
- Demosthenes01101, from the REAL Star Trek Online forums!
[SIGPIC][/SIGPIC]
"The needs of the many, outweigh the needs of the few, or the one."
"You have been, and always shall be, my friend."
- Pointy-eared, green blooded, hobgoblin
"Once you eliminate the impossible, whatever remains, however improbable, must be the truth."
- Sherlock Holmes
BTW, also ramming speed (once you're low hull) will get you out of movement debuffs, etc.
Cheers.
Fore:
1 DHC MK XI Purple, 2 DC MK XI Purple, 1 MK XII QTorp Purple
Aft:
2 MKXI AP turrets Purple, 1 Harpeng Torp launcher
BOFF layout:
Ens Tac: TT1
Lt Tac: HYT1, CRF1
Cmd Tac: Torp Spread 1, APB 1, HYT3, CRF3
Lt Sci: PH1, HE2
Lt. Cmd Eng: ET1, DEM1, EPtS3
Consoles:
Tac- 4 AntiProton Mag Regulator MKXI blue
Sci- Emitter Array MK XII Blue, Shield Emitter Amplifier MKXII Blue
Eng- Neutronium alloy MKXI Blue, Vent Theta Radiation console, Borg Console
tetryon consoles
2 different builds, ones on a tac, others on an eng
tac: all anti-proton
fore: 2x dhc, 1x dc, 1x quantum
aft: 3x turrets
from mem so skills ranks may be a little off.
CRF2, CSV2, TS1, HE1 and 2, APO3, APB1, epts1, rsp1 and 2, x2 tt1
eng: all anti-proton (skilled max in accuracy and weapon specialization)
fore: 1x dhc, 1x dc, 2x quantums
aft: 3x turrets
crf2, csv2, hy1, ts3, he1 and 2, rsp1 and 2, epts1, 2x tt1, apo3
both are pretty tanky ^_^ personal motto, if you're dead that's 0 dps until you can get back into the fight so i have a tendency to focus on survival.
tac was originally all cannons....just got annoyed with that wasted ensign tac slot, so it was a choice of a dbb, and BO or a torp. went with torp factoring in how much is unshielded in stf's and how BO drains weapon power whereas a torp does not.
fyi, evasive does pull you out of tractors...if you've skilled somewhat (3 ranks) into inertial dampeners. even 3 ranks can let you turn, albeit slowly while held. once beyond 5k with either evasive, deuterium, etc, tractor loses it's effectiveness. and switching targets, is also an option when held to what evers in front of you. so your dps never has to falloff unless you stay stubbornly fixed on a different target that's no longer in your arc. not hat i disagree that apo is good to have, it's on all my escort builds, armi or otherwise...there are other options though.
Donate Brains, zombies in Washington DC are starving.
Actually, I foget off the top of my head, but if you pull up the tooltip it'll say something like:
___ phased damage or
___ tetryon damage
All hybrid weapons have a primary damage type with the a bonus of the other type's proc.
For some reason, this weapon is not on STOwiki.
This is true. There are many out there. I run mine with Dunbees. They seem to help me out alot. Putting the brakes on my targets.