2 Omega, or Omega and Delta if you're in an Escort with an extra Sci spot for for Polarize Hull.
Delta's a nice buff to your DR and can be tossed on an ally.
Omega helps to keep you out of tractor beams and other movement debuffs.
If you decide to PvE, it's Beta all the way down. Turns whole teams into damage monsters (even the silly rainbow cruiser starts to contribute). In PvP, Beta doesn't usually stick well enough to a target to justify the DR debuff (though with a Sci/scort, it could pay off if your target is running 1 copy of Tac Team and the DOffs for it instead of 2). That's a pretty specific situation, though, and probably too narrow/rare to make Beta more useful than the other two patterns, imo.
Delta is usually preferred over Beta as Beta is cleared by Tac Team, making it useless since so many ships use this. Even so, Delta is a great defensive ability. With Omega, while it does provide a decent damage buff, it also works as an effective speed/turn boost as well as a counter to movement debuffs including Tractor Beams and Warp Plasma.
Also, on the Escorts with just two ensign tactical positions, you can get away with all cannons/turrets without any wasted ensign slots. This means that you can slot 3 attack patterns next to your two CRFs or CSVs. I'm very fond of APO1x2 and APD1.
APB is a bit of a lemon with how easy it gets cleared, APD does practically the same thing, but it also grants a bonus to your or your target's (you can put it on whoever's getting shot) resistance that can't be cleared. Also, one aspect that's not being noted is the debuff to enemy stealth. I've successfully chased down battle cloakers thanks to this. It's long enough to get FOMM or Sensor Scan on them, and combined with a subnuke (if you're sci), you can make battle cloaking suicidal. It's one of the reasons I've got no time for anyone who thinks Battle Cloak is OP to be honest.
APB is excellent for STF though, but again, I think APD is even better here. Multiple targets can be debuffed without using AOE attacks like you'd have to with APB (and thus generating more agro than is healthy with escorts in a heal-poor pug enviroment), and you can put it on whoever's getting shot without having to draw the agro too. It's also great to put on the Kang or a Freighter or something you've got to keep alive.
As I was "building" my own T5 heavy escort carrier I was wondering about pattern myself.
I basically have 1 lt. slot and 1 cmd. slot "free". And the only thing I need is either CRF or APB/D. I tried all variants, but cannot decide which one is better.
CRF1 / APB3
CRF1 / APD3
AB1 / CRF3
AD1 / CRF3
For STF APB3 seemed to be the king to quickly focus fire target with a team. But since I'm always tanking even in my escort, I might as well use APD3.
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i generally go without attack patern beta/delta in pvp, just is always insta cleared. it cools down so fast theres no reason not to use it as soon as it ends, but the slot it takes up for effect is basically wasted. i always save FOMM for when i see someone use ET or ST though, at least then theres a good window. FOMM is basically APB4
and then theres the fact that attack patterns only debuff hulls, and not shields
With all the tractor spam going around, double Omega.
I know, I know, but Beta benefits the whole team! But with the constant Tactical Teams up it doesn't really work.
Not to mention it only effects bleedthrough when shields are still up.
Also more speed is always welcome here.
[SIGPIC][/SIGPIC] Vornek@oberlerchner123 - Join Date: July 2008
Any escort without double omega is just hurting himself, Beta is nice, Delta is nice, but i would never put any those above double omega priority.
Omega is both countering any holdcrap, and let it be just a coincidence that escorts get alot of their tanking with Bonus defense (Which drops if u cannot move), 'movement tanking, for when ur nuked or u got no tactical team ready', and it even gives u nice hull resistance.
On top of that its the only attack pattern that actually boosts your REAL damage from your weaponary, instead of debuffing one's hull. (thus increasing both hull AND shield damage) Beta/delta its not bad, but i would certainly not take it as a higher priority attack pattern but probably in between the two omegas. I can see some cases where high ranked Beta/delta's would be advantageous, like a decloaking ganking bop which is either successful or not successful in penetrating Shields in the first place. But mainly Omega < Beta/delta, fact.
Oh and Delta is prefered over Beta imo unless u are totally aiming to killing the hull of some guy as soon as possible (assuming u can get tru the shields with ur meager raw damage ) but, Delta is also something u cannot just keep under your spacebar in a rotation because when ur AMS'ed or Scrambled u might just give the ability right to your enemy which actually gives HIM a hull resist buff, and YOURSELF a hull debuff.
Agree with the last two posts. Double omega = helps you keep moving in PVP.
I run beta 1 also (purely because I have noting else to put there) but it never gets used.
Never tried Delta though. Might give that a bash n see what all the whoohaa is aboot
Beta, Delta, Omega... Why would I choose one over the others?
Beta = debuff the other guy's defense
Delta = debuff the other guy's offense
Omega = buff my defense, some offense
If I can only fit two of the same level into my sciscort build, which would be best?
Beta: Debuff the other guys defense... too bad it's almost instant cleared by tac team
Delta : Buff your Hull Damage Resistance, while Debuffing enemies that shoot at the delta buffed target's HDR
Omega: Clears.... um Warp plasma debuff, GW debuff, makes you immune to single tractor beam attacks. Gives a little Hull damage resistance, and gives a joke of a damage bonus increase.
Delta is the best of the three in my opinion for most applications.
Agree with the last two posts. Double omega = helps you keep moving in PVP.
I run beta 1 also (purely because I have noting else to put there) but it never gets used.
Never tried Delta though. Might give that a bash n see what all the whoohaa is aboot
Now there's perhaps my problem. I've been runing APB I & APO II. Perhaps its time to let go of APB I?
Does something to energy and projectile damage. Game just shows me "??"
It seems my options are either Delta I/I or Omega I/III.
Delta I/I lets me have my BO3, CRF3, CSV2. It also has a shorter cooldown.
Omega I/III means I end up with BO3, CRF1, CSV1. This has a longer cooldown.
I think I'll have to get two sets of bridge officers so I have options. :rolleyes:
I was also wondering about this. It's been a year or two since I did the testing, but I distinctly remember that "APO1+CRF3" gave more damage than "APO3+CRF2".
I was also wondering about this. It's been a year or two since I did the testing, but I distinctly remember that "APO1+CRF3" gave more damage than "APO3+CRF2".
That is what I thought also, but like you I haven't tested this in a long time
Also does APO3 still grant immunity to disables unlike the lower 2 versions?
Ability/User Rank CD SPR Ability Effects
Rank I: Lt. Commander 60s 100
?+10% All Damage strength for 15 sec
?+15% All Damage resistance for 15 sec
?+106% Flight Speed strength for 5 sec
?+106% Flight Turn Rate strength for 5 sec
?Immunity to Movement Debuffs for 15 sec
?+18% Defense strength for 5 sec
Rank II: Commander 60s 200
?+20% All Damage strength for 15 sec
?+12% All Damage resistance for 15 sec
?+132% Flight Speed strength for 5 sec
?+132% Flight Turn Rate strength for 5 sec
?Immunity to Movement Debuffs for 15 sec
?+24% Defense strength for 5 sec
Rank III: Commander 60s 300
?+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
crf1 might as well be garbage imo. you get only 1 extra volley in ten seconds i think. and thats if you keep the guy in your front 45. also, it lowers your dps to do so. not the best mix. but then again.....beam overload 2 will spike like crazy....but wreak havok on your weapons power. tough call. chance for an extra crf crit.....or hitting a big overload. (or miss a big overload)
crf1 might as well be garbage imo. you get only 1 extra volley in ten seconds i think. and thats if you keep the guy in your front 45. also, it lowers your dps to do so. not the best mix. but then again.....beam overload 2 will spike like crazy....but wreak havok on your weapons power. tough call. chance for an extra crf crit.....or hitting a big overload. (or miss a big overload)
Yup, the damage difference is very small though.
Ofcourse this is considered these 2 abilities combined, depending on your setup it might theoretically not be the highest overall damage u can possible do in a match, but for higher 'spike' possible, yes.
Comments
Delta's a nice buff to your DR and can be tossed on an ally.
Omega helps to keep you out of tractor beams and other movement debuffs.
If you decide to PvE, it's Beta all the way down. Turns whole teams into damage monsters (even the silly rainbow cruiser starts to contribute). In PvP, Beta doesn't usually stick well enough to a target to justify the DR debuff (though with a Sci/scort, it could pay off if your target is running 1 copy of Tac Team and the DOffs for it instead of 2). That's a pretty specific situation, though, and probably too narrow/rare to make Beta more useful than the other two patterns, imo.
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kkthxtick!
APB is a bit of a lemon with how easy it gets cleared, APD does practically the same thing, but it also grants a bonus to your or your target's (you can put it on whoever's getting shot) resistance that can't be cleared. Also, one aspect that's not being noted is the debuff to enemy stealth. I've successfully chased down battle cloakers thanks to this. It's long enough to get FOMM or Sensor Scan on them, and combined with a subnuke (if you're sci), you can make battle cloaking suicidal. It's one of the reasons I've got no time for anyone who thinks Battle Cloak is OP to be honest.
APB is excellent for STF though, but again, I think APD is even better here. Multiple targets can be debuffed without using AOE attacks like you'd have to with APB (and thus generating more agro than is healthy with escorts in a heal-poor pug enviroment), and you can put it on whoever's getting shot without having to draw the agro too. It's also great to put on the Kang or a Freighter or something you've got to keep alive.
I basically have 1 lt. slot and 1 cmd. slot "free". And the only thing I need is either CRF or APB/D. I tried all variants, but cannot decide which one is better.
CRF1 / APB3
CRF1 / APD3
AB1 / CRF3
AD1 / CRF3
For STF APB3 seemed to be the king to quickly focus fire target with a team. But since I'm always tanking even in my escort, I might as well use APD3.
and then theres the fact that attack patterns only debuff hulls, and not shields
I know, I know, but Beta benefits the whole team! But with the constant Tactical Teams up it doesn't really work.
Not to mention it only effects bleedthrough when shields are still up.
Also more speed is always welcome here.
Vornek@oberlerchner123 - Join Date: July 2008
Omega is both countering any holdcrap, and let it be just a coincidence that escorts get alot of their tanking with Bonus defense (Which drops if u cannot move), 'movement tanking, for when ur nuked or u got no tactical team ready', and it even gives u nice hull resistance.
On top of that its the only attack pattern that actually boosts your REAL damage from your weaponary, instead of debuffing one's hull. (thus increasing both hull AND shield damage) Beta/delta its not bad, but i would certainly not take it as a higher priority attack pattern but probably in between the two omegas. I can see some cases where high ranked Beta/delta's would be advantageous, like a decloaking ganking bop which is either successful or not successful in penetrating Shields in the first place. But mainly Omega < Beta/delta, fact.
Oh and Delta is prefered over Beta imo unless u are totally aiming to killing the hull of some guy as soon as possible (assuming u can get tru the shields with ur meager raw damage
Just keep that in mind.
I run beta 1 also (purely because I have noting else to put there) but it never gets used.
Never tried Delta though. Might give that a bash n see what all the whoohaa is aboot
Beta: Debuff the other guys defense... too bad it's almost instant cleared by tac team
Delta : Buff your Hull Damage Resistance, while Debuffing enemies that shoot at the delta buffed target's HDR
Omega: Clears.... um Warp plasma debuff, GW debuff, makes you immune to single tractor beam attacks. Gives a little Hull damage resistance, and gives a joke of a damage bonus increase.
Delta is the best of the three in my opinion for most applications.
Now there's perhaps my problem. I've been runing APB I & APO II. Perhaps its time to let go of APB I?
delta is great.
horizon's delta secret:
wait for your hull to get low, nail go down fighting and rsp.
find the person targeting you. target him. hit fomm and delta. (and what else you have)
ready to see some critz?
Why in the world would you run APO2?
and those who run 2 copies of Omega are the favourite prey of my tac/RSV with TBR3... No pushing away means I get to land all the damage on them!
(and maybe push away the healer at the same time)
Running APO in a world?
or run with 2x APO1
Though I usually use delta cause you can donate it to people in need.
Every second (half second) that Tactical Team's running it wipes all Tactical debuffs on you.
It's like Hazard Emitters for tactical debuffs, plus it balances your shields at no extra cost.
It seems my options are either Delta I/I or Omega I/III.
Delta I/I lets me have my BO3, CRF3, CSV2. It also has a shorter cooldown.
Omega I/III means I end up with BO3, CRF1, CSV1. This has a longer cooldown.
I think I'll have to get two sets of bridge officers so I have options. :rolleyes:
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apo3, apo1, apd1.
APO3 over CRF3?
I was also wondering about this. It's been a year or two since I did the testing, but I distinctly remember that "APO1+CRF3" gave more damage than "APO3+CRF2".
That is what I thought also, but like you I haven't tested this in a long time
Also does APO3 still grant immunity to disables unlike the lower 2 versions?
I dont know about the Apo+CRF??, though I thought it was with CRF2.
R.I.P
apo3+crf2 trumps apo1, crf3
on a side note:
crf1 might as well be garbage imo. you get only 1 extra volley in ten seconds i think. and thats if you keep the guy in your front 45. also, it lowers your dps to do so. not the best mix. but then again.....beam overload 2 will spike like crazy....but wreak havok on your weapons power. tough call. chance for an extra crf crit.....or hitting a big overload. (or miss a big overload)
Yup, the damage difference is very small though.
Ofcourse this is considered these 2 abilities combined, depending on your setup it might theoretically not be the highest overall damage u can possible do in a match, but for higher 'spike' possible, yes.
Sorry just my personal opinion
or get 2 purple tt doffs 2 attack pattern doffs and go omeg3 x1 tt3 x1 rf2 x2
or....omeg3 x1 tt3 x1 rp 2 1 delta
yeah i got my omega doff free from my m8!!!!!!!!!! now i need 1 more hahaha feel sorry for the guy who listed omega doff for 1.4 mill:P