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The new PVP help and ship build thread

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  • wikkedjrwikkedjr Member Posts: 0 Arc User
    edited January 2013
    Heavy Destroyer Chimera/Peghqu'

    sci LTC


    4 DHC, 3 turrets

    TT1, CSV1, APO1, CRF3
    TT1,


    EPtA1, EPtS2

    TB1, TSS2, TSS3
    HE1, HE2



    equipment

    borg deflector
    borg engine
    maco/khg shield

    consoles

    2 turn, Dynamic Tactical System

    temporal crit console, borg

    4 energy type damage consoles

    doffs

    2 damage control doffs, 3 BFI doffs


    having trouble surviving in the vet ships? this is a monster tank, and can be a monster team healer as well. cycling TSS3 and 2 with HE2 and 1 make this ship incredibly good at out healing damage wile giving plenty, i would go so far as to say that this is the most durable escort with this build. it has weaknesses in its defense, only 1 omega so tractors will be trouble, no RSP i live button, and its turn rate is inferior. but the helpfulness of those very strong sci heals to yourself, and your allies is extreamly valuable. i have saved several from the brink thanks to a HE2, TSS3, and TT combo, and im in an escort, not a sci ship.

    if you don't think you need to double up on those 2 heals, i would suggest PH for tractor defense and TBR1. alpha striking someone wile they are being pushed in front of you puts them out of range of their team's heals and holds them in place for as long as your alpha strike will last, very nasty combo.

    with my aux set at 25, EPtA1, and leach/maco my aux is usually just over 90, those heals will be very strong as a result.


    So, is a build like this viable for an engineer captain? I flew a cruiser for a long long time and would really like to fly something different for a while, but I don't want to play an ineffective role either.
    [SIGPIC][/SIGPIC]
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    wikkedjr wrote: »
    So, is a build like this viable for an engineer captain? I flew a cruiser for a long long time and would really like to fly something different for a while, but I don't want to play an ineffective role either.

    noticed you pm'ed me yesterday, didnt have time to answer then and had forgotten about it by today. sorry about that. best to answer here anyway i think. seeing CRF3 and APO1 on my build reminds me that i really need to go back and update a few things, and include rep reward recommendations on some.

    ya, that might be fun for an eng to mess with. this ship can not tank like a cruiser though, its a pretty fragile escort and not a sturdy healing platform, but its diverse station setup lets you try. in a disorganized pug match, an eng in that will likely be more helpful then any cruiser that no one is smart enough to stick close too. the poor engineer is sorta good for nothing these days, a sci captain can do its job and bring more valuable debuffs with him, and a tac can deal lots of damage of course.

    if you have an eng captain and the vet ship, give this a spin, it was extreamly hard to kill when i flew it, for a vet ship, and proboly had the best survivability of any ship i took into an stf.
  • wikkedjrwikkedjr Member Posts: 0 Arc User
    edited January 2013
    noticed you pm'ed me yesterday, didnt have time to answer then and had forgotten about it by today. sorry about that. best to answer here anyway i think. seeing CRF3 and APO1 on my build reminds me that i really need to go back and update a few things, and include rep reward recommendations on some.

    ya, that might be fun for an eng to mess with. this ship can not tank like a cruiser though, its a pretty fragile escort and not a sturdy healing platform, but its diverse station setup lets you try. in a disorganized pug match, an eng in that will likely be more helpful then any cruiser that no one is smart enough to stick close too. the poor engineer is sorta good for nothing these days, a sci captain can do its job and bring more valuable debuffs with him, and a tac can deal lots of damage of course.

    if you have an eng captain and the vet ship, give this a spin, it was extreamly hard to kill when i flew it, for a vet ship, and proboly had the best survivability of any ship i took into an stf.

    No problem! Thanks for the reply though.:D

    One more question...if I don't have access to a temporal console, what would you throw in as a filler?
    [SIGPIC][/SIGPIC]
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    wikkedjr wrote: »
    No problem! Thanks for the reply though.:D

    One more question...if I don't have access to a temporal console, what would you throw in as a filler?

    you could move the universal consoles around, and slot shield heal helping consoles, hull heal helping consoles, shield hitpoint consoles, or armor consoles. anything you feel like. the rom rep zero point console too maybe.
  • corbinwolf#9797 corbinwolf Member Posts: 565 Arc User
    edited January 2013
    I spent the last few days going over the Hilbert Guide along with the hundreds of recommendations and RESPEC Skill Builder examples with medals awarded. I have to say it was worth the time and effort. My builds are much more solid now as is the destructive powers of weapons being used! Didn't know where to write this but I wanted to thank everybody for their advice, suggestions and help.
    "The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    I spent the last few days going over the Hilbert Guide along with the hundreds of recommendations and RESPEC Skill Builder examples with medals awarded. I have to say it was worth the time and effort. My builds are much more solid now as is the destructive powers of weapons being used! Didn't know where to write this but I wanted to thank everybody for their advice, suggestions and help.

    im glad i am able to help and distribute helpful information, we all are. the more competent the average pvp'er is, the more fun we all have
  • mavhaxmavhax Member Posts: 127 Arc User
    edited January 2013
    I scored my MK12 weapons, and Attack Pattern doffs for the AE.

    Sweet Jesus this thing is OP now.

    Beyond the pale.

    Can't wait to see what happens when I progress into the Azn Rep Farmgrind.
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    mavhax wrote: »
    I scored my MK12 weapons, and Attack Pattern doffs for the AE.

    Sweet Jesus this thing is OP now.

    Beyond the pale.

    Can't wait to see what happens when I progress into the Azn Rep Farmgrind.

    I haven't bothered w/most fleet gear yet, but you'll probably want to look @ the hyper engine options if you haven't yet. Not sure there's anything better than the Omega Defletor for escorts since I haven't looked @ Fleet deflectors yet, but wouldn't be surprised.

    Nothing sucks more for a hit and run playstyle (which I prefer to run) than have lacking engines. I'm trying to wait out for elite engines myself and hold on w/the Omega MKXIIs. I'll probably keep the Omega shields though for their proc.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • mavhaxmavhax Member Posts: 127 Arc User
    edited January 2013
    Well the biggy is the console from the embassy set.

    But the Passives.... +3 critch chance? yes please!
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    mavhax wrote: »
    Well the biggy is the console from the embassy set.

    But the Passives.... +3 critch chance? yes please!

    Those are nice as well, but I looked at some of the advanced deflectors and they come w/+targeting, the elite shields have adapt, and the elite engines something like +3-4 speed or turn or some combo of that.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • tmichctmichc Member Posts: 164 Arc User
    edited January 2013
    Hi folks,

    Well, after trying to get to grips with sci in PvP, and learning more than that via the Boot Camp, I decided to revist my oldest character, my tac and her Bug.

    My main question is; what's wrong with this build? I do keep dying very very quickly in a match, especially compared to other Bugs I've seen in action. Plus. my damage doesn't seem to be that good... Any pointers?

    Skillpoint spec here.

    Fore weapons: 2x Polaron DHC [Acc]x2 [CrtD], 2x Polaron DHc[Acc]x2 [CrtH]
    Rear weapons: 2x Polaron Turret [Acc]x2 [CrtD], 1x Polaron Turret [Acc]x2 [CrtH]

    Deflector: Borg Mk XI
    Engines: Borg Mk XI
    Shield: MACO Mk XI

    Eng consoles: Assimilated Console, Ablative Armour Mk XII, Neutronium Mk XI, Neutronium Mk XI

    Sci: Field Generator Mk XII

    Tactical: 3x Polaron Phase Modulator Mk XI, 2x Polaron Phase Modulator Mk X

    So, is there anything intrinsically wrong with this build, or am I just bad at piloting? I do have keybinds set up (including the standard one from the Hilbert Guide for the spacebar), so I'm not clicking through powers, and I have a bind for APA/FOMM/TT/Tac Fleet/Go Down Fighting to 'alpha up' just prior to an attack run.

    Tim

    Edit: My DOffs; 2x Damage Control Engineers, 2x Shield Distribution Officers (BFI), 1x Hamlet (TT)
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    tmichc wrote: »
    Hi folks,

    Well, after trying to get to grips with sci in PvP, and learning more than that via the Boot Camp, I decided to revist my oldest character, my tac and her Bug.

    My main question is; what's wrong with this build? I do keep dying very very quickly in a match, especially compared to other Bugs I've seen in action. Plus. my damage doesn't seem to be that good... Any pointers?

    Skillpoint spec here.

    Fore weapons: 2x Polaron DHC [Acc]x2 [CrtD], 2x Polaron DHc[Acc]x2 [CrtH]
    Rear weapons: 2x Polaron Turret [Acc]x2 [CrtD], 1x Polaron Turret [Acc]x2 [CrtH]

    Deflector: Borg Mk XI
    Engines: Borg Mk XI
    Shield: MACO Mk XI

    Eng consoles: Assimilated Console, Ablative Armour Mk XII, Neutronium Mk XI, Neutronium Mk XI

    Sci: Field Generator Mk XII

    Tactical: 3x Polaron Phase Modulator Mk XI, 2x Polaron Phase Modulator Mk X

    So, is there anything intrinsically wrong with this build, or am I just bad at piloting? I do have keybinds set up (including the standard one from the Hilbert Guide for the spacebar), so I'm not clicking through powers, and I have a bind for APA/FOMM/TT/Tac Fleet/Go Down Fighting to 'alpha up' just prior to an attack run.

    Tim

    Edit: My DOffs; 2x Damage Control Engineers, 2x Shield Distribution Officers (BFI), 1x Hamlet (TT)

    Try this advice:

    http://sto-forum.perfectworld.com/showthread.php?t=483571


    Especially look at Antonio's advice.


    Btw, I wouldn't put all of those Tac Buffs on one bind. It makes it too easy for an Enemy escort to read your attack strategy, and it makes it easier for a Sci to neutralize your attack with a Subnuc. Instead click them as you need them or put them on their own keys.

    Use your most expensive Tac buffs when the target is at their weakest. Aim for the 5 second gap of Escorts in Tac Team coverage. Don't use your RSP too early either.
    [SIGPIC][/SIGPIC]
  • rudiefix1rudiefix1 Member Posts: 420
    edited January 2013
    tmichc wrote: »
    Hi folks,

    Well, after trying to get to grips with sci in PvP, and learning more than that via the Boot Camp, I decided to revist my oldest character, my tac and her Bug.

    My main question is; what's wrong with this build? I do keep dying very very quickly in a match, especially compared to other Bugs I've seen in action. Plus. my damage doesn't seem to be that good... Any pointers?

    It is difficult to say without your boff setup given. Those make the biggest different, as also your power settings.

    Do you cysle 2x APO and 1x ADP? You use RSP? You use AtoD or AtoS? You use HE or TSS? Those are all defensive abilities.

    Do you use power pre-setting? Switch them during fight? Do you use high engine power for speed-tanking? check your defense score while moving in system space...

    So you see, lots of factors (besides experience) which have impact on your defense or offense scores.
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
  • thishorizonthishorizon Member Posts: 1,158
    edited January 2013
    Tim,

    other than being a little armor heavy, there is nothing wrong with that layout...replace one of those armors with the tachyokinetic thingie, and you have my layout. also, i have recently upgraded to mkXII purple weapons consoles, they will give a little extra punch!

    let me ask you this? how are you using go down fighting, and fire on my mark? i ask because if you are stacking them with your tac fleet and attack pattern alpha, you are missing out on the best ways to use those powers!

    go down fighting scales damage with the lower your hull (HP) is.....less hull....more damage....i usually tank to about 30% or so, then hit RSP and GDF....then stack that alpha in there....

    fire on my mark is like attack pattern beta, it is cleared by tac team....everyone and their mother runs 2 copies....giving you a 5 second window to make the best of one of your innate captain abilities....yeah, weak right....but here is the trick....wait for a friendly sci to nuke a target.....that is the best time to use that FOMM.....that, and well, just widdling someone down until you feel like you can get them to dead within 5 seconds....and watch your target's buff bar....wait for that tac team logo to fall off....then hit em with it, and some DHC fire...

    piloting a tac escort is not just all run and gun....and so many people seem to think that escorts are overpowered and so easy to fly.....well, let me tell you, that after over 2 years of playing the game, its still the hardest combination to pull off with any notable success....that is why there are so few memorable and feared tac captains in STO....everyone and there buddy knows many competent healers and guys good at crowd control....

    have fun kill bad guys

    -thrusters on full-
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited January 2013
    tmichc wrote: »
    Hi folks,

    Well, after trying to get to grips with sci in PvP, and learning more than that via the Boot Camp, I decided to revist my oldest character, my tac and her Bug.

    My main question is; what's wrong with this build? I do keep dying very very quickly in a match, especially compared to other Bugs I've seen in action. Plus. my damage doesn't seem to be that good... Any pointers?

    Skillpoint spec here.

    Fore weapons: 2x Polaron DHC [Acc]x2 [CrtD], 2x Polaron DHc[Acc]x2 [CrtH]
    Rear weapons: 2x Polaron Turret [Acc]x2 [CrtD], 1x Polaron Turret [Acc]x2 [CrtH]

    Deflector: Borg Mk XI
    Engines: Borg Mk XI
    Shield: MACO Mk XI

    Eng consoles: Assimilated Console, Ablative Armour Mk XII, Neutronium Mk XI, Neutronium Mk XI

    Sci: Field Generator Mk XII

    Tactical: 3x Polaron Phase Modulator Mk XI, 2x Polaron Phase Modulator Mk X

    So, is there anything intrinsically wrong with this build, or am I just bad at piloting? I do have keybinds set up (including the standard one from the Hilbert Guide for the spacebar), so I'm not clicking through powers, and I have a bind for APA/FOMM/TT/Tac Fleet/Go Down Fighting to 'alpha up' just prior to an attack run.

    Tim

    Edit: My DOffs; 2x Damage Control Engineers, 2x Shield Distribution Officers (BFI), 1x Hamlet (TT)



    To me, the lack of hull heals really stands out. Hazard 1 is a really small heal that is mainly used for clearing debuffs and not actually... hull healing. You may want to give a shot swapping out RSP 1 for Aux2SIF 1, as the presence of the instant hull heal, and its associated resistance + would go a long way to increasing your survivability.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    illcadia wrote: »
    To me, the lack of hull heals really stands out. Hazard 1 is a really small heal that is mainly used for clearing debuffs and not actually... hull healing. You may want to give a shot swapping out RSP 1 for Aux2SIF 1, as the presence of the instant hull heal, and its associated resistance + would go a long way to increasing your survivability.

    Nah, RSP is a boon for an Escort. It makes merely good Escorts much more harder to kill.

    She can always change power settings or eat an Aux Bat before using the heal.
    [SIGPIC][/SIGPIC]
  • tmichctmichc Member Posts: 164 Arc User
    edited January 2013
    Ah thank you many Sensai! My Boff list is part of the spec rudie, so refer to that for a full BOff rundown. Basic gist; I run APOx2, APB (should I switch to APD?), HE, TSS, 2x EPtS, RSP, CSV, and CRF. Oh, and 2x TT.

    I did have APA, etc tied into a single bind, thanks Horizon for clarifying things somewhat and explaining things that I only half knew but didn't quite understand.

    Also, does anyone know how to make a bind or two that would correspond to power layouts? i.e. I hit 'x' and it sends me into full attack mode, 'c' sends me to defensive, and 'v' sends me to speed? I click between them during a match, but I find that fairly cumbersome.

    Also, would the panel recommend a switch from 2x EPtS to 1x EPtS + 1x EPtE? When I asked during Boot Camp, 2x EPtS was recommended. :confused:

    Tim
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    tmichc wrote: »
    Ah thank you many Sensai! My Boff list is part of the spec rudie, so refer to that for a full BOff rundown. Basic gist; I run APOx2, APB (should I switch to APD?), HE, TSS, 2x EPtS, RSP, CSV, and CRF. Oh, and 2x TT.

    I did have APA, etc tied into a single bind, thanks Horizon for clarifying things somewhat and explaining things that I only half knew but didn't quite understand.

    Also, does anyone know how to make a bind or two that would correspond to power layouts? i.e. I hit 'x' and it sends me into full attack mode, 'c' sends me to defensive, and 'v' sends me to speed? I click between them during a match, but I find that fairly cumbersome.

    Also, would the panel recommend a switch from 2x EPtS to 1x EPtS + 1x EPtE? When I asked during Boot Camp, 2x EPtS was recommended. :confused:

    Tim

    Yeah, you're using two Damage Control doffs, so you may as well.

    2x EPTS is a good setup that works well in all situations. But with your doffs, you can go ahead and try that alternate. If you don't like it then switch back. I'd try to go for AP conn doffs so you can slot in Omega 3. Omega 3 + RF2 = is more damage than Omega 1 and RF2. You only need 2 of those doffs. You just need to activate Delta after Omega to get another cooldown reduction on Omega.

    Yeah, Delta is a great team skill. It gives a hull resist to you or whoever you cast it on and a debuff to the attacker that reapplies each time you or whoever you casted it on is fired on for the life of the ability.
    [SIGPIC][/SIGPIC]
  • cliftona91cliftona91 Member Posts: 254
    edited January 2013
    With the AP cooldown doffs, do you only need one Attack Pattern Omega?
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    cliftona91 wrote: »
    With the AP cooldown doffs, do you only need one Attack Pattern Omega?

    Yeah, just one and a Beta or a Delta.

    Just activate one of the other powers after activating Omega to get another cooldown reduction.
    [SIGPIC][/SIGPIC]
  • cliftona91cliftona91 Member Posts: 254
    edited January 2013
    snoge00f wrote: »
    Yeah, just one and a Beta or a Delta.

    Just activate one of the other powers after activating Omega to get another cooldown reduction.

    Wow, then I can switch my Boffs around a bit, but my issue is what to do:

    Commander Tactical: TT1, APD1, CRF2, APO3
    Lieutenant Commander: TT1, CRF1, APO1

    I could change APO1 into CRF2, but then I will have an Extra Tac slot to use.

    I could used it for BO2, or use it for THY2, but I don't have anything specced into Torpedo damage increasing or crit increasing.

    What should I do?
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    cliftona91 wrote: »
    Wow, then I can switch my Boffs around a bit, but my issue is what to do:

    Commander Tactical: TT1, APD1, CRF2, APO3
    Lieutenant Commander: TT1, CRF1, APO1

    I could change APO1 into CRF2, but then I will have an Extra Tac slot to use.

    I could used it for BO2, or use it for THY2, but I don't have anything specced into Torpedo damage increasing or crit increasing.

    What should I do?

    Try:

    TT1, APD1, RF2, APO 3

    TT1, APB1, RF2

    Use Beta when you have a really good angle on your target and he has no TT up.

    Switch it up and use Delta on a teammate if you aren't being focused, or on yourself if you are.
    [SIGPIC][/SIGPIC]
  • cliftona91cliftona91 Member Posts: 254
    edited January 2013
    snoge00f wrote: »
    Try:

    TT1, APD1, RF2, APO 3

    TT1, APB1, RF2

    Use Beta when you have a really good angle on your target and he has no TT up.

    Switch it up and use Delta on a teammate if you aren't being focused, or on yourself if you are.

    Well that works, or I can replace a Turret with Chroniton Mines and used Dispersal Pattern Beta 1
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    cliftona91 wrote: »
    Well that works, or I can replace a Turret with Chroniton Mines and used Dispersal Pattern Beta 1

    Yeah, some of the TRH use DPB 1 I think.

    You have so many options now. :)
    [SIGPIC][/SIGPIC]
  • cliftona91cliftona91 Member Posts: 254
    edited January 2013
    snoge00f wrote: »
    Yeah, some of the TRH use DPB 1 I think.

    You have so many options now. :)

    Well I decided on APB1 and can switch between that and APD1 depending on the situation
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    cliftona91 wrote: »
    Well I decided on APB1 and can switch between that and APD1 depending on the situation

    Yeah, that's great. I run the same thing really. Best purchase I ever made for one of my Tacs, those AP doffs.
    [SIGPIC][/SIGPIC]
  • tmichctmichc Member Posts: 164 Arc User
    edited January 2013
    But so expensive... I need to save up for a couple of them. They do look good.

    I took your collective advice and dumped in APD, and it does work a treat. Thanks guys!

    Plus, EPtE is really helpful. It certainly seems better than having the 2nd EPtS.

    Also, as a by the by, does anyone know what KDF attack would disable 3 of your subsystems straight away? Twice now I've been hit by something (only when in a match against the spam-dropping KDF) that's immediately taken 3 of my subsystems offline, and pretty much led to my demise shortly thereafter.

    Tim
  • cliftona91cliftona91 Member Posts: 254
    edited January 2013
    tmichc wrote: »
    But so expensive... I need to save up for a couple of them. They do look good.

    I took your collective advice and dumped in APD, and it does work a treat. Thanks guys!

    Plus, EPtE is really helpful. It certainly seems better than having the 2nd EPtS.

    Also, as a by the by, does anyone know what KDF attack would disable 3 of your subsystems straight away? Twice now I've been hit by something (only when in a match against the spam-dropping KDF) that's immediately taken 3 of my subsystems offline, and pretty much led to my demise shortly thereafter.

    Tim
    It's one of the KDf ship consoles, or you been smacked by Viral Matrix
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    tmichc wrote: »
    Hi folks,

    Well, after trying to get to grips with sci in PvP, and learning more than that via the Boot Camp, I decided to revist my oldest character, my tac and her Bug.

    My main question is; what's wrong with this build? I do keep dying very very quickly in a match, especially compared to other Bugs I've seen in action. Plus. my damage doesn't seem to be that good... Any pointers?

    Skillpoint spec here.

    Fore weapons: 2x Polaron DHC [Acc]x2 [CrtD], 2x Polaron DHc[Acc]x2 [CrtH]
    Rear weapons: 2x Polaron Turret [Acc]x2 [CrtD], 1x Polaron Turret [Acc]x2 [CrtH]

    Deflector: Borg Mk XI
    Engines: Borg Mk XI
    Shield: MACO Mk XI

    Eng consoles: Assimilated Console, Ablative Armour Mk XII, Neutronium Mk XI, Neutronium Mk XI

    Sci: Field Generator Mk XII

    Tactical: 3x Polaron Phase Modulator Mk XI, 2x Polaron Phase Modulator Mk X

    So, is there anything intrinsically wrong with this build, or am I just bad at piloting? I do have keybinds set up (including the standard one from the Hilbert Guide for the spacebar), so I'm not clicking through powers, and I have a bind for APA/FOMM/TT/Tac Fleet/Go Down Fighting to 'alpha up' just prior to an attack run.

    Tim

    Edit: My DOffs; 2x Damage Control Engineers, 2x Shield Distribution Officers (BFI), 1x Hamlet (TT)

    In addition to what others have said, tbh I'd dump the Borg gear for Omega set gear, or go all Omega gear, or upgrade to Fleet if/when you have that option. Imo, hyper-impulse engines should be used on all Escorts. Tet Glider will help (even w/o any Sci Flow cap consoles) if you have Flow Caps maxed which you should since you're using polaron anyway. The deflector gives a targeting bonus (only non-fleet deflector to do that). You're in a Bug, so the energy wake proc from the shields probably isn't all that useful, but the 3 part bonus is nice @ lowering defenses and preventing turning.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • thishorizonthishorizon Member Posts: 1,158
    edited January 2013
    with AP doffs, try running

    tt1 apd1 crf2 apo3
    tt1 tt2 crf2

    100% uptime on the patterns....and.....an extra tt for when you get nuked....

    its what i do...

    and let fomm be your beta....
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