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Fleet Advanced Escort Build Critique

rhetrocrhetroc Member Posts: 0 Arc User
Hey Guys

Looking for some experienced advice on how to improve my current build :)

Currently using a Fleet Advanced Escort and I am kind of disappointed about the damage output. So if anyone has any advice or suggestions let me know :)

http://www.stoacademy.com/tools/skillplanner/index.php?build=AdvEsc_0

[Plasma Dual Heavy Cannons Mk XI [Acc]x2 [CrtD]]
[Plasma Dual Cannons Mk XI [CrtD] [Dmg]x2]
[Plasma Dual Heavy Cannons Mk XI [Acc] [CrtD] [Dmg]]

[Romulan Hyper-Plasma Torpedo Launcher]


[Polarized Parabolic Deflector Mk XI]
[Supercooled Combat Impulse Engine Mk XI]
[Dielectric Oscillation Resilient Shields Mk XI]


[Plasma Turret Mk XI [Acc] [CrtD]x2]
[Plasma Turret Mk XI [Dmg]]
[Kinetic Cutting Beam Mk XII [Dmg]x3]


[Console - Science - Field Generator Mk XI]
[Console - Science - Field Generator Mk XI]
[Console - Science - Field Generator Mk XI]


[Console - Tactical - Plasma Infuser Mk X]
[Console - Tactical - Plasma Infuser Mk XI]
[Console - Tactical - Plasma Infuser Mk X]
[Console - Tactical - Plasma Infuser Mk X]
[Console - Tactical - Ambiplasma Envelope Mk XI]




Currently midway through Rank V Reputation for each faction.
Post edited by rhetroc on

Comments

  • rhetrocrhetroc Member Posts: 0 Arc User
    edited January 2013
    nobody has any suggestions?
  • satanailofhwbgsatanailofhwbg Member Posts: 158 Arc User
    edited January 2013
    Your captain specs and BOFF abilities seem pretty adequate to me.
    The following concerns PvE (I don't do PvP):

    1. Get some fleet weapons (disruptors or antiproton)
    2. Get MACO/Adapted MACO set
    3. Drop the Romulan plasma torpedo and replase it with quantum, or another DHC
    4. I you can, get the Assimilated console (+5 weapon power setting and other nice things)
    5. Drop the Ambiplasma Envelope and replace it with fifth energy weapon type console.

    Good luck.
  • guriphuguriphu Member Posts: 494 Arc User
    edited January 2013
    Swap the Dual Cannon for another Dual Heavy.
    Unless you're running DOffs to reduce the cooldown of EPTS, you should switch out the RSP for a second EPTS so that you can chain them. You can run Brace for Impact (Shield Distribution) doffs as a sort of soft RSP, if you need the shield recharge functionality.

    The Borg engines and deflector are hard to beat for survivability. For PVE, you're going to be best off with the Maco shield, although for PVE the KHG shield is also good.

    Pick up the Borg console. Run 5 plasma consoles in your tac slots and either put the borg console in your engineering slot with a kinetic armor, or get a second kinetic armor and put the borg console in one of your science slots.

    Plasma is just fine for PVE. Borg do not and have never had plasma resistance. I don't know about the plasma torpedo; it might be good because your plasma burn will be buffed by your plasma consoles, but I have never used it.

    Swap the ranks of your Hazards and TSS. The borg 2set proc will supply the bulk of your hull heals. Hazards is for clearing plasma burn and a heal that you can give to a teammate in a pinch. TSS is for keeping your shields up and your resists high.
  • sjokruhlicasjokruhlica Member Posts: 434 Arc User
    edited January 2013
    I'd swap the dual cannon for a DHC, change CSV2 to a rapid fire (or go with APO1 and CRF3), and max out your warp core efficiency and weapon performance skills to minimize power drain, even if it means sacrificing some of the resistances. More power equals more DPS, and more DPS equals better survivability due to the fact that dead enemies can't shoot back. I'd pull 2-3 points each off EPS, ground weapons, hull plating, armor reinforcements, and PS gen and use them in other areas, such as graviton gens for your gravwell, shield emitters or the above mentioned skills. Swap hazard emitter and TSS skill ranks. There's little difference between HAZ 1 and 2. Dump the RSP for either aux To structural (my personal choice) or another EPTS. either will give you damage resistance, and aux2struc can be used every 15 seconds to keep you alive.
    If you're just going to PvE, plasma will serve you well forever. But if you plan on PvPing ever, consider either switching to disruptor or AP, (go for [acc] bonuses) with a quantum torp, or at least keeping a second weapon/console set to swap out when needed.
  • muppetdrummermuppetdrummer Member Posts: 32 Arc User
    edited January 2013
    what are thoughts and suggestions for this skill set up?
    http://www.stoacademy.com/tools/skillplanner/index.php?build=STMuppet4_0
    Boldly going where I have never been before.
  • scbypwrscbypwr Member Posts: 177 Arc User
    edited January 2013
    Switch to polarized disruptor/disruptor!

    Three dual heavy cannons up front ( i use two fleet dhc (dmgX3, critD), one polarized disruptor (critDX2) plus quantum or omega torp.

    OUt back...two polarized disruptor turrets (critD X 2) and one cutting beam.

    eng: tachykinetic console, borg assimilated console
    sci: two field gens, one romulan -th console that adds plasma proc to your weapons
    tac: four disrutpors + one quantum or five disruptor consoles

    comm tac: tt1, csv1, torpedo spread 3, attack pattern beta 3
    lt tac: torpedo spread 1, cannon scatter volley 1
    ens. tac: tac team 1
    lt comm sci: hazard emitter 1, transfer shield strength 2, gravity well 1
    lt eng: epts1, epts2

    I am using for a sci toon and routinely grab aggro. Its one of the reasons why I do the four distruptor consoles and one quantum....:D

    Disruptors work better than any other energy type for making things pop. the Polarized add a bit of energy drain as well and the romulan console adds the plasma proc to your weapons so you have no need to use plasma weapons.

    Cheers

    Edit: if using the omega torp...use five disruptor consoles.
  • muppetdrummermuppetdrummer Member Posts: 32 Arc User
    edited January 2013
    cool. i'll keep that in mind when setting up the weapons. What suggestions or comments on the space skills set up for a fleet advanced escort used for PvE?

    http://www.stoacademy.com/tools/skillplanner/index.php?build=STMuppet4_0
    Boldly going where I have never been before.
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited January 2013
    You're putting too much into Weapon Performance and Hull Plating. For better energy efficiency, put some into Engine and Auxiliary Performance and then re-balance your power setting. Increasing your Engine performance will get you more Speed and Turn, and increasing Auxiliary performance will help your Science abilities. Boosting your Impulse Thrusters skill will also boost your ship's speed and agility, allowing you to get the performance you need there at a lower power level.

    You never need three Tactical Teams. If you have any torpedoes fore, put in a High-Yield or Spread instead of one of those TT1s.
  • muppetdrummermuppetdrummer Member Posts: 32 Arc User
    edited January 2013
    ahh. ok... How about something like this? with more turn speed.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=STMuppet5_0

    keeping in mind that this set up is only for a fleet advanced escort with a tact officer.
    Boldly going where I have never been before.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    My main suggestion: Go with 5x tactical energy consoles, not 4 energy + 1 torp console. This maximizes shield removal and total DPS since torps are not effective until shields are down.

    Regarding BOFF layout, here is what I use:

    BOFFS:
    Ensign Univ: EPtS1
    Commander Tac: TT1, CSV1, HYT3, AP-Beta3
    Lt.Tac: TT1, CSV1
    Lt.Eng: EPtS1, Aux2SIF1
    Lt.CmdrSci: HE1, ST1, GW1

    DOFSS: 3 Attack Pattern Conn-doffs, 2 Projectile Weapon Officers


    Gravity Well pulls targets into a smaller cluster while CSV's pummel all of them. The steady stream of high-yield Romulan Hyper-plasma torps eventually starts a chain-explosion of ships in close proximity. This results in the highest possible DPS for multiple target situations. It also works well vs. single target. This past weekend, I finished 2nd place in fleet actions once -- the rest were 1st-place wins.
  • resistance9resistance9 Member Posts: 59 Arc User
    edited January 2013
    shar487a wrote: »
    My main suggestion: Go with 5x tactical energy consoles, not 4 energy + 1 torp console. This maximizes shield removal and total DPS since torps are not effective until shields are down.

    Regarding BOFF layout, here is what I use:

    BOFFS:
    Ensign Univ: EPtS1
    Commander Tac: TT1, CSV1, HYT3, AP-Beta3
    Lt.Tac: TT1, CSV1
    Lt.Eng: EPtS1, Aux2SIF1
    Lt.CmdrSci: HE1, ST1, GW1

    DOFSS: 3 Attack Pattern Conn-doffs, 2 Projectile Weapon Officers


    Gravity Well pulls targets into a smaller cluster while CSV's pummel all of them. The steady stream of high-yield Romulan Hyper-plasma torps eventually starts a chain-explosion of ships in close proximity. This results in the highest possible DPS for multiple target situations. It also works well vs. single target. This past weekend, I finished 2nd place in fleet actions once -- the rest were 1st-place wins.


    Before you post something acting like you have a clue please check the ship...The fleet advanced does not have a uni ensign .....
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited January 2013
    This is how I run my MV. I don't have the Fleet version yet, but it should be similar enough.

    romulan torps, 3xromulan plasma dual cannons.
    omega deflector+engines
    maco shield
    KCB, Experimental Romulan Beam, romulan plasma turret

    EP2S1, A2B1
    TSS1, HE2, GW1
    TT1, APB1, APO1,CSV3
    TT1, BO2
    TS1

    4x(5x for you) plasma energy consoles
    2xromulan threat scaling consoles, part gen + pla
    MV console, assimulated module, zero point energy conduit.

    Edit: bah I listed those like they were on my mirror MV, but same consoles just I move the MV one to a sci slot in a true MV.

    3xTechnician Doffs
    1xGrav Well Doff
    1xdoff that give you a damage resist bonus on brace for impact and ramming speed, I unfortuneately forget his name

    Yes, the experimental beam is on the back there. It allows me to use Plasma Hyperflux to apply the -30 damage resist debuff, and my MV is plenty agile enough to tilt a little bit to the side to fire it off and then immediately back to front-face. Also, I zoom around in Beta Vector most of the time, so having the BO in the back is nice for when I have to fly off to get some breathing room.
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
  • muppetdrummermuppetdrummer Member Posts: 32 Arc User
    edited January 2013
    how much Starship Particle Generators skill do you recommend using for the gravity well on the FAE?
    Boldly going where I have never been before.
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited January 2013
    As much as you can afford? =P It really isnt that important.

    The GW really doesn't do that much damage, TBH, the joy is holding multiple ships in roughly the same spot so your torp spread and CSV are more deadly.
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited February 2013
    Before you post something acting like you have a clue please check the ship...The fleet advanced does not have a uni ensign .....

    Sorry, wrote that in a rush and copy/pasted an older Chel-Gret build. Here's the correct set-up for Fleet Advanced (now also in use on my Chel Gret):

    Ensign Tac: BO1
    Commander Tac: TT1, CSV1, HYT3, AP-Beta3
    Lt.Tac: TT1, CSV1
    Lt.Eng: EPtS1, EPtS2
    Lt.CmdrSci: HE1, ST1, GW1


    Tactics are otherwise the same -- pull targets into a tight cluster via GW1, destroy 1 ship to start warp core breach chain reaction.

    EDIT: No, I'm not acting... just pasted stale data from an old text file. I was serious about winning 1st place fleet actions the whole weekend except for one 2nd place win. What's your record? :D
  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited February 2013
    It looks like you have the right idea, but tehre is not much information (that I saw, perhaps I missed it) regarding your boff layout or skill points. I would recommend the following build for STF's/Fleet Actions. It is a simple damage output build without getting too creative and sacrificing survivability. (The survivability of this build is quite impressive)

    http://www.stoacademy.com/tools/skillplanner/index.php?build=GorillaPFleetAdvancedEscortSTF_2596

    In regards to your consoles. I believe the 3x cap consoles may be overkill (personal opinion). The Assimilated universal console is VERY useful.

    In regard to dual vs dual heavy cannons. Many people have been over this for some time and there is no clear cut winner. I prefer 2x dual cannons/1 dual heavy cannon (but this is not important, mostly just feel it seems)

    Dual Heavy vs dual cannon arguments include...
    Dual Heavy - 2x damage but only 50% fire rate.
    CrtD bonus but lower chance to proc
    Drains 20% more power than dual cannons while firing.

    The only glaring flaw I can see is your ship set. The Breen ship set does you no favors in an escort. The only useful aspect of it is the engines and perhaps the set bonus.

    In an escort, your deflectors can do more for you than you may think. A good Positron deflector(mk XII [SIF] [Shds]) will boost your hull hit points and shield cap somewhat significantly. [EM] boosts shield heals. The MACO deflector is great in this regard. The Breen deflector is only useful against the breen and gives you no advantage vs a good positron deflector against other enemies.

    In regards to your shields, you will want to go with a Covariant Capx2 [Pla] if doing STF's, or Capx2 [reg] or Capx3 for non STF missions.

    If you're planning on doing STF's, theres a ton of information here.
    http://sto-forum.perfectworld.com/showthread.php?t=295581

    Lastly, make sure your defensive/engineering consoles are set properly. You can use two neutronium consoles (somewhat expensive if limited resources). You can inexpensively use a Monotanium MK XI Blue (+35% kinetic dmg resistance) and get s console for each other weapon type (diburnium for plasma/disruptor), (electroceramic for tetryon/plasma) and (forget name) for antiproton/polaron defense) These consoles can be switched based on enemy.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited February 2013
    xgorillapx wrote: »
    ...<SNIP>...

    In regard to dual vs dual heavy cannons. Many people have been over this for some time and there is no clear cut winner. I prefer 2x dual cannons/1 dual heavy cannon (but this is not important, mostly just feel it seems)

    Dual Heavy vs dual cannon arguments include...
    Dual Heavy - 2x damage but only 50% fire rate.
    CrtD bonus but lower chance to proc
    Drains 20% more power than dual cannons while firing.

    ...<SNIP>...

    Chance to proc is the same between DC's and DHC's as explained here:

    http://deepspacealliance.blogspot.co.uk/2012/08/game-mechanics-revealed-dual-cannons-vs.html

    After weapon drain is factored it, DHC's are conclusively better based on the above write-up.

    Hope this helps...
  • obiwonko1obiwonko1 Member Posts: 28 Arc User
    edited February 2013
    It's a question of what you want to do in PVE any weapon load out will do the trick.
    Plasma is more useful thanks to science console buffs and you can reduce your threat level then you are safe most of the time. The problem is that plasma fire is till not that useful to date your talking about enemies on average with 250'000 hull in elite stf's plasma fire it's just not that effective. The increased damage from science is still the best way to get the highest DPS with consoles. But you need to maximize it. Consoles do not stack with other consoles but they do stack with dmg modifiers.

    So Plasma fleet weapons might be better for you + mk 12 consoles from embassy+ the best darnest plasma consoles you can find and you have highest dps shot in the game unmodified. If you want to spice things up a bit more it may take time the Romulan Plasma disruptors are plasma based and give you the disruptor mod which is sweet especially when fighting stf's and things with high hull value.

    Rom Plasma disruptors mk12 fronts (if there are those) + fleet plasma turrets in the rear.

    Then there is the issue of crit damage there are great consoles that do crit damage tacyonic one (which increases turn to keep badies in line of sight) from the lobi store and the borg console and the rom console all do incredible crit chance and bring your chance to crit up 6-9% depending if you specked right and also increases crit severity.

    If you have the sci consoles the decrease threat you won't need shield modifiers because you will find that most of time they won't attack you, (which makes for a boring game but at least your getting your load out without blowing up). :(

    Honestly despite the upgrade to plasma weapons I still am connected to the hip to antiproton weapons got the fleet mk 12 variants + mk10 rares + specced up to the hilt in critD and H and find stuff just melts in front of me. Good luck it sounds like you have the right ideas and spec borg stuff (Maco is the best but the borg shield have all the useful procs that come with it) The shield proc is very useful in staying alive and when your fighting you are going to take enough hits that the shield mod always procs. don't look only to the numbers of maco look to the effects of the borg shields.

    I will give you an example you are about to die with borg shields and shield buff triggers. 9/10 cause you are taking so many hits gives you the time to run as opposed to Maco.

    Take more damage and time to run you got no juice left and pop like a pimple. also the borg shields regen crazy fast great for hit and run.

    In the end it is all preference but in PVE borgies still do the trick hell in PVP borgies still do the trick as well. Have fun hoped this helped.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited February 2013
    obiwonko1 wrote: »
    It's a question of what you want to do in PVE any weapon load out will do the trick.
    Plasma is more useful thanks to science console buffs and you can reduce your threat level then you are safe most of the time. The problem is that plasma fire is till not that useful to date your talking about enemies on average with 250'000 hull in elite stf's plasma fire it's just not that effective. The increased damage from science is still the best way to get the highest DPS with consoles. But you need to maximize it. Consoles do not stack with other consoles but they do stack with dmg modifiers.

    ...<SNIP>...

    I agree that a single plasma fire dot does very trivial damage. However, damage ramps up quickly when multiple plasma fires and resist debuffs are stacked on the target.

    I'm not sure what you mean by "Consoles do not stack with other consoles but they do stack with dmg modifiers." All damage modifier consoles stack linearly, and plasma fire dot damage is affected by plasma infuser tactical consoles and plasma infused Romulan science consoles.
  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited February 2013
    Thanks for the link, that was actually really useful. I had started a thread regarding DPS for escorts in STF's. There was a lot of backa nd forth but no solid evidence either way. This may be enough.

    http://deepspacealliance.blogspot.co.uk/2012/08/game-mechanics-revealed-dual-cannons-vs.html
  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited May 2014
    This is my Fleet advanced Escort Build for a Science Captain. I apologize that my skills and traits are not included. I haven't gotten around to editing them yet.
    http://www.stoacademy.com/tools/skillplanner/index.php?build=sciencecaptaininfleetadvancedescortwmultiv_7030
    signature.png
  • dahminusdahminus Member Posts: 0 Arc User
    edited May 2014
    Big time necro man, best to start a new thread if you need help
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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