I've been PvPing for a while. Mostly pugging in queues. I usually use a bread and butter escort build in a bug, or A2B single cannon Fleet Excelsior (less often). I have experimented with a lot of different builds though. I'm a Tactical Officer btw.
After much introspection, I've decided what I like to do for the most part (finally) and I wanted help starting over from scratch, and building something from the ground up. I thought it would be really the only way to erase all the bad joo joo that arose from my frequent indecision on ships and builds.
What I'm looking for in a ship and build:
Stellar damage output
good to very good survivability
and some sort of crowd control
For PvE junk with my fleet, I run the Breen ship.
Fore Weapons: 3X MK 12 Romulan DHCs, Rom Torp
Aft Weapons: 3X MK12 Romulan turrets, KCB
Borg MK 12 Deflector
Borg MK 12 Engines
Adapted Maco Shields.
Eng Consoles: MK 12 purple Neutronium, Borg, Tachyokinetic
Sci Consoles: Isometric charge, Zero Point, MK 12 purple Field Generator
Tac Consoles: 4 MK 11 purple Plasma energy
The only thing about this ship, is that I hate the way it looks.
And the only thing I personally care about PvE-wise is No Win Scenario
I have access to any ship in the game, including T5 Shipyard, all C-Store ships, and all Lockbox and Lobi ships. I have multiple bridge officers I can use or retrain, and I have mostly purple doffs of each flavor. I have the funds to finance pretty much any build with any weapon type. I am also willing to respec if necessary. So now build is really out of reach.
I would assume an escort-hybrid would be my best bet, but im not sure.
Feel free to rip me apart, tear me down, just to build me back up again stronger.
I've been PvPing for a while. Mostly pugging in queues. I usually use a bread and butter escort build in a bug, or A2B single cannon Fleet Excelsior (less often). I have experimented with a lot of different builds though. I'm a Tactical Officer btw.
After much introspection, I've decided what I like to do for the most part (finally) and I wanted help starting over from scratch, and building something from the ground up. I thought it would be really the only way to erase all the bad joo joo that arose from my frequent indecision on ships and builds.
What I'm looking for in a ship and build:
Stellar damage output
good to very good survivability
and some sort of crowd control
For PvE junk with my fleet, I run the Breen ship.
Fore Weapons: 3X MK 12 Romulan DHCs, Rom Torp
Aft Weapons: 3X MK12 Romulan turrets, KCB
Borg MK 12 Deflector
Borg MK 12 Engines
Adapted Maco Shields.
Eng Consoles: MK 12 purple Neutronium, Borg, Tachyokinetic
Sci Consoles: Isometric charge, Zero Point, MK 12 purple Field Generator
Tac Consoles: 4 MK 11 purple Plasma energy
The only thing about this ship, is that I hate the way it looks.
And the only thing I personally care about PvE-wise is No Win Scenario
I have access to any ship in the game, including T5 Shipyard, all C-Store ships, and all Lockbox and Lobi ships. I have multiple bridge officers I can use or retrain, and I have mostly purple doffs of each flavor. I have the funds to finance pretty much any build with any weapon type. I am also willing to respec if necessary. So now build is really out of reach.
I would assume an escort-hybrid would be my best bet, but im not sure.
Feel free to rip me apart, tear me down, just to build me back up again stronger.
Maybe give the Fleet Heavy Escort Carrier a look. It can have stellar firepower, good-to-respectable survivability, and the LTC Eng slot lets you slot EWP 1 and Runabouts for excellent crowd control (both in terms of defeating players and keeping pets and mines in check). Provided you're specced into Particle Generators, you can load up on them along with your Plasma energy weapon consoles to buff your EWP 1 rather nicely without needing to buy a whole new suit of weapons. Run BFI Doffs and Damage Control Enginneers and you have a decent panic button (BFI) and the advantage of being an Escort with EPtS 2.
[EDIT]
Just don't let yourself get drawn into turning fights as they aren't, strictly, the strong suit of the ship, just like the Chel'Gret.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
I have the Fleet HEC, though I haven't really given it much play time honestly, except to mess around with a trans torp boat experiment. I dont know why I dont think of EWP as a viable control ability, I usually just think of GW for that. But burning everything down sure does look nice for a closet pyro like myself
Edit: and I am spec'd into particle gen but only have three points in it because I split that with flow caps. I used to be maxed in flow cap because I mainly used tetyron, but switching away from that I thought it would be best to have at least some points in particle gen.
I have the Fleet HEC, though I haven't really given it much play time honestly, except to mess around with a trans torp boat experiment. I dont know why I dont think of EWP as a viable control ability, I usually just think of GW for that. But burning everything down sure does look nice for a closet pyro like myself
It might be better to think of it as a denial ability. It creates a zone where you and teamates can go but which opponents won't necessarily want to travel through, based on the disposition of their BOff powers. It probably isn't going to snag a lot of players, though if someone get snagged by a runabout, you'll have a short but prime opportunity to trap 'em. You can also make runs with it on allies to peel things like Siphon Drones off them, or protect them (and yourself) from mines and heavy torps.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Fore: 3X Rom DHCs, Rom Torp
Aft: 3X Rom Turrets (or 2X Rom Turrets and KCB)
Deflector: Borg MK12
Engines: Borg MK 12
Shields: Adapted MACO MK 12
Consoles:
Eng Consoles: Borg Uni, Neutronium MK 12 Very Rare, Tachyokinetic,
Sci Consoles: MK 12 Very Rare Field Generator, MK 12 Embassy Plasma Console, Zero Point
Tac Consoles: 4X MK 12 Very Rare Plama Infuser
Hmmm. If you have access to any ship in the game then I would say go with a Jem'Hadar Attack Ship if we are talking about a ship with serious weight. Its turnrate is amazing. I am not personally fond of the bridge officer layout. The defiant is my one true love. But I could get used to a bug ship if someone was kind enough to pay for mine.
Your weapons loadout depends. But strictly speaking most vets on this forum will tell you to run all cannons with one torp up front and the kinetic cutting beam in back or no torp at all. The cutting beam isn't a necessity but optional. I run torps and beams on my escort. Call me old fashioned.:P You can also run one dual beam bank up front in place of the torpedo. Its still an all energy setup just with the option to access the utility skills only modifiable by beam. You want burst damage not sustained so you'll be looking at dual heavy cannons.
Your tactical skills should include two copies of rapid fire. If you're using only cannons and torpedoes then run two copies of rapid fire and two high yields. If you're using all cannons and a beam you'll want two rapid fires two overloads. If you want to run a beam, a torp, and four cannons ( two turrets rear and two dual heavies up front) then run two rapid fires, one high yield and one overload. In all layouts you should have two attack patterns. You will have only one actually slotted on your ship if you have the right doffs. If not you will have two and I recommend they both be attack pattern omega for utility reasons.
As far as doffs go you should be extremely happy with 3 attack pattern duty officers and 2 brace for impact doffs. Or you can replace the brace for impact doffs with Damage Control Engineers which will allow you to run a slightly different engineering setup should you choose to only run one emergency power to shields.
Your engineering stations should have at least one emergency power to shields. Most escorts run two if they have the station space. Then you're looking at one reverse shield polarity. With one engy slot left you can run dampeners to chain with your attack pattern omega 3's for no downtime on turns. Or you can run directed energy modulation and replace the two bfi or dmg cntrl engineer doffs for DEM doffs and reduce the power drain on your energy weapons. Or you can try something unusual but fun like boarding party for disables. Or extend shields to support another escort you're flying with.
Your sci stations should utilize hazard emitters if you can only spare an ensign slot. If not it should have one hazard emitters and one transfer shield strength in the event you're running your lieutenant station as a sci on the bug ship. Your ensign can then be a tractor beam which is awesome on any ship. A polarize if you want to chain with omega for better resistance to holds. Or a second hazard emitter to share a heal with teammates more often.
I suggest 5 energy consoles for your tactical station to buff the energy damage of your chosen energy weapon type. You'll run 2 rcs consoles for turn and 2 neutroniums for hull resists in your engineering console slots. And your sci slot would then be a field generator for more shield capacity. A shield emitter amplifer for more shield regeneration. Or a special console for special situations.
-Captain Tripwire-
Let no other Captain discourage you from what you believe you can achieve in PvP. Debuffs and Disables be damned! Charge up your Backstep and Forge your build out of Lock Boxes, Consoles, and Flash Sales feeding off of only your pure will to chain, spam, and hax your way forward. You will not be forgotten to history.
Comments
Maybe give the Fleet Heavy Escort Carrier a look. It can have stellar firepower, good-to-respectable survivability, and the LTC Eng slot lets you slot EWP 1 and Runabouts for excellent crowd control (both in terms of defeating players and keeping pets and mines in check). Provided you're specced into Particle Generators, you can load up on them along with your Plasma energy weapon consoles to buff your EWP 1 rather nicely without needing to buy a whole new suit of weapons. Run BFI Doffs and Damage Control Enginneers and you have a decent panic button (BFI) and the advantage of being an Escort with EPtS 2.
[EDIT]
Just don't let yourself get drawn into turning fights as they aren't, strictly, the strong suit of the ship, just like the Chel'Gret.
I have the Fleet HEC, though I haven't really given it much play time honestly, except to mess around with a trans torp boat experiment. I dont know why I dont think of EWP as a viable control ability, I usually just think of GW for that. But burning everything down sure does look nice for a closet pyro like myself
Edit: and I am spec'd into particle gen but only have three points in it because I split that with flow caps. I used to be maxed in flow cap because I mainly used tetyron, but switching away from that I thought it would be best to have at least some points in particle gen.
It might be better to think of it as a denial ability. It creates a zone where you and teamates can go but which opponents won't necessarily want to travel through, based on the disposition of their BOff powers. It probably isn't going to snag a lot of players, though if someone get snagged by a runabout, you'll have a short but prime opportunity to trap 'em. You can also make runs with it on allies to peel things like Siphon Drones off them, or protect them (and yourself) from mines and heavy torps.
Fore: 3X Rom DHCs, Rom Torp
Aft: 3X Rom Turrets (or 2X Rom Turrets and KCB)
Deflector: Borg MK12
Engines: Borg MK 12
Shields: Adapted MACO MK 12
Consoles:
Eng Consoles: Borg Uni, Neutronium MK 12 Very Rare, Tachyokinetic,
Sci Consoles: MK 12 Very Rare Field Generator, MK 12 Embassy Plasma Console, Zero Point
Tac Consoles: 4X MK 12 Very Rare Plama Infuser
Boffs:
Tac Commander: TT1, CRF1, APO1, CRF3
Tac Lt.: TT1, CSV1 (for that pesky spam)
Tac ensign: TS1
Lt. Commander Engineering: EPtS1, Aux2Sif, EWP1
Lt. Science: TSS1, HE2
Hangar: Danube Runabouts for Control, Elite Scorpion Fighters for more plasma goodness.
Doffs: 2 con officers, 2 BFI, and Matter-Antimatter specialist (chance to immobilize enemies when activating EWP)
How's that look?
Your weapons loadout depends. But strictly speaking most vets on this forum will tell you to run all cannons with one torp up front and the kinetic cutting beam in back or no torp at all. The cutting beam isn't a necessity but optional. I run torps and beams on my escort. Call me old fashioned.:P You can also run one dual beam bank up front in place of the torpedo. Its still an all energy setup just with the option to access the utility skills only modifiable by beam. You want burst damage not sustained so you'll be looking at dual heavy cannons.
Your tactical skills should include two copies of rapid fire. If you're using only cannons and torpedoes then run two copies of rapid fire and two high yields. If you're using all cannons and a beam you'll want two rapid fires two overloads. If you want to run a beam, a torp, and four cannons ( two turrets rear and two dual heavies up front) then run two rapid fires, one high yield and one overload. In all layouts you should have two attack patterns. You will have only one actually slotted on your ship if you have the right doffs. If not you will have two and I recommend they both be attack pattern omega for utility reasons.
As far as doffs go you should be extremely happy with 3 attack pattern duty officers and 2 brace for impact doffs. Or you can replace the brace for impact doffs with Damage Control Engineers which will allow you to run a slightly different engineering setup should you choose to only run one emergency power to shields.
Your engineering stations should have at least one emergency power to shields. Most escorts run two if they have the station space. Then you're looking at one reverse shield polarity. With one engy slot left you can run dampeners to chain with your attack pattern omega 3's for no downtime on turns. Or you can run directed energy modulation and replace the two bfi or dmg cntrl engineer doffs for DEM doffs and reduce the power drain on your energy weapons. Or you can try something unusual but fun like boarding party for disables. Or extend shields to support another escort you're flying with.
Your sci stations should utilize hazard emitters if you can only spare an ensign slot. If not it should have one hazard emitters and one transfer shield strength in the event you're running your lieutenant station as a sci on the bug ship. Your ensign can then be a tractor beam which is awesome on any ship. A polarize if you want to chain with omega for better resistance to holds. Or a second hazard emitter to share a heal with teammates more often.
I suggest 5 energy consoles for your tactical station to buff the energy damage of your chosen energy weapon type. You'll run 2 rcs consoles for turn and 2 neutroniums for hull resists in your engineering console slots. And your sci slot would then be a field generator for more shield capacity. A shield emitter amplifer for more shield regeneration. Or a special console for special situations.
-Captain Tripwire-
Let no other Captain discourage you from what you believe you can achieve in PvP. Debuffs and Disables be damned! Charge up your Backstep and Forge your build out of Lock Boxes, Consoles, and Flash Sales feeding off of only your pure will to chain, spam, and hax your way forward. You will not be forgotten to history.