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How to spec your Escort for DPS in STF's

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  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    orinz wrote: »
    when I end up with aggro to much

    The only thing I would do is swap out the csv with crf. this will reduce your agro. Efficient officers don't do enough for me. With 2 efficient officers that only adds about 2 or 3 power to the 2 at 25 and maybe 1 to the one at 50. The right doff can make a difference though.
  • orinzorinz Member Posts: 14 Arc User
    edited March 2013
    robdmc wrote: »
    The only thing I would do is swap out the csv with crf. this will reduce your agro. Efficient officers don't do enough for me. With 2 efficient officers that only adds about 2 or 3 power to the 2 at 25 and maybe 1 to the one at 50. The right doff can make a difference though.

    As for Plasma setup, are the [Acc] [Crtd]x2 also for the Dual beam bank and Turrets?

    Also, what are the thoughts on the Romulan Plasma weapons?
  • aspartan1aspartan1 Member Posts: 1,014 Arc User
    edited March 2013
    orinz wrote: »
    As for Plasma setup, are the [Acc] [Crtd]x2 also for the Dual beam bank and Turrets?

    Also, what are the thoughts on the Romulan Plasma weapons?

    It really depends on the kind of build you are going for. You see there are two distinct builds most "pro" players develop. The builds being PvE & PvP loadouts. The Romulan Plasma are tops right now for PvE but you will get face-planted in PvP with them.
    If you are looking for an excellent PvE fleet consider: Omega Combat Division today.
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  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    orinz wrote: »
    As for Plasma setup, are the [Acc] [Crtd]x2 also for the Dual beam bank and Turrets?

    Also, what are the thoughts on the Romulan Plasma weapons?

    I use [Acc] [CrtD]x2 because I feel that my dhcs can benefit more from the crit and with crf increasing the number ofshot that means I will crit more often. When I use my dbb I used [Acc] [CriH]x2 because with a 4 second salvo I wanted to increase my odds of criting for when I used Bo3. The Turrets I would go with [Acc]x2 [CrtD]. I wanted the increased accuracy because they fire 360 and if I needed to deal with fighters or high yeild plasma torps I knew I was more likely to hit them. I also chose [Crtd] over [CrtH] on the turrets since they are also affected by crf.

    I always chose the modifier based on what the weapon was and what I wanted to do with them which is the reason for the difference.

    As far as the Romulan plasma weapons are concerned I like the idea but since I already have all mk xii purple weapons it was hard to justify the dilithium to get them. If you do not have the weapons already they yes the disrupter proc is a fair trade off for one modifier. If I were to buy them they would be the same modifiers except for the x2 part.

    As far as weapon performance is concerned each npc has different resistances. For example: at the end of cure space if I am fully buffed up it is not uncommon for my dhcs with crf3 running top crit at 20000 damage on a single shot according to the combat log. however on a cube the best I can crit is 10000 damage per shot. with a 15% crit chance at a global level it happens often. 10000 would be the norm. For some npcs it is less.

    A bit more info on the crit
    The other nice thing is that crtd stacks with no diminishing returns. CrtD on a global level gets applied to each weapon. since that is at about 80% already the crtdx2 of +50 on the dhc is added to it making my severity of +130. mecause I have +175 plasma damage the raw dps of each shot is that much higher for the 130% crit severity with my 15% chance of it happening meaning about 1 in 7 shots will.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    If you want a high spike damage build, 3 projectile officers, Front 2 DHC/DC of your choice, rear turrets, and front romulan hyper plasma and omega torpedoes. Disruptors or Antiprotons recommended.

    Having Two High yield and Rapid fires is recommended. Spam the romulan torpedoes, and use the High yield for Energy bolts. Use the omega torpedo when the Romulan is on cooldown (this should also prevent the omega from depleting).

    Using Attack patterns Alpha and Omega plus Tactical Fleet, Go down Fightning and Mark Target will give even elite tactical cubes a very, very, very bad day.

    Using romulan boffs with critical chance bonus and using critical chance romulan reputation path also helps.

    Use of the Adapted Omega/Honour guard set is best.

    As for consoles, the same as the OP's, but the Romulan threat reducing consoles are a great addition for additional longevity.

    I have had this build pretty much take down 1/3 of a tactical elite cube's health.
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  • orinzorinz Member Posts: 14 Arc User
    edited March 2013
    robdmc, in your Energy loadout screenshot you have two Romulan boffs, a couple of questions - Do the traits stack correctly? Are they both the Rare and Male versions or different? The female one says it's a different amount on the Crit and was wondering if you have used it.
    From what I can tell from other posters in the forums that its really the normal version, Non-Superior version.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    orinz wrote: »
    robdmc, in your Energy loadout screenshot you have two Romulan boffs, a couple of questions - Do the traits stack correctly? Are they both the Rare and Male versions or different? The female one says it's a different amount on the Crit and was wondering if you have used it.
    From what I can tell from other posters in the forums that its really the normal version, Non-Superior version.

    At the time of the energy build the traits were not stack-able. Currently they do stack and I use 3 with the superior trait. Only the rare male requisition has this trait at this time.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
  • orinzorinz Member Posts: 14 Arc User
    edited March 2013
    robdmc, you stated earlier in the thread that I should beable to unlock the Anti-Proton ship weapons once I hit tier 5, how do you go about doing that? Is it listed under a different name and such?
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    orinz wrote: »
    robdmc, you stated earlier in the thread that I should beable to unlock the Anti-Proton ship weapons once I hit tier 5, how do you go about doing that? Is it listed under a different name and such?

    You have to unlock the store items. to do this you will see the rep project based on weapon type and mark value.
  • orinzorinz Member Posts: 14 Arc User
    edited March 2013
    I will work on unlocking more from the store, have MK XII Assault and Rifles (ground0 unlocked along with the Duty Officers, and consumables (both tiers) just didn't see space weapons listed anywhere.
  • orinzorinz Member Posts: 14 Arc User
    edited March 2013
    Question, as for Duty officers for STF Escorts would it be worth it to look in to the Operations - Quartermaster for Space, Recharge time reduced on use of any Battery ability? the Very Rare version is +100% Cooldown Rate.
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited March 2013
    orinz wrote: »
    Question, as for Duty officers for STF Escorts would it be worth it to look in to the Operations - Quartermaster for Space, Recharge time reduced on use of any Battery ability? the Very Rare version is +1005 Cooldown Rate.


    Interesting. That plus an exocomp plus an RMC could be an interesting combo...
  • orinzorinz Member Posts: 14 Arc User
    edited March 2013
    As for the Quartermaster Duty Officer that effects batteries, done some testing and this is what it seems to be like --


    The Very Rare - Recharge time reduced on use of any Battery ability / +100% Cooldown Rate -
    will make the cooldown on "Batteries" 1 minute total.

    Facts-
    Does not effect Red Matter Capacitor, or any other Ship Device that is not a battery.

    ie- RMC used, CD on Weapons Battery starts 35sec CD(icd), RMC keeps its 3min CD.

    Observations-
    While the Duty Officer is active to your ship, it will make the CD on batteries be 1min no matter which battery is used.

    The recharge time reduction effects even the "double" batteries like the Shields and Engines battery from the Lobi Store.

    The other quality Quartermaster DOFFs for batteries will reduce battery recharge time in this manner

    Rare - 80% = 1 minute 7 seconds
    Uncommon - 65% = 1 minute 13 seconds

    Opinion-

    With the use of a Maintenance Engineer DOFF (Very Rare ie- Exocomp) and Quartermaster DOFF, along with the Double batteries from Lobi Store, makes me wonder if the RMC has now lost some of the edge.
  • notorycznynotoryczny Member Posts: 0 Arc User
    edited March 2013
    orinz wrote: »
    just didn't see space weapons listed anywhere.

    Thats because they were removed. Yup, gone. Now you have to do with that kinetic proc from Omega passive instead.
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  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited March 2013
    THat's kind of weird, I have both tomulan and MACO maxed out and the Borg AP ship weapons aren't showing up for me either. I wonder if they haven't been added yet? I got them prior to the rep switch, but I imagine other people will want them. Can anyone confirm that they have the option to access them via reputation?
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    Ok they are gone. Looks like another item gone the way of legacy. Kinda like the borg bat'leth.

    I got all mine before the switch as well. Unfortunately that means the next best place to get antiprotons is the fleet store. they did add a few more combinations with this patch.
  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited March 2013
    Yea, but are the borg weapons available in the fleet store?
  • aspartan1aspartan1 Member Posts: 1,014 Arc User
    edited March 2013
    Rep items my friend. Rep items....
    If you are looking for an excellent PvE fleet consider: Omega Combat Division today.
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  • corrisdcorrisd Member Posts: 11 Arc User
    edited March 2013
    So I've kind of followed some of the advice in this thread generally, but I wanted to ask a question as I didn't see it in the first post and follow ones, what abilities from each of the current reputation trees would you guys choose for an escort?

    Some of them seem obvious, but I was just wondering what you guys have chosen across both.
  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited March 2013
    Good question, but very tough. There's tooo much left open to interpretation of how some things are supposed to work, how they actually work, and how they work combined with other things. Not enough facts for me to add to main post.

    The biggest thing is that these skills options presented each time are setup to do two opposite things. Option 1 gives you a bonus that allows you to do more damage. Option 2 gives you a bonus to your defenses.

    While the weapons obviously need to be setup for damage, when it comes to skills and bonuses there are two VERY different schools of thought when it comes to escorts.

    School #1 says, "TRIBBLE everything else, escorts are meant to damage. If you kill the other guy first, he can't kill you.".

    School #2 says, "Escorts need all the defensive bonuses they can get and you can't do any damage if you're dead." (this gained more favor with the increasing respawn times for STF's)

    School #1 uses engineering skills - Em Pwr to Weapons 1 & Directed Energy Modulation 1
    School #2 uses engineering skills - Engineering Team 1 & Reverse Shield Capacity 1

    I will however share what I used and by that, you can guess what school I fall under.

    Romulan Rep - I selected all defensive bonuses except for Tier2
    Omega Rep - I selected all defensive bonuses except for Tier4
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    They Type of escort makes a difference as well. The Fleet Advanced Escort has a lt cmdr sci and I use PH1, HE2, TSS3. For eng I have EP2S1 ans Aux2Sif1. It also has a shield modifier of .99 and a hull of 34,100. This is a very tanky escort. Because of this I do not feel the need for the healing rep passives but choose all damage. For me this is


    If you look at the Fleet Tactical Escort Retrofit you will see it looses the LT Cmdr sci ability and you have to choose between PH, HE and TSS. it also has a shield mod of .9 and a hull of 33000. This ship need more help then the Fleet Advanced Escort. While the Omega Weapons Training with +30 to your Starships weapons training is automatic to me, the option of Precision with 3% critical chance may be less important to me when compared to Enhanced shield systems. I have 15% critical chance and without it it will drop to 12%. But if you are using RSP instead of Aux2Sif suddenly that Increased shield capacity is looking very good.

    You can go to other extremes as well. you can make the Fleet Advanced Escort very tanky if you choose the passive heals instead of damage or you can make the Fleet Tactical Escort Retrofit with very high damage and more of a glass cannon if you choose the damage passives.

    If you are an engineer flying an escort you make want the Fleet Tactical Escort Retrofit with all damage passives since you already have captain abilities to keep you alive.

    If you are a sci captain maybe you want the Fleet Advanced Escort with the Mvam to spam with photonic fleet and scorpion fighters from the vault.

    It is all about balance and flow that match your play style. Since it takes a respec token to reset your rep abilities I suggest trying it out on tribble if you need to.

    Example of good flow in practice.
    If you want to make the best choice then look at what abilities, settings and equipment you are using. I use Aux2sif because I have tss3 on a human /w leadership and do not feel the need for RSP. the Aux2Sif also gives me a passive resistance to my hull which means I do not need the Nuetronium alloy which means I have room for my borg console. this means I need more power in aux for my Aux2sif/tss setup, which means I steal it from shields and that is okay since I am using the adaptive maco shields which has a high capasity meaning I don't need the Enhanced shield systems but can use Precision with 3% critical chance and don't need Enhanced shield systems with RSP and can use Aux2Sif instead. Full circle.
  • orinzorinz Member Posts: 14 Arc User
    edited March 2013
    Corrisd,

    As for the Reputation tree perks, if you don't mind getting Zen for a respec token you can play around with it. I just respec my Tac Capt and they reset allowing me to re-pick the perks.

    But to give you an idea of what I took for perks -

    Omega -
    Tier 1 - Medical Nanites
    Tier 2 - Hull-Repairing Nanites
    Tier 3 - Regenerative Shield Augmentation
    Tier 4 - Omega Graviton Amplifier (Opinion - Super great if running a full cannon build)
    Tier 5 - (only one choice)

    Romulus -
    Tier 1 - Lethality
    Tier 2 - Precision
    Tier 3 - Disabling Strikes
    Tier 4 - Emergency Secondary Shielding (personally just seeing how this one works for now)
    Tier 5- (only one choice) (haven't reached yet tho)

    To explain a bit about choices, I tried to pick ones that gave a balance over all, even with using 3 [-Th] science consoles from fleet embassy I still tend to tick off tac cubes alot, getting aggro (yes I dropped CSV), so I like the idea of perks like Hull-Repairing Nanites and Emergency Secondary Shielding.

    Even with picking up them, I am using robdmc's Plasma Projectile setup (slightly modified) on a Mobius Temporal Destroyer and still melt everything I hit. I am planning on trying out the Romulan weapons today once I finish my doff assignment for the marks.
  • orinzorinz Member Posts: 14 Arc User
    edited March 2013
    robdmc,

    Which Deflector do you use? from your screenshots looks like a Positron Deflector Array, just wondering.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    orinz wrote: »
    robdmc,

    Which Deflector do you use? from your screenshots looks like a Positron Deflector Array, just wondering.

    [Positron Deflector Array Mk XII [ShdS] [Stl]]
  • corrisdcorrisd Member Posts: 11 Arc User
    edited March 2013
    xgorillapx wrote: »
    ...
    robdmc wrote: »
    ...
    orinz wrote: »
    ...

    Cheers guys, could you link to robdmc's plasma set up that you mention orinz? always interesting seeing peoples set ups.

    This is my current set up on my tact right now, I was on the normal Patrol Escort till I realised the Mirror Patrol Escort statistically was the same but was the Prometheus model which imo looks better, lol.
    http://skillplanner.stoacademy.com/?build=krcord001_0

    I haven't long reached 50 with my tact and I've just done the first tier for both reputation sides so haven't unlocked a lot of higher tier items, any advice on how this is currently? I had better impulse engines but preferred getting places quickly on the map at the moment as I move through the story sections of the game.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    corrisd wrote: »
    robdmc's plasma set up

    http://i.imgur.com/Kw4773g.png
    Doffs
    http://i.imgur.com/Yk8oZcA.png
    http://www.stoacademy.com/tools/skillplanner/?build=robert03_0

    [Romulan Hyper-Plasma Torpedo Launcher]
    [Plasma Dual Heavy Cannons Mk XII [Acc] [CrtD]x2]
    [Positron Deflector Array Mk XII [ShdS] [Stl]]
    [Adapted M.A.C.O. Combat Impulse Engines Mk XII]
    [Adapted M.A.C.O. Covariant Shield Array Mk XII]
    [Plasma Turret Mk XII [Acc] [CrtD]x2]
    [Kinetic Cutting Beam Mk XII [Dmg]x3]
    [Red Matter Capacitor]
    [Console - Universal - Assimilated Module]
    [Console - Tachyokinetic Converter]
    [Console - Zero-Point Energy Conduit]
    [Console - Science - Emitter Array Mk XI [-Th] [Pla]]
    [Console - Tactical - Plasma Infuser Mk XII]
  • corrisdcorrisd Member Posts: 11 Arc User
    edited March 2013
    robdmc wrote: »
    http://i.imgur.com/Kw4773g.png
    Doffs
    http://i.imgur.com/Yk8oZcA.png
    http://www.stoacademy.com/tools/skillplanner/?build=robert03_0

    [Romulan Hyper-Plasma Torpedo Launcher]
    [Plasma Dual Heavy Cannons Mk XII [Acc] [CrtD]x2]
    [Positron Deflector Array Mk XII [ShdS] [Stl]]
    [Adapted M.A.C.O. Combat Impulse Engines Mk XII]
    [Adapted M.A.C.O. Covariant Shield Array Mk XII]
    [Plasma Turret Mk XII [Acc] [CrtD]x2]
    [Kinetic Cutting Beam Mk XII [Dmg]x3]
    [Red Matter Capacitor]
    [Console - Universal - Assimilated Module]
    [Console - Tachyokinetic Converter]
    [Console - Zero-Point Energy Conduit]
    [Console - Science - Emitter Array Mk XI [-Th] [Pla]]
    [Console - Tactical - Plasma Infuser Mk XII]

    Ah, excellent, the Fleet Advanced Escort it the one I was currently aiming to get so that saves me a question I would have to ask at a later date. The OP uses the Romulan Dual Heavy Cannons instead of the normal Plasma ones, I had assumed they were better than normal ones, so I assume there are downsides to the weapons comparatively?
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    corrisd wrote: »
    The OP uses the Romulan Dual Heavy Cannons instead of the normal Plasma ones, I had assumed they were better than normal ones, so I assume there are downsides to the weapons comparatively?

    http://sto-forum.perfectworld.com/showpost.php?p=8508491&postcount=155
  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited March 2013
    In regard to deflectors, the MK XII MACO gives a good defensive bonus. If you don't have that, I would recommend a MK XII Positron [SIF] [Shds] and/or[EM] The first two give you immediate bonuses to your shield cap and hull strength which you can see if you look at your ship stats while in system space.

    See stats below. FOr further clarification
    SIF - directly improves your hull strength
    Shds - directly improves your shield cap
    Em - improves the regen rate of your shield regen abilities. (EP2S, Rotate shield freq, science team,

    My ship with no deflector
    44,851 Hull
    9,973 shields
    169.25% power transfer rate
    Starship Shield Emitters - 99
    Starship Shield System - 99
    Graviton Generators - 23
    Inertial Dampeners?

    My Ship with Positron MK XII [SIF] [Shds]
    47,956 Hull
    10,511 shields
    169.25% power transfer rate
    Starship Shield Emitters - 117
    Starship Shield System - 125
    Graviton Generators - 23
    Inertial Dampeners?

    My Ship with MACO MK XII Deflector

    47,596 Hull
    10,332 shields
    178% power transfer rate
    Starship Shield Emitters - 117
    Starship Shield System - 117
    Graviton Generators - 40
    Inertial Dampeners - ?+17.5
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