INTRODUCTION
So, a friend of mine sent me a tell with an idea he had for an Aux 2 Bat escort. In order to make an Aux2Bat build that is survivable enough, you need to be able to get 3 skills: 2 copies of Auxiliary to Battery, and Reverse Shield Polarity. You
might be able to survive without RSP, but it's safer to get it.
This means that there are only two escorts in the federation that can pull this off: The Mobius Temporal Destroyer and the Chimera Heavy Destroyer. Since I don't have a lifetime sub, I went with the Mobius.
The objective of this build is to expand on the versatility of the escort. Since running an Aux2Bat build means you only need one copy of each skill to run a full rotation, you're left with extra tactical slots. These extra slots are used to give you access to both single target
and area of effect abilities at the same time, letting you switch between them as the situation requires.
At the same time, you get a ridiculous amount of added survival, letting you survive things that most escorts wouldn't be able to - and this all without the use of active hull heals, or science abilities for that matter. I'm not sure how I could improve this further (other than very expensive console upgrades), but I would love to hear some suggestions!
RESULTS
So far, this ship has been glorious. It doesn't do much more dps than normal optimized escorts, but you gain a TON of survivability. So far, I've successfully soloed the right side of CSE, several cubes and a bunch of other stuff. This ship is
hard to kill. Go ahead, get up super close and personal with your enemies, it won't harm you much. The only things that can really threaten you are the instakill torpedoes from gateways, and concentrated fire from a tac cube. Other than that, you're good.
After fairly extensive testing, I consistently parse between 10-12k dps in Infected: The Conduit Elite (which is what we use for testing builds), and about the same in other STFs. The ship is able to tank most things, including a Tac cube for a limited amount of time.
ISE Parse 1ISE Parse 2
I.S.S. SUPPLEMENTAL - MOBIUS TEMPORAL DESTROYER
LOADOUT
Fore Weapons:- Romulan Hyper-Plasma Torpedo Launcher
- Romulan Plasma Dual Heavy Cannons Mk XII [Acc]x2
- Romulan Plasma Dual Heavy Cannons Mk XII [Acc]x2
- Romulan Plasma Dual Heavy Cannons Mk XII [Acc]x2Aft Weapons:- Kinetic Cutting Beam Mk XII [Dmg]x3
- Romulan Plasma Turret Mk XII [Acc]x2
- Romulan Plasma Turret Mk XII [Acc]x2In my experience so far, the Romulan Plasma weapons outperform most other weapons, including my fleet disruptors. I already had a set, so this is what I put on the ship.Deflector:- Assimilated Deflector Array Mk XIImpulse Engines:- Assimilated Subtranswarp Engines Mk XIShields:- Adapted MACO Covariant Shield Array Mk XIIUsing the Borg parts is an integral part of your build, as that is where most of your healing will come from. Don't worry, it should be enough, but you do need these components. I highly suggest going with borg deflector/engines, and a high-capacity shield. In my case, I chose the Adapted MACO for the placate proc on it, which is very good for escorts.Devices:- Red Matter Capacitor- Engine BatteryEngine Battery is for switching sides fast (and it will be very fast), while the RMC is for general utility. You could also use the Subspace Field Modulator (episode mission reward) for more resistance.Engineering Consoles:- Neutronium Alloy Mk XI- Assimilated ModuleScience Consoles:- Zero-Point Energy Conduit- Tachyokinetic Converter- Rule 62 Multipurpose Combat Console- Fleet Embassy Emitter Array Mk XI [-Th][Pla]I already had the two lobi consoles, so that's what I used. You could replace them with more embassy consoles for an additional boost to plasma damage instead.Tactical Consoles:- Plasma Infuser Mk XI
- Plasma Infuser Mk XI
- Plasma Infuser Mk XI
- Plasma Infuser Mk XIInfusers affect both the energy damage of the cannons/turrets, and also the proc damage of both the torpedo and cannons. This makes them the best choice for a ship like this.
POWER SETTINGS
- Weapons: 100
- Shields: 50
- Engines: 25
- Auxiliary: 25
Due to the aux to bat, you'll actually be getting 100+ in the first three, and close to zero in Aux power at all times.
BRIDGE OFFICERS
(All humans)
Lieutenant Tactical
- Tactical Team 1
- Cannon Scatter Volley 1
Commander Tactical
- Torpedo High Yield 1
- Torpedo Spread 2
- Cannon Rapid Fire 2
- Attack Pattern Beta 3
Ensign Engineering
- Engineering Team 1
Lieutenant Universal (Engineer)
- Emergency Power to Auxiliary 1
- Auxiliary to Batteries 1
Lieutenant Commander Universal (Engineer)
- Emergency Power to Shields 1
- Auxiliary to Batteries 1
- Reverse Shield Polarity 2
Here's where it gets interesting. Running Aux2Bat means that I have consistently very high power levels, and that my skills cool down quite fast. I was only able to get blue technicians for this proof of concept build, but I imagine it'll be even better with purples. You'll notice there is no science officer here, and that's because I couldn't fit it. However the 2-piece set bonus from the Borg set takes care of all my healing needs, especially coupled with human bridge officers.The idea here is that you cycle all your engineering abilities as often as you can, along with attack pattern beta and tactical team. The 4 weapon skills you only use in sets of two. Either single target or AoE, but never both at the same time. You will be able to "switch" every 10-15 seconds, so it's easy to adjust to the type of target you're fighting.
DUTY OFFICERS
- Technician (Cooldown on Aux2Bat)
- Technician (Cooldown on Aux2Bat)
- Technician (Cooldown on Aux2Bat)- Projectile Weapons Officer (Torp Recharge)- Warp Core Engineer (+power on EPtX)The technicians are vital to Aux2Bat builds, as that's where the real magic comes in, and your cooldowns get reduced. The remaining two spots can be used for whatever, but I chose these two as they were readily available.
CAPTAIN SKILLS
I fly this ship with Karth, one of my
federation tactical captains. His skill build can be found
here.
As far as skill builds go, it's pretty standard. There's room to swap around a few points, as long as you keep the weapon related skills maxed out. All others can safely be left at 3 or 6 ranks.
Comments
EDIT: Nevermind, I found the answer; your hull is paper thin, making it absolutely vital your shields never drop.
EDIT: It should also be noted that due to how the cooldowns on the EPtX powers work, you can only cycle two different ones and expect them to have close to 100% uptime. On this ship, EPtS and EPtA are more important than weapon power, which I get in spades from Aux2Bat anyways.
As for HE, it would be nice, but my passive hull healing outheals any plasma damage I get by quite a lot (meaning I just ignore plasma fires).
I'm working on the purple technicians, but critting B'tran 3 times takes a while
Lieutenant Tactical
- Tactical Team 1
- Cannon Scatter Volley 1
Commander Tactical
- Torpedo High Yield 1
- Torpedo Spread 2
- Cannon Rapid Fire 2
- Attack Pattern Beta 3
Ensign Engineering
- Emergency Power to Shields 1
Lieutenant Commander Universal (Engineer)
- Emergency Power to Aux 1
- Auxiliary to Batteries 1
- Auxiliary to Batteries 2
Lieutenant Universal (Science)
- Transfer Shield Strength 1
- Hazard Emitters 2
That would add the missing fire extinguisher and has still some shield heal available. But you should cycle TSS together with EPtA, to get the most out of it.
Edit: forgot to change EPtS -> EPtA^^
Aye; I'd toss in a ET1 instead of the second EPtS1 for a multipurpose heal that you can throw out when needed. Although I'm honestly not sure why you'd chose a vessel that isn't really like a cruiser to run an Aux2Bat build, more power to the OP if it works well. If you always run with a buddy or two that can put out those fires, I don't see anything inherently wrong with the build.
Note: the Adapted shield has a much higher bleed-through rate than the regular Maco, so I think it might be better to run with the MkXII Maco which will also grant you bonus power when being hit (and bonuses to structural and shield skills to boot).
What happens? Nothing. My passive hull heal and borg proc far outheals any damage puny plasma fires can do. So I ignore it.
This ship needs Reverse Shield Polarity far, far more than it needs Hazard Emitters. Without RSP, the ship would be too squishy. The Plasma Fire is taken care of by passive healing. Also, with no aux power, Transfer Shield Strength won't do much good at all.
This has already been adressed further up. I'll likely try and change it to an Engineering Team for out of combat healing, although I suspect it will be just as unneccessary, except for maybe healing the base in Starbase Defense and such.
The ship as posted works extremely well so far, and is probably the most durable escort type build I've flown yet. As for MACO vs. Adapted MACO, I realize that there are better options in terms of bleedthrough. However, the placate proc on Adapted MACO is very powerful for escorts, as it'll drop you to the bottom of the threat list. Not being hit at all is preferable to having a little bit less bleedthrough.
I haven't done it before, but I'll try messing around with fraps today, and see if I can get a video of the ship in action. It's hard to see exactly how it works, without actually seeing it fly.