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Help upgrading an Advanced Escort

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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited June 2013
    I would get rid of one of the shield emitters, swap it out with the zero point. And then add another neutronium.

    For me damage resistance comes before shield cap, so you could also swap out the field generator for the assimilated module. It all depends what you want more; damage or survive ability :)

    Strangely enough, I took the opposite approach with my fleet advanced -- no resist consoles whatsoever, and every piece of gear and skill selections focused on pure offense. The result: 1st place in SB24, GMF, and KSF fleet action almost every run, resulting in lots of purple drops that sell in the millions on Exchange.

    Here is the hardware load-out for those who are interested:

    Fore = 1 Romulan Experimental Plasma Beam Array + 2 Romulan Plasma Dual Heavy Cannons + 1 Romulan Hyperplasma Torpedo Launcher
    Aft = 2 Romulan Plasma Turrets + 1 Kinetic Cutting Beam
    Devices = Red Matter Capacitor, Subspace Field Modulator
    Consoles: 1 Zero Point Energy conduit, 1 Tachyokinetic Converter, 1 Borg Assimilated Universal Module, 1 Field Generator, 1 Plasmonic Leech, 5 Plasma Infusers.
  • georgedpgeorgedp Member Posts: 113 Arc User
    edited June 2013
    I dont know what I'll do but dont think I'll take off the neutronium, I'm already too "fragile".
    2 neutroniums... dont think will do much difference, escorts are too fragile to rely on armor to survive.
    I'll get rid of one shield emitters. And maybe both...and put another field generator, something like:
    eng: neutronium-zero point
    sci: 2x field generator - assimilated

    dont have all that universal consoles to boost offense more than already is. Only thing can do is upgrade the rest of the tac consoles to very rare and in the future join a fleet and upgrade the DHCs....
    And maybe put a quantum...plasma torpedos seem very slow....
  • axellightningaxellightning Member Posts: 0 Arc User
    edited June 2013
    shar487a wrote: »
    Strangely enough, I took the opposite approach with my fleet advanced -- no resist consoles whatsoever, and every piece of gear and skill selections focused on pure offense. The result: 1st place in SB24, GMF, and KSF fleet action almost every run, resulting in lots of purple drops that sell in the millions on Exchange.

    Here is the hardware load-out for those who are interested:

    Fore = 1 Romulan Experimental Plasma Beam Array + 2 Romulan Plasma Dual Heavy Cannons + 1 Romulan Hyperplasma Torpedo Launcher
    Aft = 2 Romulan Plasma Turrets + 1 Kinetic Cutting Beam
    Devices = Red Matter Capacitor, Subspace Field Modulator
    Consoles: 1 Zero Point Energy conduit, 1 Tachyokinetic Converter, 1 Borg Assimilated Universal Module, 1 Field Generator, 1 Plasmonic Leech, 5 Plasma Infusers.

    Strangely enough, when I don't have at least 2 neutronium's I seem to die quicker ;)
    [SIGPIC][/SIGPIC]
  • axellightningaxellightning Member Posts: 0 Arc User
    edited June 2013
    georgedp wrote: »
    I dont know what I'll do but dont think I'll take off the neutronium, I'm already too "fragile".
    2 neutroniums... dont think will do much difference, escorts are too fragile to rely on armor to survive.
    I'll get rid of one shield emitters. And maybe both...and put another field generator, something like:
    eng: neutronium-zero point
    sci: 2x field generator - assimilated

    dont have all that universal consoles to boost offense more than already is. Only thing can do is upgrade the rest of the tac consoles to very rare and in the future join a fleet and upgrade the DHCs....
    And maybe put a quantum...plasma torpedos seem very slow....

    People can only give you advice on what works for them. It up to you to find out what works for you using trial and error :)
    [SIGPIC][/SIGPIC]
  • georgedpgeorgedp Member Posts: 113 Arc User
    edited June 2013
    People can only give you advice on what works for them. It up to you to find out what works for you using trial and error :)

    never hurts to listen... :)

    thanks guys
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited June 2013
    Strangely enough, when I don't have at least 2 neutronium's I seem to die quicker ;)

    I don't -- I destroy my targets quickly, so they don't have much of a chance to shoot back. I also run my ship at full attack speed while being shot at, thereby maximizing my ship's defense rating. The only resist that I pack is Attack Pattern Omega3, and this also maximizes my DPS output. Even if my ship does die, my DPS output is so much higher than most other ships that I still take first place with a death or two accounted for. After all, at the end of the match, I'll have two purple drops waiting for me :D

    My build's defenses are strong enough to handle an elite borg tactical cube (I always out-agro cruiser tank builds, even those spec'd with threat generation). The Elusive and Helmsman traits really help!
  • axellightningaxellightning Member Posts: 0 Arc User
    edited June 2013
    shar487a wrote: »
    I don't -- I destroy my targets quickly, so they don't have much of a chance to shoot back. I also run my ship at full attack speed while being shot at, thereby maximizing my ship's defense rating. The only resist that I pack is Attack Pattern Omega3, and this also maximizes my DPS output. Even if my ship does die, my DPS output is so much higher than most other ships that I still take first place with a death or two accounted for. After all, at the end of the match, I'll have two purple drops waiting for me :D

    My build's defenses are strong enough to handle an elite borg tactical cube (I always out-agro cruiser tank builds, even those spec'd with threat generation). The Elusive and Helmsman traits really help!

    I'm judging by your picture that your using a Jem'Hadar attack ship? :rolleyes:
    [SIGPIC][/SIGPIC]
  • age03age03 Member Posts: 1,664 Arc User
    edited June 2013
    It is because you are an geer so don't hope for high dps and omega is the set to go with escorts despite what some may say.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
    Star Trek Gamers
  • georgedpgeorgedp Member Posts: 113 Arc User
    edited June 2013
    age03 wrote: »
    It is because you are an geer so don't hope for high dps and omega is the set to go with escorts despite what some may say.

    the set bonus is just excellent for making lots of damage but you cant stop and shoot big targets, you must be on the move all the time cause your defense is much weaker than other sets. So you have to have some piloting skills to work correct. Can't do that with mouse or keyboard (me anyway...:rolleyes::))
  • ollie4ollie4 Member Posts: 15 Arc User
    edited June 2013
    If you are quite skilled and cunning and know your ship and when and how to run away, then I would go with a build totally focused on dishing out as much damage as possible in your frontal arc. This is what Escorts were originally for. High speed hit and run attacks, avoiding taking too much enemy fire whilst dishing out a pounding. Teams of escorts acting in concert can become very lethal.

    A good set of regen shields and engines to give you agility and away you go. What weapons you choose to use is up to you.
  • age03age03 Member Posts: 1,664 Arc User
    edited June 2013
    georgedp wrote: »
    the set bonus is just excellent for making lots of damage but you cant stop and shoot big targets, you must be on the move all the time cause your defense is much weaker than other sets. So you have to have some piloting skills to work correct. Can't do that with mouse or keyboard (me anyway...:rolleyes::))

    It is not the set that makes you do lots of dmge and I can use keyboard and mouse just fine.It is the only thing I use but your are gimping your geer by doing this if you ever intend on running cruisers again.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
    Star Trek Gamers
  • georgedpgeorgedp Member Posts: 113 Arc User
    edited June 2013
    I mean damage like deal damage to something, cause of the specific set bonuses, not damage like dps...
    (I didnt understand the other sentence, sorry)

    I know escorts are supposed to hit and run, and it works with weak targets, but if the target wont die after a pass or two and since your firing arc is limited, it will take you much more time this way, passing buy, turn, align, hit again, than stop in front and shoot it till its gone...or till you have to run...
    My opinion anyway...
  • age03age03 Member Posts: 1,664 Arc User
    edited June 2013
    They usually go down in 2 or 3 passes as I am a tac not a geer.What I mean by gimping is where you are putting your skill points into.It is best to put most of them into engineering and ground not tac.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
    Star Trek Gamers
  • jadensecurajadensecura Member Posts: 660 Arc User
    edited June 2013
    georgedp wrote: »
    I know escorts are supposed to hit and run, and it works with weak targets, but if the target wont die after a pass or two and since your firing arc is limited, it will take you much more time this way, passing buy, turn, align, hit again, than stop in front and shoot it till its gone...or till you have to run...
    My opinion anyway...

    This is one of the places where PvE and PvP are most different. For PvE, the best tactic for an escort, and indeed most ships, is to stop or yo-yo (1/4 impulse forward, then back, holding station) with your strongest weapon arc facing the enemy and at close range (inside 2 km for cannons, a little fuzzier for beams (they're strongest at 1 km, but don't lose damage as quickly as cannons)) and pound away until the target dies. In PvP, defense bonus is crucial, and so the preferred tactic is usually to make attack runs at full speed (also note that PvP is heavily focused on burst damage, which works nicely with attack runs). Of course, there are exceptions to every rule: the Donatra fight at the end of KASE goes much better if everyone stays 5 km out, and it can be wise to slow down in PvP if you're coming to the end of your attack run and your target is almost, but not quite, dead. (And don't worry too much about age03, he's very opinionated and frequently, almost usually, misinformed, at least to the extent that anyone can understand him. Case in point....)
    age03 wrote: »
    What I mean by gimping is where you are putting your skill points into.It is best to put most of them into engineering and ground not tac.

    That simply isn't true. There are only a limited number of skills needed by either an Eng or a Tac toon, many of which should not be maxed out as they provide no appreciable benefit for the last 3 points (all power boosting skills, all armor boosting skills, Threat Control, and arguably the weapon Specializations), and some of which do very little with any points (the armor skills and Threat Control). With that in mind, it is trivial to set up a skill build for a general cruiser or escort, relying on Embassy consoles to manage threat appropriately. The only alterations for specific builds would be removing all projectile boosting skills for an all energy build, removing Subsystem Repair for a non-PvP build (actually, I don't know how worthwhile that skill is even in PvP), removing Attack Patterns skill for a cruiser that isn't running Attack Patterns, and perhaps putting points in Threat Control for a dedicated tank build. Meanwhile most ground skills make only a small difference in effectiveness, and if you stop to decide what you want to do before respecing you can afford everything that will matter to you for just the minimum amount of ground skill points. The real DPS difference between Tac and Eng comes from the captain abilities, with the Tac ones being much more focused on DPS boosting, while the Eng ones focus on survivability and power management.
  • age03age03 Member Posts: 1,664 Arc User
    edited June 2013
    This is one of the places where PvE and PvP are most different. For PvE, the best tactic for an escort, and indeed most ships, is to stop or yo-yo (1/4 impulse forward, then back, holding station) with your strongest weapon arc facing the enemy and at close range (inside 2 km for cannons, a little fuzzier for beams (they're strongest at 1 km, but don't lose damage as quickly as cannons)) and pound away until the target dies. In PvP, defense bonus is crucial, and so the preferred tactic is usually to make attack runs at full speed (also note that PvP is heavily focused on burst damage, which works nicely with attack runs). Of course, there are exceptions to every rule: the Donatra fight at the end of KASE goes much better if everyone stays 5 km out, and it can be wise to slow down in PvP if you're coming to the end of your attack run and your target is almost, but not quite, dead. (And don't worry too much about age03, he's very opinionated and frequently, almost usually, misinformed, at least to the extent that anyone can understand him. Case in point....)



    That simply isn't true. .
    It is true with all MMOs.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
    Star Trek Gamers
  • georgedpgeorgedp Member Posts: 113 Arc User
    edited June 2013
    well I only play PvE so the yo-yo tactic works fine...:)
    I dont have a respec token so for now cant change my skills, but I would only change driver coil probably, all others are most in weapons,(except stealth and threat control), shields, structural integrity and warp core. Some in engineering skills and flow capasitors-power insulators.
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