The other day I got bored with my Engineering toon and his Fleet Excelsior (Aux2Batt is fun and all, but I have four toons in cruisers and four in science ships, as opposed to one in an escort and one in a bird of prey), so I decided to mix things up a little and load him out with an Andorian Kumari Escort. I bought the Kumari for my main Tactical toon, but decided (like many others) that it wasn't tough enough to viable for PvP; that being said, I didn't want to waste $50, so I equipped it on my Engineering toon.
I loaded the Kumari out with the Jem'Hadar Mk XII engines and shields (with accompanying polaron weaponry to take advantage of the Dominion Synergy damage boost), two field generators, two RCS accelerators, and a neutronium alloy.
That being said, I've hit a bit of a snap on what weapons to equip. I have a full set of advanced fleet polaron weapons (turrets, dual beam banks, dual heavy cannon, so on and so forth), but can't decide what loadout to use. I initially used five dual heavy cannon, one turret, and the cutting beam, but when I hit power drain problems I swapped out to four dual heavy cannon, two turrets, and the Lobi-store rapid fire missiles. I noticed less power drain, but also less DPS.
So, to all you pro-escort flyers out there, how would YOU load out the Kumari (weaponwise) for the maximum DPS while having manageable power drain?
I use the Charol (sp?), basically the engineering heavy version with an Andorian Engineer character I made for the ship. I only use it for PvE, and went with x4 Andorian Dual Cannons along with x2 Andorian Turrets and the wing cannons that came with the ship.
I also slotted the three consoles, which I know is not optimum, but I wanted to utilize all the shinies that came with the pack.
To mitigate weapons power drain, I slotted 1 ensign level EPtWs, and I have weapons batteries in one of my device slots. Between the lower power drain of the the Dual Cannons (vs DHC) and the two engineer captain abilities (EPS and Nadion), I have about four different abilities to rotate through when fighting that will keep the weapons power up. Works well enough to do PVE stuff, and its fun to fly around as a pure gunship. Even the wing cannon platforms (from the console) do an alright job (when they aren't blown up) and the three console bonus allows them to CRF or CSV when I use those buffs.
It's not the optimum DPS, but its fun, and works well enough to hold my own and contribute to the team.
Comments
I also slotted the three consoles, which I know is not optimum, but I wanted to utilize all the shinies that came with the pack.
To mitigate weapons power drain, I slotted 1 ensign level EPtWs, and I have weapons batteries in one of my device slots. Between the lower power drain of the the Dual Cannons (vs DHC) and the two engineer captain abilities (EPS and Nadion), I have about four different abilities to rotate through when fighting that will keep the weapons power up. Works well enough to do PVE stuff, and its fun to fly around as a pure gunship. Even the wing cannon platforms (from the console) do an alright job (when they aren't blown up) and the three console bonus allows them to CRF or CSV when I use those buffs.
It's not the optimum DPS, but its fun, and works well enough to hold my own and contribute to the team.