So lately i have spent some time trying to find the right setup for my ship, the only thing i can't seem to get is APB3 i think all other BOff powers should be fine but feel free to correct me otherwise. I also have thought about getting some of the fleet consoles such as Vulnerability exploiter/locator but i have no idea which would benefit me so any advice is welcomed, and generally any other advice you may have, feel free to mention it, thanks guys.
http://skillplanner.stoacademy.com/?build=ussaragonupdated_0
Comments
might as well get a fleet neutronium +turn as well. I just use one, but that's as an eng so you might be a bit more explodey.
I know you lose the forward fire, but if you are going to keep the torp I'd stick the experimental proton weapon over the 360 AP beam. Extra 10% crit chance on the torp. Having said that, I just use 5 AP dhc's and no torps (not enough room for torp skills unless you slot a tac officer over the sci boff you have).
/Edit: APB3's a captain trainable skill only. If you know a tac captain with 6 in attack patterns you trust, they can train it for you.
Your build looks fine. The only changes I would make would be to swap out the MACO engine and deflector for the Assimilated two piece set, and since you're not running the Obelisk two piece, I would honestly swap out to disruptors. Eh, instead of wasting text space, here's the build I would use:
http://skillplanner.stoacademy.com/?build=dispvecharal_0
And no, you're wrong. 5 DHCs is far more powerful than adding in a torp if you have no weapon mods for torps (ie, no THY, no TS, etc).
Basically I gave you a more or less cookie cutter DHC escort build. You will want the enhanced neutroniums (since those rock it out), and you'll want Vulnerability LOCATORS since you don't have the SRO BOffs that Romulans have. Since you don't have that passive crth, you'll want consoles that increase that, and just put the crtd mods on your weapons.
Also, disruptors are far more effective against NPCs (esp STF NPCs), because their mod reduces the hull resistance on your target, and most of your enemies in STFs are hull monsters. There is nothing wrong with AP, but disruptors actually have a much higher damage potential. If you don't want to spend the ECs on getting the weapons though, just stick with AP, since it still deals a ton of damage.
I switched you to the Assimilated two piece, because the added engine and aux power is great on an escort, and the two piece proc is gold, esp on an escort. Your shield looks fine, even though your core is a little odd, not what I'd use, but it's fine for now.
I also changed up your BOff abilities slightly. You're a tac captain (according to the build you posted up), so you should be able to train APB3, and even if you can't do it, there are probably plenty of fed tac captains who can (hell, I can do it for you if you need). I took out the PH, since you don't need it (if you get tractored, just hit brace for impact and keep on shooting), and replaced it with HE1. I changed out your HE2 for a TSS2 (it's a little bit better, esp in STFs). I also took out your second scatter volley and changed it out for a rapid fire, since you will spend a lot of time hitting only single targets, unless you're in probe duty in KASE or if you're in CSE, in which case, you only need one copy of CSV to get the job done. If you need it more often, just use TI.
Hope this helps.
Look's like i'm going to need to do some fleet grinding to get the consoles your suggesting but if it ends up being worth it then it ain't a problem.
As for going to disruptors looking at current prices on the exchange that shouldn't be a problem either but which disruptors would you suggest as in that build you have a mixture of Standard disruptors, Nanite disruptors, Elachi crescent and Polarized disruptors?
Also as ironic as this may be my skill is 5 in attack patterns, and i believe you need 6?
Thanks for your help so far though.
Answer your questions in order:
1) Core: Anything that boosts shield power. The mods are player choice, since there are so bloody many of them. And if you get a fleet core, I would recommend the one that boosts shields and aux. And if it's elite, you'll want an [amp] mod. Short of that, again it's user's choice.
2) I would recommend the mix of disruptors I used. Reason? Their procs can stack. ie a standard disruptor can proc on top of a nanite proc on top of the elachi proc, etc etc. It's an interesting mechanic, and it's fun. Running mono-disruptors is probably slightly more reliable, but at the same time, it lowers your max damage potential.
3) Skills... I didn't touch those.
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Oh, I never said it was cheap or easy to get everything. But I was just saying why I chose those weapons.
Not sure why your ship would become squishy with the BOff layout I suggested... Constant cycling of Tac Team and EPtS with the occasional hull heal should have more than sufficed... your old one actually had a few more holes in it defensive wise. But you're correct, your playstyle (whatever that may be) did fit your old ability set well... which is why you used it in the first place XD.