Well I'm running a hit and run destroyer, so low-medium shield power, few shield heals (though I do dedicate my only science officer to shields) and my ability to heal others is... well non extant. So under those circumstances what's best?
If your doing hit and run tactics a field generator would likely be best over those other two consoles. Will give you a flat % boost to your base shields. Having more shields will allow you to take more damage on your attack runs.
What sort of shields are you running - resilient, regenerative or covariant?
It could be worth increasing the capacity, which brings the exotic particle field exciter into play, or (possibly) fleet spire consoles if you have fleet access.
Resilient usually, I dislike having full shields and being insta-killed through them, same reason I layer armor. No Fleet though, way too many bad experiences... which is sad because I'd like some of that armor that lets you turn better.
Field Generator - higher shield capacity - larger buffer to soak spike damage
Emitter Array - bigger shield heals - more staying power over longer engagements; faster shield replenishment
Shield Emitter Amplifier - more shield regen - mediocre regeneration bonus; don't use it unless you're super-tanking with high shield power and a lot of defense. Emitter Arrays will still be more useful 99% of the time.
Overall, it depends on what you're flying. Escorts are usually better off with Field Gens to compensate for their weaker overall shields - their fights are usually short and bloody, so capacity is more useful than replenishment. Cruisers will generally want to run a mix of the two. Science ships don't really need extra capacity because of their high natural shield modifier(it's very easy to end up with more shields than you can quickly replenish).
Resilient usually, I dislike having full shields and being insta-killed through them, same reason I layer armor. No Fleet though, way too many bad experiences... which is sad because I'd like some of that armor that lets you turn better.
You may want to keep an eye on the Exchange then, because the faulty bugging is allowing all sorts of weird combinations of modifiers. I've made a few shields with [Turn] and it shows up on other items too. Similarly, although pricey, you might want to look out for an exotic particle field exciter or conductive rcs accelerator.
But on your specific question, I'd go for a field generator or emitter array.
I would go for resilient shields (fleet if you can manage them) as they have low bleed-through. Just buy them from a fleet that sells easy or free access, plenty around. Resilient means you don't need to worry too much about dying with your shields still up and the elite fleet ones have some nice adaptive abilities.
As an escort/destroyer running strafing or hit n' run tactics you'll be going in fast and hot and then speeding off to set up for the next run. So you'll have time to sort out shield heals/regen whilst you are out of range. You don't want to get into long drawn out fight so use your speed to get out of range to recover if you get too much attention.
You've got a low shield mod so don't expect a huge capacity to keep you safe like a cruiser or science ship.
Field gens are good as they will give more capacity to your shields so you could get a resilient shield with fairly high cap by adding a field gen to the build.
One other thing that gets forgotten quite often:
As an escort you should aim to move fast, therefore your defense value is going to be real high making you a nightmare to hit. Combine fast movement with the specializations on the pilot spec tree and you can be practically impossible to hit/kill, at least in PVE. You can get some serious bonuses from that spec tree so having a high shield cap is not even that important once you max out your points.
Thanks, I'll do that, though now I have a follow up question: Does the "Starship Impulse Thruster" skill increase defense at full speed or just how fast you can go and turn?
The faster your flight speed the higher your defense bonus. Just go into ESD orbit and watch your defense bonus value go up the faster you move.
(Your turn rate is also affected in a similar way.)
It's not that easy to work out exactly how it's all affected though, there's a sort of "cap" on defense once you get impulse speed over 25-ish I think but you'll end up with it higher through various other skills, equipment bonuses etc. Mine is about 90% at top speed (not full impulse).
So the Impulse skill does indirectly affect your defense as it makes it easier to go fast in your ship.
A low impulse skill means you'll need other ways to make the ship fly faster (better engines etc)
High impulse skill + fast engines (e.g. Nukara) = ship moving faster = higher defense bonus.
90% I thought STO's diminishing returns system made numbers like that imposable. Even using just one armor console doesn't give me what it says on the tin because of said diminishing returns.
I wouldn't mind cartoonist levels of avoidance, but I think I'll still keep my resilient shield with layered armor to make sure that one lucky shot doesn't put me down (again).
Comments
Shield Emitter will help most if you carry many shield heal powers. EP2S, ST, TSS, etc.
Shield Emitter also helps you heal others, not just yourself.
It could be worth increasing the capacity, which brings the exotic particle field exciter into play, or (possibly) fleet spire consoles if you have fleet access.
Emitter Array - bigger shield heals - more staying power over longer engagements; faster shield replenishment
Shield Emitter Amplifier - more shield regen - mediocre regeneration bonus; don't use it unless you're super-tanking with high shield power and a lot of defense. Emitter Arrays will still be more useful 99% of the time.
Overall, it depends on what you're flying. Escorts are usually better off with Field Gens to compensate for their weaker overall shields - their fights are usually short and bloody, so capacity is more useful than replenishment. Cruisers will generally want to run a mix of the two. Science ships don't really need extra capacity because of their high natural shield modifier(it's very easy to end up with more shields than you can quickly replenish).
You may want to keep an eye on the Exchange then, because the faulty bugging is allowing all sorts of weird combinations of modifiers. I've made a few shields with [Turn] and it shows up on other items too. Similarly, although pricey, you might want to look out for an exotic particle field exciter or conductive rcs accelerator.
But on your specific question, I'd go for a field generator or emitter array.
As an escort/destroyer running strafing or hit n' run tactics you'll be going in fast and hot and then speeding off to set up for the next run. So you'll have time to sort out shield heals/regen whilst you are out of range. You don't want to get into long drawn out fight so use your speed to get out of range to recover if you get too much attention.
You've got a low shield mod so don't expect a huge capacity to keep you safe like a cruiser or science ship.
Field gens are good as they will give more capacity to your shields so you could get a resilient shield with fairly high cap by adding a field gen to the build.
One other thing that gets forgotten quite often:
As an escort you should aim to move fast, therefore your defense value is going to be real high making you a nightmare to hit. Combine fast movement with the specializations on the pilot spec tree and you can be practically impossible to hit/kill, at least in PVE. You can get some serious bonuses from that spec tree so having a high shield cap is not even that important once you max out your points.
(Your turn rate is also affected in a similar way.)
It's not that easy to work out exactly how it's all affected though, there's a sort of "cap" on defense once you get impulse speed over 25-ish I think but you'll end up with it higher through various other skills, equipment bonuses etc. Mine is about 90% at top speed (not full impulse).
So the Impulse skill does indirectly affect your defense as it makes it easier to go fast in your ship.
A low impulse skill means you'll need other ways to make the ship fly faster (better engines etc)
High impulse skill + fast engines (e.g. Nukara) = ship moving faster = higher defense bonus.
I wouldn't mind cartoonist levels of avoidance, but I think I'll still keep my resilient shield with layered armor to make sure that one lucky shot doesn't put me down (again).
Thanks