As the title states; I am looking for advice/ideas to improve the dps of my engineer's escort.
Please note that this ship will not be used for PvP, so I ask that suggestions be made with PvE solely in mind.
Here is a link to the build:
http://skillplanner.stoacademy.com/?build=engyscort_0
In regards to the gear - I will eventually be upgrading my gear to MK14, but mod suggestions/recommendations for the weapons would appreciated.
Overall idea for the build: I know that I will most likely never out dps a tac captain, but, I want to be able to hold my own and be more than dead weight in advanced and elite runs.
Edit: Duty officers are not listed as I want to leave that up for modification/suggestions.
Comments
But aside from the console switch, anything else that can be modified?
Thats how mine is set ATM.
Debating removing doubles of BO powers due to the ship trait. Havent tested enough to know how well it does.
I have 2 options i go with, sometimes i replace SS1 with BFAW3 and replace 2 of the front cannons to DBB leaving 1 cannon due to SS working very well with it.
Im a tac, so eng might not need override subsystem and that disable is intrusive.
Phasers work because of the lance. I crit 100k+ with it.
DPS is about 10-16 depending on how you fly it.
Doff DCE/Aux2ID and two of whatever you want. Assuming your 6 slots. If not you get one.
Change out the Single target for AOE as you wish.
Trim the Tac and the Intel down to single copies as you get reciprocity.
If you feel light on self repair as an engineer there's two things you an do in this build.
First, slap yourself. Second, drop the Intel from the sci Lt and get Hazards.
Override subsystem is good but at level 1 is 6 seconds disable.. that a while for a smallish gain. #2 is 4 second disable, stronger, and is easier to manage.
Ionic Turbulence is good but doesnt offer much for this ship because it kills things fast enough to not need it. However i may just not understand it lol.
If using phasers... use bio turret or Enhanced bio torp/hydradynamics console for the 2pc and get a large phaser damage boost.
I'm testing SS2 only. SS1 won't give a tooltip dps increase as it only grants enough of an increase to base damage to keep dps equal to the weapons unbuffed state.
Just from tooltips, Quad cannons gain greater dps buffed or unbuffed by SS2.
Heavies do have an innate CritD and of course you'll never have enough CritD to balance out the amount you get from SS2. Unless you have 301% Crit D.
Tac powers needing more chance than severity is a blanket statement, and an incorrect one.
It is entirely dependent on what you're doing and how you plan to do it.
Overide subsystems I really can't offer an opinion. I've never measured it, but huge power increase means huge burst. Otherwise I tend to agree with you and just don't make much use of it.
Ionic is just plain fun. It debuffs aoe style so it is nice for your entire team to benefit from. And on the phantom with reciprocity...you have so much to choose from.
Okay. Now on to first round of parsing. Quads are good. Yes it gets merged with dual cannons. DHC's were dire. absolutely DIRE. Perhaps the burst out of them is HUGE, but over the course of a mirror event they fell to the bottom of the heap.
Now. I had one DC and one Quad as well as one DHC. The number of DC SS2 'swings' was only slight under 4 times the number of DHC 'swings'. Now exactly what that means I'm not sure. I know that it mathematically matches the number of swings each weapon takes in relation to each other while unbuffed. Other than that I'm unsure of the implications. My feeling is that DHC's take a greater overall DPS hit vs the DC's or Quads. I will test again.
Finally. Experimental weapon is currently being converted to a phaser cannon by SS2 and doing INSANE damage considering. Because it gets a boost from your tac consoles and achieves a 50% crit rate (20% greater than any other SS2 attack on MY ship at the time)
More on this later.