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Phantom Intel Escort help

chopjaichopjai Member Posts: 11 Arc User
I'm a casual player with limited play times. I am looking for general advice on how i can improve my build overtime. I realize I will not be top of the line, but i would like to have a goal set-up i can work towards. I only play PvE, normal stfs, space and ground battlezones but would like to get into doing advanced stf's, however I don't want to be the weak team member when i do. Do to my limited time investment, I do not have the resources to try out every combination nor can i easily collect expensive items so advice on order of improvements would be helpful also.

Here is my current set-up:

http://skillplanner.stoacademy.com/?build=chopjai_9732

This build does not cover bridge officers or duty officers so I could use advice on things outside this build that are important too.
Post edited by chopjai on

Comments

  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited March 2015
    Not too terrible.

    First thing I would say is to drop the Rom torp or put it on the back and don't use it(or replace an aft turret with the experimental beam array) if you really want to keep the 2-set. High-Yield Plasma + Cannons = lots of self-inflicted damage. If you really want to run a torpedo, consider the Gravimetric Photon or Neutronic with Torpedo Spread.

    I'm not sure why you're running plasma, but I suppose it is ultimately a matter of preference. If you wanted to get use out of the Phantom's Lance, I'd recommend running Xindi Phasers(they trade the disable proc for an AoE explosion proc). You can also combo in the Counter-Command tac console if you opt to run Gravimetric Photon(it boosts phaser, disruptor and photon damage all at the same time). The CC 2-set provides _bonus_ phaser damage if you want to run the turret as well.

    Traits.. you really should have Tactical Advantage(Dyson Rep). You could probably replace some of your captain traits with some lockbox ones.. but that's not really a huge priority unless you're looking to min/max your damage output.

    Your Warp Core (and Aux2Bat) kind of works against your APC-> Offense rep trait. I'd suggest replacing it with the Kobali for defensive or an AMP core for offensive. While it's not as big of a deal for cannons as it is for Beams, you should still consider running EPtWeapons 3 for the damage buff and weapon power buffer.

    Your lack of Engineering or Science Team does leave you rather vulnerable to a myriad of fairly crippling debuffs. I'd suggest running them instead of Aux2Sif and TSS, respectively.
  • birzarkbirzark Member Posts: 634 Arc User
    edited March 2015
    I wouldn't do A2B at all on phantom, it's a waste. With the starship trait reprocity you can really play with your build. Every time dodge you get a cooldown reduction in Intel and tactical abilities. Which means if your defense is high enough you can run one copy of each tact power and be ok to keep them at global. Also I would totally recommend you get over ride subsystem safeties 3, it's such a huge boost to everything. I would run 2 copies of emergency power to weapons unless you don't mind using damage control engineers to reduce the CD to have 2 different abilities.
  • standupwookiestandupwookie Member Posts: 0 Arc User
    edited March 2015
    The Phantom has Commander Intel BOFF station, use it. Intel powers are seriously good for that ship.

    Even with the upcoming nerf, Surgical Strikes is still a great power. If you are going to use it, take off any cannon power because they conflict.

    Slot the Phantom's T6 trait, Reciprocity, any fly max weapon, and as much engine as you can. That will up your defense quite a bit, making you harder to hit. For your CMMD station, slot Int Team One, Evade Target Lock, Override Subsystem III and Surgical Strikes III. Use AP Omega I, and put a torpedo power at LT if you want it, and Tac Team One for the ensign.

    Slot Engineer Team somewhere, because Subsytem Override will take it offline, this will get it online fast. Put it in the ensign Universal slot.

    Slot Emergency to Shields, a Engineer power of your choice, and Emergency power to weapons III.

    Your science stuff is fine.

    You will be flying real fast, so that takes a bit of time to get used to. Hotkey OSSIII and SS to your keyboard, because SSIII is only ten seconds. While those two are active, AP Omega and EPTWIII should also be active. You will be tearing through single target ships, and all of your bridge powers will be recharging super fast because you have Reciprocity slotted, your speed is high, and you have plopped down evade target lock on your foe.

    Swing around and do the same thing.

    Full out the entire Intel Specialization tree and Pilot tree, forget the Command tree even though it has Torpedo powers. To be honest, you can ditch the torpedo, put in another cannon and replace that BOFF torpedo skill with AT Beta.

    At some point, you will level enough specialization points to get a hull heal with your attack patterns and if they ever fix the predicted algorthymn, you can get rid of debuffs as well.

    They are going to nerf Surgical Strikes III, but it wont matter. Stack Crit D and you will still do excellent DPS. And if you do not like the slower firing rate of Surgical Strikes, just slot Rapid Fire III.

    All of the above is easy to get, you just need to level those specialization trees.

    Then just work on getting Doffs to complement your powers.
  • birzarkbirzark Member Posts: 634 Arc User
    edited March 2015
    The Phantom has Commander Intel BOFF station, use it. Intel powers are seriously good for that ship.

    Even with the upcoming nerf, Surgical Strikes is still a great power. If you are going to use it, take off any cannon power because they conflict.

    Slot the Phantom's T6 trait, Reciprocity, any fly max weapon, and as much engine as you can. That will up your defense quite a bit, making you harder to hit. For your CMMD station, slot Int Team One, Evade Target Lock, Override Subsystem III and Surgical Strikes III. Use AP Omega I, and put a torpedo power at LT if you want it, and Tac Team One for the ensign.

    Slot Engineer Team somewhere, because Subsytem Override will take it offline, this will get it online fast. Put it in the ensign Universal slot.

    Slot Emergency to Shields, a Engineer power of your choice, and Emergency power to weapons III.

    Your science stuff is fine.

    You will be flying real fast, so that takes a bit of time to get used to. Hotkey OSSIII and SS to your keyboard, because SSIII is only ten seconds. While those two are active, AP Omega and EPTWIII should also be active. You will be tearing through single target ships, and all of your bridge powers will be recharging super fast because you have Reciprocity slotted, your speed is high, and you have plopped down evade target lock on your foe.

    Swing around and do the same thing.

    Full out the entire Intel Specialization tree and Pilot tree, forget the Command tree even though it has Torpedo powers. To be honest, you can ditch the torpedo, put in another cannon and replace that BOFF torpedo skill with AT Beta.

    At some point, you will level enough specialization points to get a hull heal with your attack patterns and if they ever fix the predicted algorthymn, you can get rid of debuffs as well.

    They are going to nerf Surgical Strikes III, but it wont matter. Stack Crit D and you will still do excellent DPS. And if you do not like the slower firing rate of Surgical Strikes, just slot Rapid Fire III.

    All of the above is easy to get, you just need to level those specialization trees.

    Then just work on getting Doffs to complement your powers.

    You want to maximize defense, all good advice except i wouldn't use Intel Team, it reduces threat and with reprocity you don't want to do that, If you aren't being targeted it wont proc and your CD wont be reduced.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited March 2015
    I'm not really seeing any problems with this build, other than the aux2batt killing your nukara rep trait usefulness, provided you actually use this trait.

    If you want something alternative, than ditch the turrets & DHC's, in favor of some BA's or, DBB's front, while using an Omni 360 rear + an extra BA or, throw the torpedo aft side, in favor of another beam weapon front side.

    Change tac cannon skills, in favor of beam skills is all.

    But, really up to you.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • duebartonduebarton Member Posts: 15 Arc User
    edited March 2015
    The Phantom has Commander Intel BOFF station, use it. Intel powers are seriously good for that ship.

    Where/how can I get a commander intel BOFF?
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited March 2015
    duebarton wrote: »
    Where/how can I get a commander intel BOFF?

    Boff npc vendor sells commons
    Exchange might have some overpriced talaxians
    C-store DR pack can provide you some VR talaxians
    DR story line, has 1 freebie hierarchy sci intel boff, provided upon completion
    10 spec points spent into intel specialization, allows you to train any boff into an intel boff [done thru R&D + boff trainer purchase of needed skills]

    Commander is just the rank so, promoting all of them to commander will suffice.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited March 2015
    Kinda puzzling setup. Doubling up on skills AND Reciprocity AND A2B, its not like you can cut cooldowns to zero. Even though I'm one of those weird people who likes single-A2B on escorts when appropriate, its totally unneeded on a Phantom. Drop the things you have two of and do a little rearranging, and you can add Ionic Turbulence and Override Subsystem Safeties and maybe free up that universal ensign for something like Polarize Hull or Sci Team. Drop the A2SIF to the Lt slot and you can add EPTW for the damage boost and extra energy. Same ship more punch whats not to love?

    Speaking of energy, why the Flow Caps when you don't have any sort of drain? And conversely if you are going to keep the Flow Caps (and have gone to so much other trouble on this ship), why not get a Leech to put them to use? Its just kinda puzzling.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited March 2015
    Kinda puzzling setup. Doubling up on skills AND Reciprocity AND A2B, its not like you can cut cooldowns to zero. Even though I'm one of those weird people who likes single-A2B on escorts when appropriate, its totally unneeded on a Phantom. Drop the things you have two of and do a little rearranging, and you can add Ionic Turbulence and Override Subsystem Safeties and maybe free up that universal ensign for something like Polarize Hull or Sci Team. Drop the A2SIF to the Lt slot and you can add EPTW for the damage boost and extra energy. Same ship more punch whats not to love?

    Speaking of energy, why the Flow Caps when you don't have any sort of drain? And conversely if you are going to keep the Flow Caps (and have gone to so much other trouble on this ship), why not get a Leech to put them to use? Its just kinda puzzling.

    While true, reciprocity does keep taking chips away, even when those skills are put on gcd.

    But, it requires a lot of missing/dodging going on.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • duebartonduebarton Member Posts: 15 Arc User
    edited March 2015

    Do you have a good captains space skills ''settings'' for a phantom?

    I'm looking atm at Dahm's skills:
    http://www.stoacademy.com/tools/skillplanner/?build=dahmsskills_0

    but there are a few skills that does not match for a phantom such as threat control...
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