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What to do with all those tactical skill slots...

francismarcfrancismarc Member Posts: 9 Arc User
edited May 2015 in The Academy
I'm running an escort, and these typically end up with a total of 7 total slots for tac boff skills, and I'm finding that I'm not sure how to use the 7th. A typical configuration would be:
  • 2 slots: tac team
  • 2 slots: Attack Pattern Beta (or Delta)
  • 2 slots: fire at will (or cannon scatter volley)

(You can tell I'm a new since I'm not using TLAs*...)

So... slot the 7th as attack pattern omega? But 2 copies of APB can alternate with each other (15s internal cooldown, 30s individual), so you don't *need* another attack pattern, and APO will always be on the shared cooldown with the APBs going one after the other.

Looking for suggestions, or just a plain schooling on the proper loadout for tac skills :-)

*TLA = Three Letter Acronym
Post edited by francismarc on

Comments

  • mrspidey2mrspidey2 Member Posts: 959 Arc User
    edited May 2015
    You could throw in torp spread if you run torps.

    If you only use cannons, CRF might be an idea for when you need single target dps on big enemies.

    Alternatively, you could equip a DBB and run BO.
    2bnb7apx.jpg
  • giliongilion Member Posts: 686 Arc User
    edited May 2015
    Do you use torpedoes? If you do you should try having High Yield II or III somewhere. Or depending on if you use cannons or beams you could use Rapid Fire or Beam Overload. If none of those appeal to you then ya, just have Attack Pattern Omega somewhere.
    _____________________________________________________
    Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend :D
  • corelogikcorelogik Member Posts: 1,039 Arc User
    edited May 2015
    Personally I run the following;

    APO x2, CRF x2, TS x2 and BO

    This allows me to keep a speed boost, tractor immunity, torpedo spread and increased cannon fire rate almost constantly.

    Been pretty effective for me.

    I've just started experimenting with APL on my DR in a pilot ship instead of one of the APO's,... we'll see how it goes.
    "Go play with your DPS in the corner, I don't care how big it is." ~ Me
    "There... are... four... lights!" ~Jean Luc Picard
  • revanindustriesrevanindustries Member Posts: 508 Arc User
    edited May 2015
    Being a Raider pilot until I hit 50 (then transferring over to the Hirogen Hunter) I've adopted Raider-style Tactics to it with very good success. I run a DBB, a Torp, and 2 DHCs fore, so my Tac slots for PVE look something like:

    Tac Team 1, Rapid Fire 1, Overload 3, Beta 3
    Tac Team 1, High Yield 2, Scatter Volley 2 (I only have 6 Tac slots on the Hunter, so I don't have this but would if I had the 7th).
  • edited May 2015
    This content has been removed.
  • tostrekkie7tostrekkie7 Member Posts: 50 Arc User
    edited May 2015
    If you're interested in opening up one Ensign Tac skill slot, drop one of the Tac Team skills. Now add 2 Purple or 2 Blue + 1 Green Conn Doffs.

    This will allow you to keep Tac Team running all the time without any global cool down and buff all your Attack Pattern skills. Will also give you another Eng Tac skill slot to work with too.
  • francismarcfrancismarc Member Posts: 9 Arc User
    edited May 2015
    Thanks for all the replys, they're most helpful. Even if some don't apply to my situation now, they may in the future when I try out different configurations. The situation I'm currently trying to 'solve' is my escort (Breen Plesh Brek Heavy Raider) vs. a single D'deridix battlecruiser. I found that I can't stay close enough to it (and in arc) for DHCs to be effective, so switched to beams, so for this it seems that the suggestion of slotting a BO is appropriate. However, this suggestion caught my eye:
    corelogik wrote: »
    Personally I run the following;

    APO x2, CRF x2, TS x2 and BO

    This allows me to keep a speed boost, tractor immunity, torpedo spread and increased cannon fire rate almost constantly.

    ...

    When fighting the D'deridex tractor beams are definitely a concern, so tractor immunity is good. So, do I take it that you run *three* Zemoks to reduce your cooldown on APO? (2 = 42s cd on APO, 3=33s) Zemoks are a bit pricey, 75M - 100Mec each last I checked. That would do a number on my current account balance, but if it's worth it...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    The standard...

    X, X, X, X
    X, X, X

    something

    ...kind of BOFF layout, yeah?

    Where you're doing something along the following lines, right?

    TT1, APB1, FAW3, ???
    TT1, APB1, FAW3


    A potential option there then would be...

    TT1, APB1, FAW3, APB3/APO3
    TT1, KLW2, FAW3


    ...where KLW is Kemocite-Laced Weaponry (a new Tac Lock Box ability).

    edit:
    Thanks for all the replys, they're most helpful. Even if some don't apply to my situation now, they may in the future when I try out different configurations. The situation I'm currently trying to 'solve' is my escort (Breen Plesh Brek Heavy Raider).../snip

    Ah, bit different there with knowing the particular ship...cause that's actually going to be the following BOFF layout:

    X, X, X, X
    X, X, X
    X, X
    X, X
    X


    With all sorts of things that can be done to deal with Tractor Beam issues then. And it can get pretty complex.
  • edited May 2015
    This content has been removed.
  • revanindustriesrevanindustries Member Posts: 508 Arc User
    edited May 2015
    Thanks for all the replys, they're most helpful. Even if some don't apply to my situation now, they may in the future when I try out different configurations. The situation I'm currently trying to 'solve' is my escort (Breen Plesh Brek Heavy Raider) vs. a single D'deridix battlecruiser. I found that I can't stay close enough to it (and in arc) for DHCs to be effective, so switched to beams, so for this it seems that the suggestion of slotting a BO is appropriate. However, this suggestion caught my eye:



    When fighting the D'deridex tractor beams are definitely a concern, so tractor immunity is good. So, do I take it that you run *three* Zemoks to reduce your cooldown on APO? (2 = 42s cd on APO, 3=33s) Zemoks are a bit pricey, 75M - 100Mec each last I checked. That would do a number on my current account balance, but if it's worth it...

    Aha, the Plesh Brek. Now that's something I have experience with. I can offer you some build advice for that. First off, I'd probably demote the LtC Tac down to a Lt, and do something along the lines of:

    Tac Team 1, Rapid 1, Over 3 (DOffed), Omega 3
    Eng Team 1, Aux2Damp 1 (Doffed), EPTW3
    Tac Team 1, High Yield 2
    Hazards 1, Sci Team 2 (or vice versa)
    EPTS1

    Alternatively, switch the Sci and Eng and add Resonance Beam 2

    That's what I've run on my Brek in the past with very great success.
  • jerichoredoranjerichoredoran Member Posts: 195 Arc User
    edited May 2015
    If you want to run 7 tac slots here is one taking your tractor beam problem into account:
    TT, APB1, FAW3
    TT, FAW2, APO1, APO3
    This gives you an APO every second cycle, or put in a third APO to have it every cycle. It works without a Zemok for FAW cycles (20s) but not cannon cycles (15s).

    With all that universal Boff stations you could also downgrade to 4/2 tac slots or even 4/1 (here 2 Conn Doffs for TT) and use other helpful abilities in the freed slots.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    I take back what I said about KLW/Kemocite Laced Weaponry...not because it's bad, but wow - the price when I bought it compared to what it is now...it's gotten extremely expensive.
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