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T5 4x3 escort class question

I have 3 polaron dual heavy cannons, and one transphasic torpedo

3 tetyron turrets

I like cannons, should I keep the torpedo?

Also regarding damage types, us there a link somewhere that talks about damage types? Ex: phased polaron???? Is that exotic damage, what does polaron do, what do phasers do etc...

What is a good damage type to run on escorts?


Thanks
Don't think Harley, just shoot dammit.

Comments

  • dakkadalekdakkadalek Member Posts: 2 Arc User
    I'm mostly noobish myself, but I really like my cannons on my T5 escort too. Currently only have two turrets on the aft end, because I absolutely love my tractor mines. They really help when you wanna chew on someone after a pass, or get a little distance.
  • salazarrazesalazarraze Member Posts: 3,794 Arc User
    edited September 2016
    Base weapon damage is the same for every damage type. The difference is in the procs. Here's the ones worth considering

    Antiproton: 20% CrtD bonus - Good against everything
    Disruptor: 2.5% chance to to lower damage resistance by 10% - Good proc and really shines against large HP enemies
    Plasma: 2.5% chance to deal additional shield penetrating plasma burn damage - Decent. Also shines against large HP enemies
    Polaron: 2.5% chance to drain power from your enemy - Decent if you really, REALLY focus on maximizing it. Not easy to do.
    Tetryon: 2.5% chance to deal additional shield damage - Junk
    Phaser: 2.5% chance to disable a subsystem (example: weapons) for 2 seconds - Junk

    Unless you're RPing, I would always suggest Antiproton or Disruptors. Plasma is decent too but doesn't have the same benefits from certain rep sets available on PC. If it's available, Romulan Plasma rep store weapons may be a very good option for you considering that there's no crafting on console right now.
    Post edited by salazarraze on
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    Also, one shouldnt mix energy weapon types. Use one and have all your tac consoles buff that type, youll get better damage that way.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    Well, ever since the advent of the Fleet Spire TAC Consoles, "going rainbow" with your energy weapons or kinetic weapons was fine. The regular generic +cannon / beam / torpedo / mine damage TAC Consoles had a very low damage bonus. The Fleet Spire versions of those have the bonus just barely shy of the dedicated ones.

    OP, as for ditching the torps and focusing on your cannons? Yes, ditch the torps. To get anything worthwhile out of torpedoes, you need to specialize into it to a degree. Ditch that and get other skillboxes to do better. You get to dedicate and fully specialize your cannon efficiency. You can ditch skills dedicated to torpedoes that do nothing for your cannons. You can ditch any console slots dedicated to torpedoes for more cannon oriented ones, or other aspects to improve your ship. Ditch the torpedo so you can stuff in a DHC or something for more Pew-Pew.
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  • dakkadalekdakkadalek Member Posts: 2 Arc User
    I'd been kind of wondering about ditching my own torp launcher for more cannons myself, so interested to see more responses myself. While I do like my ability to scatter-shot gatling torps, and having that one thing that feels like I get a bit of extra burst-punch, once I have a little more stability to get the guns I want, I think I will spec into going all out cannons. (With my two rear mounted turrets, because I dont plan to face directly away from something if I can avoid it.)
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Well, ever since the advent of the Fleet Spire TAC Consoles, "going rainbow" with your energy weapons or kinetic weapons was fine. The regular generic +cannon / beam / torpedo / mine damage TAC Consoles had a very low damage bonus. The Fleet Spire versions of those have the bonus just barely shy of the dedicated ones.

    OP, as for ditching the torps and focusing on your cannons? Yes, ditch the torps. To get anything worthwhile out of torpedoes, you need to specialize into it to a degree. Ditch that and get other skillboxes to do better. You get to dedicate and fully specialize your cannon efficiency. You can ditch skills dedicated to torpedoes that do nothing for your cannons. You can ditch any console slots dedicated to torpedoes for more cannon oriented ones, or other aspects to improve your ship. Ditch the torpedo so you can stuff in a DHC or something for more Pew-Pew.

    I kinda disagree. Aboard an Escort, you have a ton of tactical skills. If you don't put in a single torpedo launcher or a single dual beam bank with those cannons, you basically will end up without the ability to use all those slots.

    Now, maybe at Tier 6 he has a decent hybrid seat that makes this not a problem. But I think even then you will have trouble finding stuff that still etches out some extra damage in all of this.

    It's not difficult to make a single torpedo launcher useful. Take Torpedo Spread and take a decent speciality torpedo. Quantum Phase (Sunrise mission reward, get at least the two-set), Neutronic (Delta Rep) or Withering Torpedo (Terran Rep) would be good picks. You don't need any tactical consoles to make these torpedoes useful, either, so you can still focus to buff your energy weapons.
    If you prefer an all-energy build - Beam Overload III + a single DBB can work great.


    That said - a 4 DHC + 3 Turret build is certainly easy to make and going to be effective.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2016
    I kinda disagree. Aboard an Escort, you have a ton of tactical skills. If you don't put in a single torpedo launcher or a single dual beam bank with those cannons, you basically will end up without the ability to use all those slots.

    Now, maybe at Tier 6 he has a decent hybrid seat that makes this not a problem. But I think even then you will have trouble finding stuff that still etches out some extra damage in all of this.

    It's not difficult to make a single torpedo launcher useful. Take Torpedo Spread and take a decent speciality torpedo. Quantum Phase (Sunrise mission reward, get at least the two-set), Neutronic (Delta Rep) or Withering Torpedo (Terran Rep) would be good picks. You don't need any tactical consoles to make these torpedoes useful, either, so you can still focus to buff your energy weapons.
    If you prefer an all-energy build - Beam Overload III + a single DBB can work great.


    That said - a 4 DHC + 3 Turret build is certainly easy to make and going to be effective.

    totally agree with your assessment. I'd like to add, that if you skill your character more towards TAC, you kind of need to invest into those torp skills to reach max TAC (if that is desired)

    also mixing energy types has no real benefit to make up for the dmg loss (though smaller now due to spire consoles). If the net gain is greater than the loss, sure...but I can't see that happening, honestly.
    I have the gravimetric torp+console from the voth expansion, for the 3% crtH (and 26,6% torp dmg) on my a fed character build, since this faction is notoriously short on crtH.
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  • sylveriareldensylveriarelden Member Posts: 531 Arc User
    Agree with not utilizing torps on escort. It's very handy for massive amounts of kinetic damage once you've peeled away shields, and I also include at least one Beam Array to utilize the arc when making passes at a target.

    Also IMO a turret for the rear is essential because it allows you to put persistent damage on a target no matter what your facing. Omni beam arrays work well in this sort of scenario. If using disruptors you're going to be a real pest to the target applying disruption to it, but AP is also good damage- I can't really think of one good reason for mixing damage types. Usually you're gimping your ability to apply consistent effects or damage to a target when you do this.
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited September 2016
    Agree with not utilizing torps on escort. It's very handy for massive amounts of kinetic damage once you've peeled away shields, and I also include at least one Beam Array to utilize the arc when making passes at a target.

    Also IMO a turret for the rear is essential because it allows you to put persistent damage on a target no matter what your facing. Omni beam arrays work well in this sort of scenario. If using disruptors you're going to be a real pest to the target applying disruption to it, but AP is also good damage- I can't really think of one good reason for mixing damage types. Usually you're gimping your ability to apply consistent effects or damage to a target when you do this.

    No, I think you only pick either one other weapon in addition to the DHC/Turrets. Either a single dual beam bank with beam overload, or a single torpedo launcher with torpedo spread. Lately I am definitely leaning towards the torpedo - single target damage is not very important in PVE.
    Omni-Beams don't benefit from Cannon Scatter Volley (or Cannon Rapid Fire), so they are not a good fit, neither in the front or the back.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • fiberteksyfirfiberteksyfir Member Posts: 1,207 Arc User
    General rule if ypu use dbbs up front .. use omnis aft so they all benefit from bfaw/bol.. if you use dhc's up front then use turrets aft for csv or crf
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited September 2016
    General rule if ypu use dbbs up front .. use omnis aft so they all benefit from bfaw/bol.. if you use dhc's up front then use turrets aft for csv or crf

    Beam Overload buffs only a single beam attack. And you don't want that by accident to be one of the Omni-Beams, because the Omni-Beams deal less damage than the dual beam banks with bem overload.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • baudlbaudl Member Posts: 4,060 Arc User
    choosing Anti Proton as a weapon type is tricky for Starfleet and KDF, not a lot of base crtH going around with those factions...or at least harder to get bye. If I'm not mistaken, only tac boffs on KDF and Starfleet side can get superior operative as a space trait.
    If you can't get above 20% crtH don't bother with AP, I'd even go as far and say 30% crtH should be mandatory to make it work nicely. This makes it almost useless for ships with limited tac console slots, and only 1 tac boff seat.
    So AP is a good energy weapon type, if the crtH is high enough.
    Go pro or go home
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  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    I have 3 polaron dual heavy cannons, and one transphasic torpedo
    ...

    Also regarding damage types, us there a link somewhere that talks about damage types? Ex: phased polaron???? Is that exotic damage, what does polaron do, what do phasers do etc...

    What is a good damage type to run on escorts?


    Thanks
    Already answered elsewhere in this thread but heres a wiki link with pictures :pensive:

    https://sto.gamepedia.com/Damage_type

    Drain Expertise affects the severity of the drain on Polaron and Tetryon Procs. High enough Drain expertise means you can wipe out the subsystem numbers for 3 out of 4 subsystems on most ships..ALso helps when using Plasmotic leech, Neutronic Torps subsytem drain and other stuff..
    https://sto.gamepedia.com/Skill:_Drain_Expertise


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  • ltminnsltminns Member Posts: 12,572 Arc User
    Many of my Characters, Science especially, have a Mk XIV UR Breen Cluster Torpedo in the aft. Letting one of those loose on a pack of whatevers balled up by GW III as you go by is very sweet. When that Crits you have 10 3-5k blasts with 20% Bonus bleedthrough with a whole lotta hurtin' going on.

    My Temporal Recruit and another Federation Science Character use the Kelvin Photon up front. That puts out a lot of firepower quickly especially with TS III.

    I do love using Torps on my Science Characters.
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