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Xeldore's xindi escort

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Xeldore, Thu 24 Jul, 2014 7:13 PM
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    #1
    Hi!
    I was thinking about this build:
    http://skillplanner.stoacademy.com/?...sxindiescort_0
    What u think?
    Should i cahnge modifiers on weapons? Should change tactical consoles to that boosts crit dmg?
    What u think about boff skils?
    With this build I'll probably should have 20% crit change 90% crit dmg ( Sad ) and 24.1% bonus acc.
    What set should get?
    Xeldore
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    #2
     –  Last edited by Arkainjel; Thu 24 Jul, 2014 8:17 PM.
    What about doff choices? What you can or plan to get will change what I say =)

    Genreally speaking though, you do not need acc for PvE as long you take the accurate trait. If you're about 20% crit, I'd go with CrtD weapons to boost your severity.

    I would consider dropping the tachyo in case you draw lots of aggro and swap places with the zero-point then use another -Th console of some sort. Flow caps seem to be the best bang for the buck past 99 so I'd get one of those. Once you let us know doffs, we can help you more.

    Ark

    EDIT: My 100th post!! Smile
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    #3
    Should i cahnge modifiers on weapons?
    That's a lot of torpedo spreads. Have you considered an APB1 instead? If you have 2 Zemok DOffs, that should sync your APO3 with CSV2, and APB1 with CSV1 (though I'm not 100% certain about that).

    Weapon Modifiers, we can't get away from [Dam] with Fleet weapons. [Acc] is good if you're trying to hit high defense targets (torpedoes and enemy players), but otherwise [CrtD] will give you more damage.

    [CrtD]x2 gives +40% crit damage, [CrtH]x2 gives +4% crit chance.
    If you have a base of 20% chance/90% severity, then that's a difference of 20% chance/130% severity vs 24% chance/90% severity. +26% vs +21.6%, we obviously do better with [CrtD]x2.

    Should change tactical consoles to that boosts crit dmg?
    You should always use Locators, because the Exploiters are objectively weaker in terms of what they grant. A Locator is worth 80% of a CrtH mod while an Exploiter is worth 40% of a CrtD mod. So it's not like the comparison of [CrtH] vs [CrtD], but [CrtH]x2 vs [CrtD]. More bang for your buck to get Locators.

    That Fleet science console doesn't really give you much, if you have 200 Lobi to spare you could grab the Bioneural Infusion Circuits for a rather nice boost to your Critical Severity.

    Although personally I've been moving away from torpedoes, and would swap out the torpedo for the Experimental Proton Weapon, the set's console for that Fleet science console, and a KCB for a turret. That gives 3% to crit, which has good synergy with AP weapons.

    This does lead to excess Tac Ens slots, but I don't like being so Tac heavy (which is probably why I don't qualify for 30k Tongue Out) and am unfamiliar with this sort of layout.

    I'd probably put an engineer in the universal for EPtW1 and EPtS1 (with 3 Damage Control Engineer DOffs for 100% uptime of each), DEM1 x2, and Aux2SIF2 ('cause I'm a survival-minded kind of guy). For the two Tacs, I'd run two Tac Teams, CSV1, CSV2, and APB3 with 3 Zemok DOffs so I could sync the APB with CSV, and DEM1 every other cycle.
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    #4
    :O forgot to change it xD i wanst thinking of using that
    Xeldore
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    #5
    Ty guys.
    now i need 1 more help

    IF some1 have good skill build for this , can you give me? pls
    for skill build:
    that is for dmg and that i wont be too squishy.
    Thanks
    Xeldore
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    #6
    IF some1 have good skill build for this , can you give me? pls
    for skill build:
    that is for dmg and that i wont be too squishy.
    Thanks
    Xeldore
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    #7
    Well, there's always this: http://redd.it/29mv9j

    @sarcasmdetector is one of the top players, so that should be a solid start. Tweak to taste (for example, I prefer no points in Threat Control, and maxing Structural Integrity).
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    #8
    Thanks Big Grin
    Xeldore
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    #9
    I was surprised but the +Th control does give a good boost to survivability.
    If you don't use a plasmonic, don't put anything into flow caps (your build link has a plasmonic in there so I'm assuming you plan to use it thus flow caps are good =) )
    If you don't have anything that would benefit from particle generators, don't put any points there either.
    I tend not to put many points into impulse thrusters...

    Those changes free up several points... just something to think about.

    Ark
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    #10
    Does Threat Control add to damage resistance magnitude like the hull skills, or is it an actual damage resistance % bonus?

    ...although I'm loathe to spend 500 Zen just for that.
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    #11
    this for nws:

    lt.uni:st1.tbr1
    com tac:tt1,ts1,csv2,apo3
    ensign tac:tt1
    lt com engi-epts1,et2, 3rd skill dont know what to use
    lt sci:he1, tbr1
    this good?
    what doffs would need?
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    #12
    bump fro above post .
    and what kit and modules are now best for tac captain?
    what space and ground traits are good to get?
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    #13
    this for nws:

    (lt.uni:st1.tbr1
    com tac:tt1,ts1,csv2,apo3
    ensign tac:tt1
    lt com engi-epts1,et2, 3rd skill dont know what to use
    lt sci:he1, tbr1
    this good?
    what doffs would need?) and (and what kit and modules are now best for tac captain?
    what space and ground traits are good to get? )
    bump
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    #14
    Your LtCdr Eng slot would be EPtW3, since you only have EPtS1. In that vein, you'd want three Damage Control Engineer DOffs so that you've have almost 100% uptime on those two abilities with just one copy.

    Dunno 'bout the rest of the build. Absolutely no clue about Tac Kit/Modules, as I'm an engineer.