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Kumari Escort build help

Started By:
Toby, Fri 01 Aug, 2014 2:50 PM
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    #1
    I'm looking for some advice on building a better escort. I have been solo for too long and I'm more than likely doing it wrong. I do have the three ships to complete the wing cannon set. I'm looking for advice on everything down my captain skill tree (tactical).

    Sent from my SCH-I545 using Tapatalk
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    #2
    Build follows typical escort template. DHCs with 1 torp front, 360 arrays/turrets rear but you could do many other things too.
    Lots of options for defl, shield, core, and engines depending on what you want or need and how you fly...
    Boffs and doffs are the tricker points but even there, they follow a basic template.

    Before I, and anyone else, give you suggestions, it'd be easier if you gave us more information. You kind of left us with nothing but a blank canvas to work with... I can turn that ship into a tank, a cannon monster, a beamscort, or a healer. Granted, it would only excel at DPS roles given it has 3 tactical boff seats Smile

    Please visit this link http://www.stoacademy.com/tools/skillplanner/ and input your setup currently and do not forget to include doffs in either the notes or description tab. Additionally, please describe your playstyle, what you want to achieve, what's your budget etc.

    Ark
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    #3
    I didn't even think beamscort was an option. What would be the pros and cons of that? Only thing I can think is the sub system targeting skill and that it wouldn't be viable with this ships wing cannon set bonus.

    I've been doing the typical cannon and turret. I will try to piece together what Frankenstein of a build I've done. It just takes time doing it on a phone.

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    #4
    As far as I know, the downside of a beamscort is that you're kind of fragile and can easily get in over your head with FAW. The advantage is that FAW with beams gives higher DPS than DHCs/Turrets, and you can easily position yourself (to closer than 3k) due to your agility - which also increases your DPS, by lowering your downtime between combat and reducing the times you're not firing at optimal range.
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    #5
    Pros of beams is more DPS since you can shoot at lots of things all around you. Cons are your single target burst DPS is lower.

    I wouldn't use the wing cannon set at all... no pros except that you run a unique setup
    cons - loss of DPS/survivability

    Oh just wait until you get home to post the build.
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    #6
    Here is the current build.
    http://www.stoacademy.com/tools/skil...ortprototype_0

    I know it needs work. Like switching all the cannons and turrets to one type.

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    #7
    First I'd choose one energy type, like you said. I'd also work to get some reputation up depending on the equipment you want to use (shield, core etc)

    For a DPS oriented build, the eng slots are ripe for universal consoles - assimilated module, zero-point and plasmonic. The sci slots could be used for -Th of some sort, depending on what weapons you decided on using (-Th +Plasma if you choose romulan plasma, -Th flow caps if you get a plasmonic or -Th Emitters if you need more shield heals). Tac consoles are all for locators in the energy type you want.

    Boff-wise... you never need more than tactical team 1. For PvE you want AoE type abilities so CSV/BFAW and TS. For PvP the single target ones are preffered so CRF/BO and HY. Pick one or the other, not both. Beam target anything are probably the second worst skill in the game. Now you have 2 shield heals and 1 hull heal - OK but you really need HE to clear plasma burns. So this is where you could go like 10 different ways and it really depends on what works for you. I'm going to leave probably my 2 favorite, in the order I would do it.

    Uni Sci - HE1, TSS2
    Ensign Eng - EPtW1 or EPtS1 (depending on if you die a lot) --> you'd want 3x DCE's to bring their uptime to 100% most of the time

    OR

    Uni Eng - EPtS1, EPtW2 (you give up HE which isnt ideal but you could manage) (or stick with either shields or weapons and not not 3x DCE's and just cycle them since you have 2 copies)
    Ensign Eng - ET

    Now we're left with choosing Tac abilities and the following is budget:

    Cmdr Tac - TT, TS2, CSV2, APO3
    Lt Cmdr Tac - TS1, APB1, APB2
    Lt Tac - TT, CSV1

    Expensive: You need 2x Zemoks to bring attack pattern CD's to use them in conjunction with CSV.

    Cmdr Tac - TT, TS2, CSV2, APO3
    Lt Cmdr Tac - open, CSV2, APB2 (there is nothing useful to put here. if you have inspirational leader you could use target engines to help proc it but the actual tac ability itself is useless to you with canons)
    Lt Tac - TT, TS2

    Try some of the boff/doff changes, parse it, work on getting fleet gear and reputation gear, re-parse Wink

    Good luck!
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    #8
    After you said the set bonus was worthless for the ship. I Fletcher like I derped for spending the Zen on it. Ill just throw those in the eng consoles there until I get my rep up and get the other sets.

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