STO Academy Forum

Full Version: Andorian Escorts
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5
So I did a respec, all energy weapons and no torps... also running 3 DHC, Quad Cannon and 3 Turrets. I am VERY impressed at my damage output.... Every encounter I went into this weekend, I would finished either 1st or 2nd... with purples as rewards. Not that that really means anything, but I'm throwing some damage around for sure.

Thanks for the direction guys, hopefully I can help out with something one day. Smile
hey guys,
I picked up this bundle today and i'm finding them quite fun so far so i though i'd share my thoughts.


I've not done much testing but so far my favorite is probably the Charal, the reduction in damage over the Kumari does not seem to be too extensive but the added survivability is quite noticeable imo.
however, i've mostly played with the Kumari so i'll focus on that...

I've set my character up for burst damage, and in the Kumari with the 3 andorian consoles i was able score a rather silly ~100,000dps (for a few seconds) if you wait for the proper moment to fire. Odds are you could actually do much more than that as my character only got to level 50 today and has less than ideal equipment. so if you like to blow up things instantly, it seems like a good choice.

Its bridge layout seems a little strange to me however. i just don't need that many tactical slots. something must be off when are are trying to fill space with the least worst option rather than with something you actually need right?

Also, i suspect they may be better off without any of the Andorian consoles and thats a shame.
the wing cannon overload is glorious, but after giving you one insane shot you now have a worthless console for 2 minutes while it recharges. In addition, the core breach of the ship you demolish with it tends to take out my wing platforms - while i'm sure better flying on my part will prevent this some of the time, it can't always be avoided in chaotic moments or if they run into a torp spread - leaving you with another worthless console while you wait for cooldowns. the third console i'm not sure is any good to begin with. the damage to shields is nice but when you have 5 forward weapons and possibly BO3 its contribution seems minimal, especially when you could have another console in its place.

so as far as i can tell, the choice is;

A) play with 3 less consoles than normal in order to (sometimes) have 'wing cannon synergy' (enormous damage, huge fun, paper defense)
B) put the universal consoles in the tactical slots (defeating the purpose of the Kumari?) ( look i has 5 guns lol)
C) replace them with 2-3 other consoles with constant effects. ( very high damage, quite fun, some defense)


it seems to me that option C is the clear winner but it impacts on the fun.



I love the Kumari in fleet STF's, when i'm not being shot at i can fly around doing preposterous damage and its fun. but when i pugged it the borg focused me and i died, alot. a fun ship no doubt but i can't make sense of it. The Charal seems to work better but its slightly less fun and i've yet to play enough of the Khyzon to comment. they seem better balanced but will suffer from the same problems if you use the console set.


what do you guys think?


(note: most of you here know more than I, so please correct me if i'm wrong Smile actually, i hope i am because the full set is so much fun, i just don't think its worth it)

Regards


- Will
I've heard a lot about the cooldowns - but it needs to be balanced a little. If it was, say, 30 second cooldown then it would be just too crazy.
Hey all, I posted a build for my all-torps Kumari. I used the all-phasers variant for a while and with 5 phaser tac consoles it does certainly do insane DPS, but I enjoy watching torp spreads fly more than the pew pews. This also lets you get rid of the cannon-specific consoles and you can run more armor and/or shielding this way. I didn't, because I chose to put more rare consoles on to up my crit chance Big Grin

http://skillplanner.stoacademy.com/?buil...umari_3155


When the cluster torps hit everything dies, basically. Especially with crits. And I don't have to worry about shields because of the TP torps as well. I will say this build works even better in a team setting though because other people can drop shields for me, which only increases my damage output. I also have 3 purple Doffs that each give 20% chance to lower torpedo reload 5sec, and this works with the cluster torps I was happy to find out. I believe this can potentially proc 3 times on one torp (only applicable to the clusters since the regular ones have a short charge anyhow).

TacPaddy

Using the Breen Absolute Zero Space Set to further increasing your Transphasic Projectile Damage was a clever move. Kudos.
This Build is in interesting concept to counter the klingon Torpedo B'rel variant. However, the lack of a Cloaking Device may render you vulnerable.
This reminds, that I wanted to test something similar on my Fleet Tactical Escort Retrofit, as I have a Cloaking Device for it.
I just wish the Fleet Tac had a combat cloak... That ship would be deadly.
If you buy the tac escort with the cloak, the fleet version only costs one fleet module--sure, you'll end up paying $30 for the ship, but you get the best of all worlds. And you can find that extra fleet module on the exchange--last night I think they were around 8 million ec.
Yea, I have the cloak console... I just wish we, as feds, could use the combat cloak as the bird of prey does. If we could, this ship would be even more deadly than it already is Smile
I was playing with the Penghu today (wanted to try to get the power levels as tasty as on my Chimera) and I was loving the Battle Cloak that it has! Can be a trouble, though, if fire is coming in and hits as the shield drops.

But back on topic, I've seen some amazing Andorian Escorts in STFs, really dishing it out. On something like CSE guarding the Kang, when things aren't shooting back - the captain just opens all the nozzles and sprays pain on to the BoPs and Raptors. Awesomes.
(04-25-2013, 08:13 AM)TacPaddy Wrote: [ -> ]Using the Breen Absolute Zero Space Set to further increasing your Transphasic Projectile Damage was a clever move. Kudos.
This Build is in interesting concept to counter the klingon Torpedo B'rel variant. However, the lack of a Cloaking Device may render you vulnerable.
This reminds, that I wanted to test something similar on my Fleet Tactical Escort Retrofit, as I have a Cloaking Device for it.
Thanks. Honestly I don't think the cloak is worth the loss of a console slot since it isn't battle cloak. Even then, it's still a console slot loss on a Fed character unless they rework it somehow. I prefer to spec towards pure mega damage on this ship and also try to run a few escape buffs so that I can fly in, drop the packages, and run away at top speed while the torps fly. I'm pretty sure this would get torched in PVP though.

I did a similar build with plasmas which was also pretty effective. The downside with using lots of plasma torps is that High Yield Torpedo makes Plasma into a destructible slow-moving projectile, whereas Transphasic fires a salvo. I think I prefer the salvo in terms of guaranteed damage, although High Yield with Plasma does have a much larger AOE for bunched-up enemies. This build was on my Jem'Hadar Dreadnought so all of the little baby JH attack ships using Antiproton Sweep made this torp build a LOT more effective.
Pages: 1 2 3 4 5