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Question about kar'fi carrier

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2012 in Klingon Discussion
Hope i spelt that right but i was just wondering

1)Is eng class a good choice to pilot one of these?

2)Or am i better off as a tac captain in one of these?

Thank you in advance for any help or info you can give me.
Also my goal overall is to tank/dps with my fighters And help my team overall.
I have googled and searched like crazy but everything i found was kinda old.
So if anyone has any advice on this subject with how the game currently is thanks again.
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    cfaith06 wrote: »
    Hope i spelt that right but i was just wondering

    1)Is eng class a good choice to pilot one of these?

    2)Or am i better off as a tac captain in one of these?

    Thank you in advance for any help or info you can give me.
    Also my goal overall is to tank/dps with my fighters And help my team overall.
    I have googled and searched like crazy but everything i found was kinda old.
    So if anyone has any advice on this subject with how the game currently is thanks again.

    Any Officer type can do well, you just have to find the right BOFF configuration that works for your playstyle.

    And Engineering Officer can make a hell of a tank, while a Tactical Officer can make a hell of a bang. Up to you to figure it out.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Ok i see but can a eng make just as good of a bang in it?
    Not looking to be top dps with it or anything i just dont want to be useless in it.
    Thank btw for the input.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    You can make nearly as good a bang with it, but through your fighters. Make sure you use fighters with torpedoes (My personal favorite is the Fer'Jai Frigates), and pump your aux up, for launch times, and any other specialty skills, like Gravity Well, and other such powers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Yay now that is the advice i have bin seeking thank you very much.
    I was unsure on a few things but that seems to help alot and clear up a few things running around in my head.
    Also i found a old thread about carrier and this is what it said.


    ''I prefer the Engineer in the Vor'quv because it greatly improves the Vor'quv's survivability with the latest wave of changes that were brought to the table. Science is a secondary choice because of it's debuffing capability and with Photonic Fleet it gives you a way to bring more pets to the table. Where as Tac is the least likely to be as good because of the fact that the Vor'quv relies so heavily on it's pets, the Tacs damage boosting capabilities aren't as useful. Still it has been shown that some Tacs can play the Vor'quv well with the right power combination, so it's really up to you. Where the Kar'fi is concerened, the Engineer helps to bring the Kar'fi much needed survivability and gives you more freedom to do more with your build. The Sci is still useful in the Kar'fi because it can bring those debuffs and control skills to the Kar'fi. And the Tac can actually be useful here because you can use it's Extra weapon slot, and more tactical bridge officer skills to boost it's damage out put. ''

    But that is a thread from 6/2011
    Does what he said there still apply to the game as it is currently?

    Also if anyone is interested i know its a old thread and guide but if you want a look at it here it is.

    http://forums.startrekonline.com/showthread.php?t=218265

    It seems there used to be a forum for carriers before and i found a lot of info here hope this can help out anyone else who may need some info.But i am not sure if it can apply to the game as it is today.

    http://forums.startrekonline.com/forumdisplay.php?f=164
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    The Kar'fi is my favorite ship. The best Kar'fi pilot I've seen is Amidoinitrite. He has a tac in it and has posted his build recently.

    I started with a sci, and leveled an engineer to put in it. After I got a little better I found myself not touching Miracle Worker very often, and started a tac to level and put in one.

    Then, yesterday the consoles went free-for-all. My biggest concern with a sci in a Karp is being unable to put a subnuc on target when you need it. With the subspace jump console that's no longer problem.

    The real synergy IMO for a tac is Go Down Fighting with the Phase Shift console. You can sit safely at low health for a brief time while phased and still shoot back.

    So, Sci if you pick up a +1 console, Eng until you're over your learning phase, Tac if you're pro.

    I have a few builds that I change out, but basically they're either drain bulids or damage builds. Drain builds use Energy Siphon or Tykens, The Breen bonus ability for 3 piece, or more rarely the 4 piece Borg, Siphon Pods, Target Subsystems, and as of yesterday, the Plasmonic Leech console. This can actually do fine sustained DPS once the buffs from the drains kick in, especially on an Eng, and can run more beams than would normally make sense.

    The damage build is pretty much what Amindoninitrite recommends, but for STFs I switch in 2 [Borg] DHCs because they're kind enough to stay in my front arc and I don't have enough [Borg] arrays.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Thx for that advice so yet again i feel i shall reroll as a tac and try it out hehe.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    cfaith06 wrote: »
    Hope i spelt that right but i was just wondering

    1)Is eng class a good choice to pilot one of these?

    2)Or am i better off as a tac captain in one of these?

    Thank you in advance for any help or info you can give me.
    Also my goal overall is to tank/dps with my fighters And help my team overall.
    I have googled and searched like crazy but everything i found was kinda old.
    So if anyone has any advice on this subject with how the game currently is thanks again.

    Honestly eng is the worst class for this. But that isn't a bad thing because it is one of the best ships in te game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I'm flattered RedRickey, thank you for the kind words. To the OP, I put my engi into a Kar-Fi to give it a try myself, ( yesterday) & Like Him, I went for a drain build in it. It's fun, but I'm still playing with it & will post my build when i find one that works to my satisfaction. The recent console changes have made me rethink all of my Kar-Fi builds, & opens up a plethora of options for this ship. When I find some real good ones I will post them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I'm flattered RedRickey, thank you for the kind words. To the OP, I put my engi into a Kar-Fi to give it a try myself, ( yesterday) & Like Him, I went for a drain build in it. It's fun, but I'm still playing with it & will post my build when i find one that works to my satisfaction. The recent console changes have made me rethink all of my Kar-Fi builds, & opens up a plethora of options for this ship. When I find some real good ones I will post them.


    Yay i cant wait to see your build.And thank you everyone for the great help and info.As for eng i just cant get into it i always played a tac in a cruiser.But i am new to the whole carrier thing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    My build before the console changes
    I fly this build with tac & Sci captains. It's for DPS. again, an engi won't get as much ummph out of it as either other class, but it will still out DPS an engi cruiser.
    About the only difference i'm doing atm for my engi is running power siphon 2 &3 in my Top Sci slots, & polaron beams instead of AP. But this will give you a basic idea.
    I'm also now running the borg deflector, & KHG shields & engines. Having 2 pieces of the borg set gives a good hull heal proc, & the 2 piece KHG set bonus is nice also.
    I'll post more P2W console builds/strategies in a few days
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    You are so awesome thank you so much.This will help a lot and i am sure it will help a lot of other people also.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    RedRicky wrote: »
    The Kar'fi is my favorite ship. The best Kar'fi pilot I've seen is Amidoinitrite. He has a tac in it and has posted his build recently.

    I started with a sci, and leveled an engineer to put in it. After I got a little better I found myself not touching Miracle Worker very often, and started a tac to level and put in one.

    Then, yesterday the consoles went free-for-all. My biggest concern with a sci in a Karp is being unable to put a subnuc on target when you need it. With the subspace jump console that's no longer problem.

    The real synergy IMO for a tac is Go Down Fighting with the Phase Shift console. You can sit safely at low health for a brief time while phased and still shoot back.

    So, Sci if you pick up a +1 console, Eng until you're over your learning phase, Tac if you're pro.

    I have a few builds that I change out, but basically they're either drain bulids or damage builds. Drain builds use Energy Siphon or Tykens, The Breen bonus ability for 3 piece, or more rarely the 4 piece Borg, Siphon Pods, Target Subsystems, and as of yesterday, the Plasmonic Leech console. This can actually do fine sustained DPS once the buffs from the drains kick in, especially on an Eng, and can run more beams than would normally make sense.

    The damage build is pretty much what Amindoninitrite recommends, but for STFs I switch in 2 [Borg] DHCs because they're kind enough to stay in my front arc and I don't have enough [Borg] arrays.

    Having access to the Sub Space Jump Console makes both Carriers that much more deadly.

    Now you’ll always have a can’t miss setup to the Carriers best combos.

    You can launch all your deployable at your target from 15k out and let them close on your target and then get yourself into jump range and put yourself behind the target.

    Launch + Jump + GW3 or TR3

    I mean the possibilities are endless now that you have a sure fire way to get a target into your firing arc and park yourself in your targets more than likely weakest firing arc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I'm waiting for the devs to fix the barrier generator console,( It's still only allowing itself to be equipped in sci vessals ATM) When its fixed I'm thinking hit your target with theta, drop a barrier as you overrun in front of the target, then jump to the targets rear & light em up.
    Using power siphon drones, the leach & aceton assimilator consoles, my power drain Karp is doing pretty good also. :D I'm still grinding STF's on that toon to get 2 pieces of the omega set to go with that build.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I'm waiting for the devs to fix the barrier generator console,( It's still only allowing itself to be equipped in sci vessals ATM) When its fixed I'm thinking hit your target with theta, drop a barrier as you overrun in front of the target, then jump to the targets rear & light em up.
    Using power siphon drones, the leach & aceton assimilator consoles, my power drain Karp is doing pretty good also. :D I'm still grinding STF's on that toon to get 2 pieces of the omega set to go with that build.

    Fix is in the pipeline. I bugged Geko about that Friday after discovering I couldn't put it on my Kar'fi. :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Sub Space Jump Console? I did not know there was such a thing i will check the cstore to find the ship it comes with.Thx for the info yet again.And a big thx to Heretic for getting things done i hope lol.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Heretic wrote:
    Fix is in the pipeline. I bugged Geko about that Friday after discovering I couldn't put it on my Kar'fi. :cool:
    Kewl :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Which ship does the Jump console come with?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Which ship does the Jump console come with?
    Ki'tang Bird-of-Prey Refit from the cstore.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    0Gambit0 wrote: »
    Having access to the Sub Space Jump Console makes both Carriers that much more deadly.

    Now you’ll always have a can’t miss setup to the Carriers best combos.

    You can launch all your deployable at your target from 15k out and let them close on your target and then get yourself into jump range and put yourself behind the target.

    Launch + Jump + GW3 or TR3

    I mean the possibilities are endless now that you have a sure fire way to get a target into your firing arc and park yourself in your targets more than likely weakest firing arc.
    Also thank you 0Gambit0 That extra info you gave will help out even more people i bet.I know for myself i will invest in getting that subspace jump console.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    cfaith06 wrote: »
    Also thank you 0Gambit0 That extra info you gave will help out even more people i bet.I know for myself i will invest in getting that subspace jump console.

    Your quite welcome :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    cfaith06 wrote: »
    Ki'tang Bird-of-Prey Refit from the cstore.

    Thanks... I might buy that one :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    do the syphen drones work well on the karfi i was considering getting them for the stf's
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    jpf wrote: »
    do the syphen drones work well on the karfi i was considering getting them for the stf's

    I have a drain Kar-Fi I've been playing with, but when i run STF's i switch the power siphon drones for a frigate ( for the Aceton beam they use) and s'kul fighters.
    They are more useful on more targets than the siphon drones. About the only thing the siphons are useful for imo is the cubes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I have a drain Kar-Fi I've been playing with, but when i run STF's i switch the power siphon drones for a frigate ( for the Aceton beam they use) and s'kul fighters.
    They are more useful on more targets than the siphon drones. About the only thing the siphons are useful for imo is the cubes.

    I will have to try that thank you for the info.But atm i kinda ran into the guramba and i gotta say im having fun with it also.So most likely ill be switching between the two.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Staran wrote: »
    Honestly eng is the worst class for this. But that isn't a bad thing because it is one of the best ships in te game.
    Well proven point, or rather not at all. Could you be more specific why you think that?
    Doesnt the Engi make the Kafi a pretty round ship, with good dmg and survivability?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Simply put, the karfi has a survivability problem.
    Your tac abilities and 4 forward weapons give you too much agro.
    You will be tanking more than you want to so you will, in your sci abilities, have ph, he, and sci team.
    Your eng abilities you can use either or emp2shield or eng team.
    But that isnt enough to keep you alive especially in elite stf.
    The eng innate abilities are a great help and (for me) does put the fear of god into ever elite stf
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Staran wrote: »
    Simply put, the karfi has a survivability problem.
    Your tac abilities and 4 forward weapons give you too much agro.
    You will be tanking more than you want to so you will, in your sci abilities, have ph, he, and sci team.
    Your eng abilities you can use either or emp2shield or eng team.
    But that isnt enough to keep you alive especially in elite stf.
    The eng innate abilities are a great help and (for me) does put the fear of god into ever elite stf

    I’ve been using the Kar’Fi quite a bit lately with my Tactical Captain for Elite STFs and I’ve been able to keep myself alive for the most part by monitoring my distance to the target.

    I try keeping myself at 9.6 k from the more damaging targets and I get through most elite STFs without getting popped once.

    The NPC tend to Argo the targets that are closest to them 1st and if I’m not taking any fire I’ll throw my heals on team mates that are.

    You can also try using skills like Tractor Beam Repulsors to push off things that are getting too close to you.

    The Kar’Fi at times seems just has squishy has and escort and if you’re not careful you can be taken out in a blink.

    The biggest heal that the Kar’Fi can pack is Hazard 3 and unless you’re running high Aux you won’t get much out of it.

    I’m running Hazard 3 and ASIF1 for my hull heals and TT1, ST1, EPTS1 and TSS2 for my shield heals and at times it not near enough.

    On a Side Note:

    I’ve been testing my Vo’Quv off and on and it seems that the fix for the BOP AI was put in; they seem somewhat more responsive now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Staran wrote: »
    Simply put, the karfi has a survivability problem.
    Your tac abilities and 4 forward weapons give you too much agro.
    You will be tanking more than you want to so you will, in your sci abilities, have ph, he, and sci team.
    Your eng abilities you can use either or emp2shield or eng team.
    But that isnt enough to keep you alive especially in elite stf.
    The eng innate abilities are a great help and (for me) does put the fear of god into ever elite stf

    Doesnt that completely contradict the first post? ["Eng is the worst" ] I don't mean to be a di... just want to understand what you really mean. Because Iam trying to make up my mind if either my Eng/Sci/Tac gets a Kar'Fi.

    Also I'd be interested in how you guys skill your Carrier captains?

    For instance is it worth it to spec into "Driver Coil" for the hangar launched pets, either fighters or drones?
    It says the skill improves em but not how and I cant find a thread about pet stats so far.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    MelkorX wrote:
    Doesnt that completely contradict the first post? ["Eng is the worst" ] I don't mean to be a di... just want to understand what you really mean. Because Iam trying to make up my mind if either my Eng/Sci/Tac gets a Kar'Fi.

    Also I'd be interested in how you guys skill your Carrier captains?

    For instance is it worth it to spec into "Driver Coil" for the hangar launched pets, either fighters or drones?
    It says the skill improves em but not how and I cant find a thread about pet stats so far.

    No. On the surface an eng is a bad class because you have very little boff eng abilities. So being an eng doesn't complement your abilities as much as you would want. That is the minimally observing approach.

    But looking at timers and survivability it is a lot more valued
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    "because you have very little boff eng abilities "
    > But since you dont get a bonus on boff abilites of the same profession as the player does that matter at all?
    The Only real synergiies i can find are between tac boff abilities and Tac Player abilites to enhance dmg to a sort of alpha strike capability and maybe to reduce CD, though reduced cooldown ofcourse improves all Boff abilites.
    Or is there some passive bonus an Eng gets on Eng Boff abilites Iam not aware of?

    I think your final point there fits a lot better, that Eng diminishes a weakness of the carrier.
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