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Fleet Defiant retrofit seems weak.

redz4twredz4tw Member Posts: 3
edited October 2013 in Federation Discussion
So my fleet recommended that ship as I wanted to get more into PvP, but ships of the line are crushing me like I'm a ant, which is how it should be but super annoying as I spent 30 dollars to outfit the ship. My build is:
Fore Weapons: 3x Elite Fleet Mk XII Dual Heavy Tetyron Cannons, 1 quantum torpedo launcher Mk XII
Aft Weapons: 2x Quantum Topedo Launchers Mk XII, 1 Mk XI Tetyron Turret
Shield Array: Covariant Shield Array Mk XII [Cap]x2
Engineering Consoles: 3x Elite Fleet Neutronium Alloy
Science: Field Generators Mk XI
Tac: 4x Tetyron Pulse Generators, 1 Quantum Point Detonations or whatever boosts quantum damage.
Post edited by Unknown User on
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Comments

  • ocp001ocp001 Member Posts: 0 Arc User
    edited October 2013
    Well, as a pvp'r since beta, I can say with some certainty that your gear is more or less sub optimal. Second what bridge officer powers are you using?

    What I would suggest first off is to give us more details on your setup, then go to the. PvP forum and checkout PvP bootcamp, and read Dontdrunkimshoots ship build thread.

    Those two souces will give you a ton of information and base builds for putting together a pheominal ship. Also join the organized pvp and ask for some suggestions. I'll post a build when I am not on my phone later.
  • lterlter Member Posts: 0 Arc User
    edited October 2013
    90% of survivability issues have more to do with boffs abilities (what you have and how you use it) than with equipment (which is excesively focused in resistance, in fact, 3 neutroniums and 3 field gens?) except for your shields, never use covariant, go resilient. And elite fleet adaptative resilient, when you have the chance.

    So I guess your boff arent well setted up, and maybe neither your doffs.

    Edit: And also mind that your main source of resistance is your movement defense, aka evasion or avoidance, that's it, move and try to spec a little in skills like inertial dampers and some boff/doff set ups that can help you avoiding being hold.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited October 2013
    redz4tw wrote: »
    So my fleet recommended that ship as I wanted to get more into PvP, but ships of the line are crushing me like I'm a ant, which is how it should be but super annoying as I spent 30 dollars to outfit the ship. My build is:
    Fore Weapons: 3x Elite Fleet Mk XII Dual Heavy Tetyron Cannons, 1 quantum torpedo launcher Mk XII
    Aft Weapons: 2x Quantum Topedo Launchers Mk XII, 1 Mk XI Tetyron Turret
    Shield Array: Covariant Shield Array Mk XII [Cap]x2
    Engineering Consoles: 3x Elite Fleet Neutronium Alloy
    Science: Field Generators Mk XI
    Tac: 4x Tetyron Pulse Generators, 1 Quantum Point Detonations or whatever boosts quantum damage.

    Just because you "spent $30 to outfit the ship" does not mean you will be instantly successful in pvp

    Gear in this game although important takes a back seat to skill which in itself can only be gained through practice practice practice practice and more practice

    Second you need 5 energy boosting tactical consoles that's just a start

    Third using torpedoes in pvp is an art form so as it looks like your a beginner I would switch in a dual beam bank and go with beam overload it's much easier to execute

    Fourth as others have said we need to see your BOFF layout before we can go any further

    Oh and just as a side note pvp in this game requires a lot of patience time and money if your not willing to utilise all 3 of these then continue queuing for cure
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • edited October 2013
    This content has been removed.
  • stofskstofsk Member Posts: 1,744 Arc User
    edited October 2013
    Honestly though the Fleet Defiant is weak, and not justifiably so. It lacks the 10% bonus to shields and it has a completely useless tac ensign.

    It's almost enough to make me go the Fleet Patrol Escort over it, but that ship is uglier than sin. But it has the boff setup the Defiant should have (or the Sabre as well, for the same reason) and it has the 10% shields mod that it definitely should have.

    There is no reason for the Fleet Defiant to not have 10% extra shields when the Fleet Prommie gets it, as does the Fleet Dhelan - both of which are 5 tac console ships. Throw in a universal ensign and now you're cooking with gas.
  • red01999red01999 Member Posts: 0 Arc User
    edited October 2013
    I'm not much of a PvPer, but where did you get Elite Fleet Tetryon weapons of any sort? So far as I know, only Advanced Fleet Tetryons are available. Elite Fleet Phasers are only available to Starfleet (and are the only Elite Fleet energy weapons available to Starfleet), and Elite Fleet Disruptors are similarly available to KDF.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited October 2013
    Very poor gear set up, likely equally poor Boff set up, non-existent Doff set up?

    The ship isn't on the top escorts for PvP list really, need a fleet that knows what they are doing maybe?
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  • dahminusdahminus Member Posts: 0 Arc User
    edited October 2013
    Post to your full build and get advice you can bank on
    Chive on and prosper, eh?

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  • dknight0001dknight0001 Member Posts: 1,542
    edited October 2013
    stofsk wrote: »
    Honestly though the Fleet Defiant is weak, and not justifiably so. It lacks the 10% bonus to shields and it has a completely useless tac ensign.

    The Tac Ens is only useless on an all DHC build.
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  • sevmragesevmrage Member Posts: 0 Arc User
    edited October 2013
    Even better, use this tool: Skill Planner
    That will really help. I don't know squat about PvP, and I know enough that I'm waay too poor and stupid to be of use, so I stay away from it, but this will help others who do know what they are doing.
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  • stofskstofsk Member Posts: 1,744 Arc User
    edited October 2013
    The Tac Ens is only useless on an all DHC build.

    I don't use an all DHC build, for that very reason. I just wish that the ensign slot was a uni or an eng because I want to squeeze in an ET1 in my build for those moments when I need an instant hull heal.
  • hawke89305092hawke89305092 Member Posts: 237 Arc User
    edited October 2013
    I think the Fleet Defiant's lack of hull and shield bonuses may have been intended to balance its ability to combine 5 Tac consoles with a cloaking damage buff.

    Fast forward to post LoR... yeah. It certainly wouldn't hurt to give it the 10% at this point.
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  • stofskstofsk Member Posts: 1,744 Arc User
    edited October 2013
    I think the Fleet Defiant's lack of hull and shield bonuses may have been intended to balance its ability to combine 5 Tac consoles with a cloaking damage buff.
    Nitpick: the Fleet Defiant AFAIK lacks the shield bonus, not the hull bonus.
  • redz4twredz4tw Member Posts: 3
    edited October 2013
    Ok BOFFS:
    Cmdr Tac: Tac team 1, Cannon Rapid Fire 1, Attack pattern Omega 1, Dispersal Pattern Beta 3
    Lt Cmdr Tac: Tac Team 1, Target shields subsystems 2, Cannon Rapid Fire 2
    Ensign Tac: Tac Team 1
    Lt Engineering: Emergency Power To Shields 1, Extend Shields
    Lt Science: Tachyon Beam 1, Tractor Beam

    I didn't know DOFF's mattered...
  • blitzy4blitzy4 Member Posts: 839 Arc User
    edited October 2013
    redz4tw wrote: »
    Fore Weapons: 3x Elite Fleet Mk XII Dual Heavy Tetyron Cannons, 1 quantum torpedo launcher Mk XII
    Aft Weapons: 2x Quantum Topedo Launchers Mk XII, 1 Mk XI Tetyron Turret
    redz4tw wrote: »
    Ok BOFFS:
    Cmdr Tac: Tac team 1, Cannon Rapid Fire 1, Attack pattern Omega 1, Dispersal Pattern Beta 3
    Lt Cmdr Tac: Tac Team 1, Target shields subsystems 2, Cannon Rapid Fire 2
    Ensign Tac: Tac Team 1
    Lt Engineering: Emergency Power To Shields 1, Extend Shields
    Lt Science: Tachyon Beam 1, Tractor Beam


    why would you have a dispersal pattern with no mines? You also could use more attack patterns, and the science skills should be closer to Hazard Emitters and Science team or TSS, but in whatever order you think your ship needs more. The extend shields I might switch to engineering team too.


    redz4tw wrote: »
    I didn't know DOFF's mattered...

    They can depending on how Mix/Max you want to make your build and exactly what your trying to accomplish with it.
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  • skhcskhc Member Posts: 355 Arc User
    edited October 2013
    blitzy4 wrote: »
    why would you have a dispersal pattern with no mines? You also could use more attack patterns, and the science skills should be closer to Hazard Emitters and Science team or TSS, but in whatever order you think your ship needs more. The extend shields I might switch to engineering team too.

    He also has 3 Tac Teams and a Beam Target Subsystem power with no Beam Array. That's 3 BOff powers that literally cannot be used at all.

    Sorry to say mate, but your build isn't good for either PvE or PvP. I'd recommend changing as follows:

    Drop your aft Quantum Torps, you're never going to get them into play. Replace with Turrets. Escort play is all about keeping your opponent in front of you, so a 90 deg firing arc weapon on the back is a waste of a weapon.

    If you really want to PvP, a Dual Beam Bank is a better option up front than a Torp, because you can run Beam Overload and don't have to wait for someone's facing shield to drop to hit them with a large damage spike.

    BOff set-up should be something like:
    Commander Tac: Tac Team 1, Cannon Rapid 1, Attack Pattern Omega 1, Cannon Rapid Fire 3
    Lt. C Tac: Beam Overload 1, Attack Pattern Delta/Beta 1, Beam Overload 3
    Ens Tac: Tac Team 1

    You could use Scatter Volleys instead of Rapid Fires either, or maybe split to one of each, whatever suits. You could also run Beam Overload 1, Beam Overload 2, and a second Attack Pattern Omega on your Lt. C Tac. Never slot more than 2 Team powers because you can actually only use two on one ship because they have a shared cooldown.

    Lt Engineer: As far as I can tell, Emergency Power to Engines is a must in PvP. Run one of those with an Emergency Power to Shields or a Reverse Shield Polarity (although that has a long cooldown). In PvE, you could run Emergency to Shields and an Aux to SIF for an extra bit of survivability.

    Lt Sci: Hazard Emitters and either Polarize Hull (never higher than Polarize Hull 1) or Transfer Shield Strength. I'd normally pick Polarize Hull for PvP to avoid being tractor beamed, but if you run two APOs, you might get away without.

    DOFFs don't matter a lot for PvE, but PvP they do. Better PvPers than me could advise you on those.
  • annemarie30annemarie30 Member Posts: 2,698 Arc User
    edited October 2013
    stofsk wrote: »
    Honestly though the Fleet Defiant is weak, and not justifiably so. It lacks the 10% bonus to shields and it has a completely useless tac ensign.

    It's almost enough to make me go the Fleet Patrol Escort over it, but that ship is uglier than sin. But it has the boff setup the Defiant should have (or the Sabre as well, for the same reason) and it has the 10% shields mod that it definitely should have.

    There is no reason for the Fleet Defiant to not have 10% extra shields when the Fleet Prommie gets it, as does the Fleet Dhelan - both of which are 5 tac console ships. Throw in a universal ensign and now you're cooking with gas.

    i don't get the "totally useless ens tac" yes it's better if it's eng or sci, but there is nothing wrong with a ts1 to clear tractor mines or the little extra to finish off a cripple
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  • annemarie30annemarie30 Member Posts: 2,698 Arc User
    edited October 2013
    skhc wrote: »
    He also has 3 Tac Teams and a Beam Target Subsystem power with no Beam Array. That's 3 BOff powers that literally cannot be used at all.

    Sorry to say mate, but your build isn't good for either PvE or PvP. I'd recommend changing as follows:

    Drop your aft Quantum Torps, you're never going to get them into play. Replace with Turrets. Escort play is all about keeping your opponent in front of you, so a 90 deg firing arc weapon on the back is a waste of a weapon.

    If you really want to PvP, a Dual Beam Bank is a better option up front than a Torp, because you can run Beam Overload and don't have to wait for someone's facing shield to drop to hit them with a large damage spike.

    BOff set-up should be something like:
    Commander Tac: Tac Team 1, Cannon Rapid 1, Attack Pattern Omega 1, Cannon Rapid Fire 3
    Lt. C Tac: Beam Overload 1, Attack Pattern Delta/Beta 1, Beam Overload 3
    Ens Tac: Tac Team 1

    You could use Scatter Volleys instead of Rapid Fires either, or maybe split to one of each, whatever suits. You could also run Beam Overload 1, Beam Overload 2, and a second Attack Pattern Omega on your Lt. C Tac. Never slot more than 2 Team powers because you can actually only use two on one ship because they have a shared cooldown.

    Lt Engineer: As far as I can tell, Emergency Power to Engines is a must in PvP. Run one of those with an Emergency Power to Shields or a Reverse Shield Polarity (although that has a long cooldown). In PvE, you could run Emergency to Shields and an Aux to SIF for an extra bit of survivability.

    Lt Sci: Hazard Emitters and either Polarize Hull (never higher than Polarize Hull 1) or Transfer Shield Strength. I'd normally pick Polarize Hull for PvP to avoid being tractor beamed, but if you run two APOs, you might get away without.

    DOFFs don't matter a lot for PvE, but PvP they do. Better PvPers than me could advise you on those.

    if you have access to the Regent torpedo, it's well worth the aft slot IMHO
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  • skhcskhc Member Posts: 355 Arc User
    edited October 2013
    if you have access to the Regent torpedo, it's well worth the aft slot IMHO

    I'd be a bit surprised if it was great on something that can put out the guts of 40 degrees/sec turn rate with [Turn] mods on the fleet consoles, but since I don't have it, I'll take your word.

    That said, I don't imagine he has one because it's not already on his ship. I certainly wouldn't go and buy a Regent just get the torp to stick it on a Fleet Defiant.
  • redz4twredz4tw Member Posts: 3
    edited October 2013
    I hate cannon scatter volley and I realize I do need to switch some skills on my boffs. Btw, a lot of people have told me to get lockbox ships off the exchange, well how do I save enough EC with the cap, i can only have 10mil
  • skhcskhc Member Posts: 355 Arc User
    edited October 2013
    redz4tw wrote: »
    I hate cannon scatter volley and I realize I do need to switch some skills on my boffs. Btw, a lot of people have told me to get lockbox ships off the exchange, well how do I save enough EC with the cap, i can only have 10mil

    You'll have a cap of 1 billion EC if you subscribe. A cap increase may also be available from the CStore as a once off Service purchase, but I'm not sure.
  • redsnake721redsnake721 Member Posts: 0 Arc User
    edited October 2013
    skhc wrote: »
    He also has 3 Tac Teams and a Beam Target Subsystem power with no Beam Array. That's 3 BOff powers that literally cannot be used at all.

    Sorry to say mate, but your build isn't good for either PvE or PvP. I'd recommend changing as follows:

    Drop your aft Quantum Torps, you're never going to get them into play. Replace with Turrets. Escort play is all about keeping your opponent in front of you, so a 90 deg firing arc weapon on the back is a waste of a weapon.

    If you really want to PvP, a Dual Beam Bank is a better option up front than a Torp, because you can run Beam Overload and don't have to wait for someone's facing shield to drop to hit them with a large damage spike.

    BOff set-up should be something like:
    Commander Tac: Tac Team 1, Cannon Rapid 1, Attack Pattern Omega 1, Cannon Rapid Fire 3
    Lt. C Tac: Beam Overload 1, Attack Pattern Delta/Beta 1, Beam Overload 3
    Ens Tac: Tac Team 1

    You could use Scatter Volleys instead of Rapid Fires either, or maybe split to one of each, whatever suits. You could also run Beam Overload 1, Beam Overload 2, and a second Attack Pattern Omega on your Lt. C Tac. Never slot more than 2 Team powers because you can actually only use two on one ship because they have a shared cooldown.

    Lt Engineer: As far as I can tell, Emergency Power to Engines is a must in PvP. Run one of those with an Emergency Power to Shields or a Reverse Shield Polarity (although that has a long cooldown). In PvE, you could run Emergency to Shields and an Aux to SIF for an extra bit of survivability.

    Lt Sci: Hazard Emitters and either Polarize Hull (never higher than Polarize Hull 1) or Transfer Shield Strength. I'd normally pick Polarize Hull for PvP to avoid being tractor beamed, but if you run two APOs, you might get away without.

    DOFFs don't matter a lot for PvE, but PvP they do. Better PvPers than me could advise you on those.



    This is a good build. Perhaps the OP dosent know that he can train Boff Abilities at ESD.
    This looks like the stock abilities that came with the officer.

    As far as gear goes if you dont want to spend millions of EC, XII Blue and Purple Polaron Tac consoles are not that expensive and will have better Procs than Tetryon. As long as you have at least 6 skill points in Flow Cap.
    Lots of PVP captians use the Borg XII Eng and Deflector with Elite Fleet Shields or XII MACO shields. Also the Plasmonic Leech and Assimilated Universal consoles are a must now days. Once you get the basics of surviving down you can then build a ship that maximised on Crit and ditch all the Armor and run the Tachyokentic Converter, Zero point, Assimilated console and get the Romulan Boffs that all boost crit and you will start dishing out serious spike damage.
  • kublakhan81kublakhan81 Member Posts: 54 Arc User
    edited October 2013
    Scatter Volley isn't really helpful in PvP unless your opponent is laying mines or using some kind of pet.

    As for DOFFs, on my Fleet Defiant I use officers to reduce Tactical Team cooldown, Cannon abilities, Evasive Maneuvers, etc.
  • redz4twredz4tw Member Posts: 3
    edited October 2013
    skhc wrote: »
    I'd be a bit surprised if it was great on something that can put out the guts of 40 degrees/sec turn rate with [Turn] mods on the fleet consoles, but since I don't have it, I'll take your word.

    That said, I don't imagine he has one because it's not already on his ship. I certainly wouldn't go and buy a Regent just get the torp to stick it on a Fleet Defiant.
    This is a good build. Perhaps the OP dosent know that he can train Boff Abilities at ESD.
    This looks like the stock abilities that came with the officer.

    As far as gear goes if you dont want to spend millions of EC, XII Blue and Purple Polaron Tac consoles are not that expensive and will have better Procs than Tetryon. As long as you have at least 6 skill points in Flow Cap.
    Lots of PVP captians use the Borg XII Eng and Deflector with Elite Fleet Shields or XII MACO shields. Also the Plasmonic Leech and Assimilated Universal consoles are a must now days. Once you get the basics of surviving down you can then build a ship that maximised on Crit and ditch all the Armor and run the Tachyokentic Converter, Zero point, Assimilated console and get the Romulan Boffs that all boost crit and you will start dishing out serious spike damage.
    So tetyron isn't a good energy choice? I chose it because it takes down the shields.
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited October 2013
    I use scatter cannon fire in STfs to engage fighters or draw aggro from multiple ships. useless in pvps though
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited October 2013
    Well, I did try a tetryon/quantum build, it is very tricky, but done right, you can take the shields down, deliver one heck of a punch on your pass. then come about and finish him off. Doesn't work on Engineers, but man... tacs don't take it very well.

    I had three turrets and 3 DHC plus a torpedo for a salvo. But my torpedo is a bit... weak since I focused my traits on energy damage.
  • macroniusmacronius Member Posts: 2,526
    edited October 2013
    Here is a better layout (PvP)

    Tac

    Cmdr. TT1 Crf 1 Beta II Omega III
    Lt cmdr TT1 Crf 1. THY III
    Ens BO

    Engineer

    Lt. EptS 1 EptS 2

    Science

    Lt PH 1 HE 2

    Disruptors or polarized disruptor

    2 DHC 1 DBB 1 Quantum
    3 turrets

    Get doff for shield penetration.


    For PvE replace DBB with DHC and BO boff power with Torpedo volley. Replace one turret with kinetic cutting beam and get assimilated console.
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  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited October 2013
    stofsk wrote: »
    Honestly though the Fleet Defiant is weak, and not justifiably so. It lacks the 10% bonus to shields and it has a completely useless tac ensign.

    It's almost enough to make me go the Fleet Patrol Escort over it, but that ship is uglier than sin. But it has the boff setup the Defiant should have (or the Sabre as well, for the same reason) and it has the 10% shields mod that it definitely should have.

    There is no reason for the Fleet Defiant to not have 10% extra shields when the Fleet Prommie gets it, as does the Fleet Dhelan - both of which are 5 tac console ships. Throw in a universal ensign and now you're cooking with gas.

    100% agree. If I didn't know better I'd say they gimped the Fleet Defiant on purpose to make everyone that flew the most iconic escort get whole new ships.... of course, tehy would NEVER do that right?
  • whoami2whoami2 Member Posts: 0 Arc User
    edited October 2013
    Elite Fleet Tet. Cannons?! 0_0
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited October 2013
    redz4tw wrote: »
    So tetyron isn't a good energy choice? I chose it because it takes down the shields.

    Tetryon is okay. It used to be the FOTM, but that baton has been passed to Plasmas and Disruptors.
    XzRTofz.gif
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