Ok guys, I need some advice. I'm usually your BoP player, using a fleet Brel to unleash hell on the feddybears, but I realized I have a VA ship requisition token since I got a life time sub, and I got the Karfi carrier. It seems cool, but I don't see it in pvp much. Should I get a fleet version of it to upgrade to T5u, and if so please give me a build along with it. I don't care if it's damage, sci, or tanking, just want to see it on paper to weigh my options. Thanks
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So you're saying stick to my BoP?
The Fleet Kar'fi gets an extra Tac console giving it more firepower with Tac consoles slotted in, 10% more hull (putting it on par with the C-Store Mogh) and 10% more shield mod (putting it at 1.32, slightly under a Vesta's 1.35) over the standard Kar'fi netting more survivability. The Fleet version is power-creep in itself, and all the other power-creep has been released can be bolted onto either version. On top of that, a fair bit of power-creep centers around turnrate boosts, a huge help on the Kar'fi, pending you can get used to drifting while turning. Hang around DS9, you'll see a fair number of Kar'fi ships.
I was flying a Fleet Kar'fi on my KDF main until recently, when I plonked down for a Xindi-Aquatic Narcine Dreadnought Carrier that is faster turning and has better Inertia. It's the only carrier I consider almost entirely better than the Fleet Kar'fi (though the Narcine loses out on Gravity Well 3), not that the JHDC I have on another character is slouch, just that the Fleet Kar'fi does have benefits over the JHDC (and vice versa).
My Fleet Kar'fi build - not sure what I'd bolt on in the T5-U extra engineering console, probably just move a Universal up from Science and bolt on one of the crafted Particle Exciter (shield HP + Particle Generator boost) in my case. On a fresh char not already invested in Fleet Engineering consoles, I'd have to play with numbers a bit, but maybe 2x Neutronium [Turn] then a Fleet RCS with [Hull HP] or comparatively cheap crafted Conductive RCS Accelerator Mk XII.
The only negative in your specific situation, is that the Fleet version does not get discounted since you used a Vet token instead of buying it with Zen, so you have to pay the full amount of modules instead of 1.
Note: T5-U standard Kar'fi is 10 consoles total, T5-U Fleet Kar'fi is 11 consoles total.
Edit: I didn't see that you meant PvP in particular, I'm coming at it from PvE. Definately don't want cannons then. I'd cheese it up with every can't-shoot-me ability or console -- Phase Shift, that Undine Uni lockbox console, Hirogen bait console lockbox console, Romulan Rep active, Subspace Field Modulator (watch for people using Proton damage, though) and the like, though I don't know how good that'd do, but should be fun with maxed shield power and all the shield resist traits (both Rep and standard) for at least some vape protection when targetable.
In terms of PVP, the Kar'Fi has died off long ago. The power creep on offense years ago killed this ship's viability in PVP.
And that was before the Romulans came out with LOR.
The issue is survivability.
- It's a well turning ship. For a Carrier.
- Shields are nothing special.
- Very poor ENG BOFF & Console allotments. Poor survivability.
- Non-cloaked KDF ship. That has serious repurcussions, i.e. EVERYONE is gunning for you, and everyone knows you're flying a ship with mediocre shield mods and poor ENG capability.
Years ago, I used to regularly switch between my SCI on a Vo'Quv or Kar'Fi for PVP. Surviving in the Kar'Fi back then was nearly an art form because of the mentioned poor survivability. The Kar'Fi in general depends on more subsystem power types having good power to really make it shine. Different means on doing that. The high TAC & SCI ability counts require high power. But so do your very basic ENG abilities out there. There's workaround on that also.
But today? With such heavy crit capability as well as all the cloaks? On top of the Kar'Fi's poor survivability and you flying an uncloaked, vulnerable vessel that can't move well to escape? You're going to be heavily targeted. I promise you you'll be flying completely defensive, taking Weapons Power away to keep Shield, Aux Power peaking.
The Kar'Fi is a monster in PVE. But these days, with all those high powered Escorts and TAC Cruisers, cloaked ships, with a few SCI guys stuffed in between them, I shudder to think on the notion of flying a Kar'Fi in PVP today. You are going to be under so much fire that the rest of your team will be straining to keep you alive. And that's a liability, IMO.
Edit to add: Forgot to add all the crazy means these days on shield penetration. Combine that with the slow movement of a carrier, no cloaks, lowest hullpoints of all carriers, mediocre shield mods, and every decent PVP'er knowing that fact... well, you'll be having a bad day.
You better know what you're doing in terms of surviving and quick reactions to save your ship if you intend to fly a Kar'Fi in PVP. Not saying it's impossible, but the sheer power of vaping and/or shield penetration, on top of the Kar'Fi's poor survivability means you better be on top of your game. Your poor hullpoints and poor shields will not give you any room for hesitation at all.
I just returned after a year absence and powercreep hasnt been kind but not tolerable. The problem is if you want to fly a Kar'fi and be effective its not cheap.
Every thing I mention is from a eng capt point of view and I strongly recommend sci and tac captains pick another ship.
Flying a Kar'fi is always tough but she is never weak. You will usually always be targeted first. After you understand this, you make them regret it. How you ask? She is by far the best drainboat in game. You will make there power grid flash like a Christmas tree making them panic. Disabled ship are easy prey for a kar'fi once the nose is on target and low shield power to no shields, she ripps her prey apart in a blink.
Now don't get me wrong power creep has not been kind to the Kar'fi but this isnt the reason you don't see them in pvp. Super drain boats are not cheap and only a handfull excited a year ago. Even with the popularity of them when I left, most could not attain the disability of the few. You are looking at spending some real dough or I hope you have alot of ec. To obtain a super drain you must disable with drain disrupting the power transfer if any power is left. I would put a cost estimate at 500mil credit to equip the ship.
The Kar'fi should never be called weak, misplaced in a cloak world yes but 1vs 1 or 2vs 1. She can hold her own with ease. In a large battle with support from being focus fired she can turn the battle with disabling and draining, opening up windows in shields for bop.
Simple answer is if you want to fly a drainboat go Kar'fi anything else pick another ship for pvp.p.
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