I'm returning to the game after a long absence and decided to pick up the Faeht Intel Warbird for my Tactical Romulan Admiral. I would appreciate any suggestions, tips or other advice from my fellow captains as I am at a loss on how to best equip my new ship.
I'm not in a fleet and only have two bridge officers with Superior Romulan Operative, the others just have Basic Space Warfare and Pirate. I just hit t4 Dyson Rep but the rest are t1 or 2. I have been enjoying DR so far although it seems every mission only offers Phaser Beam weapons for mission reward choice.
I have no idea what would be a good mix of weapons... beams, DHC, turrets, torps?? And energy types... I have been going with Plasma just because it's what is usually associated with Romulans but I've been thinking Taychon would be cool if it really is effective at taking down shields but 2.5% chance doesn't seem like much. Antiproton seems cool if you have high crit chance but again I only have two Sup. Romulan Operatives so my crit chance is not real high.
Then there is torp types, again I have no idea what to shoot for. I'm currently using a rapid reload transphasic and the Breen Transphasic cluster torp.
So, I would love to hear how others are building their Faeht and what you like about it. Any advice for me would be appreciated as well.
Mine has no torp skills slotted, so my Torp choices are exotic stuff(Fore is Bioneural, aft is gravphoton). the other weapons are a mix of DBB and BA. Yes, I know that this ship turns lighting fast.... If I hit evasive I sometimes fly into things due to it turning so fast. :P I'm using the weapons off of my Mogai which isn't as fast. Oh and I tossed a Projected singularity console on it. Why? because it goes on anything now. It's actually a pretty useful control power. (It must be used sparingly due to the cooldown though)
I'm only actually using 3 intel skills. I kept most of the skill on the Tac from the Delta bundle, but ditched Transport Warhead after I realized it was pointless in PvE. I stuck FaW3 on instead.(this char's a Tac so she could train it herself) EptS1*2, EptW2, yeah only 3 eng skills. Sci? I think I went with HE1, ST2, and TSS3.
If you've no torpy things slotted, your best options are often the *really* special ones like a Hargh'Peng or cluster torpedo.
The Faeht does not like close range for long periods all that much, and generally wants to stay moving. Very thin hull with superb speed and turn rates.
I would suggest Dual Beams and torpedo launchers. You can even set some mines in the rear, as you're going to be staying on the move. The last thing you want to do is park yourself 1km away (or even 2km when using beams) and fire though, most of the time, as whatever turns to you in advanced or elite is going to eat you alive. Mix and match your boffs for maximum control: EMP them, Ionic Turbulence, Grav-Well of course, TRIBBLE their sensors... My best results are when an entire enemy squadron is a big GW'd clump of vibrating EMP victims caught in a plasma cloud of Gravi-spreads and tricobalt mine clusters.
Plus I think they've massively spiked the accuracy in adv/elite, as even running around with over 150% defense in enhanced battle cloak I'm getting hit by at least one out of two, maybe 1/3 for mooks, shots. Pretty sure the only thing the CE noticed about my cloak was that my shields are down, only time it missed more was while the intel break-lock power's running on that target. You might actually get equal use of Absorption and Sing-Jump in this one, as often "not being where you are" is far more critical with those hull and shield numbers than being able to tank a hit or two extra.
I was flying a fleet Mogai before, and I pretty much just moved over my gear from that. Not nessacarily all the "best" gear, but I like to play somewhat "canon" setups, so I am using mostly Rom Rep gear, RomPlas DHCs and Rom Plas Torp, with a Kinetic Cutting Beam and Turrets in the rear.
Ive just loaded it with my stuff of my Ar'kif 3 acc crit-s DHC rom torp console borg torp console cutting beam KHG space set 5 fleet plas consoles 1 embassy shield emitter 2 neu mine consoles.
Think ill go back to my Ar'kiff soon as it fits my play style better
run DBB and 2xSurgStrikes, 1 Ionic turb with 2 APB, a GW and heals. Watch the hilarity as you make cubes, voth and other mobs "Dance puppets" as you lance and strike them down.
For a very quick, hasty build to get into Tau Dewa Patrol Groups faster and be a key player, quickly throw on these:
Whatever repair abilities.
Good Graviton & Particle Generator Skills
High Aux Power build
Gravity Well 1
Torp Spread 3
Dyson Grav Torp
Polarize Hull for hull resists.
Nukara Rep Trait for +resists & hull with higher Aux Power.
You'll have a quick, down and dirty CC Faeht with the ability to obliterate the swarms of NPCs. The groups always welcome good CC since it makes the instances shorter.
Once you've dinged 60, gotten what you need to get, then you could go into other builds. But for leveling in Tau Dewa, CC with Dyson Grav Torp in Torp Spread 3 is tops.
Also, flying around constantly moving as a CC & Torp Spread Faeht makes your ship more survivable. You are not slowing down or coming to a halt to keep enemies within your front art. You could be zipping around, turning, moving to advantageous facings (hey, Intel Flanking Specialization), attacking, and be harder to hit.
run DBB and 2xSurgStrikes, 1 Ionic turb with 2 APB, a GW and heals. Watch the hilarity as you make cubes, voth and other mobs "Dance puppets" as you lance and strike them down.
Ionic Turbulence and Surgical Strikes are terrific abilities. Also, Override Subsystem Protocols gives extra power and allows you to go over the Power Cap for a short bit. GREAT in doing massive, short strikes.
I migrated the Dyson space and weapon sets from my Dyson science destroyer (gravimetric photon torpedo launcher and protonic polaron beam arrays).
The setup works quite well, although I'm probably going to add the neutronic torpedo launcher to the setup, and possibly adding the Vaadwaur cluster torpedo aft. This will allow me the flexibility to second as a cloaked torpedo boat.
Comments
I'm only actually using 3 intel skills. I kept most of the skill on the Tac from the Delta bundle, but ditched Transport Warhead after I realized it was pointless in PvE. I stuck FaW3 on instead.(this char's a Tac so she could train it herself) EptS1*2, EptW2, yeah only 3 eng skills. Sci? I think I went with HE1, ST2, and TSS3.
My character Tsin'xing
The Faeht does not like close range for long periods all that much, and generally wants to stay moving. Very thin hull with superb speed and turn rates.
I would suggest Dual Beams and torpedo launchers. You can even set some mines in the rear, as you're going to be staying on the move. The last thing you want to do is park yourself 1km away (or even 2km when using beams) and fire though, most of the time, as whatever turns to you in advanced or elite is going to eat you alive. Mix and match your boffs for maximum control: EMP them, Ionic Turbulence, Grav-Well of course, TRIBBLE their sensors... My best results are when an entire enemy squadron is a big GW'd clump of vibrating EMP victims caught in a plasma cloud of Gravi-spreads and tricobalt mine clusters.
Plus I think they've massively spiked the accuracy in adv/elite, as even running around with over 150% defense in enhanced battle cloak I'm getting hit by at least one out of two, maybe 1/3 for mooks, shots. Pretty sure the only thing the CE noticed about my cloak was that my shields are down, only time it missed more was while the intel break-lock power's running on that target. You might actually get equal use of Absorption and Sing-Jump in this one, as often "not being where you are" is far more critical with those hull and shield numbers than being able to tank a hit or two extra.
EDIT: don't know if this is just me, but it keeps removing my boff seating on the page, so i guess you won't know those
Think ill go back to my Ar'kiff soon as it fits my play style better
www.youtube.com/watch?v=yXbSobvbSOs
Whatever repair abilities.
Good Graviton & Particle Generator Skills
High Aux Power build
Gravity Well 1
Torp Spread 3
Dyson Grav Torp
Polarize Hull for hull resists.
Nukara Rep Trait for +resists & hull with higher Aux Power.
You'll have a quick, down and dirty CC Faeht with the ability to obliterate the swarms of NPCs. The groups always welcome good CC since it makes the instances shorter.
Once you've dinged 60, gotten what you need to get, then you could go into other builds. But for leveling in Tau Dewa, CC with Dyson Grav Torp in Torp Spread 3 is tops.
Also, flying around constantly moving as a CC & Torp Spread Faeht makes your ship more survivable. You are not slowing down or coming to a halt to keep enemies within your front art. You could be zipping around, turning, moving to advantageous facings (hey, Intel Flanking Specialization), attacking, and be harder to hit.
Ionic Turbulence and Surgical Strikes are terrific abilities. Also, Override Subsystem Protocols gives extra power and allows you to go over the Power Cap for a short bit. GREAT in doing massive, short strikes.
The setup works quite well, although I'm probably going to add the neutronic torpedo launcher to the setup, and possibly adding the Vaadwaur cluster torpedo aft. This will allow me the flexibility to second as a cloaked torpedo boat.
Forward, 2x DHC, 1x dual beam, 1 torp
Rear: 2 turrets, 1 KCB
Tactical slots were CSV3, BO3, CSV2, 2x APB, 2x TT
Engineering slots 2 1 EPS2, EPW1
Science slots PH1,HE2, GW1 (that seems wrong for some reason.... I don't think it has a slot for GW)
Universal - I went science with ST1
Consoles
5x tac consoles (polaron in this case)
1x aceton, 1x Assim module, 1x hydrodynamics compensator
1x Valdore shield console, 1xtachokinteic converter
Finished 5 ranks of ship master in 3 runs @ Japori, went from 50-55
I did the same thing, until I saw the Vid from Priority One interviewing Borticus that explains all the powers, then I started to work some of them in.