Jolan Tru,
I've mostly played cruisers with a little escort experienced mixed in. Now my rommie has the Faeht, but I'm blowing up a lot in PVE so clearly I don't know how to pilot this thing or what it's good at. Right now I have two cannons, one BBank, and a torp in front with an array and turrets in the aft. What are some good tactics or BOFF abilities that are a good mix with this bird? I've currently got two tac teams, two sci teams, torp spread 3, rapid fire cannon, cannon spread, EP2Shields, ect.
Basically I need to learn an entirely new flying style for me and wanted to know if you guys with more experience have any tips for flying this.
Comments
Maybe you just have mitigation envy?
That sort of drops you right into the middle of it though.
Essentially, one or maybe two armors is all you need.
Doff Aux2ID.
Keep moving. However you do it.
Match your shield type to the PVE energy damage type.
Make that shield Resilient.
It is easily worth giving up a three piece bonus by doing this if you are having explosion issues with your warp core.
Two shields in your inventory can cover 6 damage types. Swap em. Or spend a tiny bit more and get one for each type you anticipate encountering, and get some nice regeneration mods.
If you can Doff DCE all the better. If not oh well, just keep that EPTS handy.
Peace.
EDIT: On mine I use Attack Pattern Delta, HE, and Aux2D (doffed) to boost my res when I need it. I have DCE running so I always have that shield boost going as well.
If you are looking to go with the cruiser style tank, better to use either the D'Khellra, Aelahl, or the Command Cruisers. BUT, they are much more fragile than the typical cruiser. When tanking with those, save your singularity charge for quantum absorbtion.
I fly a Faeht myself on my Romulan. Got her set up a bit like my old Fleet Mogai right now.
I would recommend right off th bat picking either beams or cannons. Mixing both means you cannon abilities are not working for all your energy weapons. As you already have cannon abilities... probably better to go all cannon on energy weapons. Also... plasma damage if they aren't and you have the Plasma Lance equipped. That way your damage consoles synergize with everything that does plasma energy damage. I think Plasmatic Biomatter might be relatively cheap right now due to saturation of the Exchange.
It also looks like you don't really have any hull heals. Might want to fix that and get an Engie Team, and if you can squeeze it in, maybe an Aux to Structural. having 2 sci teams... I'd trade one for a polarize hull. That will give you a bit more defense and make you immune to tractor beams while active.
Without knowing your full build... this is the best I can suggest if you wanna try and mix survivability and damage.
Getting rid of the beam bank and going all cannon/turret (minus forward torp) has already made a big difference. Great idea! I also respeced and changed around some BOFF skills. Overall my space experience has much improved already.
I've been going for Romulan Plasma weapons, since they've been coming in my rep boxes, are Plasmatic Biomatter worth the investment over the virtually free RomPlaz? I've been equipping Duel Heavies as they've become available, only need to replace one regular duel cannon.
Also, I've been tinkering with intel abilities, but I'm not certain if I'll end up keeping them, except for maybe surgical strike.
I honestly don't have any experience with RomPlaz. Yes they are virturally free, but its totally random what you get out of the rep boxes. I suggested the Plasmatic Biomatter because of their availablility on the Exchange, and you could potentially pick out the mods you want. One advantage of the Plasmatic Biomatter is that they share the AoE chance of their Phased Biomatter cousins. If you've already got a full loadout of the Romulan Plasma, that's fine. I think they have a disruptor proc as well as the plasma... so potentially rom plasma does have advantages. But then again... every weapon has its advantages.
All in all... specific weapon types is up to the user. Go with what you want and make it work.
As for Intel abilities... they are worth experimenting with. If you decide to use them or not... that's totally based on your experiences with them. Go with what you feel compliments your playstyle, if that is integrating intel or not. Although I hear some good things about Override Subsystems... Haven't tried it myself yet so... *shrug*
Glad things are starting to work out for you.
My character Tsin'xing
[/SIGPIC]
For escorts, you generally fly "figure 8's" around the target. For the Faeht, you will preferably be approaching the target cloaked. Activate all the buffs that you can while cloaked and any energy weapon enhancing weapons immediately after decloaking. At this decloaking point, it is also the perfect opportunity to activate your inherent intel scanning ability. Now fire away!
Since you are an escort, you will be facing the opponent head on for as long as possible. The minute your forward shield facing is down and you've run out of abilities to bring it back up is time to start that figure 8. Evasive maneuvers or Emergency Power to Engines out of there, cloak, rinse and repeat.
Of course since you're in a Faeht, if you've stayed around long enough for a successful intel scan, fire off your plasma lance if you have it equipped and activate an exploit. I always tend to exploit the target's defenses as a priority.
Good luck!
Roms have access to AHOD. In the hands of a tac captain, AHOD is arguably even more powerful and doesn't require you to be pulling aggro to use.
Also - some slowing mines work pretty well - Faeht has lots of maneuverability, make sure your enemies don't.
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My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
All Hands On Deck, the trait from the tac variant of the Command cruisers and available to all 3 factions. Activating tac abilities reduces cooldowns for science and captain abilities. On something with a mix of tac and sci stations, using the tac to reduce the sci stuff, and it can get nasty. Even worse, in the hands of a tac captain, you activate Tactical Initiative to reduce tac cooldowns, then use those tac powers to reduce the CD for Tactical Initiative (and APA, FOMM, GDF, and Tac Fleet). I don't own the ship myself, but associates who do have told me they can run with just-about 100% uptime for TI and something like 50-50 on APA and FOMM, in addition to side-benefit halving all their sci cooldowns and still keeping their aux energy high for [amp] and Nukara-rep bonuses. It may not be OP on every possible ship or build layout, but used properly it can be absolutely broken.