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Faeth - need advice

sargathansargathan Member Posts: 12 Arc User
edited October 2014 in Romulan Discussion
After long day and a few testruns, i got to stick with this build and would be grateful for any advice, coments or discouraging insults given.

My current build as of today:
http://skillplanner.stoacademy.com/?build=bo3cannon_0


Notes on that char:
I made that char a few days before last xp event started, all rep finished T5 a day before DR went live.
It's my 2nd alt, and as such the first reman, taktikal AND escort i play with.
Main is a fed sci, a stinking unjoined Trill... if only i had known or used brains before. The other alt a kdf alien engineer. As if that mattered.

Except for the gear currently fitted in that ship, no other gear in stash (except trash i leveled up with).
Skill distribution were a tried stretch between min-maxing and keep a bit of a hybrid build to be able to fly more ships in the future (unlikely to happen any time soon, really liking the faeht so far).
Ship trait not yet unlocked, hopefully lessens blowups from very rare to never.
6th doff not yet unlocked, will probably be another CD reducer for either TT or EptX.


Notes on my wonky choices:
-) Faeht is probably the perfect Torp Boat, but can't make decent use of it's console then (i guess) but,
-) after glimpsing at a lucky 170k crit from heavy plasma lance, plasma type was the way.
-) Using 'Expose Vulnerability: Defense' right after that makes even cubes in advanced stfs feel like paper. not wet paper but rock paper, but paper anyway. (not talking about the hot steaming brickwalls that tac cubes are)
-) stacks very nicely with corrosive plasma, rom plasma, fire at my mark.
-) couldn't figure out a build that makes good use of plasma weapons/console along with intel skills.
-) rep plasma torp considered for teleport warhead 2, didn't test it, felt too weak on quick glimpse.
-) surgical strike felt meh. have no combatlog reader, can't confirm. no visual oomph, no pewpew sounds. might be dangerous, doesn't "feel" like it.
-) intelligence team however rocks the boat. seriously.
-) DHC and DBB share the same visual slot. that's why i use DC as well as,
-) DC fires faster, hence should work better with the new DR doff
-) the feign death console is gimmiky, which i like a lot. will stash it and use something else gimmiky.
-) got an intel boff with efficient, might as well stick another boff with leadership in. or not?

Other observations so far:
-) hardly ever get targeted in stfs, supposedly by the awesome threat reduction, untargetableness and cloak intelligence team provides, but might as well be my TRIBBLE dps.
-) even if i do get targeted, survival rate seems very good. Hull-reg is nicely fast, defense is decent (as if i knew what a decent value is anyway)
-) Cloak+Evasive: 60% of the time, it works every time.
-) more shield energy should supposedly up shield reg, but doesn't (the reason i went with regenerative shields instead of resilient/resB)
-) extra +45% defense as short buff after decloaking listed on mouseover, never shown in ship stats
-) grav well with 0 points in particle or grav gens is like a TRIBBLE in vaccuum. should have known better.


General Questions:
-) how much defense "is enough"? aka, where's the actual cap these days?
-) what gear to change? not the obvious upgrades that have placeholders.



TL;DR: need advice to min-max a bit more. interested in opinions. got no clue. halp.

thx for your endurance and patience.


sargathan


edit:
will be edited. to make things more confusing.

edit2:
added noob questions.
found more spelling errors, left them where they belong.
Post edited by sargathan on

Comments

  • snowpig74snowpig74 Member Posts: 267 Arc User
    edited October 2014
    I was toying around with the Faeht and came up with an intel-heavy torpboat/debuffer-setup. Just fyi, i have a science captain and was using a Dyson warbird before.
  • aevlomaevlom Member Posts: 69 Arc User
    edited October 2014
    snowpig74 wrote: »
    I was toying around with the Faeht and came up with an intel-heavy torpboat/debuffer-setup. Just fyi, i have a science captain and was using a Dyson warbird before.

    Same here.
    Gravity Well followed by Ionic Turbulence, Electromagnetic Pulse Probe, and a gravimetric photon torpedo spread 3 is absolutely brutal.
  • snowpig74snowpig74 Member Posts: 267 Arc User
    edited October 2014
    add some APB and Sensor scan ;)
  • sargathansargathan Member Posts: 12 Arc User
    edited October 2014
    thx for the replies.

    i totally see the appeal of an intel heavy torp boat.
    my main actually does the very same thing, grav torps, grav wells, torp spread, atm on the dauntless.

    what troubles me is rather two points about that, on one hand i'd like to have a bit diversity among my three chars, on the other i fear this would leave the (superb imho) console to rot.

    or would there still be reason enough to keep the console for the quick vulnerability?

    further, this would demand reskilling my tac, something i am not utterly opposed to however and i see your suggestions work with tac just as much as with sci.

    something to brood over.

    i guess you both make use of teleport warhead for single target nukes?


    PS:

    i did use grav well + ionic for tests, but stupid me has no points in the needed skills, as such the results were not overwhelming. didn't dare to reskill just for testing ionic more yet.
  • snowpig74snowpig74 Member Posts: 267 Arc User
    edited October 2014
    I threw the torp teleport and the kinetic magnet out because they are too weak in their present state. APB1 is far superior to kinetic magnet, same for TS2/3 vs. torp teleport.

    I still use the faeht console for a quick shot through shields, along with the usual torp-buffing stuff.
  • sargathansargathan Member Posts: 12 Arc User
    edited October 2014
    Indeed that does make sense.

    I tried kinetic a bit on my kdf toon, and yea it feels lackluster, even more so when one uses hot pursuit already.

    Sad thing about the teleport warhead. I hoped it would be of better use, attributed that to my weak selection of torps, but thx for the heads up.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited October 2014
    Kinetic magnet is better for preventing your enemy from using torpedoes on you. It basically forces them to shoot themselves with Torps. that's it's main use. Increasing the damage you do is merely a secondary benefit.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • azmodeasazmodeas Member Posts: 132 Arc User
    edited October 2014
    I've quite enjoyed the Faeth intel warbird. On intel ablities ( boffs) . I've found the following to work really well in conjunction with normal boff abilities. Intel team , Over ride sub system safeties. Surgical strikes , Ionic disturbence. evade target lock . Those intel boff abilites let me slide in and out of threat. isolate and eliminate targets with effecient purpose. The Plasma Lance console works very nicely. when the lance crits which is fairly often has done some pretty ill damage. in addtion after it strikes it's target , it'll give an expose condition to the target .

    been running rom plasma weapons . and found with fleet consoles that combination works very nice in synergy. it's a sleek nimble ship that's fairly elusive in pve . Just what you'd want from a warbird. while it can be bit of a glass canon. It is nimble enough to be survivable . Defintily a high risk high reward feeling while flying the ship. My build is far from complete. As I am still tweaking the build.
  • bravecatherinebravecatherine Member Posts: 142 Arc User
    edited October 2014
    The new intel skills makes everything T5U obsolete in terms of performance.Just look at this video and see how broken is just by using subsystem overcharge and surgical strike.http://www.youtube.com/watch?v=GAy4RimcNfw:mad:
  • tancrediivtancrediiv Member Posts: 728 Arc User
    edited October 2014
    Try laying down aceton assimilators and other such devices then use kinetic magnet. It's fun when 5 acetone assimilators converge and get hit by your targets fire.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited October 2014
    You can half your weapon skills with Surgical Strikes and run dual APB for constant uptime and throw in an OSS for even more damage. Also, Teams are really important these days with all the debuffs - even for PvE.


    TT1, APB1, APB2
    IT1, OSS2, SS1, SS2/3
    IT1, EPtW2
    HE1, ST2, GW1/PH3
    ET1
  • tom61stotom61sto Member Posts: 3,676 Arc User
    edited October 2014
    tancrediiv wrote: »
    Try laying down aceton assimilators and other such devices then use kinetic magnet. It's fun when 5 acetone assimilators converge and get hit by your targets fire.

    That'll be patched soon, already fixed on Tribble.
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