Carriers: Most powerful combination?
This is not necessarily a KDF question, but what is the most powerful Carrier/Officer combination. As in Klingon Engineer in a Vo'Quv or ???? what is the dream setup?
Romulan fighters? BoPs?
Well, that's a real broad question. It really depends on preferences, but here's my take.
Engineers for any full-fledged carrier. They bring extra power and survivability to any carrier, essential IMO for PVP because they're such huge magnets for attacks.
I can see a TAC getting away with the Kar'Fi, because its turn rate allows some playroom in that regard, but that's not exactly a common thing I see out in PVP.
Now, if you want to narrow down specifically Engineer to any of the KDF carriers, I can't say specifically what is the most ideal one for me, because I have switched back and forth on carriers. Each of their unique hangar pets bring something really nice to the table and are powerful in their own ways. I always have thought though that the Advanced Fer'Jai frigate from the Kar'Fi carrier is the best in sheer, raw power. But the staying power of the actual carrier itself is by far the weakest of all the dedicated carriers of the game. The Kar'Fi survivability will be fine for PVE, but for PVP, users must really be on their toes.
Currently I have a Kar'Fi on my KDF Sci, and a Vesta on my Fed Sci...
I have returned to playing after a year off, still have a 50 of each fed/kdf eng/sci/tac...
I am just wondering where to put my creds, fleets, Jem Hadar, Recluse???
I prefer my science guys, but if science sucks for carriers, I can move on to my engineer.
It's truly at your discretion.
okay.... so how does one not suck as a Science officer? re-roll?
Science Captains bring 4 Decent abilities to their carrier:
1.) SNB will strip any buffs on your targets, meaning your pets torpedos can hammer them. Pet torps do a lot of damage. Also makes your target more tractable with debuffs. debuff him with plasma, he will fire HE, snb him ,then dump whatever else you have ready on him.
2.) Sensor scan increases the damage your pets do by a lot.
3.) The cozy field increases resistance vs energy damage -which is the primary damage you have to tank against.
4.) As per soon: using sci abilities decreases the cooldown of holo graphic fleet, which means you get to spam even more stuff. Holoships have pretty powerful torpedos.
So do not falter, my gorn sci sits in his vo'quv since ever and has never failed me.
As for setups:
Vo quv: go full science. full aux. your sci powers will be supercharged and your pet spam will be healthy. use turrets to apply helpings of pattern beta with scatter volley or use FAW 2 and beam arrays for the same purpose. (Tac team 1, scater volley 1/FAW 2 beta 2)
You do not need to put power into weapons, you are just there to deploy the beta debuff and spam sci powers.
Bops deal damage.
Mirror voquv: same as above but with more engineering based tank.
Karfi: best left to tacs. but still workable. I suggest a drain build with siphon, orion drain fighters and a healthy amount of dual heavy cannon doom.
Dreadnought: Same as karfi: mount the interceptors so you can cripple your targets ability to fight you. The ceptors drain weapon and engine power, they will help you get around the fact that you are flying a huge arse fortress of slowtidue.
Do not disgrace the ship with a single cannon/Beam array build. You want dual beam banks, turrets and dual heavy cannons. Rapidfire, Beta and BO as your principal attack tools. Rest of the build should go towards tank. Ceptors set your target up: you kill it.
Atrox: see vo quv. Use scorpions or standard peregrins (adv peres actually do less damage)
Recluse: See voquv for science build.
Tac heavy build: 3 single cannons, 3 turrets.
tac team, slot whatever you want, scatter volley 2, pattern beta 3. Will wreck stuff for you, best combined into a plasma build with appropriate consoles.
The Good thong about the recluse: you can switch on the fly between heavy engineering tank, heavy sci or heavy tac focus.
Mesh weavers are better than widows.
Did that cover all?
Other then the general misinformation that tends to float about, I have no idea where this notion that a Sci captain is no good in a carrier comes from...
Sci is great in a carrier. I find carriers to be superior to Sci ships. Most carriers have a high sci load out.
People will mumble about how hard it is to get front 90 in a carrier, and how that "cripples" a sci.. its BS. Getting front 90 in a carrier is not that hard once you have practiced a while. Not to mention the amount of sci abilities that don't have an arc.
The general population doesn't understand sci at all. You have to take what they say with a grain of salt. A sci captain thrives in a carrier.
Edit: Oh, and actually on topic, I only have a tac and a sci, and I prefer my sci in a carrier. Tac skills do not buff pet damage, I find it more efficient as a tac to fly a high damage ship so that my skills actually effect the majority of my damage, instead of my pets making up the bulk of it and not being buffed. Tac is fine in the carrier, but better in an escort, IMO. YMMV.
PvP or PvE? What follows is a PvP perspective.
The only real argument against Sci in a carrier is that you want SNB in a timely manner and most carriers turn like barges. The jumper console may be worth it to you in that case.
Tac-Karfi is still great, I flew that combo probably more than any other in game, and I've put all 3 careers in a Karfi while I was learning to fly it. Currently beams are in a sad state, but she can still pack a BO/HYT/TB combo with an attack pattern to go with it and 2 full hangars.
The Jem Dread is a non-starter for me for any career. Cmdr Tac with that turn rate is not a good pairing.
The Vo'Quv is a brick. You need to be committed to debuff and setting up the kill with your boff abilities. You need to be ok with not personally getting the kill most of the time if you're doing your job. Eng is actually fine, Sci is good. Tac, kind of a shame. I like the Mirror setup but haven't personally flown it.
The Jem Hec w/Interceptors with either a Tac or Sci is one of the nastiest things in game right now. Orion Interceptors are hands down the best PvP pet in game and can cc for you like no other, and they've got functional AI. As a Tac you will be looking for ways to be harder to kill (I like 3 piece KHG clicky, SFM, Rommie tier 5) and as a Sci you will be looking to add some punch to follow up your SNB (maint eng doffs + weapon batt, rom plasma debuff maybe).
I pug an A2B Jem Hecterceptor and it's the meanest thing I've flown that's not straight up cheese or abusive mechanics. Siphon drones are not fun to me personally, though I don't know if they're still at the OP level they once were.
Pretty much the only thing you're going to get consistently decent DPS out of is the highest level scorpion fighters because of HYT plasma and their ability to bring dots.
Orion interceptors are the best thing out there IMO because they apply chroniton procs and W/E drain, are super fast, engage at 9.9 km, and have good AI. Can't say enough about the last one.
Fer'Jai are tough and will hang in a fight for a while. Aceton Beam is of questionable effectiveness, tric mines are nice.
BoPs, when herded correctly, can be micro-managed to execute a decloak alpha which can be respectable.
FOMM and Sensor scan will of course help pet damage, as will APB, but for PvP these get cleansed quickly.
For PvE, DHCs on a Jem Dread with 2 hangars of the best scorpions you can get. Tac, do what Tacs do; Sci, aux batt + sensor scan.
From what I understand if you have purchased the C-store version of the Orion ship, you can use the fighters. I have not tested this, but I saw it in another thread.
Anybody have a link to a good Science/Vo'Quv build?
I loaded up some BOPs on my Vo'Quv I had in mothballs, but the damage is really slow.... like federation science ship slow... or slower.... like snails humping slow....
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