Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
12-13-2011, 10:53 AM
Don't run circles around a target. I love it.

Defiant-R
3 DCs, 1 QC, 1 Q-Torp on the bow
2 Arrays, 1 Q-Torp

Full Maco set. I've been running the Defiant for about a year and a half. The turrets in the rear suck up too much power, always have. I strafe my mobile targets and or the ones that have a tendency to shoot back. Helps keep my aft alive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22 Just trying to clarify :)
12-13-2011, 01:41 PM
BlackWyvern:

“Given the additional of the AP Mags to the crafting system”

I take it by this quote you mean being able to craft AP Mags at DS 9 by using Borg salvage components via Roxy vs. not being able to craft them at Memory Alpha?

Don't get me wrong I am not being critical of the statement or wish to steer the thread in another direction. I just want to clarify it. In fact I am finding this thread to be one of the best I have ever read!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
12-13-2011, 03:27 PM
Quote:
Originally Posted by Sprint01
Don't run circles around a target. I love it.

Defiant-R
3 DCs, 1 QC, 1 Q-Torp on the bow
2 Arrays, 1 Q-Torp

Full Maco set. I've been running the Defiant for about a year and a half. The turrets in the rear suck up too much power, always have. I strafe my mobile targets and or the ones that have a tendency to shoot back. Helps keep my aft alive.
The game has changed quite a but in that year and a half. I was running completely different layouts back then. Heck, when the game first came out, you couldn't run more than two dual cannons due to shared cooldowns.

Tactical Team and Torpedo spread are a few of the examples of skills that have changed dramatically over that time period, and these new STF's are a COMPLETELY new type of gameplay compared to what was available that long ago.

You have 15 minutes to complete your secondary objectives. Not hard at all on Normal, but if you wish to stand a chance to complete them on Elite, you need to be putting out as much damage as possible with your Escort and your layout just can't accomplish this. Every time you turn to fire your rear weapons, you are loosing time by lowering your damage output.

As for power concerns, of course you have power issues with 4x dual cannons up front! But if you really believe there are power issues running 3x rear turrets with 3x Duals and running 125 Weapons power, then swap out a rear turret for Tractor Mines or switch to TWO forward Torpedos to keep up your forward damage and lower your power usage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
12-13-2011, 03:58 PM
I run a full borg setup with the shield emitter amplifier +13% shield regeneration rate.
Doing it this way my shields bounce back ultra quick and as long as the shields are taking damage I'm not.
Of course their's always the shield strippers, and running in to a group where you get hit with one ever other second is bad.

I also run a automated defense battery. It's not much but it will take care of most incoming high yield plasma torpedoes.

Some times I switch Boff's depending on whats happening.

I once ran 3 SIF with the thought that +32 repair rate was better than +32 resistance boy was I wrong. It's better to receive little damage than to heal it.

Those tractor mines are awesome if used correctly, some times I see people just auto deploying them this some times is bad, say your trying to get that tac cub on the gate in KA.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
12-13-2011, 04:31 PM
my bread and butter, in PvP, STF, and PvE. its always worked, and worked damn good. granted i dont run anything on elite (no point really- i want the MACO set, but not that bad- id rather have a guaranteed chance at something than a possible/maybe/if your lucky chance to fight with other people over a drop) but this build is great for me, works like a charm, and does its job.

Defiant-R

Fore: 2x DHC (AP), 1x DBB (AP), 1x quantum torpedo
Aft: 3x turrets (AP)/ interchange with 2x turrets (Ap) and 1x Tricobalt torpedo

Tac consoles- 4x mk xi AP mag regulators (+24%)
Eng consoles- 1x mk xi field generator (+35% shield cap), 1x mk xi EPS power transfer, 1x cloaking device or mk xi neutronium alloy (+18 all energy/kinetic resist)
Sci consoles- 1x universal borg console, 1x mk xi biofunction monitor (+35% crew regen rate)

Full Aegis Set or Aegis shield + borg engines/deflector

Comm. Tac- THY 1, THY 2, BO 3, APO 3
Lt. Comm. Tac- BO 1, CRF 1, CRF 2
En. Tac- Torp Spread 1 or Tac Team 1
Lt. Eng- EPtS 1, EPtS 2
Lt. Sci- HE 1, Sci Team 2

i never have problems with power output (maybe skill tree points? not sure why others have problem with power problems) and after BO 3, i usually launch torps and wait a second or 2 till my power is refilled to start firing again. not sure why everyone says TSS is a better shield heal- maybe its a playstyle thing, but Sci Team + EPtS usually fills my shields up a lot, if not all the way. HE clears plasma fire and keeps a nice resist. I also use deuterium surplus, mainly because i have tons of it in stock and nothing else but shield batteries to use there.

that build as always worked well and done wonders for me- ive got beam arrays in reserve if i feel like taking away torp spread 1/tac team and using FAW 1, but thats not very often anymore.

also, can someone explain to me why CSV is better than CRF? ive always used CRF and never tried CSV- does it crt more? id rather be focus firing on my target than scattering shots around, but thats me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
12-13-2011, 06:12 PM
Quote:
Originally Posted by grandmasteroz View Post
not sure why everyone says TSS is a better shield heal- maybe its a playstyle thing, but Sci Team + EPtS usually fills my shields up a lot, if not all the way.
Its due to the shared cooldown with the 2x Tactical teams. If you are running 2x tac teams, you can't rotate to Engineering team or Science team without not-using tac team for a period of time.

Science team is VERY important for PVP and some PVE missions due to the ability to get rid of certain debuffs (Jam sensors for one) but versus the Borg, it doesn't have as much of a use.
Quote:
also, can someone explain to me why CSV is better than CRF? ive always used CRF and never tried CSV- does it crt more? id rather be focus firing on my target than scattering shots around, but thats me.
I also used to use Rapid Fire FOREVER until the last few months. Mostly due to Fleet Actions (where I spent the majority of my time, constantly winning Station 24 with the highest DPS).

But with the changes to Torpedo Spread (making it better than High Yield) and combing that with Scatter Volley, you can take out a group of 3-4 targets in the same period of time that it usually takes to kill 1.

For STF's for example, the groups of 3-4 Probes in Khitomer Accord... With Scatter Volley/Torp Spread, you can take out that WHOLE group of probes at the same time VERY quickly, instead of having to focus on the one closest to the gate then moving onto the next one and so forth.

Plus, you can hit multiple mission-critical targets in the STF's as I mentioned, like the little Transformer Regenerators on Infected or KA, or the Probes recharging the cubes in Cure. Doing damage to 2 or 3 of them at a time makes everything go that much faster.

I recommend you test it out and see for yourself!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
12-13-2011, 11:07 PM
interesting, ill have to try the CSV out then with torp spread- im assuming i should replace CRF 1 with CSV 1 and THY 2 with spread 2 and switch spread 1 to THY 1 then?

also, i never use 2x tac team, or eng team- if i switch ships to the fleet escort, ill use it then, but i dont fly the ship that much anymore. so sci team does wonders for me- i know it clears debuffs but it fills shields by a lot- especially with the fire energy weapons+redistribute shield key bind. hit sci team to get an initial refil and then hit EPtS 1/2 depending on which is up and my shields get back to full strength.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
12-13-2011, 11:34 PM
Well mine is really simple and to the point.

3 DHC 1 DBB
2 Turrets

Rapid fire 3, Omega 1, Rapid fire 1, Tac team 1
Overload 3, beta 1, Tac team 1

Power to shields 1, Power to shields 2

Hazard Emitter 2, Transfer Shields 1

Settings of 100/50/25/25

Borg console.

Also, I have no Ensign slot as this is a BoP. Massive firepower with the cannons, almost always running off of Rapid fire, Beam overload adds a ton.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
12-14-2011, 12:03 AM
Quote:
Originally Posted by Koopa27 View Post
Well mine is really simple and to the point.

3 DHC 1 DBB
2 Turrets

Rapid fire 3, Omega 1, Rapid fire 1, Tac team 1
Overload 3, beta 1, Tac team 1

Power to shields 1, Power to shields 2

Hazard Emitter 2, Transfer Shields 1

Settings of 100/50/25/25

Borg console.

Also, I have no Ensign slot as this is a BoP. Massive firepower with the cannons, almost always running off of Rapid fire, Beam overload adds a ton.
I left this as mostly a Fed side thread, but it works with Klink Raptors too.

Birds of Prey are a different story though... MUCH more interesting layouts are possible for STF's (Grav well AND Eject Warp Plasma anyone???)


My only comment is with Rapid Fire/Scatter Volley 3 vs. Omega 3. You actually get higher weapon damage with Omega III and said cannon skills at level 2. I did some testing with this to confirm, and its actually quite a large difference in damage output from your weapons using the better attack pattern skill.

Its also why Bridge Officers with Scatter Volley 3 are worth almost nothing on the exchange now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
12-14-2011, 11:19 AM
Couple of things.

First, excellent guide. Bra-fricking-vo.

Second, a confession: I used to be a Repulsor junkie. I'm sorry, guys. I quit cold turkey. I used to love TBR, but yeah it's so easy to shove people AWAY from the minefield your teammate just dropped, TOWARDS the objective you're supposed to guarding, right OUT OF someone's gravity well or rift. It's not good.

Third, a question: I'm sure I'll take some heat for this. I know it's still a raw wound with a lot of people, but I have to ask. How would you adapt your builds above to the Jem'Hadar bug, with the universal boff slots and everything?

Obviously that gives your build a lot of potential flexibility, so I'm curious how you, personally, would make the most of that given your guidelines above.

Thanks!
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