I have the Fleet D7 right now (Ktinga) but was considering the Fleet TorKaht BC.....has anyone else flown this ship.....i cant find much info on it with anyone that has flow it. Only seen it once in game.
I'm liking my Fleet Tor'Kaht so far, as I've always wanted a cruiser that had enough Tac to be able to use cannons well and the ability to turn fast enough to feel 'sporty' (I.E. Not a Bortas).
It can tank pretty well with it's high shield modifier, large hull, and 5 Engineering BOff abilities. Plenty of turnrate with maxed impulse skill and KHG engines to line up targets in Fleet PvE(which I struggled a bit with a Kar'fi to do).
I haven't flown the Fleet K'tinga, so I can't compare directly, but it seems that comes out to a slightly buffed Vor'cha, which I can compare to. I was flying the Mirror Vor'cha prior to getting the Fleet Tor'Kaht Vor'cha, and the biggest difference is the Tac layout, enough for two cannon abilities and Attack Pattern Omega I (or three cannon abilities), a huge improvement if you want to run DHCs, either in flexibility (can have CSV and CRF) or firing the same one faster without needing to stack DOffs. The loss of Engineering BOff abilities means you still have enough to tank, but will miss out on specials, if you go with tanking, like Directed Energy Modulation and Eject Warp Plasma or healing others with Extend Shields. I've considered setting up the engineer I usually run in the Ensign spot to be setup with extend shields and Eject Warp Plasma so I can switch with the normal 'tank' engineer to run Blockade.
Still playing around with builds and BOff layout, I can post my current if you want though which is doing pretty decent in both DPS and tanking.
I've been using it more for AoE high dps pressure than spike damage build. I use DHCs, x2 CVS, and x2 RCS, APO, Aux2Damp, APA, Eng Batt to boost turn power. I run it w/2 part Omega and ~110 flow caps and use disruptor weapon type. It's really the only thing that I thought looked interesting since for the most part the fleet raiders and escorts look like junk. I abuse plas leech w/it as well. I don't have the tech doffs yet, but aux2batt looks interesting.
It's pretty nasty of a setup but using 3 retro borg pieces the console, deflector, and engine plus the KHG shield... The Commander and Ensign Engineering plus that set effect you get from 3 parts of the retro borg set give it all the healing/defense it needs to where you can have 3 tactical stations including the universal.
Some of the others are not bad that bop with 2x LC universals when I get that I have some good options of being able to run rapid fire 3, sci team 3, and EPW3 for some nice offense and healing for that one.
The orion one its layout seems that it will be an awesome new experience for the Orion lovers... Being able to use those advanced interceptors with the ability to put some TBR's and Grav Wells on that thing its gonna be great for the blockade runner within you
As far as like the negh'var and vo'quv and any other KDF Tier 4-5 shipyard ships they just don't seem to have the eye catchers these others have as far as any different or unique than these others at Tier 1-3. Although I will say the nausicaan one just doesn't appeal either but it could be modified to be our KDF version of the armitage as being like having 1 hangar to use the siphon pods which are nausicaan tech.
I can see if like the fleet vo'quv gave us back the original 3 waves per hangar we used to have over the 2 you get on the standard vo'quv that would be interesting but as is there are quite a few ships on KDF side and Fed side that need some reworking done before ppl will want them.
I would try to get rid of DEM2 because it's not very useful in PvE. In its place, put EPTS3 for better survivability.
TSS1 or 2 would also help shield resilience due to the large 15 second regenerative boost and damage resistance to pile on top of EPTS. I normally skip hazard emitters because of the long cooldown.
Use a Shield Distribution Officer to make Brace for Impact another backup shield recharge ability.
Instead of having two Tactical Team Is, invest in 2x Rare Conn Officer doffs that will reduce your Tac Team recharge to a mere 16 seconds, negating the need to double up.
Also, if you really want to make that one lone cannon skill more effective, use Attack Pattern Beta to boost its damage.
Removing one of the tactical teams means you can have TS1 and HY2 as your torpedo spam skills. HY is useful in certain situations, TS is useful for others. Having both means you can pick the best option.
While not crucial in normal PVE, in Elite STFs you need far superior firepower and damage resistance than what you're proposing, especially if a command cruiser cannot move to save itself from anything but has to provision redundant defensive abilities just like a Fed ship.
For future builds, bear in mind a large number of tactical powers on a cruiser-type ship does not mean a more powerful build. Over-focus on offensive powers means a squishy and sadly useless cruiser (since it does not have a high enough defence rating to survive without major self-buffs appled -just before- entering a shooting match).
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.