Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 PVP - Defiant-R build help
03-17-2011, 09:29 AM
OK guys,

This is my first post for help here, but I have come to a position which is utterly frustrating.

I play a Defiant-R in PVP.
I have received help from my Fleet to re-skill my character.

I have read the posts regarding smart skill point spend and yet, I engage another defiant-r on PVP, which is already fighting, and my cannons are not even hurting their shields, with sustained fire to his aft.
After that, to finalize my humiliation, the guy turns around, with to much turning rate than me, fires, eliminates my shields and let me at 60% hull or less... or dying...

I wont start any ranting
All I want is to follow follow the advice of many players and "L2P", so now, if you are so kind, please help me understand this may be happening and make any suggestion you may find suitable.

Defiant-R
Fore Weapons: 2 Phaser HDC, 1 Phaser DBB, 1 Quantum
Aft Weapons: 3 Phaser turrets
(all weapons mentioned are violet MKXI)

I use the complete Borg Set.
I have 3 MKXI blue consoles for phaser and 1 for quantums (dont remember their names)
I have one for the Hazzard Emitters
I have the one that gives you 30% more of shield
I have one that gives you hull resistance

The powers I use are:
HY2 and HY3
Rapid CF 2 and Rapid CF 3
2 Beam Overload 1
1 tactical team 1
all the remaining attack buffs from the tactical

For defense I use Eng T1, EPShields1, Transfer Shield Strength 1

how do I use this?

cloak, load all buffs (hy3, rcf3, bla bla bla) de-cloaks at 4 or 6 km and fire all my beam weapons intermediately (for the cloak boost) and then, if the shields goes down or near, torpedo launch...

I have 2 key binds, one for the tier 3 power and another for the tier 2 power (to launch while the others cool down)

So, with this configuration, I am not able to pop another defiant, even less cruisers or vessels, so what the heck m doing wrong?

if the sto skill planer gets fixed, i will send you my skills also, but i mostly sure that is fine...

Please, share your knowledge with me...

Thanks & Regards
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-17-2011, 09:39 AM
well i do PvP from time to time send me a tell and i will see what i can do we can start from the ground up
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-17-2011, 09:45 AM
I see you don't use Attack Patterns Beta and Omega.......ignoring these skills would be......unwise.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-17-2011, 10:01 AM
Consider dropping RF 3 and going with Omega 3 instead. And then go with 2x Rapid Fire 1, 1x Beam Overload 2, and 1x Beta 1. Also think about dropping HYT 2 down to 1. HYT 2 is a trap, the damage is barely more than 1 and you have a better chance of getting crits with 1.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-17-2011, 10:05 AM
Quote:
I see you don't use Attack Patterns Beta and Omega.......ignoring these skills would be......unwise.
I also would recommend against using two Beam Overlad I. If you want to use Beam Overload on an Escort, make it a Rank III. If you want to use only Rank I skills for Beam Powers, pick a targe subsystem ability (Engines, Shields or Auxillary can all be useful in your offense). Beam Oveloads cost you damage output after their use, so it is better to minimize the time you suffer from their drain and maximize the damage output you get from it.

I personally have decided to only use two weapon types up front, selected from (dual) beams, dual (heavy) cannons and (quantum) torpedoes. Currenly I am running a single beam bank and 3 dual heavy cannons, and that is fairly effective.
The reason for this decision is that Cannon Rapid Fire works better the more weapons it benefits, and the stronger those weapons are. If you have 3 weapon types, you can't have more than 2 dual cannons, and that means you don't get as much out of your CRF powers as you could. But CRF doesn't provide quite such a strong burst in damage - for that, Beam Overload III or High Yield Topedo I to III are better. (There are actual consideratios arguing for using only HYT I, as if you get the most potential critical damage out of single torpedo in a HYT I salvo, and can spend higher level slots for other damage buffs, or better versions).

I went with:
3 DHC + 1 Dual Beam and 3 Turrets aft
Beam Target Engines I, Cannon Scatter Volley I, Beam Overload III, Attack Pattern Beta III
Tactical Team, Attack Pattern Beta I, Cannon Rapid Fire II
Tactical Team
Emergency Power to Shields I & II
Polarize Hull, Hazard Emitters

cycle Tactical Team to optimize your shield usage. Cannon Scatter Volley is primarly there for dealing with spam. Attack Pattern Beta III means you deal more hull damage, and I think that can yield better damage buffs than attack pattern omega. To defend myself against tractors, have to rely on Polarize Hull. Beam Target Engines I try to use to stop enemies running from me after an alpha strike. It is not very reliable, but even a mere speed reducition can help you catch up, and slower enemies have lower defenses, you hit more often, and are more likely to deal nasty crits.

The build works fairly well. It is a bit "PuG" oriented, as I never know what my allies bring to the table and have to be somewhat self sufficient. I'd probably not run with HE if I knew someone else was out there healing me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-17-2011, 10:20 AM
first: get rid of the borg set except for the console. try aegis. if you really want the borg procs, remove the shield and use a covariant capx3.

second: your weapon setup is fine, but your bo setup not. there are a lot of good setups that work, so there is no "best". here my suggestion:

tac team 1, rapid fire 1, beam overload 3, omega 3
tac team 1, rapid fire 1, high yield 3
high yield 1

emergency power to shields 1, emergency power to shields 2
(maybe rsp instead of empts2 if you like, but i prefer empts)

hazard emitters, transfer shield strength 2
(or sci team, tss2)

third: get rid of the quantum console and use another phaser console and swap the resistance console for an eps power transfer console.

some general advises: make sure, that your weapon energy is at 125 before you decloak and use the tac buffs. rotate the two emergency power to shields and your two tac teams. use beam overload & rapid fire to get the shields down.

watch ememy buffs. using your alpha on a cruiser with rsf and emergency power to shields 3 running is a waste, same for rsp, ablative armor or one or more strong transfer shield strengths.

for skill points, well, check what the skills you are using need and skill that. don't forget that cloaking depends on aux maintanance. put skillpoints into all performance skills and efificient skills (except for weapon efficiency). and you really want to skill all your shipskills (escort captain etc).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-17-2011, 10:25 AM
i would suggest to use the aegis set (defense bonus and better shields, especially when you have a "low" shield energy output *less than 100*)
using beam overlaod (twice) you could need an eps flow regulator
i would drop the quantom console and equip a 4th phaser console
i would miss science team (never leave home without it)

sharkforce allready told, no atp beta / omega -> extreme loss of damage
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-17-2011, 10:28 AM
Quote:
Originally Posted by Gwyndor View Post
i would suggest to use the aegis set (defense bonus and better shields, especially when you have a "low" shield energy output *less than 100*)
using beam overlaod (twice) you could need an eps flow regulator
i would drop the quantom console and equip a 4th phaser console
i would miss science team (never leave home without it)

sharkforce allready told, no atp beta / omega -> extreme loss of damage
as a tactical there is no need for 2 beam overloads imo. he can use tactical initiative . but even with one beam overload i would use a power transfer console (and it helps against tycons).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-17-2011, 10:35 AM
Quote:
Originally Posted by H.Ramone
first: get rid of the borg set except for the console. try aegis. if you really want the borg procs, remove the shield and use a covariant capx3.
Just thought I would add that I found the Aegis set to be slightly better than using the complete Borg set as well. It is worthwhile to try them both out and see what works best for your playstyle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-17-2011, 10:39 AM
I did not know that TT1 could be cycled without imposing a extra CD.
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