Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
11-01-2011, 04:01 PM
Quote:
Originally Posted by SteveHale View Post
I can't make an all cannon build work but everyone else seems to do just fine. I have a hard time maintaining my firing arc (still >_<) but 3 DHCs with turrets in the back can be pretty painful. Don't underestimate the significance of the attack patterns. I loved Beta before Tactical Team but Omega is almost a requirement with all of the movement debuffs. Speed is life.
I used to have the problem with the firing arcs. Fixed it by switching to chase camera view. that way its just a matter of pointing my nose at them as a zip by.

My Defiant is like a fighter plane on crack when you add in the eng battery, the dueterium tank, and any other movement buffs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
11-01-2011, 08:52 PM
Quote:
Originally Posted by Marctraider View Post
Adding Beam Overloads to an Escort does not necessarily mean more damage.
I did not mean you would do more overall damage. I meant you will do enough spike damage to overcome a shield facing, even when buffed, which as someone else mentioned is good when trying to peg someone with torps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
11-01-2011, 11:47 PM
3 DHC up front 3 Turrets in the rear and Quantum. Run CRF3 + another CRF, run HYT3 + another. Throw in a APB or APO and the rest tac teams or a third CRF because when you get SNB'd and you will it is nice to have a little bite they they are not expecting because the third CRF skill comes of extended cooldown within 5 sec of an SNB being applied. Speccing into cannons, beams and torps is a waste because you will need those points from the 3rd weapon type for surviving skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
11-02-2011, 06:27 AM
nooooooooooo


go for the epic es1 fleet escort

TT1, Beta1, RF2, RF3
HYT1, HYT2, Omega1

Epts1
Epts1, ES1

ST1, TSS2


you win team escort prize!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
11-02-2011, 08:16 PM
i personally use on Mai Cake-
fore-
3 dc
1 dbb
aft-
2 turrets
1 torp

i liek da pew pew
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
11-03-2011, 01:55 PM
I have been experimenting with 4 dhc's fore
and 2 arrays with a launcher aft

omega3, crf2x2, beta1, targetengines2, hy1, tacteam1, overload1(rarely used)

epts1,2 (or rsp1)

tractor1, sciteam1

key is to max out crf time on target within 3 clicks. Hence the tractor beam. I would only do this if you run the 3/4 borg set, so you don't leave yourself without that xtra sci heal.

This layout seems to do the same damage as a 3 dhc 1 launcher fore setup, but gives me more flexibility when running away. You can still slow your target, or spike.

Have fun kill bad guys
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
11-03-2011, 07:36 PM
Um. Let me show you my build;


Tactical Team 3 (x2)
Attack pattern omega 3
Scattered Volley 2
High Yield Torpedo 3

Emergency power to Engines 1
Emergency power to Dampeners 1

Tractor Beam 1
Tractor Beam Repulsors.

Gear:
Resilient Shield [pla] [pol] [tet]
Mk XII deflector
Impulse Engines [full]x3

7 Phaser beam arrays

Its really nice having a broadsiding Ewscort and the power only drops to 40.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
11-03-2011, 08:48 PM
Quote:
Originally Posted by Marctraider View Post
Um. Let me show you my build;


Tactical Team 3 (x2)
Attack pattern omega 3
Scattered Volley 2
High Yield Torpedo 3

Emergency power to Engines 1
Emergency power to Dampeners 1

Tractor Beam 1
Tractor Beam Repulsors.

Gear:
Resilient Shield [pla] [pol] [tet]
Mk XII deflector
Impulse Engines [full]x3

7 Phaser beam arrays

Its really nice having a broadsiding Ewscort and the power only drops to 40.


and i thought i was being a little experimental.

MT is hax, so he can pull it off prolly, with all 4 ltcm tac slots.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
11-04-2011, 11:57 AM
Heeeey, I'm about to take offense to including APtID1 in a joke like that! XD

Anyway. As someone who flies the Defiant-R almost exclusively (though I only dabble in PvP; I'm trying to get moar into it...), I've found that its kind of... a niche skill. It really just takes playing with a bunch of different builds and styles until you find something you like and that works for you--not to recommend ignoring advice, but use it as guidelines. Research, theorycraft, test test test. Keep backups of different BOff layouts and weapon loadouts to switch around as the situation calls for it, and eventually you're likely to find that you switch to one so often that it might as well be permanent. Find aspects you're good at or enjoy and play them up. I've found that the Defiant really performs best in extremes and specializations over well-roundedness.

For me, I rely on movement and damage, dive bombing and getting close enough to wave to the other's crew through the windows, stopping and turning on a dime and being able to go, "Welp, time to go!" and get the hell out of dodge in a matter of seconds. Cloaking lets me line up attacks and decide when to engage, as well as to cap off a getaway safely.

Once you get a feel for how effectively you can self-heal, how much you can rely on teammates, and when it's time to go, you can even be really hard to kill--and it feels really cool to survive and win a fight despite all odds even when you're trailing fire from your hull. All that said, though, it is relative. Defiants are innately squishy, so "good survivablity" for it is very different from that of a cruiser, or even the fleet escort.

To get to the crunch (and follow the lead of the other posters because People Are Sheep), I run 100/25/50/25 for my power settings, which, modified, sit at something like 133/50/59/49. My weapon loadout is the classic 3xDHC and 1xTorp up front, with 3 turrets aft, all antiproton (yummy crits, mmm). Sometimes I have another torp aft, but that's mostly PvE. I go back and forth on that, because with my emphasis on movement I flit around a lot, so as I overshoot (and spin back 'round on a dime if at all possible because torp or no, it's best to have my nose pointing at what I want dead) it's fun to have something to drop off from the rear.

As for my current BOffs...

I have CRFIII and II and TTIx2 all on constant rotation via binding 'em to spacebar. THYII and TSI for my torps. Then APBI and ABO1. Then there's sci with TSSI and HEII, and eng with EPtEI and APtIDI. I used to have RSPI in place of the APtIDI, buuuut I'm experimenting. I like movement and defensive buffs, and APtID also give immunity to disable, so if I use that on my alpha strike I might be able to keep my beloved Tric, but then that really only protects me from the stun. Thus, experimenting. I do a lot of that with this ship.

Hopefully this is okay advice and helps at least somewhat. Good luck!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
11-04-2011, 03:03 PM
Yeah viquey, everything here should just be a handyman's guide as everyones playstyle is different.

Also if someone could verify this for me: I get better results from omega3 and crf2 than crf3 and omega1.

And also, never underestimate attack patterns. I have a layout that carries omega1,3 and delta1. Put those in smoothe rotation for an amazing almost constant hull resist ans 50% uptime on stun immunity and speed/turn bonus'. not to mention the +30/+50 damage boosts. And you can mix in that aux2id too, you'd be stunproof. Make sure you have a buddy throwing you shield heals, the loss or epts2 or rsp1 will definitely shorten your window for pew pew.

Have fun kill bad guys!

-horizon
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