Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 STF Kar'Fi - Science Officer
12-08-2011, 07:43 AM
TL;DR - if you have a Klingon Science LG and are struggling on elite STFs, use this build!

Summary: crowd control, mobility, and high damage output are required to be successful in elite STFs. This ship does it, and with style!

Klingon Science Captain
Kar'Fi Carrier
Base Power Levels: Weapons: 25, Shields: 50, Engines: 25, Auxilliary: 100

WEAPONS:
FW: 3x Quantum Torps (trade your 2 Rare borg salvage for the Mk XI antiborg ones when you can), 1x Transphasic Cluster Torpedo or 1x Har'peng (your choice... I have better results with the TCT)
RW: 1x Quantum Torp, 2x Quantum Mines (same here... mines that each do +1000 damage to borg are really useful)
Bays: 1x Fer'Jai Frigate, 1x Shield Repair Bots

FITTINGS:
Borg Deflector (really helps with the grav well), Borg Engines, Omega Force Shields (energy wake is great! if you dont have it then borg shields or whatever are fine)
Consumables: Subspace Field Modulator, Deployable Turret Pet (like Heavy Phaser Satellite Turret), Shield Battery
ENG Consoles: +35% Shield Capacity, +35% Flight Turn Rate
SCI Consoles: +18 Shield Emitters, +18 Graviton Generators, Isometric Charge (c-store item... if you don't have it then i'd use another +18 Shield Emitters one), Borg Console
TAC Consoles: 3x +26% Quantum Projectile Damage

SKILLS:
Tac: Tac Team, Torp Spread 2, Attack Pattern Delta 2 (if you have it, swap to Attack Pattern Delta 1 and Torp Spread 3)
Tac: Tac Team, Torp Spread 2
Eng: Emergency Power to Shields, Aux 2 Structural Integrity Field
Sci: Hazard Emitters
Sci: Hazard Emitters, Feedback Pulse, Feedback Pulse 2, Gravity Well 3

DUTY OFFICERS:
1x Gravimetric Scientist - Creates Gravity Well Aftershocks
3x Deflector Officers - Reduces Cooldown for Gravity Well and Isometric Charge
1x Projectile Weapons Officer - Reduces cooldown for torpedos (including the Transphasic Cluster Torpedo)

Tactics: grav well stuff that you don't want to move (probes going to a gateway, nanite spheres, stuff attacking Kang, whatever), keep all your weapons on autofire, activate Torp Spread and Tactical Team whenever you can... keep your reps running and you'll do tons of damage. Expect lots of aggro coming back at you, which is fine cause you have shield bots, good aux-based rep skills, and 2 copies of Feedback Pulse, which wrecks borg.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-08-2011, 08:18 AM
Quote:
Originally Posted by sharkball View Post
TL;DR - if you have a Klingon Science LG and are struggling on elite STFs, use this build!

Summary: crowd control, mobility, and high damage output are required to be successful in elite STFs. This ship does it, and with style!

Klingon Science Captain
Kar'Fi Carrier
Base Power Levels: Weapons: 25, Shields: 50, Engines: 25, Auxilliary: 100

WEAPONS:
FW: 3x Quantum Torps (trade your 2 Rare borg salvage for the Mk XI antiborg ones when you can), 1x Transphasic Cluster Torpedo or 1x Har'peng (your choice... I have better results with the TCT)
RW: 1x Quantum Torp, 2x Quantum Mines (same here... mines that each do +1000 damage to borg are really useful)
Bays: 1x Fer'Jai Frigate, 1x Shield Repair Bots

FITTINGS:
Borg Deflector (really helps with the grav well), Borg Engines, Omega Force Shields (energy wake is great! if you dont have it then borg shields or whatever are fine)
Consumables: Subspace Field Modulator, Deployable Turret Pet (like Heavy Phaser Satellite Turret), Shield Battery
ENG Consoles: +35% Shield Capacity, +35% Flight Turn Rate
SCI Consoles: +18 Shield Emitters, +18 Graviton Generators, Isometric Charge (c-store item... if you don't have it then i'd use another +18 Shield Emitters one), Borg Console
TAC Consoles: 3x +26% Quantum Projectile Damage

SKILLS:
Tac: Tac Team, Torp Spread 2, Attack Pattern Delta 2 (if you have it, swap to Attack Pattern Delta 1 and Torp Spread 3)
Tac: Tac Team, Torp Spread 2
Eng: Emergency Power to Shields, Aux 2 Structural Integrity Field
Sci: Hazard Emitters
Sci: Hazard Emitters, Feedback Pulse, Feedback Pulse 2, Gravity Well 3

DUTY OFFICERS:
1x Gravimetric Scientist - Creates Gravity Well Aftershocks
3x Deflector Officers - Reduces Cooldown for Gravity Well and Isometric Charge
1x Projectile Weapons Officer - Reduces cooldown for torpedos (including the Transphasic Cluster Torpedo)

Tactics: grav well stuff that you don't want to move (probes going to a gateway, nanite spheres, stuff attacking Kang, whatever), keep all your weapons on autofire, activate Torp Spread and Tactical Team whenever you can... keep your reps running and you'll do tons of damage. Expect lots of aggro coming back at you, which is fine cause you have shield bots, good aux-based rep skills, and 2 copies of Feedback Pulse, which wrecks borg.
Seems like a very interesting build; however I currently do not own the KaríFi on my Science LG.

I am curious has to why you would not go with Síkul Fighters over shield healing drones with your current set up.

With the amount of Aux that your running your sensor sweep should be doing some very high de-buffing to your targets and since your using attack pattern Delta your SíKul fighters will turn into little death machines with their 2 types of energy attacks and their Kamikaze runs.

If you donít like the SíKul fighter suggestion then another good thing for you to use would be the VoíQuvís power siphon pods.

Since youíre only trying to do high kinetic damage to your targets with all those torpedoes having pods that lower your targets power levels will greatly help your cause.

Another good aspect of using the power siphon pods is that it will make Gravity Well 3 much more effective because your targets will have less power to resist it.

Your build has merit and when I do break down and pick up the flying tuna, Iíll be sure to give it a try.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-09-2011, 02:38 AM
What about Fer'jai Frigates? I mostly use these guys and find their Tric Mines and stackable aceton beam debuff (=free additional Eng-Boff skill)) quite usefull. Plus they don't die that easily.

Can't do the above build though, as I'm Tac.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-09-2011, 04:54 AM
The op is correct. It is really hard creating a good build for elite stf's with that ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-09-2011, 05:17 AM
A little question to the Kar'fe pilots here....
Can that ship work with a Tac captain?

I mean... since I would have lost my VA tokken I bought it last week for my Bird of Prey-captain (bought the B'rel in C-Store long ago so that seemed to me like the only option that makes sense)...
With its escort like weapon setup and a tactical LC slot it seemed like a good idea.... But I dont really know yet where to start = wich abilitys make sense on it ect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-09-2011, 06:05 AM
Well, I'm a Tac and I'm flying one. You're obviously gonna be a bit more squishy in it than Engs and Scis, but the newly added Phase Shift Console turned out to be a great Oh-****-Button.
I decked her out with Disruptor Arrays as a Full-On beam boat, utilizing two BOs and one FaW.
Still experimenting with the rest of the BO-Skills.
Currently using HE (obvious), Gravity Well, Polarize Hull, EPtS, EngTeam, TacTeam, Attack Pattern Beta and Transfer Shield Strength.

My hangars are filled with Fer'Jai, mainly for their Aceton Beams and I'm using the Breen set for some additional energy drain.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-09-2011, 06:12 AM
A tac in a tac carrier is already dead. He just doesn't realize it.
That phase shifting thing makes your ship a flying coffin
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-09-2011, 06:22 AM
Well, since all Escorts are flying death traps by nature (especially BoPs), it's not exactly a new concept for Tacs
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-09-2011, 06:25 AM
Quote:
Originally Posted by Staran View Post
A tac in a tac carrier is already dead. He just doesn't realize it.
That phase shifting thing makes your ship a flying coffin
I'd at once agree on the Vo'quv, but the Kar'fi seems to have a lot of potential damage output to me that can be used with a tac...
Just don't know how yet^^

But my BoP will remain my "prime" ship anyway... I just want something for change now and then...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-09-2011, 06:29 AM
Actually, it is impossible to do damage when you are dead in a tac carrier so it doesn't matter.
Bop is an amazing ship but I find it hard to manage in the stf's
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