Career Officer
Join Date: Jun 2012
Posts: 15
# 11
02-01-2013, 04:04 PM
I use 2 torps 2 beam arrays fore and aft i use 3 beams use the grav well to suck them in hit them with torp spread 3 with plasma torps and turn to ur side with fire at will 2 and beta to hit them all with the beta debuff so when the torps hit they hit hard and you lower all there shield with fire at will,

i use the tet blue shield eating beams too
Lieutenant
Join Date: Dec 2012
Posts: 58
# 12
02-07-2013, 11:17 AM
Ok I'd like a good answer on this as I hear alot of different things.

I fly a Kar'fi with DHC/Qtorp front and Turrets/Cutty back (polarons 'cause they're cheap).

Now what are the best pets to use (primarily for stf dps, maybe a bit pvp)?

I have bought 1 adv Fer'jais so far and I'm about to buy my second adv hangar pets (I'd like to know before I buy it my dilithium is limited):

2x adv Fer'jais
1x adv Fer'jais/1x adv S'kul
1x adv Fer'jais/1x adv Slaver
Lieutenant
Join Date: Jun 2012
Posts: 49
# 13
02-07-2013, 01:44 PM
I've got a dedicated Power Drain for STF build. This build is NOT specifically for enhancing my own power, but for locking down and wiping out enemy targets. Teams appreciate having the Tactical Cube unable to one-shot them!

Klingon Honor Guard XII Engines and Shields, largely for the set's torpedo bonus. Jem'Hadar Deflector, as it has the biggest boost to Flow Caps. Flow Caps is critical for a solid drain build, and I have my Flow Cap rating well over 160.

Five Polaron turrets blazing away with Cannon Rapid Fire II/I, so procs happen regularly. And this build does try to load up on potential procs! I don't want torpedo Boff abilities (going all-cannon, all the time), so the Tac slots are CRF I/II, the wide spread cannons I, and Tac Teams. Tyken's Rift III backed by a Grav Well holds them down and drains them dry. Duty Officer in place to spawn extra rifts. I prefer Energy Siphon over Tractor Beam as the low-level Sci skill. As an Engineering Captain, keeping the ship in one piece is not a problem, and also allows me to boost my own power levels before activating the Science skills.

Purple XII Polaron Console, Flow Cap Console and Warhead Damage Console are the only standard consoles. All the others are uniques: Plasmonic Leech (naturally), Phase Shift (the best Get-Out-Of-Jail-Free card in the game), Tachyonic Console, Borg Assimilated Console, Rule 34 Console (34, 69, 42, whatever), Isometric Charge (soon to be swapped for the Zero-Point Console, or maybe the Point-Defense). One reason for the wacky consoles is that many of them help my Critical Chance, which is topping out just over 10%. Lots of rapid-fire weapons combined with a high crit chance means lots of damage.

Cutting Beam and Missiles are putting out steady physical damage. Half the wacky consoles are boosting the missile damage output. At the moment they are hitting at 1600+ per rocket (before crits, etc), every two seconds. No real spike damage, but the damage over time is impressive, especially combined with the Cutting Beam. More importantly, they have 180-degree arc, so you set them on auto-fire and forget about them. All turrets means not bothering to aim. Cutting Beam + Console adds in the Omega Weapon proc on top. With rockets every two seconds and turrets on Rapid Fire, those procs come often. Note: while Torpedo Spread III doesn't do a heck of a lot of damage with the missiles, it does look frackin' awesome!

Main hangar has the Advanced Frigates. Mmmmmmm, frigates.

Second hangar alternates. For maximum draining in some STFs, it has Advanced Drain Drones. Not only to the drones add to the drain, but Tactical Cubes will go after them, drawing fire away from team members. Drones are the only hangar pet you do NOT spam. Once they nestle in and start draining, you want them to stick around as long as possible. Many AI ships wil target them as they drain. Most importantly, this draws fire from your team mates. Also, as the weapon power drains, the Advanced drones are tough enough to survive a while.

For DPS, like when I'm protecting the Kang or keeping Probes from the Gate, I usually have an Advanced Skull fighter squadron Escorting the Kang itself, or Intercepting warheads/probes. I'm about to load up the Tier V Scorpions, so we'll see how they do.

So tactics are mostly get to around 5k from the target and blaze away with everything. Most of the heavy physical damage come from the frigate's Tricobalts and the steady chewing away from your beam and missiles. The rest of your ship's weapons are there to wipe out their power. Heavy cruisers, spheres and even Cubes all flicker and power down. If there is only one big target, then hitting with all drain abilities at once will shut down pretty much anything. If its going to be a sustained battle, then alternate: let the Tyken's Rift shut down before kicking in the Energy Siphon.

Important note: Eat Deuterium Charges like candy. Evasive Maneuvers is golden. Get used to using that throttle. Just because you're in a massive carrier, you shouldn't have to take thirty seconds to turn around!
Captain
Join Date: Aug 2012
Posts: 844
# 14
02-07-2013, 02:07 PM
Quote:
Originally Posted by banzaizap View Post
I've got a dedicated Power Drain for STF build. This build is NOT specifically for enhancing my own power, but for locking down and wiping out enemy targets. Teams appreciate having the Tactical Cube unable to one-shot them!

Klingon Honor Guard XII Engines and Shields, largely for the set's torpedo bonus. Jem'Hadar Deflector, as it has the biggest boost to Flow Caps. Flow Caps is critical for a solid drain build, and I have my Flow Cap rating well over 160.

Five Polaron turrets blazing away with Cannon Rapid Fire II/I, so procs happen regularly. And this build does try to load up on potential procs! I don't want torpedo Boff abilities (going all-cannon, all the time), so the Tac slots are CRF I/II, the wide spread cannons I, and Tac Teams. Tyken's Rift III backed by a Grav Well holds them down and drains them dry. Duty Officer in place to spawn extra rifts. I prefer Energy Siphon over Tractor Beam as the low-level Sci skill. As an Engineering Captain, keeping the ship in one piece is not a problem, and also allows me to boost my own power levels before activating the Science skills.

Purple XII Polaron Console, Flow Cap Console and Warhead Damage Console are the only standard consoles. All the others are uniques: Plasmonic Leech (naturally), Phase Shift (the best Get-Out-Of-Jail-Free card in the game), Tachyonic Console, Borg Assimilated Console, Rule 34 Console (34, 69, 42, whatever), Isometric Charge (soon to be swapped for the Zero-Point Console, or maybe the Point-Defense). One reason for the wacky consoles is that many of them help my Critical Chance, which is topping out just over 10%. Lots of rapid-fire weapons combined with a high crit chance means lots of damage.

Cutting Beam and Missiles are putting out steady physical damage. Half the wacky consoles are boosting the missile damage output. At the moment they are hitting at 1600+ per rocket (before crits, etc), every two seconds. No real spike damage, but the damage over time is impressive, especially combined with the Cutting Beam. More importantly, they have 180-degree arc, so you set them on auto-fire and forget about them. All turrets means not bothering to aim. Cutting Beam + Console adds in the Omega Weapon proc on top. With rockets every two seconds and turrets on Rapid Fire, those procs come often. Note: while Torpedo Spread III doesn't do a heck of a lot of damage with the missiles, it does look frackin' awesome!

Main hangar has the Advanced Frigates. Mmmmmmm, frigates.

Second hangar alternates. For maximum draining in some STFs, it has Advanced Drain Drones. Not only to the drones add to the drain, but Tactical Cubes will go after them, drawing fire away from team members. Drones are the only hangar pet you do NOT spam. Once they nestle in and start draining, you want them to stick around as long as possible. Many AI ships wil target them as they drain. Most importantly, this draws fire from your team mates. Also, as the weapon power drains, the Advanced drones are tough enough to survive a while.

For DPS, like when I'm protecting the Kang or keeping Probes from the Gate, I usually have an Advanced Skull fighter squadron Escorting the Kang itself, or Intercepting warheads/probes. I'm about to load up the Tier V Scorpions, so we'll see how they do.

So tactics are mostly get to around 5k from the target and blaze away with everything. Most of the heavy physical damage come from the frigate's Tricobalts and the steady chewing away from your beam and missiles. The rest of your ship's weapons are there to wipe out their power. Heavy cruisers, spheres and even Cubes all flicker and power down. If there is only one big target, then hitting with all drain abilities at once will shut down pretty much anything. If its going to be a sustained battle, then alternate: let the Tyken's Rift shut down before kicking in the Energy Siphon.

Important note: Eat Deuterium Charges like candy. Evasive Maneuvers is golden. Get used to using that throttle. Just because you're in a massive carrier, you shouldn't have to take thirty seconds to turn around!
This sounds great Any chance of showing us your build weapons and such
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Lieutenant
Join Date: Jun 2012
Posts: 49
# 15
02-07-2013, 02:43 PM
Here's a shot from the Gateway interface:

IKS Stormcrow

BOffs:
Lt Com Tac: CRF2, C Wide Angle 1, Tac Team 1
Lt Tac: CRF 1, Tac Team 1
Lt Eng: Emerg. Shields 1, Eng Team 2
En Sci: Sci Team 1
Com Sci: Tyken's Rift 3, Grav Well 1, Energy Siphon, Hazard Emitters

edit: interesting in that it doesn't show the Hangars. At the moment it's the Advanced FerJai Frigates and the Tier V Scorpion fighters.

Last edited by banzaizap; 02-07-2013 at 03:02 PM.
Captain
Join Date: Aug 2012
Posts: 844
# 16
02-07-2013, 02:49 PM
Thanks for that
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Lieutenant
Join Date: Dec 2012
Posts: 58
# 17
02-12-2013, 12:46 PM
This will be the build that I'm aiming for on my PVE Kar'Fi. The Idea is simply to put out as much damage as possible while maintaining a high drain/cc to leech, melt the shields and lessen incoming damage for the team.


Fore
3xAdvanced Fleet Polaron DHC Mk XII [Dmg]x3 [CrtD]
Romulan Hyper-Plasma Torpedo Launcher

Aft
2xAdvanced Fleet Polaron Turret Mk XII [Dmg]x3 [CrtH]
Kinetic Cutting Beam
Deflector/Engines/Shields
Klingon Honor Guard Mk XII

Devices
Subspace Field Modulator
Deuterium Surplus
Shields Battery

Engineering Consoles
Neutronium Alloy XII
Assimilated Module

Science Consoles
Phase Shift Generator
Plasmonic Leech
Zero-Point Energy Conduit
Flow Capacitor Mk XII [-Th][Pla]

Tactical Consoles
3xPolaron Phase Modulator Mk XII

Hangar Bays
2xAdvanced Fer'Jai Frigates

Boffs
2xTT1, 2xCSV1, TS3
Epts1, Epts2
2xHE1, TSS2, TR2, GW3

Doffs
2xProjectice Weapons
Flight Deck
Deflector
Gravimetric


I chose KHG because the deflector boosts flow capacitors and the set acts as a torpedo console. I'm still doubting which one is better: rommie/omega/quantum torp? Also unsure which modifier I should get on the fleet weapons.
Empire Veteran
Join Date: Oct 2012
Posts: 748
# 18
02-12-2013, 01:39 PM
I've always liked the Kar-fi stats, but I've been playing Klingon faction ships in trek games since the late 60's with a Lou Zhocchi game called "Alien Space".. the rule book was Mimeographed, and the playing pieces had to be mounted on card stock by the player. It had the Constitution and D-7 class from the Franz Joseph Star Trek Technical Manual. Story and Lore matter to me. And well, I just cannot bring myself to fly the Kar-Fi, a design co-opted from a mortal enemy Now, if there were a more Klingon looking model for it.....

We should pester Cryptic for a Klingon strike/attack design carrier. A single bay battle cruiser carrying the larger carrier pets those being flavors of BOP's.

Khemaraa sends
Release 8.5 "STO The Next Generation"

Let the happy old bug stomping commence, along with refinement toward enhancing each factions play experience!
Captain
Join Date: Aug 2012
Posts: 844
# 19
02-13-2013, 10:05 AM
What... I play for fun, the other stuff I have real life for
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Lieutenant
Join Date: Feb 2013
Posts: 94
# 20
02-16-2013, 10:10 AM
as a strictly pve'er, having only got my klingon up to first the vo'quv with advanced b'rotlh and then the kar'fi with advanced fer'jei frigates after the patch last week - i'm not impressed with the kar'fi at all

it's flimsier and not by a teeny bit. the fer'jei frigates seem to never use their cannons and their tricobalt and chroniton torps pale to the quantums off the bops. they travel slower, being unable to keep up with me at full cruising speed on their passive setting. they seem intent in making constant head-butt runs on their targets and overall take a damned long time to kill anything.

the b'rotlh bop's solo cubes in warzones for me while i watch and giggle.


yes the turn rate is nice. being able to actually stop is nice. being able to go is nice. but it even though i picked up an extra tac console and another weapon slot, i'm not feeling it.

will need to parse them now for evidence instead of anecdotes. i'm sure for pvp the more nimble kar'fi and it's debuffing frigates are preferred over the vo'quv, but just carrier pet vs. carrier pet i don't think the fer'jei can put out the hurt like the bops.
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