Ensign
Join Date: Jul 2012
Posts: 26
# 1 need advice for my defiant fit
02-05-2013, 09:39 PM
i use this for PVE only and yes i know i need to get rid of that PVP engineer mod so any advice is good.


http://pinterest.com/pin/304907837241777481/

i would like to use as little EC as possible but i have 28M to spend
Captain
Join Date: Jun 2012
Posts: 1,005
# 2
02-05-2013, 09:49 PM
What advice are you looking for? We can't see the tooltips for any of your equipment, and we can't see what Boff abilities you're using.

Judging from the icons, it looks like you're using Fleet space weapons, so I assume they're [Dmg]x3 [Acc] (aside from the quantum torpedo turret and Quad cannons, naturally).

I can say that the cloaking device isn't very useful for PVE. You'd probably be better served with some extra armor in that slot. Neutronium or Monotanium come highly recommended, or you could move your Borg console to an Engineering slot, and stack another Field Generator.

Also, for your devices, I'd recommend using Shield Batteries and a Subspace Field Modulator to help with defense. Weapons batteries aren't going to give you as much of a boost, since you should already be sitting at 125 Weapons power.

Last edited by thratch1; 02-05-2013 at 09:55 PM.
Ensign
Join Date: Jul 2012
Posts: 26
# 3
02-05-2013, 09:57 PM
ok here is my BOFF setup and the torp is a bio-neural launcher (awsome crits max was 40k)





http://pinterest.com/pin/304907837241777533/
Captain
Join Date: Jun 2012
Posts: 1,005
# 4
02-05-2013, 10:07 PM
You aren't using any beams, so you don't need that Beam Array Overload, and Target Weapons Subsystems won't work without beams, either.

Your Engineering and Science Boffs should have abilities to help your survivability. I use Emergency Power to Shields and Reverse Shield Polarity on my Engineering Boff, and Transfer Shield Strength and Hazard Emitters on my Science Boff.

You should probably be running two Tactical Teams in your Ensign Tac Boff slots, unless you have a really good Doff to reduce its cooldown. You basically want Tac Team up as much as possible, which means you don't want Science Team or Engineering Team, since they put a shared cooldown on Tac Team.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,231
# 5
02-05-2013, 10:14 PM
Pretty much what thratch1 said.

Here is my Boff Layout:

(Science) Lieutenant
Transfer Shield Strength I (or Reverse Shield Polarity, or Science Team)
Hazard Emitters II

(Engineering) Lieutenant
Emergency Power to Shields I
Reverse Shield Polarity I

(Tactical) Commander
Tactical Team I
Torpedo High Yield II
Cannon Rapid Fire II
Attack Pattern Omega III

(Tactical) Lt. Commander
Torpedo Spread I
Attack Pattern Beta I
Cannon Rapid Fire II

(Tactical) Ensign
Tactical Team I

== Here is the Image of power tray ===

== Image of weapons and console layout ===
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Starfleet Veteran
Join Date: Jul 2012
Posts: 961
# 6
02-05-2013, 10:17 PM
Keep in mind that the Defiant-R is one of the most fragile ships in the Fed lineup, so don't expect to tank, like some of the more resilient escorts (Armitage, Patrol etc.)

It's the very definition of glass cannon, and in raw damage the Fleet version is second only to the Jammie Bug.

You can certainly put in some consoles to increase your survivability, but IMHO you're better off putting universal gimmick consoles in your engineer slots, like the Tachyokinetic converter (great bonus to turn), Zero point energy (more power, more crit) and borg console (crits!). They'll boost your damage to insane levels with the right application.

Keep your Science Field Gens, though. As a tactical escort the Defiant doesn't really benefit from most science consoles anyway, so a bit more survivability is good.
Captain
Join Date: Jun 2012
Posts: 1,005
# 7
02-05-2013, 10:29 PM
Quote:
Originally Posted by unangbangkay View Post
Keep in mind that the Defiant-R is one of the most fragile ships in the Fed lineup, so don't expect to tank, like some of the more resilient escorts (Armitage, Patrol etc.)

It's the very definition of glass cannon, and in raw damage the Fleet version is second only to the Jammie Bug.

You can certainly put in some consoles to increase your survivability, but IMHO you're better off putting universal gimmick consoles in your engineer slots, like the Tachyokinetic converter (great bonus to turn), Zero point energy (more power, more crit) and borg console (crits!). They'll boost your damage to insane levels with the right application.

Keep your Science Field Gens, though. As a tactical escort the Defiant doesn't really benefit from most science consoles anyway, so a bit more survivability is good.
Honestly, the problem a lot of Defiant captains face is that they put out so much damage that they end up grabbing aggro most fights, so making yourself as durable as you can is a big must. If you set yourself up right, you can last for quite a while under fire.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,231
# 8
02-05-2013, 10:39 PM
Here are the Doffs I am using ...

(updated based on feedback in this thread )

Kaylee Carolann Onaga (Rare)
(Energy Weapons Officer - Chance to reduce the time to recharge when using cannon special attacks)

Fritz Bruce Riesinger (Very Rare)
(Energy Weapons Officer - Chance to reduce the time to recharge when using cannon special attacks)

Jayson Tommie Zange (Very Rare)
(Projectile Weapons Officer - Chance to reduce the time to recharge Torpedoes)

Exocomp (Very Rare)
(Maintenance Engineer - Additional buffs applied based on type of battery used)

Pobet (Very Rare)
(Astrometrics Scientist - Recharge time reduced on all Transwarp abilities)


I'd like to see what you guys are using in the way of Doffs?
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Last edited by jkstocbr; 02-06-2013 at 03:12 AM.
Starfleet Veteran
Join Date: Jul 2012
Posts: 961
# 9
02-06-2013, 12:23 AM
Quote:
Originally Posted by thratch1 View Post
Honestly, the problem a lot of Defiant captains face is that they put out so much damage that they end up grabbing aggro most fights, so making yourself as durable as you can is a big must. If you set yourself up right, you can last for quite a while under fire.
Fair enough, but IMO in the defiant's case at least it's more worthwhile to pump out more damage than survive a few seconds longer. They can't fire back or aggro you if they're dead. Especially true in the Fleet Defs with 5 tac consoles. The more you can do to pump up the damage, the better, including sacrificing a bit of armor in your eng consoles.

Most of the Defiant-R folks I know, once they start taking heavy damage, pop a Deuterium Battery, APO or Evasive maneuvers and get the eff out to cool down and hull repair. And of course, if you've got a cruiser or SV in the match that's actually a decent person, they might try to heal you as well
Career Officer
Join Date: Dec 2012
Posts: 139
# 10
02-06-2013, 01:07 AM
I end up running full tetryon across my set up and I tear though shields like tissue paper. I am considering phased tetryon though as it would be nice to get the phaser procs.

I agree with the above, we are built for raw damage and enough survivability to turn around and come at them again.

I have 3 DHC tetryon in front with a Tricobalt torpedo launcher, tetryon turrets and a Hargh'peng in the rear.

I tend to strafe in, unload, dump theta radiation as I pass by, "peng" them and focus shield healing on rear shields. Turn around, wash, rinse, repeat.

I am still in the retrofit for now as we are still a Tier 1 Starbase and nearly done with tier 2 military. Eventually though...

U.S.S. Avenger C will roam the spaceways.

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