Lieutenant
Join Date: Feb 2013
Posts: 44
# 1 Fleet Defiant Setup
06-01-2013, 12:08 PM
Well, since I am switching to a more PvP-based gameplay, I was seeking help for my Fleet Defiant Setup: (And no I wont change to a different Ship )

Com Tac: TT1 ; BO2 ; CRF2 ; AP Omega3
Lt. Com Tac: THY1 ; BO2 ; CRF2
Ensign Tac: TT1

Lt Eng: EPtS1 ; RSP1

Lt Sci: Hullpol1 ; Hazard Emiters2

Tools: Sub.Fielmodulator, diverse Batteries

Consoles:
Eng: Neutronium Alloy MkXI purple ; cloaking device, assimilated modul
Sci: 2x Shield Emitter Amplifier Mk XI purple
Tac: 5x Phaserrelay Mk XI purple

Weaponry: Phasers^^
Front: 2 Fleet DHC Dmg2 Acc2 ; 1 Fleet Dual Beam Dmg2 Acc2 ; Fleet QuantumTorp Dmg3 Acc1
Back: 3x Phaserturret Dmg2 Acc2

People ingame are telling me stuff about either a) putting the torp in the back or b) putting 3 DHCs and 1 Dual Beam bank in the front and forgetting about the torp.
But on one hand I like the torp for the extra kinetic dmg when the beam overload wasted the enemy shields, and on the other hand i think a torp in the back is a waste of time...

What I am also not sure about is the Doff Setup.
I used to have 3 Torpdoffs, 1 embrace for impact doff and 1 energyweapondoff that gives me 3.75% chance of enhancing shieldenergy when fireing energyweapons.
Right now I am changeing to 1 torpdoff, 1 beam-cooldown-reduction doff, 1 brace for impact doff, that energydoff from the last sentence, and 1 doff that has 20% chance of enhancing the ships energylvl when using emergeny energy powers...

Sry for my bad explanaitions, but I dont play the english client so translating the skills is kinda... yeah... and I rather ask in the english forum where more ppl are actually active and helping in a productive way...

Not to forget:
Borgset and Blue MkXI Warpcore with aux to weapons

So speaking of which, I am eager to read all ur replies

Last edited by haubrock; 06-01-2013 at 01:16 PM.
Lieutenant
Join Date: Feb 2013
Posts: 44
# 2
06-03-2013, 04:05 AM
*push*
95views but no responses... *sniff*
Career Officer
Join Date: Jun 2012
Posts: 3,425
# 3
06-03-2013, 10:11 AM
People telling you to drop the torp are right. Either go with 3 DHC's and a torp or 3 DHC's and a dual beam bank. The rationale is the cannons and beam will do dps to shields and hull while the torp will get wasted with any shields up. You could still go with 4 DHC's too but ill save that for another day.

Second without a torp you can save your skill points for something else and it's expensive to spec into both energy and torpedo damage specialization.

Also I would highly recommend carrying 2 APOs. You'll need it in PvP. Drop the HY1 for a BO1, BO2 switch to a CRF1,switch a CRF2 to an APO1.

Engineering is good

Science I would go with HE1 and TSS2. Better shield tanking but keep that boff incase you come across people with kinetic DPS.

Drop the Projectile doffs and get 2 purple damage control doffs to cycle EPTS faster. You don't need the beam reduce doff bc you're running 2 BO's anyway. The Marion DEM doff will help with your energy drain especially after the BOs fire which will keep your dps from your cannons up.

If you want more help hit me up in game @edalgo.

GL

Last edited by edalgo; 06-03-2013 at 11:29 AM.
Commander
Join Date: Jun 2012
Posts: 326
# 4
06-03-2013, 11:59 PM
I'm a big fan of a borg cutting beam in the back of the ship. running 2 tactical team 1 on the ship will keep the shields running. One of the theatrical Shakespeare doffs boost tactical team a lot.
Captain
Join Date: Jun 2012
Posts: 1,005
# 5
06-04-2013, 04:40 AM
Quote:
Originally Posted by johnnymo1 View Post
I'm a big fan of a borg cutting beam in the back of the ship. running 2 tactical team 1 on the ship will keep the shields running. One of the theatrical Shakespeare doffs boost tactical team a lot.
You only need one TT1 if you have sufficient number of Conn Officer Doffs that reduce the cooldown on Tac Team (3 Blue, or 2 Purple). The OP does not seem to, so I suggest Conn Officers that reduce TT Cooldown and Shield Distribution Officers that heal your shields when you use Brace for Impact.

If you have the money for it, one of the best Doff setups I've seen is 2 Purple TT Conn Officers, and 3 Purple Shield Distribution Officers. If you don't have the money for that, then 3 Blue TT Conn Officers and 2 Blue SDOs would do. I use the latter because I am a poor suboptimal casual player.
Career Officer
Join Date: Jun 2012
Posts: 3,425
# 6
06-04-2013, 07:43 AM
Quote:
Originally Posted by thratch1 View Post
You only need one TT1 if you have sufficient number of Conn Officer Doffs that reduce the cooldown on Tac Team (3 Blue, or 2 Purple). The OP does not seem to, so I suggest Conn Officers that reduce TT Cooldown and Shield Distribution Officers that heal your shields when you use Brace for Impact.

If you have the money for it, one of the best Doff setups I've seen is 2 Purple TT Conn Officers, and 3 Purple Shield Distribution Officers. If you don't have the money for that, then 3 Blue TT Conn Officers and 2 Blue SDOs would do. I use the latter because I am a poor suboptimal casual player.
It seems like a huge waste to use Conn doffs to reduce TT when you have 3 ensign boff slots on the defiant.

Wouldnt those doff slots be better used on something else?

Attack pattern doffs, damage control doffs, shield distribution, hazard, conn doffs for evasive maneuvers... Etc

Conn doffs for TT make sense on a cruiser or science ship that lacks Tactical slots.

Last edited by edalgo; 06-04-2013 at 07:47 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 40
# 7
06-04-2013, 01:12 PM
I agree with you about the TT con doffs. Those guys are better for cruisers.

I would use Damage Control doffs on most escorts instead (eptx cool down reduction)

I also would keep the torps on front. Granted, I just like torps but there is a good play reason in my mind as well. Keeping a lot of torps in the air is a threat that can severely punish an opponent for mistakes, and exploit moves made which result in lowered shields.

Anyway, just my thoughts on it
Captain
Join Date: Jun 2012
Posts: 1,005
# 8
06-04-2013, 05:26 PM
Quote:
Originally Posted by edalgo View Post
It seems like a huge waste to use Conn doffs to reduce TT when you have 3 ensign boff slots on the defiant.

Wouldnt those doff slots be better used on something else?

Attack pattern doffs, damage control doffs, shield distribution, hazard, conn doffs for evasive maneuvers... Etc

Conn doffs for TT make sense on a cruiser or science ship that lacks Tactical slots.
I can fill out the Ensign-level slots with Torpedo skills, and save my higher-level Tac slots for more powerful Cannon abilities and APO.
Starfleet Veteran
Join Date: Oct 2012
Posts: 253
# 9
06-04-2013, 05:38 PM
Quote:
Originally Posted by edalgo View Post
It seems like a huge waste to use Conn doffs to reduce TT when you have 3 ensign boff slots on the defiant.

Wouldnt those doff slots be better used on something else?

Attack pattern doffs, damage control doffs, shield distribution, hazard, conn doffs for evasive maneuvers... Etc

Conn doffs for TT make sense on a cruiser or science ship that lacks Tactical slots.
TT doffs do raise attack patterns too you know, not just cool down
Commander
Join Date: Jun 2012
Posts: 326
# 10
06-05-2013, 01:06 AM
I'm flying Defiant class ships on a few of my toons, the two that I have the most fun flying I have pretty similar set ups.
Defiant 1:
doff's:
Hamlet
2 blue projectile weapons officers
1 purple projectile weapon officer
1 purple technition (speeds up all boff recharges)

boffs
tt1, scatter volley 1, beam overload 3, rapid fire 3
tt1, fire at will 2, torp high yield 3
torp spread 1
eps1, rsp1
haz. em.1, trans shield strength 2.

weapon wise quad cannons, double beam, dual heavy cannons, quant torp.
borg beam, 2 turrets.


Defiant 2
3 purple projectile officers
1 blue technition
1 blue energy weapons officer (cannon sp. cooldown)

Boff's
tt1, sv1, hy3, rf3
tt1, hy2, bo3
eps1, rsp1
tss1, he2

Hope that helps give you ideas
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