I would appreciate some feedback on my T5 Defiant Retrofit. Here are the specs, and the reasons behind them. I would post a link to the Gateway but I've been having trouble with it, so I'll just write it all out.
Armament
Fore Weapons:
Antiproton Dual Heavy Cannons Mk X [CrtH] [Dmg]
Antiproton Dual Heavy Cannons Mk XI [CrtH] [Dmg]x2
Antiproton Dual Heavy Cannons Mk XI [CrtH] [Dmg]x2
Quantum Torpedo Launcher Mk XI [Acc] [Dmg]x2
Aft Weapons:
Antiproton Turret Mk XI [CrtH] [Dmg]x2
Kinetic Cutting Beam Mk XII [Dmg]x3
Tricobalt Torpedo Launcher Mk XI [Dmg]x2
Aside from the visuals, I like the damage that AP weapons do. The same goes for the Q-Torps. Photons fire quicker, and plasmas have the chance for DoT, but I like the higher-damage Q-Torps. Dual heavy cannons up front and turrets in back is the general rule, according to what I read on the STO forums, but the cutting beam was a must-have. As for the tri-cobalt launcher, I've always liked having aft torpedoes. In this case, I like the massive damage that tri-cobalts can do.
Consoles
Tactical Consoles:
Console - Universal - Point Defense System
Console - Tactical - Zero Point Quantum Chamber Mk XI
Console - Universal - Antimatter Spread
Console - Tactical - Directed Energy Distribution Manifold Mk XI
Having point-defense makes up for not being able to have fire at will, which was very useful in my cruisers. It also helps take care of those annoying small craft, mines, and high-yield torpedoes. ZPQ Chamber boosts my Q-Torps. The antimatter spread is useful for helping me get out of a tight spot if I've agged more than I can chew. It also has the chance to make enemies turn on each other, which never hurts. Directed energy manifold should probably be replaced with the highest AP-boosting console I can afford, but it was the best I could do at the time.
Some will say the cloaking device isn't worth having, but I like it. I like the surprise attack, and the ability to hide if I'm in a really tight spot. The cloaking device is also one of the main reasons I got the Defiant...I never did like the way it looks really; I favor the look of Prometheus, but I never had the success with it that I did with the Defiant. The Isometric Charge I got from a box, so I figured, why not? It reminds me of the chain reaction pulsar from the Armada games. :emoticon_ShiftyEyes
Every ship should have an assimilated module, or so I've read. Since escorts have lower hull ratings, I like the boost that the SIF Generator gives to hull repair. Neutronium alloy protects against everything. I'd like to replace the blue stuff with purple versions, but I lack the resources.
Other
Core:
MACO Set Mk XI
Field Stabilizing Warp Core Mk XI [Rep] [W->E] [SSR]
I liked the bonuses of the MACO set better than the Omega set, as well as the visuals. Before I got the MACO set I was running the Borg set with Reman shields. The warp core came from a doff mission. I don't know much about the new warp core items.
Accessories:
Red Matter Capacitor
Subspace Field Modulator
Honestly, I don't use the red matter capacitor that much. But it has been useful at times. The same goes for the subspace field modulator. If there are better items to have, I'm all ears.
Why do I have beam overload and fire at will on escort boffs? Some of these guys are also used on my other ships, some of which are cruisers. Probably a no-no, but I seem to get along okay. I've tried to make my boffs flexible so that I don't have to retrain them or get new ones every time I switch ships. Scatter fire and rapid fire let me pound on one enemy or multiple enemies as I need. AP omega provides another release from holds. Tac Team-1 helps me balance my shields automatically. Emerg. to Sh-1 can give me a shield boost in a hurry, and has come in handy often. Eng Team-2 gives me an instant hull heal that I prefer over similar hull heals that work over time. I can also use this to come to the aid of an ally whose in a jam. The same goes for Sci Team-1; instant heal and useful for helping an ally. Jam Sensors has been helpful when I need to escape an enemy, or just get their attention off me for a short time.
So there you have it. Most of what I've done has been from my own experience and what I've read on the STO forums. I didn't include my captain abilities like AP Alpha-3 because while I do use them often, I want to focus on my ship right now. I've tried to create a flexible build that can deal plenty of damage, take some large hits, and lend a hand when needed. I've never done PvP before, and though I wouldn't mind seeing how this build would fare in a PvP match, I imagine I'd have to change a number of things for that if I wanted to take PvP seriously. I play a lot of PvE, so I've tried to also make a build that's useful for those kinds of missions, and that will do me credit in STFs. I've always wanted to find a way to compensate for the low hull rating of the escort class, and to get as many things upgraded to MK XII purples as I can, but that will take a lot more resources than I currently have. I would welcome any thoughts you all may have.
Your BOff powers are bad because you're trying to reuse BOffs for different ship layouts. Reconsider that, just grab a second set of BOffs. Two copies of CSV will negate the need for Point Defense console, freeing up a slot. In general you shouldn't have more than one or two consoles that require you to fire them off (and then have a long cooldown period).
You ought to list your active DOffs, since that can significantly alter layouts as well.
I have do disagree with what Dark said about the Zero Point Quantum Chamber don't toss that. Though I would put at least 2 Quantum Chambers and 2 Mag Regulators in your Tactical slots. The Point Defense I would tell you keep that and put it on a shuttle because it's really handy with shuttle stuff. Anti-Matter Spread I haven't really found a use for it yet but try that on a shuttle too. Your Bridge Officer Layout. Here's what I would go with Cmdr:TacTeam1, TS2,CSV2,APO3 or even APB3 which ever works better for you. Lt.Cmdr Tac: TacTeam1, THY2, CRF2, That way you can switch between single targets and multiple targets. Ensign Tac i would probably just keep the TacTeam again. You're Lt Engineer I would probably do: Engi Team1 and Reverse Shield Polarity 1. Lt. Sci : I would change Science team to Transfer Shield Strength 1 and Hazard Emitters 2 that way you have some Decent Shield and Hull Heals. The SIF generator on your ship I would probably change that up with another Neutronium on your ship. Eventually I would tell you invest in Fleet Neutroniums because they have added Bonuses to them. Cloaking Device is useful so do keep that. Isometric charge can be useful but it has to bounce so it all depends on you if you want to keep it or not. The reason why I'm saying not to do 4 Mag Regulators is that the more consoles you put on of one specific Console the more the actual added percentage decrease so definitely don't put 4 of something on your ship. You're Warp core for right now is pretty good. Eventually Invest if you can in a fleet Warp Core that way you can get the added bonuses of that. Your Deflector Engines and Shield i guess you're probably Tier 4 Omega so for the current moment that isn't bad I would eventually invest in the Mk XII Adapted Maco set but you have plenty of time for that. Or you can even mix and match sets depending. Your Red Matter Capicitor definitely keep. Subspace Field Modulator I mean its useful but I prefer to use the Nimbus Pirate Distress call because it's a small battle group mixed with a Breen Chel Grett, a Hirogen Hunter Escort and a Tuffli Freighter that heals you and it last for at least 1 min so it can be useful to me so that's what I Would suggest. The Tricobalt Launcher on the Rear of your ship can be useful. I usually prefer to forward face my targets so I have 2 Turrets and the Cutting beam on my aft.
Posted Tue 30 Jul, 2013 5:23 PM –
Last edited by Wixiban; Tue 30 Jul, 2013 5:44 PM.
Hi Tiberivs,
The Defiant was the ship I used to fly for almost 2 years until I got my bug - I will try an give my thoughts and layout the way I had it setup.
First Off ignore the post by Campbell, I couldn't disagree more with most of it. Darks reply has you on the right track and I'll tell you why.
Your focus is damage and most of your weapons are Canon based. You only have 1 forward torpedo, don't sacrifice a 1 or 2 consoles in tactical to boost a torpedo. You want to have 4 or 5 Tac consoles all for the same weapon type in this case Mag Regulators.
Also don't let anybody tell you about diminishing returns, the fact is the minute they mention that - they haven't got a clue. Diminishing returns only effect Engineering stacking consoles. What happens with Tac consoles is they multiple base damage only. If you have 2 consoles that boost 28% - it works out as Base Damage x 28% + Base Damage x28% NOT Base Damage x 28% x 28% and so on - So NO Diminishing Returns on Tac Consoles.
Universal Consoles are great and I do like the Point Defence, but you have trade some of these for more practical consoles. Neutronium Alloys for definite as they give resistance to all weapons as well as kinetic damage. 1 or 2 will be plenty. Plasmonic Leach can be got from the Exchange for a very small amount of EC and as you said the Assimilated Module.
I would say these have to be any escort captains starting point.
I personally use 2 pieces of the Standard Mark 12 Maco space set, deflector and Shield and use the Romulan Engine as it gives a boost to Attack Patterns.
Weapons 3 Dual Heavies and a Quantum and 3 turrets in the back, the cutting beam is okay but isn't buffed by BOFF powers.
With these abilities you can have cannons and torpedoes buffed and firing every 15 seconds. You can get doffs to reduce the cool downs and only run with 1 APB or TT but this layout is great for the defiant. Which I have personally used many many times and have some great damage.
If I can help further please drop me a message or get me in game.
To add to Wixi said, while I'm guessing the weapons you're using are temporary for now until you get fleet weapons, I would look for the acc2 dmg2 fleet weapons, you'll do more dps by hitting your target consistently than you'd get from the crit modifier.
Is this for pve or pvp? If pve lose the cloaking console, personally I'd go with two Field emitters (I think that's the ones the ones that buff your shield strength not your shield regen) in your science slot. Defiants are great, I fly one on Rina, but they are squishy and that helps out a lot. The cloak on the Defiant is not a battle cloak, if you're engaged you're not going to be able to use it, if you're not engaged there's no need for it, so all you'd get would be the short length damage buff from uncloaking. You'll get more return with shield boosting consoles.
I'd swap the SIF generator for another neutronium.
Is this for pve or pvp? If pve lose the cloaking console, personally I'd go with two Field emitters (I think that's the ones the ones that buff your shield strength not your shield regen) in your science slot.
I'd swap the SIF generator for another neutronium.
You'll want the Field Generators, not emitters for shield capacity increase.
Rina, this would be for PvE; I would probably have to do even more extensive modifications for PvP, so maybe I'll rig one of my other ships for PvP. If I decide to do that I'll post a different thread for that ship. Maybe one of my cruisers or my Prometheus.
I definitely will upgrade to fleet-level equipment at the earliest opportunity. Until now I've never had direction for this build, so it's been very ad-hoc, as you can tell. Now I've got a more concrete design to work towards and that will make a lot of difference. I'll update the OP with my active doffs as soon as I can.
I suppose the best proving ground for my modifications would be an STF mission, unless someone else has a better idea.
This is excellent stuff everyone, thank you. If anyone has anymore to add, by all means do. I'm also glad to see other fleet members taking notes. I'll probably start making modifications the next time I'm logged in. If anyone is interested in updates and observations I have during the process, let me know and I'll be glad to share them.
After using Wixiban's guide to rebuild my Fleet Defiant. I can report I came first in a Gorn Minefield over the weekend and my DPS has gone from Meh to Hellacious, I actually am trying out one of the Embassy Sci consoles with the threat reduction in the hope it will stop everything trying to immediately wanting to squash me when I really open up on them in STF's.
Have upgraded my DHC and Q-Torp to fleet, am working on the turrets next.
Still need to do 44 thousand more Borg STFs to get any of the space gear, currently running Jem'hadar XI 2 piece and a XII Engine I found somewhere.
I am really loath to buy the X MACO set that I have access to and I wont have access to the XI set for another week at least, still grinding the rep out.
[End Report]
Thanks again for all the information, it really makes the difference when you can go into an STF and not feel like the guy that holding everyone back.
I'm glad you found this thread useful Jir. I've also made extensive modifications based on Wixi's feedback and it really has made a difference, like you said. Not only is my ship, the U.S.S.Interceptor, dealing out multiples of the damage it was doing before, but she can take quite a bit more damage than she used to. Using the different abilities properly will require more field tests, but so far the results are impressive. I still need to upgrade to fleet equipment, but that will come in time.
I have Defiant Retrofit on both my fed char and using them often.
Agree with full tactical console antiproton Mag if u use Antiproton weapons. for the rest of consoles, my post is not about them.
I don't know, maybe haven't read carefully enough, what classes you are, but I'll give a few info based on my experience.
My 2 fed characters are tactical and engineer, and the abilities they have differs.
The defiant retrofit use 3 Bo slot for tactical BO, means you are limited a little bit
On my tactical : Duty Officers
2x Purple Doff Conn Officer (tactical team and debuff)
2x Purple Shield Distribution Officer
1x Purple Technician (reduce time on bridge officers abilities)
But why TSS1 ?? Simple. long ago, there was a fleet event Jem'Hadar vs fed+KDF and it was asked to have the ship as close as possible of the series, so on my defiant I put a DBB instead of 1 DHC. As I'm tactical, what could I put on the ensign tactical bo ? So I kept the DBB and decide to use TSS1.
I like this build very much
On my Engineer : I keep the same Doff
TT1-TS2-APD2-CSV3
TT1-CSV1-APB2
TS1
EPts1-DEM1
PH1-HE2
This char use 3 DHC Antiproton.
I don't know if this will help, but I use all one type of energy weapon such as all Dual Phasers and my Quad Phasers with Phaser Turrets in the back. And then all Phaser increasing Console(forgot the name).