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Fleet Defiant Antiproton Build

Started By:
Soral, Fri 29 Aug, 2014 12:22 PM
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    #1
     –  Last edited by Soral; Wed 22 Apr, 2015 11:39 PM.
    Here is the link:

    http://skillplanner.stoacademy.com/?...efiantt5u_5111

    The doffs I'm using are two Conn Officers to reduce Tac Team cooldown, two Damage Control Engineers, One Warp Core Engineer, and one Matter-Antimatter Specialist to extend the effects of the Auxiliary to Inertial Dampeners. All very rare.

    Would appreciate some feedback on things to consider moving forward. I realize Delta Rising is approaching and that might change a few things, but I'm looking for tips now, not what might come in another month or two or three or four, etc...

    Thanks in advance!
    Soral
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    #2
    You have TS and CRF. Is this for PvE or PvP?

    You should really have all Vulnerability Locators, not Exploiters. A Locator is worth 80% of a CrtH mod, an Exploiter is worth 40% of a CrtD mod. Probably not worth spending the resources to swap right now though, difference won't be too high.

    Not a fan of two Neutroniums, I'd rather stick in Universal consoles that boost Critical Hits. The Zero-Point Energy Conduit is easiest/cheapest, the Bioneural Infusion Circuits and the Tachyokinetic Converter cost Lobi. Ideally though, Plasmonic Leech. That should stay effective even after X2.

    You should definitely use the Romulan Engines, because it has an large effect on DPS due to APO/APB/APB being used all the time. Even if you're after Structural Integrity Leech, swap the engines. I have no experience or information on how useful that ability is.
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    #3
    This is a PVE build. I am not a fan of PVP and often avoid it except for when I might be around for fleet events and then only participate for the camaraderie and accolade points.

    I have the Plasmonic Leach, so I'll swap that out. I don't have the fleet credits to go after the remaining locator ones, but I'll keep that in mind.

    Thanks!
    Soral
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    #4
    If you're building for PvE, you should definitely switch out rapid fire for scatter volley.
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    #5
    If you have the Leech, toss those armor consoles and grab a Fleet Flow Cap from our embassy.

    The -Threat versions will be handy, with either the hull or shield heal. (You'd have to determine if your shields or hull need the assistance.)
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    #6
    If you have the Leech, toss those armor consoles and grab a Fleet Flow Cap from our embassy.

    The -Threat versions will be handy, with either the hull or shield heal. (You'd have to determine if your shields or hull need the assistance.)
    Is the idea behind the Flow Cap console to strengthen Plasmonic Leach? I don't really see any additional benefit besides reduced threat generation.
    Soral
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    #7
    Is the idea behind the Flow Cap console to strengthen Plasmonic Leach?
    Yup.
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    #8
    I made a few more changes to the build. Took some of your suggestions and made a few additional tweaks. What do you think?
    Soral
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    #9
    I'd go APO3/CSV2 over CSV3/APO1, and personally I'd prefer having EPtW2 over A2D for the damage buff, but I really don't know how well A2D functions. I personally tend to carry A2SIF whenever possible. Tongue Out
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    #10
    I fly the A2D ability so that I can turn around better and keep my forward weapons on the enemy. I've had too much engine power though so I tend to move too fast for it to work quite right (Defiant...engines overpowered...say it ain't so!!!) and I've been experimenting with that. However, if I'm running APO3 I probably don't need the A2D at that point, would I?

    Which leads me to my next question...why APO3? It's only a turnrate boost and freedom from tractor beams, correct? Next question...do you use it situationally or active it immediately with your alpha strike? I'm used to hit and run strategies on escorts, so excuse my naiveness.

    Also, I have thought about getting rid of the EPtS1 though, since I think I might be able to get out of most PVE battles only needing Science Team 2 and the Shield Capacitor that I get from my warp core. Need to run some experiments on that. I just don't see the point in using EPtW1 or 2 when I have EPtS1 sitting there. One of them is going to be on cooldown and I'll have to get along without it. I'm moving fast enough that I think I'd rather get along without EPtS1 and do something else with that slot. Thoughts there?
    Soral
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    #11
    Also, my warp core isn't showing correctly. It also has the [S->W] and [AMP] options on it, too. My question there, after reading your guide, do you think I should be using the Ancient Obelisk Warpcore?
    Soral
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    #12
    However, if I'm running APO3 I probably don't need the A2D at that point, would I?
    I dunno, that's a piloting thing. Tongue Out

    Which leads me to my next question...why APO3? It's only a turnrate boost and freedom from tractor beams, correct? Next question...do you use it situationally or active it immediately with your alpha strike? I'm used to hit and run strategies on escorts, so excuse my naiveness.
    APO1 vs APO3 is +6.6% All Damage strength for 10 sec, +10 All Damage resistance for 10 sec, and +12% Defense strength for 5 sec. CSV3 vs CSV2 is +5% base damage. My impression is that the position of the two buffs in the damage formula is such that APO3 has a higher boost.

    Usually you sync it with your attacks, so in this case it would be APO3/CSV2, APB2/CSV2, APB2/CSV2, APB2/CSV2, APO3/CSV2? Hmm, in that case, perhaps it would be better to stick with CSV3. IIRC, I actually use APO3/APO1/APB1 when I have the three slots free.

    Also, I have thought about getting rid of the EPtS1 though, since I think I might be able to get out of most PVE battles only needing Science Team 2 and the Shield Capacitor that I get from my warp core. Need to run some experiments on that. I just don't see the point in using EPtW1 or 2 when I have EPtS1 sitting there. One of them is going to be on cooldown and I'll have to get along without it. I'm moving fast enough that I think I'd rather get along without EPtS1 and do something else with that slot. Thoughts there?
    eek! It didn't even occur to me that you might now be running 2-3 Blue-Purple DCE DOffs.

    With 3 Damage Control Engineers (a Drake build) you'd have both EPtS1 and EPtW2 active at the same time, 99% of the time. Shared cooldowns of 15s, 30s uptime, DCEs to reduce the cooldowns to around 30s (so matching the shared cooldown).

    Drake builds are the only way I'd consider flying a ship with only 2-3 Engineering abilities, I didn't even consider that you may not be doing so, sorry.

    Also, my warp core isn't showing correctly. It also has the [S->W] and [AMP] options on it, too. My question there, after reading your guide, do you think I should be using the Ancient Obelisk Warpcore?
    The 2-piece bonus from the Obelisk set is actually higher than a 4-system [AMP] due to their relative positions in the damage formula, even with a [W->A] core giving you bonuses from T4 Nukara traits. Should definitely go with the Obelisk core for AP builds.
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    #13
     –  Last edited by Soral; Mon 27 Oct, 2014 10:42 PM.
    I had to give up on the APO3 on this build. I'd hit it just before I'd get into range and I'd fly by the target just as the second volley was starting. WAY too fast to be of any effect. I switched back to my CRF3 setup, which I admit has about 500 less DPS per DHC without the APO3, and at least can get off the 3 volleys that you typically can get off in the 10 second window of CRF3. Like the boost in damage, but it doesn't do me any good if I can't keep the cannons on the target.

    This is what I've got currently...http://skillplanner.stoacademy.com/?...efiantt5u_5111

    The empty console slot is for the Bio-Neural Gel Pack Mk XII console.
    Soral
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    #14
     –  Last edited by Soral; Tue 31 Mar, 2015 3:23 AM.
    I've updated the build and wanted to share. I did add back in the APO ability and took out the Bio-Neural Gel Pack.

    http://www.stoacademy.com/tools/skil...efiantt5u_5111

    Interested in some comments on my traits.
    Soral
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    #15
    A couple of comments, since I've read back but not sure what you've changed since the beginning. The fleet +plas -th flow cap console is back to being awesome, with an FAW build it adds about 2.5k dps per, with an overload build it's closer to 4k dps. I'm not sure about rapid fire but I know that would be an improvement.

    With a Zemok and 2 tac team buff conn officers you can dump the 2nd tac team, and the romulan engine, you'd gain a huge boost to starship attack patterns. But without a universal slot I'm not sure what you'd replace the 2nd tac team with, possibly a FAW1? I run Nukara deflec/rom engine/elite fleet core/nukara shield.