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[Guide] - U.S.S. Valiant - Defiant Class

Started By:
Solace, Fri 01 Feb, 2019 11:40 AM
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    #1
     –  Last edited by Solace; Sun 08 Dec, 2019 5:38 PM.
    FLEET T6 - DEFIANT CLASS
    This build is heavily based on Bridgers Defiant Build.

    Preface
    This is my current build I am using on the T6 Fleet Defiant. It is aimed at being a budget version of Bridgers Defiant (linked above) with easier to attain gear and traits but still be able to pump out a respectable amount of DPS. I will keep this build updated with any changes made.
    5tGRG0z

    Unlock
    Bonus
    Description
    I
    Precise Weapon Systems
    +5 Accuracy Rating
    II
    Tactical Maneuevering
    +5% Defense
    III
    Enhanced Weapon Systems
    +10% Kinetic Damage
    +10% All Energy Damage
    IV
    Devastating Weaponry
    +2.5% Critical Chance
    V
    Starship Trait
    Withering Barrage (Z-Store Ship)


    The Build:


    SHIP EQUIPMENT:
    TAC\ENG - BUILD
    FORE WEAPONS:
    Terran Task Force Phaser Dual Heavy Cannons [Proc] [Dmg]x3 [CrtD/Dm]
    Phaser Quad Cannons [CrtD/Dm] [Dmg]x4
    Prolonged Engagement Phaser Dual Cannons [CrtD/Dm]
    Dark Matter Quantum Torpedo [Dmg]x4 [CrtD/Dm]
    AFT WEAPONS:
    Advanced Inhibiting Phaser Omni-Directional Beam Array [Arc] [CrtD/Dm] [Dmg]x3
    Trilithium-Enhanced Phaser Turret [Ac/Dm] [CrtH]x3 [Dmg]]
    Advanced Inhibiting Phaser Heavy Turret Mk [CrtD/Dm] [Dmg]x4
    HEAVY WEAPONS:
    Experimental Hyperexcited Ion Stream Projector
    DEFLECTOR:
    [Elite Fleet Intervention Protomatter Deflector Array [ColCrit] [EPS] [HullCap] [Sh/HullCap] [ShCap]]
    IMPULSE ENGINE:
    Prevailing Innervated Impulse Engines [SecSpd-2] [Spd]
    WARP CORE:
    Elite Fleet Plasma-Integrated Warp Core [AMP] [ECap] [Eff] [SSS] [W->A] [W->S]
    SHIELDS:
    Tilly's Review Pending Shield Array [Cap]x4 [Cap/Reg]
    DEVICES:
    Energy Amplifier
    Reactive Armor Catalyst
    *Nimbus Pirate Distress Call
    *Delta Alliance Reinforcements Beacon
    *Prototype Ablative Jevonite Hardpoints
    ENGINEERING CONSOLES:
    Zero-Point Energy Conduit
    Ordinace Accelerator
    Reinforced Armaments
    SCIENCE CONSOLES:
    D.O.M.I.N.O.
    Point Defence Bombardment Warhead
    Dynamic Power Redistribution Module
    TACTICAL CONSOLES:
    2x Energetic Protomatter Matrix Infuser [Kinetic] [Phaser]]
    2x Vulnerability Locator [+Pha]
    Lorca's Custom Fire Controls

    *Can be used from your inventory



    Boff Abilities:


    Com. Tactical
    Romulan
    UOFv1B7
    Tactical Team I
    MWUT8hH
    Kemocite-Laced Weaponry II
    Npwc7cx
    Attack Pattern Beta II
    KnVyLqs
    Cannon Scatter Volley III
    Lt. Com Tactical Romulan
    mTsraFs
    Beam Fire at Will I
    Gu6yOfZ
    Distributed Targeting II
    ZhXtpAY
    Torpedo Spread III
    Lt. Engineering
    Nausicaan
    3QYzRBB
    Emergency Power to Weapons I
    54jarO8
    Auxiliary to Battery I
    Lt. Universal
    Vanguard Jem'Hadar

    5Y6KDqY
    Emergency Power to Engines I
    54jarO8
    Auxiliary to Battery I
    Lt. Science
    Vanguard Jem'Hadar

    N89eAEP
    Polarize Hull I
    gOtqwyw
    Hazard Emitters II


    Skill Tree:


    5SwcmTz
    VpYGf1A
    dnPfntA
    JGAvRho
    2I8KGWc

    ENGINEERING:
    SCIENCE:
    TACTICAL:
    Battery Expertise
    Transwarp Cooldown Reductions
    Hangar Weaponry
    Maximum Hull Capacity
    Projectile Critical Chance
    Energy Critical Chance
    Accuracy Rating
    Frenzied Assault
    Team Frenzy

    Specialization:


    PRIMARY:
    SECONDARY:
    Intelligence
    Strategist


    Traits:


    Personal Traits: Tactical

    taZJ0uj
    Context is for Kings
    PR6xthl
    A Good Day to Die
    XPeeE3g
    Anchored
    aL0VEi1
    Repair Crews
    QOjgFoo
    Superior Cannon Training
    vA2dYMl
    Superior Projectile Training
    bGylaOd
    Fleet Coordinator
    q0Owlpp
    Fluidic Coccoon
    Cc6lfiM
    Self-Modulating Fire


    Starship Traits:

    2hn9ze2
    Emergency Weapon Cycle
    kQeljk7
    Withering Barrage
    POmbRlX
    Strike From Shadows
    jFh0fk1
    Cold Hearted
    jd5zbl9
    Honored Dead


    Space Reputation:

    5RyEtVY
    Precision II
    ku5yAY8
    Advanced Targeting Systems II
    681Q2ut
    Controlled Countermeasures II
    v9vJGVj
    Magnified Firepower II
    winkasT
    Torpedo Pre-Fire Sequence II


    Active Reputation:

    E9zlkoA
    Quantum Singularity Manipulation II
    Rhhbh56
    Refracting Tetryon Cascade II
    F8Mj8mr
    Bio-Molecular Shield Generator II
    Eqjnksf
    Deploy Sensor Interference Platform II
    dw9Q5TK
    Anti-Time Entanglement Singularity II


    Doffs:

    Doff Specialization:
    Effect:
    Energy Weapons Officer
    Chance for stacking Crit Chance buff on firing Energy Weapons
    Energy Weapons Officer
    Chance for stacking Crit Severity buff on firing Energy Weapons
    Conn Officer
    Recharges Evasive Maneuvers when Emergency Power to Engines is activated
    Technician
    Reduce time for all bridge officer abilities to recharge when Auxiliary to Battery is used.
    Technician
    Reduce time for all bridge officer abilities to recharge when Auxiliary to Battery is used.
    Technician
    Reduce time for all bridge officer abilities to recharge when Auxiliary to Battery is used.

    Latest ISA Organized Parse: Tactical
    uCJ2G0N
    pfb0h1y

    Build Updates:
    Changed Consoles:
    Removed Dynamic Power Redistributor Module(Not available on character) - Replaced with Approaching Agony
    Removed Point Defense Bombardment Warhead - Replaced with Timeline Stabilizer
    Replaced Incorrect Experimental weapon with correct weapon present on the build.

    Ver 1.5:
    Changed shield array to Tilly's Review Pending Shield Array
    Updated incorrect modifiers
    Added Lorcas Custom Fire Controls
    Added Dark Matter Quantum Torpedo
    Added x2 Energetic Protomatter Infusion Matrix
    Changed starship traits Tactical Analysis to Cold Hearted and Promise of Ferocity to Strike from shadows
  2. Head of Star Trek Online

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    #2
    Removed Dynamic Power Redistributor Module - Replaced with Approaching Agony
    You have replaced one of the best consoles with one that you should only put on if nothing better is available.
    Bridger
    Bridger Medals
    “He who asks a question is a fool for five minutes;
    he who does not ask a question remains a fool forever” ~ Chinese Proverb
  3. Special Forces Commander

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    #3
     –  Last edited by Solace; Fri 01 Feb, 2019 12:03 PM.
    You have replaced one of the best consoles with one that you should only put on if nothing better is available.
    On that particular character, I don't have access to that console at the moment. So I'm the using spare slot to play around with approaching agony.

    Also this is meant to be a budget build for those who can't afford to pickup the T6 TOS Dreadnought.

    EDIT: When I posted the initial console list I forgot to update that portion as I borrowed the template from your build, whoopsie.
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    #4
     –  Last edited by casualsto; Fri 01 Feb, 2019 10:43 PM.
    If it's a budget build, you need to optimize things to the minimal gaps.

    I'd replace faw 1 with bo 1 (20 sec cd vs 15 sec cd). This way you'd proc your competitive engines most often. By torpspread(15 sec) or by bo(15sec).

    I'd also attempt on overflowing accuracy if possible at budget level (where you can't hit 30%crth and 115+ crtd unbuffed) and focus on survivability - swapping epte to epts and running survivability combined with mobility and dps.

    Experimental weapon: ditching the ion lightning tube. If you got the domino, you got the denorios, therefore you got the experimental Voice of Prophets which hits like a truck and due to lower fire rate and cycle, doesn't drain more weapon power over 10 seconds and it hits way better dps marks.

    Power drain could be a concern since this ship doesn't support eptw3, but eptw1, so a gap of 20 weapon power can be displayed as a drain risk.

    Perhaps running consistent turrets on the aft is the best idea, since the omni will underperform -faw1 or -bo1 vs a turret running alongside with the csv3 (that's also boosted to 14 sec from 10 due to the trait).

    I'd also swap the timeline stabilizer for the quantum phase console (+drain, +phaser damage, 2 piece set with the torp will double the torp's shield drain - which is huge, also that you've slotted 100+ drain in your skilltree).
    Truth is uncomfortable most of the times. That's why you gotta face it every time.

    https://i.imgur.com/2aFCNBV.jpg
  4. Special Forces Commander

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    #5
     –  Last edited by Solace; Fri 01 Feb, 2019 11:18 PM.
    Perhaps running consistent turrets on the aft is the best idea, since the omni will underperform -faw1 or -bo1 vs a turret running alongside with the csv3 (that's also boosted to 14 sec from 10 due to the trait).

    I'd also swap the timeline stabilizer for the quantum phase console (+drain, +phaser damage, 2 piece set with the torp will double the torp's shield drain - which is huge, also that you've slotted 100+ drain in your skilltree).
    I'm running the Trilithium Omni/Turret and Console for the 2 piece set bonus (Also to make it look a little more canon)
    sLnel0Q
    The console gives nice stats bonuses to hull restoration and hull capacity, which means the ship isn't a total glass cannon.

    Additionally the timeline stabilizer applies 15 - 30% weapon firing cycle haste - which is also just as useful as the shield drain bonus from the 2 piece quantum set. So I could slot that in there, but because of the use of Scatter Volley 3 I believe that stacking up as much cycle haste is far more beneficial for DPS spikes.

    If I had access to the point defence bombardment warhead console, I'd drop Timeline Stabilizer no problems, it gives real nice buffs to my Torp.
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    #6
    Timeline stabilizer's 2 minute cooldown reduction and firing cycle is an interesting activatable, but spikes in firing cycle can result into lower weapon power levels (eps vs weapon power overcap vs weapon power drain with mixed weapon cycles). So unless you're running a 300+ transfer rate (15 subsystem power per second), with a eptw3 and a weapon efficiency running constantly, at a budget level, you'll see weapon power dipping.

    Also the timeline stabilizer is a console from the krenim sci vessel which is a hard drop from the phoenix lockbox. Unless you've unlocked it back when it was an anniversary ship. Timeline stabilizer is way more justified combined with the fleet acceleration flagship console (2pc set - crth and base turn bonus) since that's a real cycle burst and the ships which can equip this have the eptw3 option.

    Also the stabilizer's debuff draws aggro and can get a budget newbie killed in an instant.
    Truth is uncomfortable most of the times. That's why you gotta face it every time.

    https://i.imgur.com/2aFCNBV.jpg
  5. Special Forces Commander

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    #7
     –  Last edited by Solace; Fri 01 Feb, 2019 11:32 PM.
    Timeline stabilizer's 2 minute cooldown reduction and firing cycle is an interesting activatable, but spikes in firing cycle can result into lower weapon power levels (eps vs weapon power overcap vs weapon power drain with mixed weapon cycles). So unless you're running a 300+ transfer rate (15 subsystem power per second), with a eptw3 and a weapon efficiency running constantly, at a budget level, you'll see weapon power dipping.

    Also the timeline stabilizer is a console from the krenim sci vessel which is a hard drop from the phoenix lockbox. Unless you've unlocked it back when it was an anniversary ship. Timeline stabilizer is way more justified combined with the fleet acceleration flagship console (2pc set - crth and base turn bonus) since that's a real cycle burst and the ships which can equip this have the eptw3 option.

    Also the stabilizer's debuff draws aggro and can get a budget newbie killed in an instant.
    Interesting points there, I'll have another look into the 2 piece quantum set. Generally speaking I don't see much dipping as I get 125 weapon power when idle and if I pop Eptw1 or my Aux2Bat I keep that power level pretty constant. I also keep the Red Matter Capacitor on hand to offset the power level weapon dip.

    Since this build does spike DPS, the weapon power level dipping isn't much of an issue since you pretty much 1 shot a lot enemies. By the time you've flown off and rebuffed the power levels are back to where they were.

    Aux2Bat kind of eliminates the issue of having low weapon power because I get bonus subsystem power from my skills and a 70% transfer bonus from the Reinforced Armaments console which allows the wep power to refill quickly.

    Additionally, the skill tree is a tad out of date. Initially the points placed in power drain were for the benefit of the Plasmonic Leech which I used to run and for science perk of the Sector Speed boost.
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    #8
    The weapon power dips and unless you play normal content only, your weapon power dipping under 125 will impact your overall performance.

    CRF3 is one thing. CSV3 is not that spikey.

    If you wanna dps through spike, run crf3. Nothing will stand in your way and you'll be able to use the narrow angle of crf over csv due to the innate 17 turn of your ship.

    Crf can benefit from distributed targeting as well.

    And you won't trigger threat from multiple targets.

    CSV is for ships that can't run CRF. CRF is the top dog in spike damage.
    An option is to swap apb with apl (pilot attack pattern lambda3). Accuract overflow.
    Truth is uncomfortable most of the times. That's why you gotta face it every time.

    https://i.imgur.com/2aFCNBV.jpg
  6. Special Forces Commander

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    #9