Trying to prep an advanced escort for elite STF's. After reading the thread on weapon cooldown times, I've got a build with
Fore: 1x Polarized Tetryon DBB, 2x Photon Torp, 1x Tricobalt
Rear: 3x Tetryon turrets
Idea is to crash the shields down and slip torps in. I keep debating about swapping out the Tricobalt for another DBB or a Quantum - something more reliable than the Tricobalt which in regular stf's, borg often have no trouble shooting down, half the time - but when they get through, they get through like the proverbial heated butterknife. Keep or change?
Pretty sure of my tac consoles: 3x generic projectile boost, 1x photon torp boost (specific projectile consoles seem to be bugged for stacking, generics don't seem to be?)
Not sure of my sci and engie consoles, though.
Thinking of a Force Fields & a SIF for engie, and 2 shield emitter amplifiers and a biofunction for the sci?
And... Should I be running a fleet escort instead of advanced for this build?
Also curious if I should be running the boff tachyon beam skill or not - related to the fleet or advanced escort question. I have been, and I'm not sure of it's efficacy - maybe should swap it for the rank 2 version?
What specifically is weak with the build? Or do you just mean, "go cannon or go home"? I tried running all cannons before - I slam out way more DPS with this build, and it's not even done yet. Feels a little too fragile, and there's the tricobalt problem I mentioned.
I'll have to experiment with some ships you might want to list OP what federation ships you have available for this and I can play around with it some to setup a copy cat version of my brel setup I use for elite stf's that are all projectiles.
BTW though one nice ability of plasma torpedos is that you do not have to strip shields. Some like one poster may not understand but once they see the result in an elite stf they cannot argue with successful results.
Also I'm pretty darn sure though with multi vector this setup can be done easily where you wouldn't need any tetryon weapons and could go all torpedos. Trickier would be the defiant and fleet escort but I'm pretty sure they are all doable. If I can do it in a b'rel with no shields and half the hull of most fed escorts it can be done in fed escorts that also happen to be shielded when attempting this
Currently using the Advanced Escort, as I mentioned, for the extra sci boff slot so I can run Tach Beam. Considering Fleet Escort as well... The multivector boff slots don't look so good for this build, though maybe I could use the extra tac slot for additional subsystem targeting instead?
I recently got a flood of PM's from some new players saying they had found a reply I made sometime last year, explaining my recommended Escort build. They all thanked me for the advice, saying it has turned out really well. I won't go into the ability's I have, or the way my ship is setup, unless you would like me to explain however, this is my weapon layout:
I am running a Fleet Escort, Everything is Mk XI, and very rare.
FRONT:
1x Quantum torpedo, 1x Antiproton Dual Beam Bank, 2x AP DCH's
REAR:
3x AP Turrets.
Tactics: Attack pattern Omega+ Beam Overload+ Cannon Rapid Fire to bring down the shields, then hit them with High Yield Torps, turn and hit them again.
NOTE: My build is very much a PvE build, and doesn't suit well to large scale PvP (unless its 1v1, or your getting backed up by a cruiser).
Sins, I'm trying to do some mental math on that one. The alpha strike on that build is amazing, but I'm critical of the sustained DPS. Are you just using it to alpha strike every 30 seconds? How does the sustained work out for you?
I thought approved STF escort tactics was aim, park, and sustain fire, as per the first few posts in the escort build massive thread?
Side note, switched up to TachBeam2 and I'm slaying non-elite spheres in two shots if the tricobalt is frontloaded - pretty comfortable with that. Survivability... sucks worse, as I swapped it for Hazard Emitters 2. Might respec and take more hull skills, I have a bit of dead wood floating around this character.
I'd stick with a build that works well in STFs, regular PvE and foremost PvP without switching around too many BOs, DOFFs and equipment all the time, but if you think it works for you, have fun.
Rapid fire Transphasic Torpedos from the Breen have 1s global torpedo cooldown compared to 3s normal. They have a 8s cooldown and 20% shield penetration. I see them mentioned alot for all torpedo builds.
That being said, 2 Photon Torps are incredibly high DPS against the majority of the unshielded targets in a STF.
I just don't think the Federation has a ship that suits the all torp build. Especially when the Klingons get a B'Rel retrofit that can fire torpedos while cloaked.
I've eyed the Transphasic, just not sure about the damage, it's 70% of photon and like 65% of quantum. I'll have to give it a try, thanks for the tip.
Thx for the link, Hellspawny, I toyed with double quantums first before switching to photons... Might go back to it, the comments in there about the doff stacking/proc rate were very interesting.
Sins, I'm trying to do some mental math on that one. The alpha strike on that build is amazing, but I'm critical of the sustained DPS. Are you just using it to alpha strike every 30 seconds? How does the sustained work out for you?
I thought approved STF escort tactics was aim, park, and sustain fire, as per the first few posts in the escort build massive thread?
Side note, switched up to TachBeam2 and I'm slaying non-elite spheres in two shots if the tricobalt is frontloaded - pretty comfortable with that. Survivability... sucks worse, as I swapped it for Hazard Emitters 2. Might respec and take more hull skills, I have a bit of dead wood floating around this character.
Yeah, if I'm doing an STF, I will park in front of a transformer, or gate. But if your attacking a cube, its going to fire back, that's where this tactic comes into play. When I pop into the game next, I will make a list of my ability's and explain how I sustain my DPS. For the time-being, lets just say I can actually just turn around and hit them again before my alpha strike is ready, and still do a hell-of-a-lot of damage, then turn around again, and by that time, my alpha is ready.
EDIT: Would you like a video of me explaining how my build works, and what it's like in combat? I've been meaning to do one for a while.
I'm ussing now a torpedo defiant build on stf with my tac char. I have 3 photon torp and the quad cannon (I known, that cannon isnt the best.... but I like the sound and visual effect). and 3 phaser turrets atf. I have on it the omega set (mainly for accuracy add and tetryon damage).
I also have 3 "ten of ten" BO (20% of reduce 5 seconds the recharge time of torp).
My defiant retrofit, is very usseful to add puch to any team. And the quad and turrets can lower shields to spheres, bop, and raptors.... but I have some problems with cube shields (but how it is a team work, when shields come down I can help to lower hp from it at very great rate.)
I can sure you thats BO are the decisive factor on my build ( if some day have problems with a mission I still carry on my inventory 2 DCH mk XII).
If you see the "Erwin Rommel" (my ship) fire torps and torps and more torps, you haven't a "visual problem" with the game.... I carry extra complements of that weapon!! (if any day I must pay for each torp that I use, I'll be in a big trouble ).
Thanks to everybody for the fun, sorry for my bad english.
in my previous statement i actually was referring to SINSOFASOLAREMPIRE's built, i use it too. in my opinion the best for every situation.
I dont want to discourage you in your quest to find a torpedo boat escort, i just dont think that it is a viable built for elite stf's, appart from hitting the gate or other unschielded targets. I mean those targets you will certainly take out much faster than any other built would do, but what about the rest? And you must also consider that cannons with the right buffs, consoles, distance do even more dps than torpedos. and why do it in an escort...a science vessel seems more suited for that, if you combine lots of power and shielddrain abilities with torpedopower.
@SinsOfASolarEmpire: Nah, I understand how it works, I was just curious about the sustained DPS, which you say works out pretty good. I suppose you max on the AP tac consoles? Don't need a clip, though I'd probably watch one regardless. Kinda turning that over in my head, hmmm.
Rapid fire Transphasic Torpedos from the Breen have 1s global torpedo cooldown compared to 3s normal. They have a 8s cooldown and 20% shield penetration. I see them mentioned alot for all torpedo builds.
That being said, 2 Photon Torps are incredibly high DPS against the majority of the unshielded targets in a STF.
I just don't think the Federation has a ship that suits the all torp build. Especially when the Klingons get a B'Rel retrofit that can fire torpedos while cloaked.
Except they changed global cooldown for all torpedoes to be 1 second.
There's not a huge reason to use rapid fire transphasics, now, unless you want to use the Breen set as a Federation captain (since it's the only Fed-side torp bonus set effect that I'm aware of).
Currently using the Advanced Escort, as I mentioned, for the extra sci boff slot so I can run Tach Beam. Considering Fleet Escort as well... The multivector boff slots don't look so good for this build, though maybe I could use the extra tac slot for additional subsystem targeting instead?
Well pretty much you will need tractor beam (tractor beam doff to turn it into a tachyon beam), tachyon beam, and a charged particle burst if you plan to use tricobalts, photons, or quantums. If you do not go with those you will either need transphasics or plasma or both for an all torpedo setup (with heavy projectile doffs to reduce the cool down times to consistently throw out torpedos).
The multivector the edge it has is that with this type of setup you could use tachyon beam 3 with this setup and your pets can be your energy damage when needed. In stf's the warp theorist/tachyon doff isn't going to help unless you need to out turn your enemy since it debuffs turn rate as the bonus.
Another tactic I use on some KDF toons you can easily replicate on fed side is use a tykens rift 1 and 2 and have 3 turrets 3 DHC's and a tricobalt (which i use bio neural in that spot). So then instead of torpedo skills in that degree you could put more heavily with defense and offense with delta, beta, omega.
Just a lot of different setups but if you end up going with a shield stripping power house with projectile doffs out the wazoo then you could do a photon or quantum machine and park about 2km from target with a couple mine launchers too so they all hit your stationary targets in stfs.
Use the information in that guide I posted as a template.
I see that you enjoy using Tricobalt Torpedoos. Wouldn't you like to fire your Tricobalt Torpedo every 20ish seconds instead of 45? Here's how.
First you need three Projectile Duty Officers. These will cause your normal torpedo shots, and high yields, to have a chance to reduce the cooldown on your torpedoes.
Second you need to equip 1 Tricobalt, and 2 Photon or Quantum launchers in your fore weapon slot. (Prefer Quantum.)
Third you need to equip 4x Tricobalt damage boosting tactical consoles.
Fourth you need to use Torpedo High Yield in order to maximize the chance to reduce your torpedo cooldowns with your Projectile Duty Officers.
With this backbone setup for using Torpedoes, you will be able to fire your Tricobalt device much more often than usual. You will put out a lot of damage.
Without the backbone steps that I mentioned, you will find Torpedoes to be lacking.
With the introduction of Projectile Duty Officers, the uselessness of Transphasic torpedoes has only increased. The DPS capability of Transphasics when compared to Quantums, is not even close. I don't have the actual numbers but if you consider the rate of fire of both torpedo types, it's easy to follow logic that Quantums are far superior.
Transphasics are as slow or slower to fire than Quantums, but Quantums do more damage. Nuff said.
If the bleedthrough for Transphasics were increased by another 15-20% then maybe they would be worth it.
I recently got a flood of PM's from some new players saying they had found a reply I made sometime last year, explaining my recommended Escort build. They all thanked me for the advice, saying it has turned out really well. I won't go into the ability's I have, or the way my ship is setup, unless you would like me to explain however, this is my weapon layout:
I am running a Fleet Escort, Everything is Mk XI, and very rare.
FRONT:
1x Quantum torpedo, 1x Antiproton Dual Beam Bank, 2x AP DCH's
REAR:
3x AP Turrets.
Tactics: Attack pattern Omega+ Beam Overload+ Cannon Rapid Fire to bring down the shields, then hit them with High Yield Torps, turn and hit them again.
NOTE: My build is very much a PvE build, and doesn't suit well to large scale PvP (unless its 1v1, or your getting backed up by a cruiser).
I would say that this is the standard cookie-cutter-build-of-old for Escorts... with the introduction of Projectile Duty Officers, I've moved on.
The build mentioned in the quote above is how one should achieve maximum possible DPS on an Escort by using THY, BO, and CRF. HOWEVER, the correct cannons to use are Dual Cannons and not Dual Heavy Cannons.
I would say that this is the standard cookie-cutter-build-of-old for Escorts... with the introduction of Projectile Duty Officers, I've moved on.
The build mentioned in the quote above is how one should achieve maximum possible DPS on an Escort by using THY, BO, and CRF. HOWEVER, the correct cannons to use are Dual Cannons and not Dual Heavy Cannons.
I don't see why, I much prefer my DHC's, just for the sheer damage.
2 torpedo launchers can work in elite stfs because of the high number of unshielded objects. However even with purple projectile doffs you won't win much overall damage. Main problem: Projectile BO abilities don't scale with the number of launchers - unlike cannon abilities.
And if you have to fight shielded foes you will have significant less overall dps than with an 3xcannon 1x torpedo setup because of the crappy shield penetration of those torpedoes.
Therefore I would usually suggest any escort to go with just one torpedo launcher.
Without the backbone steps that I mentioned, you will find Torpedoes to be lacking.
Yeah, I've got three proj doffs, a warp theorist (for the turn debuff to tachbeam), and rounded out with a devlab in an attempt to increase the survivability. I'm pretty happy with the damage I'm dishing, concerned about survivability at the moment.
Still experimenting with the quantums/photons, I coming to think you're right to go quantums.
Yeah, I've got three proj doffs, a warp theorist (for the turn debuff to tachbeam), and rounded out with a devlab in an attempt to increase the survivability. I'm pretty happy with the damage I'm dishing, concerned about survivability at the moment.
Still experimenting with the quantums/photons, I coming to think you're right to go quantums.
If your going all torpedos make sure you dont waste that weapons power either put it in aux(powers tachyon beam as well as many other sci powers as well as kinetic damage resistance and turning power) or engines (defense).
This whole thread made me thinking...and myself i want to try something funky! Kar'fi torpedo carrier!
3 photons in front (or maybe plasma, i think it has more actual shield penetration than transphasic)
single cannon or dual cannon
3 turrets aft or 2 turrets +bioneural WH
spread 3 for sure...maybe changeable with HY3
and of course 2 parts KHG
tachyon beam 3...or tractor beam with the shield drain DOFF
The cooldowns will make it so that one photon doesn't fire. Do a sustained test (go pump torps at a cube in Ker'rat, for instance, or even just a sphere), you'll find that one photon sits unfired for a long period of time until it hits that magic tick slot when you can fire off two torps at once. Torps give a 3s global torp cooldown and photons have a 6s local cooldown. 3 quantums will max your basic torp damage, or if you run a few projectile doffs, 2 quantums will do the job pretty well for that little bit more damage over photons - they have an 8s local cooldown which makes three slots still have one sit unused for a little bit (and why the game lists them with a lower DPS but higher DV). I'd actually be interested in running triple plasma (same cooldown as quantums) off a carrier because the amount of other TRIBBLE floating around the space probably makes enemies unlikely to shoot down your plasma torps.
...Cooldowns are why I'm vacillating between quantums and photons for my own build as I need room to run tricobalts through - every 60s. At the moment, I'm testing 1 quantum, 1 photon, which sounds a little wierd but it works out okay. I've gotta make some logs and check the dps numbers, though, to finalize.
I'd be concerned about the turn rate and firing arcs, but it sounds like an interesting go. Let us know what happens!
The cooldowns will make it so that one photon doesn't fire. Do a sustained test (go pump torps at a cube in Ker'rat, for instance, or even just a sphere), you'll find that one photon sits unfired for a long period of time until it hits that magic tick slot when you can fire off two torps at once. Torps give a 3s global torp cooldown and photons have a 6s local cooldown. 3 quantums will max your basic torp damage, or if you run a few projectile doffs, 2 quantums will do the job pretty well for that little bit more damage over photons - they have an 8s local cooldown which makes three slots still have one sit unused for a little bit (and why the game lists them with a lower DPS but higher DV). I'd actually be interested in running triple plasma (same cooldown as quantums) off a carrier because the amount of other TRIBBLE floating around the space probably makes enemies unlikely to shoot down your plasma torps.
...Cooldowns are why I'm vacillating between quantums and photons for my own build as I need room to run tricobalts through - every 60s. At the moment, I'm testing 1 quantum, 1 photon, which sounds a little wierd but it works out okay. I've gotta make some logs and check the dps numbers, though, to finalize.
I'd be concerned about the turn rate and firing arcs, but it sounds like an interesting go. Let us know what happens!
This is all wrong... don't go out and test there is no need...
All Torpedoes have a 1s shared cooldown, except in special occasions...
With that said, everything else this person said is unfortunately wrong.
None of your Torpedoes will, "sit on cooldown." The only time this will happen is if you fire one of your standard Torpedoes and all of your DOFFS proc... then that means the first Torpedo can fire again since it just cooled itself down.
Again, Torpedoes have been changed a while back so that they DO NOT put each other on 3s cooldowns any more... the poster has the wrong information.
This whole thread made me thinking...and myself i want to try something funky! Kar'fi torpedo carrier!
3 photons in front (or maybe plasma, i think it has more actual shield penetration than transphasic)
single cannon or dual cannon
3 turrets aft or 2 turrets +bioneural WH
spread 3 for sure...maybe changeable with HY3
and of course 2 parts KHG
tachyon beam 3...or tractor beam with the shield drain DOFF
comments plz
Having 3 Torpedo Launchers is now erroneous with the introduction of the Projectile Duty Officer.
Using the DOFFS you don't need a third launcher since you fill fire 2 at the rate as if you had 3 equipped.
2 torpedo launchers can work in elite stfs because of the high number of unshielded objects. However even with purple projectile doffs you won't win much overall damage. Main problem: Projectile BO abilities don't scale with the number of launchers - unlike cannon abilities.
And if you have to fight shielded foes you will have significant less overall dps than with an 3xcannon 1x torpedo setup because of the crappy shield penetration of those torpedoes.
Therefore I would usually suggest any escort to go with just one torpedo launcher.
The reason is that the build I was using, is slightly different from the one listed here, in that I don't use Tricobalt Device... Quantums in that build can hit shields for 300 each shot on ELITE STF which is a LOT of damage to a shield facing... about 2-3x as much as a single phaser hit. Bleedthrough... no one relies on bleedthrough.
Comments
Go google one or 2, but your torpedo boat is not an option for elite stf's.
Constructive criticism please!
BTW though one nice ability of plasma torpedos is that you do not have to strip shields. Some like one poster may not understand but once they see the result in an elite stf they cannot argue with successful results.
Also I'm pretty darn sure though with multi vector this setup can be done easily where you wouldn't need any tetryon weapons and could go all torpedos. Trickier would be the defiant and fleet escort but I'm pretty sure they are all doable. If I can do it in a b'rel with no shields and half the hull of most fed escorts it can be done in fed escorts that also happen to be shielded when attempting this
I am running a Fleet Escort, Everything is Mk XI, and very rare.
FRONT:
1x Quantum torpedo, 1x Antiproton Dual Beam Bank, 2x AP DCH's
REAR:
3x AP Turrets.
Tactics: Attack pattern Omega+ Beam Overload+ Cannon Rapid Fire to bring down the shields, then hit them with High Yield Torps, turn and hit them again.
NOTE: My build is very much a PvE build, and doesn't suit well to large scale PvP (unless its 1v1, or your getting backed up by a cruiser).
I thought approved STF escort tactics was aim, park, and sustain fire, as per the first few posts in the escort build massive thread?
Side note, switched up to TachBeam2 and I'm slaying non-elite spheres in two shots if the tricobalt is frontloaded - pretty comfortable with that. Survivability... sucks worse, as I swapped it for Hazard Emitters 2. Might respec and take more hull skills, I have a bit of dead wood floating around this character.
http://forums.startrekonline.com/showthread.php?t=255981
I'd stick with a build that works well in STFs, regular PvE and foremost PvP without switching around too many BOs, DOFFs and equipment all the time, but if you think it works for you, have fun.
That being said, 2 Photon Torps are incredibly high DPS against the majority of the unshielded targets in a STF.
I just don't think the Federation has a ship that suits the all torp build. Especially when the Klingons get a B'Rel retrofit that can fire torpedos while cloaked.
Thx for the link, Hellspawny, I toyed with double quantums first before switching to photons... Might go back to it, the comments in there about the doff stacking/proc rate were very interesting.
Yeah, if I'm doing an STF, I will park in front of a transformer, or gate. But if your attacking a cube, its going to fire back, that's where this tactic comes into play. When I pop into the game next, I will make a list of my ability's and explain how I sustain my DPS. For the time-being, lets just say I can actually just turn around and hit them again before my alpha strike is ready, and still do a hell-of-a-lot of damage, then turn around again, and by that time, my alpha is ready.
EDIT: Would you like a video of me explaining how my build works, and what it's like in combat? I've been meaning to do one for a while.
I also have 3 "ten of ten" BO (20% of reduce 5 seconds the recharge time of torp).
My defiant retrofit, is very usseful to add puch to any team. And the quad and turrets can lower shields to spheres, bop, and raptors.... but I have some problems with cube shields (but how it is a team work, when shields come down I can help to lower hp from it at very great rate.)
I can sure you thats BO are the decisive factor on my build ( if some day have problems with a mission I still carry on my inventory 2 DCH mk XII).
If you see the "Erwin Rommel" (my ship) fire torps and torps and more torps, you haven't a "visual problem" with the game.... I carry extra complements of that weapon!!
Thanks to everybody for the fun, sorry for my bad english.
I dont want to discourage you in your quest to find a torpedo boat escort, i just dont think that it is a viable built for elite stf's, appart from hitting the gate or other unschielded targets. I mean those targets you will certainly take out much faster than any other built would do, but what about the rest? And you must also consider that cannons with the right buffs, consoles, distance do even more dps than torpedos. and why do it in an escort...a science vessel seems more suited for that, if you combine lots of power and shielddrain abilities with torpedopower.
Except they changed global cooldown for all torpedoes to be 1 second.
There's not a huge reason to use rapid fire transphasics, now, unless you want to use the Breen set as a Federation captain (since it's the only Fed-side torp bonus set effect that I'm aware of).
Well pretty much you will need tractor beam (tractor beam doff to turn it into a tachyon beam), tachyon beam, and a charged particle burst if you plan to use tricobalts, photons, or quantums. If you do not go with those you will either need transphasics or plasma or both for an all torpedo setup (with heavy projectile doffs to reduce the cool down times to consistently throw out torpedos).
The multivector the edge it has is that with this type of setup you could use tachyon beam 3 with this setup and your pets can be your energy damage when needed. In stf's the warp theorist/tachyon doff isn't going to help unless you need to out turn your enemy since it debuffs turn rate as the bonus.
Another tactic I use on some KDF toons you can easily replicate on fed side is use a tykens rift 1 and 2 and have 3 turrets 3 DHC's and a tricobalt (which i use bio neural in that spot). So then instead of torpedo skills in that degree you could put more heavily with defense and offense with delta, beta, omega.
Just a lot of different setups but if you end up going with a shield stripping power house with projectile doffs out the wazoo then you could do a photon or quantum machine and park about 2km from target with a couple mine launchers too so they all hit your stationary targets in stfs.
I will add the following:
Use the information in that guide I posted as a template.
I see that you enjoy using Tricobalt Torpedoos. Wouldn't you like to fire your Tricobalt Torpedo every 20ish seconds instead of 45? Here's how.
First you need three Projectile Duty Officers. These will cause your normal torpedo shots, and high yields, to have a chance to reduce the cooldown on your torpedoes.
Second you need to equip 1 Tricobalt, and 2 Photon or Quantum launchers in your fore weapon slot. (Prefer Quantum.)
Third you need to equip 4x Tricobalt damage boosting tactical consoles.
Fourth you need to use Torpedo High Yield in order to maximize the chance to reduce your torpedo cooldowns with your Projectile Duty Officers.
With this backbone setup for using Torpedoes, you will be able to fire your Tricobalt device much more often than usual. You will put out a lot of damage.
Without the backbone steps that I mentioned, you will find Torpedoes to be lacking.
Don't use them, please.
With the introduction of Projectile Duty Officers, the uselessness of Transphasic torpedoes has only increased. The DPS capability of Transphasics when compared to Quantums, is not even close. I don't have the actual numbers but if you consider the rate of fire of both torpedo types, it's easy to follow logic that Quantums are far superior.
Transphasics are as slow or slower to fire than Quantums, but Quantums do more damage. Nuff said.
If the bleedthrough for Transphasics were increased by another 15-20% then maybe they would be worth it.
I would say that this is the standard cookie-cutter-build-of-old for Escorts... with the introduction of Projectile Duty Officers, I've moved on.
The build mentioned in the quote above is how one should achieve maximum possible DPS on an Escort by using THY, BO, and CRF. HOWEVER, the correct cannons to use are Dual Cannons and not Dual Heavy Cannons.
I don't see why, I much prefer my DHC's, just for the sheer damage.
And if you have to fight shielded foes you will have significant less overall dps than with an 3xcannon 1x torpedo setup because of the crappy shield penetration of those torpedoes.
Therefore I would usually suggest any escort to go with just one torpedo launcher.
Yeah, I've got three proj doffs, a warp theorist (for the turn debuff to tachbeam), and rounded out with a devlab in an attempt to increase the survivability. I'm pretty happy with the damage I'm dishing, concerned about survivability at the moment.
Still experimenting with the quantums/photons, I coming to think you're right to go quantums.
On KDF side, Honor Guard is superior. (+25% any torp)
If your going all torpedos make sure you dont waste that weapons power either put it in aux(powers tachyon beam as well as many other sci powers as well as kinetic damage resistance and turning power) or engines (defense).
3 photons in front (or maybe plasma, i think it has more actual shield penetration than transphasic)
single cannon or dual cannon
3 turrets aft or 2 turrets +bioneural WH
spread 3 for sure...maybe changeable with HY3
and of course 2 parts KHG
tachyon beam 3...or tractor beam with the shield drain DOFF
comments plz
...Cooldowns are why I'm vacillating between quantums and photons for my own build as I need room to run tricobalts through - every 60s. At the moment, I'm testing 1 quantum, 1 photon, which sounds a little wierd but it works out okay. I've gotta make some logs and check the dps numbers, though, to finalize.
I'd be concerned about the turn rate and firing arcs, but it sounds like an interesting go. Let us know what happens!
Sigh I'll explain yet again on the DC issue...
Cannon Rapid Fire only lasts a limited amount of time.
During that time a DHC will fire less shots, than a DC.
DHC normally fire less shots during all volleys than DC.
Since there is such a thing as critting, the one that shoots more often, can crit more often.
Since the one that shoots more often can crit more often, it can be said that it will do more overall damage...
Unfortunately the extra damage and crit severity on DHC don't make up for the DPS loss from firing less shots.
Oh, DHC also drain more power, meaning they nerf their own damage to come even further in behind DC.
This is all wrong... don't go out and test there is no need...
All Torpedoes have a 1s shared cooldown, except in special occasions...
With that said, everything else this person said is unfortunately wrong.
None of your Torpedoes will, "sit on cooldown." The only time this will happen is if you fire one of your standard Torpedoes and all of your DOFFS proc... then that means the first Torpedo can fire again since it just cooled itself down.
Again, Torpedoes have been changed a while back so that they DO NOT put each other on 3s cooldowns any more... the poster has the wrong information.
Having 3 Torpedo Launchers is now erroneous with the introduction of the Projectile Duty Officer.
Using the DOFFS you don't need a third launcher since you fill fire 2 at the rate as if you had 3 equipped.
I see your logic but that's not true... See here for rough DPS numbers: http://forums.startrekonline.com/showthread.php?t=255981
The reason is that the build I was using, is slightly different from the one listed here, in that I don't use Tricobalt Device... Quantums in that build can hit shields for 300 each shot on ELITE STF which is a LOT of damage to a shield facing... about 2-3x as much as a single phaser hit. Bleedthrough... no one relies on bleedthrough.