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Sci Torp Boat

buddha1369buddha1369 Member Posts: 386 Arc User
edited April 2013 in Federation Discussion
Figured Id try one because it would free up alot of extra power for my abilities. So Im running a Wells with plasma torps and getting mixed results. At the end of a given PvP Arena match I typically have 250-350k total damage. Now that seems good, HOWEVER I rarely see myself killing anyone. I definitely help, drain shields, burn hull, etc.. but I rarely get 1v1 kills because I cant drain enough shields to get the torps directly against the hull. Thats why I use plasma, 6 procs burn pretty well with buffs and debuffs.


Tl;DR: need help with a viable torp build
Post edited by buddha1369 on

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    timelord79timelord79 Member Posts: 1,852 Arc User
    edited April 2013
    I had the same problem when I tried plasma (one a tac/excelsior build, though), I switched to transphasics and got stuff done.
    That was before they introduced all those new spcial plasma torpedo weapons and new Romulan buffs and everything.
    11750640_1051211588222593_450219911807924697_n.jpg
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    travelingmastertravelingmaster Member Posts: 0 Arc User
    edited April 2013
    You're a science ship. The point of the science ship is not to kill ships directly. The job a science ship has is to disable/drain shields, debuff enemies/buff allies, and generally wreak science-skill havoc in the combat zone. Oh, and shield-tanking like a boss.

    If you must have torpedoes for damage-dealing, keep with the plasma torps. Good DoT damage, and you'll make opponents use their HEs. I would recommend keeping 1-2 beam weapons (perhaps one on each end) so you can use what target subsystem abilities you have. Just keep in mind that science ships are primarily a support-role ship, same as the Federation cruiser. The escorts are what you use for DPSing like a boss and killing the enemy.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
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    benovidebenovide Member Posts: 397
    edited April 2013
    I've played Sci going on over 1.6, soon to be 1.7 years. Rembmer, max your Aux.

    Sci's work pretty good for a torp boat, but you're better off using Transphasic front, cutting beam to the rear, and two single cannons or dual beam banks for the front. And beam arrays to the rear.

    When you actually use your sci ship abilities in conjunction with the weapons, it'll be quick to realize why.

    Make sure you have Tykins rift and gravity well.

    If you're using a Tac instead of a sci for the sci ship, use caution.

    If you're using a sci with the sci ship, carry on.

    I'm not sure if feds can drop aceton assimilators, or barrier fields, but if they can, they will be your friend. (I don't have either on my fed sci).

    Max all sci category of abilities, sensor scan, particle generators, and graviton generators are huge. As well as the bottom right hand corner RearAd/LT Gen skill (Can't remember what it's called on the top of my head) and toss on a photonic shockwave.

    Train a sci you can swap out time to time based on situation, and put on photonic shockwave 3 on one sci BOff, and Gravity Well 3 on another. Both are devestating.

    It literally takes over a year to really learn how to make a sci really shine, but always remember aux and more aux is your friend.

    Don't forget to max out your Aux.
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    benovidebenovide Member Posts: 397
    edited April 2013
    You're a science ship. The point of the science ship is not to kill ships directly. The job a science ship has is to disable/drain shields, debuff enemies/buff allies, and generally wreak science-skill havoc in the combat zone. Oh, and shield-tanking like a boss.

    You'd be amazed how nasty a GOOD sci can be.

    If done correctly, they can be brutal killers. But also some of the most desired assets.
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    inputend21inputend21 Member Posts: 0 Arc User
    edited April 2013
    The Wells is really fun as Torp boat,could always swap to Plasma weapons,run two-three of the PL damage consoles from the embassy,two dual beams,hyper torp,and two turrets plus cutting beam,how i was running it,and had some really great succes with it.
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    travelingmastertravelingmaster Member Posts: 0 Arc User
    edited April 2013
    benovide wrote: »
    You'd be amazed how nasty a GOOD sci can be.

    If done correctly, they can be brutal killers. But also some of the most desired assets.

    Oh, I know, I've had to escape from a few science ships in my Hegh'ta. I feel most would have trouble trying to actually finish off an opponent while in a sci ship. . .but they would work great with an escort providing the well-timed DPS. Sci ships are cruiser-breakers, as well, they're the ones with the best chance of cutting through a cruiser's tanking and giving the escorts something to bite on.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
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    trimenranger1trimenranger1 Member Posts: 0 Arc User
    edited April 2013
    Fleet recond Science Vessel


    I run 2 Transphasic cluster torps, Fleet MK XII Transphasic forward with the same aft.

    Engine, Shield, and Deflector: Adapted maco

    Eng Console: Rule 62 uni Console
    Neutronium Armor Mk XII Very Rare


    Sci Console: Flow Capacitor MK XI Very rare
    Shield Emitter MK XII Very Rare
    Shield Capacity MK XII Very Rare
    Shield Regen MK XII Very Rare


    Tac Console: Transphasic Console MK XI Rare (x4)


    It does good damage
    Trimen Ranger
    Admiral Federation Tactical Corps
    >Star Fleet Elite Force< Click if you are ready to boldy go where no one has gone before.
    Seek not the final frontier if you fear the unknown. -Admiral Trimen Ranger
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    gypsybladegypsyblade Member Posts: 730 Arc User
    edited April 2013
    I really enjoy my Korath as a torpedo boat

    Fore: Photon Torpedo, Bio-Neural Torpedo, Hargh'peng
    Aft: Polaron Disruptor Turretx3

    Aegis Deflector, KHG Engine/Shield

    Eng: Neutronium, Theta, Subspace Jump
    Sci: Flow Capacitor, Borg, Shield Gen, Tachyokinetic Converter
    Tact: Aceton Assimilator, Plasmatic Leech, Warhead Yield Chamber

    Tact: TT1, TT2, TS3
    Eng: EP2S, A2SIF1
    Eng: EP2S
    Sci: TSS1, HE2, TachB3, PS3
    Sci: JS, Tractor Beam

    Doffs
    2x Deflector Recharge
    1x Torp Recharge
    1x Tractor Beam Shield Drain
    1x Tach Beam Movement Drain

    It's very effective at taking down shields and hull, the KDF have a slightly better console advantage to building torp boats still.

    (I know its not a Fed Ship, but this build could be adapted to a Wells)

    Rough idea: http://www.stoacademy.com/tools/skillplanner/?build=wellstorpboat_0
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    bluegeekbluegeek Member Posts: 0 Arc User
    edited April 2013
    Moved thread to Federation Shipyards
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
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