After hearing a friend talk about an Andorian Missile Cruiser from one of the old Trek boardgames, I wanted to see if I could make a workable build on the Khyzon using only projectile weapons.
Now, this is just to see if the concept works well enough to do PvE, and I realize that a standard (DHC / Turret / Etc.) build would far outperform this one. This is just to see if its workable enough to have fun with.
Base concept is take the Khyzon, put five transphasic launchers in the front, then put a transphasic mine launcher and a single turret in the rear.
Goal is to set the ship up so that it fires torps as quickly as possible, and has a high crit chance in order to make damage effective enough to hold its own in PvE. Again, this is nowhere close to optimized dps.
I've tested it out (informally) with a TAC Captain and MkXI Common gear (torps, consoles, green torp doffs) and it seems to perform.
Questions I wanted to throw to the community are:
Does the Ferengi Missile Launcher (the one that shoots every 2 secs) trigger the chance for a PWO Doff to reduce torpedo cooldowns? Or would that TRIBBLE up the transphasic firing sequence?
Would putting the Breen cluster torpedo in the nose be better? (I haven't been able to tell if the fifth launcher actually fires in sequence yet, and might be wasted)
Using a disruptor turret ( to land the proc and APB effect) seems to be a good choice, but is there one that would work better? KCB maybe?
Used transphasics for the build to maximize potential damage versus shielded targets; the idea being that as you are zipping around engaging targets, the window for multiple torpedo launches is small, so using photons or quantums might not get enough bleedthrough to compare.
Intent is to use the breen engine and deflector (for the transphasic bonus), and maybe a regen shield or the MACO. Power levels can be set for a crazy high engine or shield default, with no need for weapons power.
BOff powers are a mix of torp abilities and attack patterns (Omega and Beta) and DPB3 in the CDR slot to maximize mine potential; the plan is to put special consoles on that increase crit chance / severity along with a skill spec that maximizes ACC and Crit.
What might I do to make this specialized (novelty ) build work better? And is there something Im missing in the game mechanics that make four (or five) frontal launchers not work?
Thanks in advance!
Here's what I came up with in the Builder
http://skillplanner.stoacademy.com/?build=andorianmissileboat_0
Comments
I can't say for sure but from what I've heard, that indeed the Ferengi missile will TRIBBLE up with launching of other torps.
That was what I didn't know, the effect of PWO doffs versus launchers. So the cooldown reduction can only apply to 3 identical launchers? If so, then maybe three rapid reload launchers on autofire and a cluster torpedo up front and hotkeyed.... and that would leave another weapon slot.
Im trying to stick to all projectiles, to keep weapons power unnecessary and maxing shields and engines. Maybe a har'pheng or bio neural in that fifth slot?
Or maybe a beam of some type with target subsystem engines somewhere in the mix?
With the Tachyon Induction Relay you have your shield stripper so Tachyon Dual Beam is not required. The Nukara set piece may be useful as backup, but i don't have the stats for it.
RR Transphasic is useless since the cooldown is non-existent if you already have 3 purple PWO. Fleet transphasic with DMG/CtrH is the way t go.
Breen Cluster is always nice and harpeng doesn't share cooldown so that is also an option.