Hi,
I just leveled my first Rommie (Engineer, Fed-allied) and got interested in trying out the T'Varo retrofit with the 2-piece set (Singularity Stabilizer and Plasma Destabilizer).
I'm looking for some build advice from experienced T'Varo captains. I play exclusively PvE, mostly STFs. I'm still working the reputations but I'm tentatively planning on going for the Adapted MACO space set for the torp damage bonus. Maybe the hyper-plasma torp/zero-point console combo too. I like using plasma torps and cannons (instead of full torp boat). However, I will listen to any suggestions on weapon types (cannons, beam banks, etc.) but I prefer to keep using plasma.
I'm not used to the Boff layout of this ship, so advice there would be especially appreciated. Also with the consoles and Doffs. I plan to get the fleet version soon, so consider the extra console slot as well.
Oh, and if you can throw in your thoughts as to the best power settings to aim for, better yet.
Thanks for any info.
Captain Selek - Vulcan (TAC Lvl 50) -
U.S.S. Chimera (Fleet Heavy Escort Carrier NCC-92810) /
Captain Krell - Liberated Borg Klingon (TAC Lvl 50) -
I.K.S. Nogh'Sar (Fleet Qin Heavy Raptor) /
Commander Kel'ara Teerel - Romulan (ENG Lvl 50) -
R.R.W. Silverhawk (Fleet T'Varo Light Warbird Retrofit) /
Fed Fleet: Section 31 /
KDF Fleet: Klingon Intelligence /
Romulan Fleet (Fed): Romulan Intelligence / STO Handle:
@ed583
Comments
I'm running with the Romulan Prototype Set (higher plasma torp transit speed), the Romulan Energy Harness set and pack mostly Mk12 Romulan weaponry (turrets back, 2 dual heavies front along with the hyper-plasma launcher and the Romulan Experimental beam array), along with some Romulan Embassy emitter/plasma damage science consoles. Presently, I split my tactical consoles with 2 ambiplasma and 2 plasma infusers.
One alternative I have is Fleet Equipment. Elite Fleet Shields and Deflectors (for the science power cooldown) while packing Advance Fleet Antiproton weaponry instead of the Romulan Plasma above (the experimental beam array gets turned into a dual AP beam bank) and my torpedo launcher is an Advanced Fleet Quantum Torpedo Launcher.
I usually run my LtC slot as Science, so that I can pack extra tractor beam and heals along with Polarize Hull. Since the T'varo can use science powers while cloaked, I generally try to make attack runs, cloak, then use science powers to restore myself and any ally; in order to push that playstyle, I even have Doffs that boost my auxiliary power while I'm cloaked. I'm finding this works out very well without needing to bother as much with power transfers and it raises my stealth effectiveness quite a bit. I rely in Auxiliary to Structural and Hazard Emitters to restore my hull strength while I am cloaked.
I use two kinds of tactical Boffs. One is meant for single target combat, and generally packs 2 torpedo high yields, Beam Overload 3 and Attack Pattern Omega 3 - mostly meant to kill a target on the first pass. The other has Beam Fire At Will, Torpedo Spread II, Cannon Scatter Volley II and Attack Pattern Omega 3 to deal with PvE content that often brings along more than one opponent (like in some of the Tau Dewa patrols).
The main caveat of my plasma build is how the hyper-plasma torpedoes end up often being wasted in run-the-mill PvE content. Not because they are impotent, but because they are slow enough to often not reach their target before my cannons bring it/them down. In fact, I initially went +120% plasma torpedo bonus damage with my tactical consoles... until I saw my energy weapons were still doing most of the work. That's why I split my ambiplasma/infusers evenly.
They are really useful in STFs to bring up large targets that don't move much, but I've had to bring Tractor Beam I and II on my LtC science Boff just to slow the Borg spheres enough to hit them some. Borg Spheres and their Emergency Power to Engine power laugh at my hyper-plasma torpedo barrages.
The strong point of the T'varo console set is that it reduces torpedo cooldown by a significant margin - 25%. Add in Projectile Doffs, and it takes 75% of the time it usually would for them to have a chance to trigger, and each time they trigger, the cooldown of the Destabilized Plasma Torpedo ALSO goes down by the listed amount.
That's a lot of plasma torpedoes. Unfortunately, that's also a lot of plasma torpedoes that trail a Borg Sphere before they run out of juice, or before an ally finishes off the target the hyper-plasma torpedoes were flying after.
By contrast, my anti-proton weaponry seems to work better in an all-around fashion. Since I have Boffs with the Elite Operative and that my Anti-Proton weapons give me better chances to get critical hits, it's much friendlier to optimizing that 5-second decloaking alpha strike and still works decently on sustained fire. The quantum torpedo doesn't always have time to hit before a PvE target is destroyed, but if it was a tougher target (cruiser/battleship) it will often finish it off.
I can toss out a quantum torpedo fairly often with that setup, but there, the torpedo feels more like a supplemental coup-de-grace than anything else. It doesn't feel nearly as effective as the hyper-plasma launcher in sustained PvE fights.
Overall, the AP/Quantum setup feels more viscerally satisfying; though the Romulan Plasma/Hyper plasma torp setup is more powerful, if often inefficient.
The Adapted MACO set was something I was looking into obtaining too. Frankly, I'm not sure the Romulan Prototype Set actually makes a difference in the transit speed of hyper-plasma torpedo volleys, either with High Yield or not. I've grown to think it only affects granola High Yield plasma torpedoes, rather than all plasma-based targetable torpedoes. That's a bit infuriating. Since it doesn't seem to work, Adapted MACO and its +25% torp damage bonus was what I wanted to aim for.
As for weaponry, I was wondering whether I'd stick to a partial Romulan Energy Harness or toss out the entire thing altogether in favor of antiproton weapons. One possibility was to keep the Romulan Plasma energy weapons but pick the Quantum Torpedo for projectile weapon - that means losing the 3-piece Hyperflux Beam power, but then again I often forget to use it (losing the hyper-plasma launcher also means I stop burning myself with plasma burning). However, PvE since targets die fairly quickly, the proc of the weapons is really only good on beefier targets that the plasma burn will have time to hurt. I figure that would be superior in STFs.
Another factor I considered was getting rid of the T'varo 2-piece set, since the Plasma Destabilizer gets rather buggy with Attack Pattern Omega... and it's also a very double-edged weapon. I often don't actually need to use the Singularity Stabilizer as well so it might just be taking space. I'm thinking about perhaps replacing them with the new consoles that will be available on Tier 3 Fleet Mines - more lasting power and better turning rates could be something I'd have more use for.
That's a lot of good info and I'll have to chew it down for a bit. I've never leaned too much toward sci boff abilities except for the seemingly ever-present HE and TSS, nor I have ever used anti-protons. You've given me much food for thought and for testing.
Thanks again
For example, I've just ran an Infected Space Elite STF in a Daeinos Destroyer Warbird, which I recently got and wanted to make work with some of the gear I've amassed for my T'varo. I decided to go all plasma infuser consoles/embassy plasma-damage emitters to get some synergy with the Plasma Lotus...
...and I ended up very unimpressed. I was missing that massive damage that came out from having projectiles, and the first thing I found myself pining for was my hyper-plasma torp launcher. I'm kind of wondering if my opinion on my Antiproton/Quantum torp setup has become dated in comparison to my present playstyle. I'll probably try that out again soon.
Also, my Fleet T'varo is in many ways significantly superior to the Daeinos. No surprise, but the Daeinos is pretty so I wanted to make it work the way it seemed meant to be built for (I avoided projectiles, since they shoot out of its beak at a wierd vertical angle). I don't think it will any better than my T'varo did.
edit:
T'varo with Antiproton weapons along with a quantum torpedo launcher is fairly effective. I'd label it "comfortable". It's probably the easiest way I have with it of mowing through everyday daily space content. It does fairly well in STFs too, and the "decloak alpha, cloak and toss out heals, rinse/repeat" approach works out fairly well against the Borg Spheres.
The contrast I'm seeing is how it lacks the sheer firepower of the Romulan plasma/Hyperplasma torp setup. However, I don't have the need to pay close attention to the volume of my barrages to help coordinate generator takedown with allies in Infected. There's not the worry of firing the torpedo from point-blank and getting plasma burn from them. There's also not the annoyance of seeing the torpedo trail behind spheres that are going off far-far-and-away with EPtE. There's a way to make slow targetable projectiles work out, but it generally requires more care/foresight and the understanding that this might come with caveats.
For example: hyper-plasma torpedo against Tholians aren't great, since they are targetable, and Tholians are fond of Beam Fire at Will. However, Hyper-Plasma Torpedoes can also prove devastating: at a high rate of fire and supplemented by Torpedo Spread, Tau Dewa patrols are... massacres. >_>;
Overall, after rounding over all the stuff I had on hand, I'm probably going to stick with the Romulan Plasma/Hyper-plasma torpedo setup. Soon, I'll also complete the Adapted MACO set, so, I'll be trying that out. Perhaps, if the Romulan Prototype set really doesn't improve the mobility of the Hyper-plasma torpedo launcher projectiles that I'll end up better served by the Adapted MACO set.
http://sto-forum.perfectworld.com/showpost.php?p=9915651&postcount=713
It's a pretty amazing ship to fly
≡/\≡
If you ever decide to have a go at a full torpedo boat setup here are two builds (9-10k DPS over ~6-8min in PUG STFS) I've flown so far.
Transphasic variant
Plasma variant
Even budget versions of the tactical consoles/torpedoes should still net you a decent performance.
Subsystem power distribution is full power to Aux, rest in Engines. Never stay stationary, you should be sitting at roughly 130-140% defense at 1/4 impulse speed when cloaked.
You can utilize all abilities while under cloak, so if you are fighting near gates or tactical cubes, which normally poses a high treat to survivability, stay cloaked as this lets you either dodge incoming fire or avoid being shot at all together.
Use judgement calls on whether you need to use the heal abilities on yourself or team members.
Twin fleet advance plasma dhc, exp beam and torp, three rom XII turrets on back, lower dps than fleet but it's only a few points so I'd take the disruptor proc. fleet dhc up front because there's about 40 points in damage difference than rom dhc.
Been switching between full omega set, shield stripping with energy weapons and the anchor shot which kills any defence they have, ths can be used while cloaked.
Full rom rep set, nice visuals but they Torps don't seem any faster.....
This little ship is so fun.....
Join The Space Invaders,..... Federation and KDF fleets.