For the sake of convenience, I set my weapons up in a 1234 pattern and set autofire the same way so it's easy to figure out firing order. I place my Ferengi Missile Launcher last in the sequence since it has a two second recharge with the hope that it procs my PWO Doffs.
+28.1% photon torp damage (tac console)
+28.1% photon torp damage (tac console)
+26.2% photon torp damage (Counter Command tac console)
+22.9% photon projectile damage (Dyson weaponry 2pc set bonus)
+25% projectile damage (Adapted KHG 2pc set bonus)
+10% projectile damage (tvaro pack 2pc set bonus)
+10% crit with photon projectile (Dyson weaponry 3pc set bonus)
+10% severity (Dyson weaponry 3pc set bonus)
+3% crit (Dyson weaponry 2pc set bonus)
+17 starship projectile weapon training (Counter Command Deflector)
my other stats are:
140% defense at combat speed while cloaked 155% if i pop my subspace field modulator
32% all resist
55% all resist (PH1 + damp)
58% all resist (PH2 + damp)
61% all resist (PH2 + damp + HE1)
36.2% accuracy
21.9% crit
113.9% severity
boffs: 5 SRO
doff: time reduc ET and buff
doff: time reduc ST and buff
doff: additional aux power while cloaked
doff: energy resistance when using aux damp
doff: grav well aftershock
The damage and dps on my primary launchers are:
Grav Torp = 8305dmg 977dps
Enh Bio = 8305dmg (non-undine) 9966dmg (undine)
Reg Bio = 8260dmg (non undine) 9913dmg (undine)
Heyo, so with delta rising and all the new stuff, I thought I'd update my build for you guys. Now actually, I was wondering how to continue into delta rising. I will be adding the nuetronic quantum torpedo, replacing either the e-bio or transphasic. Now, the second transphasic cluster will become the tricobalt cluster torpedo.
I will also be buying the new intel warbird for my roms, and will definitely be using some of those insane new intel torp abilities.
So, in short, I got a few questions. Firstly, tac consoles. Now that I no longer will be using dual transphasic clusters I was wondering what tac consoles I should use. I was concede ring mixing and matching, or trying to go with generic torp consoles. However, that leaves the two mine launching torpedoes up buffed.
Any suggestions?
Leveling my Fed Sci Vesta first that is aux DHC. So far i'm seeing stuff that i think wont be very friendly to my torp boat especially since its a stealth torp boat. I did some normal and a few advanced and i'm a bit worried about the high shield regen i'm seeing. Like the shields on the assimilated carrier in cure.
Leveling my Fed Sci Vesta first that is aux DHC. So far i'm seeing stuff that i think wont be very friendly to my torp boat especially since its a stealth torp boat. I did some normal and a few advanced and i'm a bit worried about the high shield regen i'm seeing. Like the shields on the assimilated carrier in cure.
I think my Sci B'rel torpboat is restricted to non-shielded targets, now.
Sci magic still works but I'm finding that GW cycles a second time for use on the same target.
I'm contemplating using an omni-beam for subsystem attacks (shields and engines) and using the high damage torps in place of the photons/quantums.
I am not happy.
NO to ARC RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
Returning player (came back one week before DR launched), and I had my not-so-ideal Defiant anti-Borg Quant+TriC loadout (3+1 w/ 3 Tet cannons in the back), and shields were never an issue on old Elites. DR norms weren't much of a problem, just had to be patient to slam past the shields, or partner up w/ a SciCapt w/ GW and a shield drain. Even in Advanced Disconnected, hull was not an issue for Mk XII's, but the shields.... damn their shields....
Can torp boats maintain their viability outside of a tight group of flyboys/flygals in Advanced, let alone Elite?
So, the new Lobi set 2-piece gives a fairly substantial boost to plasma projectile damage. Is that going to be worth running a plasma loadout with the KHG set now? Say the new hazari corrosive torp, particle emission torp, and romulan hyperflux in fore, and the hazari plasma mines in aft?
I have to ask: Aren't torp boats 100% useless with DR now?
Isn't the concept of a torp boat dead in the water? They were "okay" pre-DR because they could still function, and you'd have fun. Trying them in DR must be like spitting at a volcano. No harm is done to it and you don't have any fun. And you'll most likely die (from OHK or boredom) before you make a dent in it.
Yes, the AoE spam is atrociously high as well. Can't even use the Vaudwaar cluster-tricobalt because it dies every time. I dumped that to my bank for long-term storage.
Always a glutton for punishment (hence still playing lol), I'm trying out a pure torp trans-tac build. Using a kdf-rom char driving a Ha'feh assault (free) and using two parts of the Breen set for that nice bonus along with a full set of transpheric tac consoles.
It seems like I might need two setups, one with the breen cluster torp and mines; and another without. Going to play around with the setups until I find what works best and then look into upgrading the weapons. I don't expect easy street play.
I'll post here again in a week or so and let ya'll know how it turns out.
You i'm guessing that it is unlikely that they will rework npc shield regen mechanics to accommodate niche ship builds like torp boats. But what about a new ship set that is geared towards giving torp boats a better chance at fighting shielded targets? like when they add the next rep faction, they can do a 3 piece or 4 piece weaponry set. It could be like a torp launcher, mine launcher, beam weapon and a console. The 3pc or 4pc set bonus would give us a percentage penetration...not a chance to penetrate, but straight penetration. Something like 3pc or 4pc set bonus: your projectiles and mines ignore 75% of your targets shields (25% vs players). Something like that...the percentages can be adjusted up or down so it isnt too overpowered but the important thing is the ignore shields effect.
What do you guys think? good idea/terrible idea? is it something we should push for?
I think the way to go for a torp-boat is to get one of the T6 Intel-ships.
Focus on damage resistance reduction and stick heavily to torp-bonus-stuff. Add everything to the setup which adds shield bypassing.
Did not have much problems with my torp-boat in argala elite
I dont have all the equipment upgraded yet but even so its a Monster GWIII doing like 1,200 per sec per target and then additional 40% chance of almost 1,900 each sec each target and then throw a Quantum torp spread and watch stuff drop, still have issues with pulling soo much threat; even off proper tanks, hence the ship chosen also for the BOFF layout.
Take a look and see if you like it. FYI the non Fleet quantum up front is the Neutronic Quantum Torp from Delta Rep. even more AoE dmg, and it dosnet really matter if something has shields, it will still do OK dmg, but in STFs is soo much fun watching the numbers fly
Can't even use the Vaudwaar cluster-tricobalt because it dies every time. I dumped that to my bank for long-term storage.
It's tricky and hazardous, but if you get in really close before you launch it, the mines can break out immediately. Now, some of them are destroyed with their beams, but not all of them, especially when you hit them with other things around the same time.
You need to have a short term speed boost at the ready to get out of range before the mines hit, or you'll get bit by your own tricobalt mine effects.
Stopped playing for a few years and just came back. Lots of stuff in this thread I'm trying to digest.
Where I'm lost at the moment though is that a lot of the thread talks about using primarily transphasics/plasma, but later on (post S8?) I'm seeing builds in which transphasics/plasmas aren't important. I'm playing a Rom Tac.
Can photons be viable as I'm seeing several builds. Also I'm trying the Faeht T6. It has the EBC which I really enjoy, but the intelligence abilities require you to be uncloaked. So I'm torn on how to spec. I was originally specing for all projectiles and little to none in shields planning on being cloaked, but then I get no benefit from the intel abilities.
Should this ship maybe not be setup as a torpedo boat? Looking for some general usage/spec guidelines. Last time I played there wasn't FAW.ADL (all day long) and DHCs were king. Thanks.
If you actually read the whole thing, you are amazing.
Very good read. Ty for posting this.
I am just playing with having a torp boat atm, myself. My energy and items are mainly based on stacking Particle damage gear. I still need to adjust my skills away from energy weapons.
The equipment is in flux as I'm still building rep. I'll have the neutronic torp today, but not the console. I don't have the e-bio torp either atm.
Thoughts are to work towards AMACO deflector/shield, use rom engine for +attack patterns
Unsure on singularity goal atm.
As far as skills/stations, I basically put some points back into shields and changed some boffs to shield abilities so that I can: 1. afford to be knocked out of cloak and 2. intentionally uncloak for the alpha bonus and/or to apply intel debuffs
I thought about keeping the plasma lance just to instantly be able to apply an intel debuff (ie decloak lance, debuff, unload), but the cooldown is rather long to take up a slot. Is that correct thinking for this kind of setup?
Skillwise?
Looks like you're fine offensively, although I would suggest maxing out Inertial Dampeners(snares/holds) and Power Insulators(drains).
Traitwise:
Drop Precision for APC-Offense(Nukara) and channel most your power into Aux(this will also make your cloak and Gravity Well more effective).
Boff-wise:
Assuming you've done the above, change your Eng seat to ET1 and OSS2. Replace an HE for Science Team.
Your gear obviously still needs a bit of work, but it sounded like you didn't really want comments on that yet.
It's tricky and hazardous, but if you get in really close before you launch it, the mines can break out immediately. Now, some of them are destroyed with their beams, but not all of them, especially when you hit them with other things around the same time.
You need to have a short term speed boost at the ready to get out of range before the mines hit, or you'll get bit by your own tricobalt mine effects.
This is why I reccomend using the Vaadwaur Cluster as an Aft weapon. It will usually disperse the instant you end a strafing run(you're on top of the opponent) and you'll usually be a good distance away by the time they detonate.
I don't find them as ideal for Torpedo boats, specifically, because you're better off focusing on other damage types - more of an escort or lance-cruiser tool.
Skillwise?
Looks like you're fine offensively, although I would suggest maxing out Inertial Dampeners(snares/holds) and Power Insulators(drains).
Traitwise:
Drop Precision for APC-Offense(Nukara) and channel most your power into Aux(this will also make your cloak and Gravity Well more effective).
Boff-wise:
Assuming you've done the above, change your Eng seat to ET1 and OSS2. Replace an HE for Science Team.
Your gear obviously still needs a bit of work, but it sounded like you didn't really want comments on that yet.
Thanks. Of those skills what could be sacrificed to get inertial dampeners and power insulators up? Are sensors ok to zero out?
I'm not terribly familiar with OSS, what is that ability doing for a torpedo boat? Is it how it works in conjunction with the Nukara Aux trait?
I'm open to gear suggestions, I just don't have a lot to work with yet. I had some transphasics (still have in the bank) but wasn't terribly impressed.
Stopped playing for a few years and just came back. Lots of stuff in this thread I'm trying to digest.
Where I'm lost at the moment though is that a lot of the thread talks about using primarily transphasics/plasma, but later on (post S8?) I'm seeing builds in which transphasics/plasmas aren't important. I'm playing a Rom Tac.
Can photons be viable as I'm seeing several builds. Also I'm trying the Faeht T6. It has the EBC which I really enjoy, but the intelligence abilities require you to be uncloaked. So I'm torn on how to spec. I was originally specing for all projectiles and little to none in shields planning on being cloaked, but then I get no benefit from the intel abilities.
Should this ship maybe not be setup as a torpedo boat? Looking for some general usage/spec guidelines. Last time I played there wasn't FAW.ADL (all day long) and DHCs were king. Thanks.
I'm not sure about Romulans, Tacs, or the ship you mentioned, sorry. I ran a photon (Grav Torp +Enhanced Bio Molec. +Bio Molec torp ) build on my Dyson Science Destroyer for the duration of the Undine Rep. I ran all photon torp builds on other ships earlier but not with a lot of success due to shields.
To run a pure photon build I'd suggest, over powering the opponents shields-could be hard to do, draining their shields-hard to do with a sci or transferring the shields (easier with the gifted Secondary deflector). My advice is save all those Bio-Mole Torps you get out of the daily and hour projects boxes when you run the Undine Rep to kit you ship out with those photons.
Unless you know you are going to be running Torp boats exclusively then I would not spec into them. I suggest that you run them for a bit see if you like them and then spec into them if you decide to take the plunge.
This is why I reccomend using the Vaadwaur Cluster as an Aft weapon. It will usually disperse the instant you end a strafing run(you're on top of the opponent) and you'll usually be a good distance away by the time they detonate.
I don't find them as ideal for Torpedo boats, specifically, because you're better off focusing on other damage types - more of an escort or lance-cruiser tool.
While I'm quoting you this post is really for the earlier posts regarding the Vaadwaur Torpedo.
Regarding the Vaadwaur Torpedo. I'm finding that it works best when shields are down. I've been running it fore on my Breen Carrier for the duration of the Winter Event. At some point I'm going to run it on a flow cap, shield transfer build using the DSD Secondary Deflector. With shields down I'll see how it handles.
Regarding piloting with the Vaadwaur: If you are getting caught in the torps blow back try veering off before passing over the target on an attack run with your fore weapons. Then you can open up with your aft weapons as well. Starting an attack run out at 10km and with enough practice you might be able to master the 15 cd (w/ 3 purple torp doffs) timing between the Breen and Vaadwaur torps on your attack runs-given that you slot one of each fore and aft.
Thanks. Of those skills what could be sacrificed to get inertial dampeners and power insulators up? Are sensors ok to zero out?
I'm not terribly familiar with OSS, what is that ability doing for a torpedo boat? Is it how it works in conjunction with the Nukara Aux trait?
I'm open to gear suggestions, I just don't have a lot to work with yet. I had some transphasics (still have in the bank) but wasn't terribly impressed.
Sensors.. aren't really needed(unless you plan to go full Snooper/Cloak-Hunter), so that'd be a fine place to pull from; you could also pull some from those points in armor/plating.
APC-Offense gives you a damage 'bonus' based off your Aux: the higher the aux, the more 'free' damage gets added. ("Bonus" damage is calculated a bit differently and really gives you a noticeable increase because all the other modifiers get multiplied by it.) The Trait applies to all damage; be that energy weapons, kinetic weapons, or even exotic damage. For Torpedo Boats, it basically turns Aux into what Weapon Power is for energy weapon ships.
OSS allows all your subsystems(Aux being the primary concern here) to go over the 125 effective cap and continue to modify those systems. In addition, it also gives a large, but rapidly diminishing, surge of energy to ALL subsystems. It's basically a withering super-charged Emergency Power to Everything, but without the specialized short-term buffs EPtX gets. It also knocks a random subsystem offline when it ends - which you can fix with Engineering Team if it's important.
As for gear, honestly, I'm not personally sold on (the return of )dedicated Quantum Bombers until we get another special Quantum Torp or two. I use to run a Quantum Bomber back in the pre-Legacy of Romulus days, but I wouldn't want to run it on an EBC ship. (I ran it on a Patrol Escort and then later on a Chel Grett - ships that could take a beating.)
Photon isn't really the best idea for it either(photons fire too often), so my recommendations would be either a Transphasic or Plasma boat. Transphasics require the Breen 2-set bonus(very important - Cluster Torp, your primary weapon, is "mine" damage, not "torpedo") and the collection/upgrading of the Breen Torpedos from their story arc. It's also a good build type to combo with mines for obvious reasons.
Plasma.. is easily the most expensive build to set up as you mash together the Romulan, Assimilated, KHG/AMACO sets and Particle Emission Torp from crafting. Plasma Builds, while quite flexible and extremely powerful, also have a lot of nuances(timing, sequencing, spacial awareness, etc.) that make it easy to blow yourself up in the process.
A recently growing trend, amusingly, is the revival of a universal "exotic launcher' build(people used something similar years ago on Vo'quvs, of all things, and B'rels). The idea is to run Neutronic, Enhanced Bio-Photon, a Cluster/Particle Emission, and a Hargh'Peng torpedo while using generic torpedo damage consoles and filling your science consoles with Particle Generators. I think this kind of build would be the closest evolution of what you've currently got. It will mesh just fine with your KHG/AMACO intentions and the slower fire rate will play nicer with Enhanced BattleCloak. APC-Offense will benefit both the torpedo and exotic damage aspects of this build.
Are you going to be running it as a stealth bomber or you staying out of stealth? if you are going to stay in stealth full time you can drop the skill points from shield healing and shield buffing abilities. A few other things i noticed with your build:
-as mentioned, if full time stealth bomber think about dropping shield healing and shield health skill points (make sure to get a second or third opinion from other players first). But if you are going to run out of stealth on your torp boat then obviously you will want those shield healing and shield health skill points.
-you have attack pattern beta, but this can only be applied to targets with beam weapons (i'm a bit rusty so again check with other players to make sure this is true or test it yourself to make sure)
-if full time stealth bomber you might want to drop the x2 emergency power to shields. Put engineering team in there and maybe aux to inertial dampeners. AuxID provides energy and kinetic resistance rating, and the kinetic resistance scales with your aux power.
-you havent done this yet but if you are a full time stealth bomber make sure NOT to put points into flow caps or equip a plasmonic leech. PL does not work off of torpedoes. I just mention this in case someone randomly blurts out to you to get a PL and get flow caps.
-if you are going to be a stealth bomber imo get countercommand deflector, and adapted maco engines and adapted maco shields. The adapted maco 2pc set bonus is +25% torpedo damage. If you are going to run your torp boat out of stealth then adapted maco deflectors and adapted maco engines. Then you can run whatever shields give you the best damage resistance/health for whatever content you are doing. When you are a torp boat out of stealth your shields are a part of your defenses. But when you are a torp boat in stealth full time then your shields end up becoming just stat items so i use them to get set bonuses.
Below is a link of my Faeht torpedo boat. I included gear, skill points, traits and in the notes i have my 5 doffs.
I pretty much just moved all my gear over from my Tvaro once the Faeht became available. Only difference is on my Tvaro i had a universal LCdr boff station. So i ran a LCdr Sci and Lt Sci for resists with double polarize hull and i even equipped a science team for debuff cleansing and in case i got knocked out of stealth and i needed an emergency heal. But with the Faeht we only get an ensign Sci and LCdr Sci. So if i need an emergency shield heal when i am out of stealth i have to rely on singularity powers. Either I pop quantum absorption for a buffer until i can go back into stealth or i pop warp shadows which will cause whatever is targeting me to drop aggro. Since i'm in stealth full time my defenses are to get my resists as high as possible and also my defense % as high as possible.
I have double THY and double TS3 so i can change it up and use back to back whatever i need for a given situation. Also i went with a photon build and i stacked up on as much gear as i could that had set bonuses that buffed photon damage. This build did really well with old content like borg stuff but i dont know about newer content.
Comments
You can have launchers 1 2 3 4 but if you right click on 3 2 4 1 in that order then 3 2 4 1 is the firing order they will go with.
For the sake of convenience, I set my weapons up in a 1234 pattern and set autofire the same way so it's easy to figure out firing order. I place my Ferengi Missile Launcher last in the sequence since it has a two second recharge with the hope that it procs my PWO Doffs.
..explains why my torps can fire so off-timedly in combat
Get the Forums Enhancement Extension!
http://skillplanner.stoacademy.com/?build=stonewbtorptvarofinal_0
+28.1% photon torp damage (tac console)
+28.1% photon torp damage (tac console)
+26.2% photon torp damage (Counter Command tac console)
+22.9% photon projectile damage (Dyson weaponry 2pc set bonus)
+25% projectile damage (Adapted KHG 2pc set bonus)
+10% projectile damage (tvaro pack 2pc set bonus)
+10% crit with photon projectile (Dyson weaponry 3pc set bonus)
+10% severity (Dyson weaponry 3pc set bonus)
+3% crit (Dyson weaponry 2pc set bonus)
+17 starship projectile weapon training (Counter Command Deflector)
my other stats are:
140% defense at combat speed while cloaked 155% if i pop my subspace field modulator
32% all resist
55% all resist (PH1 + damp)
58% all resist (PH2 + damp)
61% all resist (PH2 + damp + HE1)
36.2% accuracy
21.9% crit
113.9% severity
boffs: 5 SRO
doff: time reduc ET and buff
doff: time reduc ST and buff
doff: additional aux power while cloaked
doff: energy resistance when using aux damp
doff: grav well aftershock
The damage and dps on my primary launchers are:
Grav Torp = 8305dmg 977dps
Enh Bio = 8305dmg (non-undine) 9966dmg (undine)
Reg Bio = 8260dmg (non undine) 9913dmg (undine)
I will also be buying the new intel warbird for my roms, and will definitely be using some of those insane new intel torp abilities.
So, in short, I got a few questions. Firstly, tac consoles. Now that I no longer will be using dual transphasic clusters I was wondering what tac consoles I should use. I was concede ring mixing and matching, or trying to go with generic torp consoles. However, that leaves the two mine launching torpedoes up buffed.
Any suggestions?
http://skillplanner.stoacademy.com/?build=qberttorpboatdr_0
http://skillplanner.stoacademy.com/?build=emc2tvaropve_3842
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
Leveling my Fed Sci Vesta first that is aux DHC. So far i'm seeing stuff that i think wont be very friendly to my torp boat especially since its a stealth torp boat. I did some normal and a few advanced and i'm a bit worried about the high shield regen i'm seeing. Like the shields on the assimilated carrier in cure.
I think my Sci B'rel torpboat is restricted to non-shielded targets, now.
Sci magic still works but I'm finding that GW cycles a second time for use on the same target.
I'm contemplating using an omni-beam for subsystem attacks (shields and engines) and using the high damage torps in place of the photons/quantums.
I am not happy.
RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
Returning player (came back one week before DR launched), and I had my not-so-ideal Defiant anti-Borg Quant+TriC loadout (3+1 w/ 3 Tet cannons in the back), and shields were never an issue on old Elites. DR norms weren't much of a problem, just had to be patient to slam past the shields, or partner up w/ a SciCapt w/ GW and a shield drain. Even in Advanced Disconnected, hull was not an issue for Mk XII's, but the shields.... damn their shields....
Can torp boats maintain their viability outside of a tight group of flyboys/flygals in Advanced, let alone Elite?
Willing to learn and bring back the torps.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
I'm working on a new Narc LO. The current build is on Gateway.
ingame: @.Spartan
Original Cryptic Forum Name: Spartan (member #124)
The Glorious, Kirk’s Protegè
Isn't the concept of a torp boat dead in the water? They were "okay" pre-DR because they could still function, and you'd have fun. Trying them in DR must be like spitting at a volcano. No harm is done to it and you don't have any fun. And you'll most likely die (from OHK or boredom) before you make a dent in it.
Yes, the AoE spam is atrociously high as well. Can't even use the Vaudwaar cluster-tricobalt because it dies every time. I dumped that to my bank for long-term storage.
It seems like I might need two setups, one with the breen cluster torp and mines; and another without. Going to play around with the setups until I find what works best and then look into upgrading the weapons. I don't expect easy street play.
I'll post here again in a week or so and let ya'll know how it turns out.
What do you guys think? good idea/terrible idea? is it something we should push for?
Focus on damage resistance reduction and stick heavily to torp-bonus-stuff. Add everything to the setup which adds shield bypassing.
Did not have much problems with my torp-boat in argala elite
With all the new stuff Torp boats are still very powerful.
http://skillplanner.stoacademy.com/?build=sciaoemonstertorpboat_0
I dont have all the equipment upgraded yet but even so its a Monster GWIII doing like 1,200 per sec per target and then additional 40% chance of almost 1,900 each sec each target and then throw a Quantum torp spread and watch stuff drop, still have issues with pulling soo much threat; even off proper tanks, hence the ship chosen also for the BOFF layout.
Take a look and see if you like it. FYI the non Fleet quantum up front is the Neutronic Quantum Torp from Delta Rep. even more AoE dmg, and it dosnet really matter if something has shields, it will still do OK dmg, but in STFs is soo much fun watching the numbers fly
It's tricky and hazardous, but if you get in really close before you launch it, the mines can break out immediately. Now, some of them are destroyed with their beams, but not all of them, especially when you hit them with other things around the same time.
You need to have a short term speed boost at the ready to get out of range before the mines hit, or you'll get bit by your own tricobalt mine effects.
71K DPS torpedo Defiant on a good team run.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Where I'm lost at the moment though is that a lot of the thread talks about using primarily transphasics/plasma, but later on (post S8?) I'm seeing builds in which transphasics/plasmas aren't important. I'm playing a Rom Tac.
Can photons be viable as I'm seeing several builds. Also I'm trying the Faeht T6. It has the EBC which I really enjoy, but the intelligence abilities require you to be uncloaked. So I'm torn on how to spec. I was originally specing for all projectiles and little to none in shields planning on being cloaked, but then I get no benefit from the intel abilities.
Should this ship maybe not be setup as a torpedo boat? Looking for some general usage/spec guidelines. Last time I played there wasn't FAW.ADL (all day long) and DHCs were king. Thanks.
Very good read. Ty for posting this.
I am just playing with having a torp boat atm, myself. My energy and items are mainly based on stacking Particle damage gear. I still need to adjust my skills away from energy weapons.
I have a total of 317 particle gens atm with this ship build http://skillplanner.stoacademy.com/?build=furbal_9142
My goal is to get up to 400 particle gens atm. Which by that time i will have the science trait from R&D.
I am working on completing my other setting in the Academy.
What you all think?
http://www.stoacademy.com/tools/skillplanner/?build=faehttorpwip_0
The equipment is in flux as I'm still building rep. I'll have the neutronic torp today, but not the console. I don't have the e-bio torp either atm.
Thoughts are to work towards AMACO deflector/shield, use rom engine for +attack patterns
Unsure on singularity goal atm.
As far as skills/stations, I basically put some points back into shields and changed some boffs to shield abilities so that I can: 1. afford to be knocked out of cloak and 2. intentionally uncloak for the alpha bonus and/or to apply intel debuffs
I thought about keeping the plasma lance just to instantly be able to apply an intel debuff (ie decloak lance, debuff, unload), but the cooldown is rather long to take up a slot. Is that correct thinking for this kind of setup?
Skillwise?
Looks like you're fine offensively, although I would suggest maxing out Inertial Dampeners(snares/holds) and Power Insulators(drains).
Traitwise:
Drop Precision for APC-Offense(Nukara) and channel most your power into Aux(this will also make your cloak and Gravity Well more effective).
Boff-wise:
Assuming you've done the above, change your Eng seat to ET1 and OSS2. Replace an HE for Science Team.
Your gear obviously still needs a bit of work, but it sounded like you didn't really want comments on that yet.
This is why I reccomend using the Vaadwaur Cluster as an Aft weapon. It will usually disperse the instant you end a strafing run(you're on top of the opponent) and you'll usually be a good distance away by the time they detonate.
I don't find them as ideal for Torpedo boats, specifically, because you're better off focusing on other damage types - more of an escort or lance-cruiser tool.
Thanks. Of those skills what could be sacrificed to get inertial dampeners and power insulators up? Are sensors ok to zero out?
I'm not terribly familiar with OSS, what is that ability doing for a torpedo boat? Is it how it works in conjunction with the Nukara Aux trait?
I'm open to gear suggestions, I just don't have a lot to work with yet. I had some transphasics (still have in the bank) but wasn't terribly impressed.
I'm not sure about Romulans, Tacs, or the ship you mentioned, sorry. I ran a photon (Grav Torp +Enhanced Bio Molec. +Bio Molec torp ) build on my Dyson Science Destroyer for the duration of the Undine Rep. I ran all photon torp builds on other ships earlier but not with a lot of success due to shields.
To run a pure photon build I'd suggest, over powering the opponents shields-could be hard to do, draining their shields-hard to do with a sci or transferring the shields (easier with the gifted Secondary deflector). My advice is save all those Bio-Mole Torps you get out of the daily and hour projects boxes when you run the Undine Rep to kit you ship out with those photons.
Unless you know you are going to be running Torp boats exclusively then I would not spec into them. I suggest that you run them for a bit see if you like them and then spec into them if you decide to take the plunge.
While I'm quoting you this post is really for the earlier posts regarding the Vaadwaur Torpedo.
Regarding the Vaadwaur Torpedo. I'm finding that it works best when shields are down. I've been running it fore on my Breen Carrier for the duration of the Winter Event. At some point I'm going to run it on a flow cap, shield transfer build using the DSD Secondary Deflector. With shields down I'll see how it handles.
Regarding piloting with the Vaadwaur: If you are getting caught in the torps blow back try veering off before passing over the target on an attack run with your fore weapons. Then you can open up with your aft weapons as well. Starting an attack run out at 10km and with enough practice you might be able to master the 15 cd (w/ 3 purple torp doffs) timing between the Breen and Vaadwaur torps on your attack runs-given that you slot one of each fore and aft.
Sensors.. aren't really needed(unless you plan to go full Snooper/Cloak-Hunter), so that'd be a fine place to pull from; you could also pull some from those points in armor/plating.
APC-Offense gives you a damage 'bonus' based off your Aux: the higher the aux, the more 'free' damage gets added. ("Bonus" damage is calculated a bit differently and really gives you a noticeable increase because all the other modifiers get multiplied by it.) The Trait applies to all damage; be that energy weapons, kinetic weapons, or even exotic damage. For Torpedo Boats, it basically turns Aux into what Weapon Power is for energy weapon ships.
OSS allows all your subsystems(Aux being the primary concern here) to go over the 125 effective cap and continue to modify those systems. In addition, it also gives a large, but rapidly diminishing, surge of energy to ALL subsystems. It's basically a withering super-charged Emergency Power to Everything, but without the specialized short-term buffs EPtX gets. It also knocks a random subsystem offline when it ends - which you can fix with Engineering Team if it's important.
As for gear, honestly, I'm not personally sold on (the return of )dedicated Quantum Bombers until we get another special Quantum Torp or two. I use to run a Quantum Bomber back in the pre-Legacy of Romulus days, but I wouldn't want to run it on an EBC ship. (I ran it on a Patrol Escort and then later on a Chel Grett - ships that could take a beating.)
Photon isn't really the best idea for it either(photons fire too often), so my recommendations would be either a Transphasic or Plasma boat. Transphasics require the Breen 2-set bonus(very important - Cluster Torp, your primary weapon, is "mine" damage, not "torpedo") and the collection/upgrading of the Breen Torpedos from their story arc. It's also a good build type to combo with mines for obvious reasons.
Plasma.. is easily the most expensive build to set up as you mash together the Romulan, Assimilated, KHG/AMACO sets and Particle Emission Torp from crafting. Plasma Builds, while quite flexible and extremely powerful, also have a lot of nuances(timing, sequencing, spacial awareness, etc.) that make it easy to blow yourself up in the process.
A recently growing trend, amusingly, is the revival of a universal "exotic launcher' build(people used something similar years ago on Vo'quvs, of all things, and B'rels). The idea is to run Neutronic, Enhanced Bio-Photon, a Cluster/Particle Emission, and a Hargh'Peng torpedo while using generic torpedo damage consoles and filling your science consoles with Particle Generators. I think this kind of build would be the closest evolution of what you've currently got. It will mesh just fine with your KHG/AMACO intentions and the slower fire rate will play nicer with Enhanced BattleCloak. APC-Offense will benefit both the torpedo and exotic damage aspects of this build.
Are you going to be running it as a stealth bomber or you staying out of stealth? if you are going to stay in stealth full time you can drop the skill points from shield healing and shield buffing abilities. A few other things i noticed with your build:
-as mentioned, if full time stealth bomber think about dropping shield healing and shield health skill points (make sure to get a second or third opinion from other players first). But if you are going to run out of stealth on your torp boat then obviously you will want those shield healing and shield health skill points.
-you have attack pattern beta, but this can only be applied to targets with beam weapons (i'm a bit rusty so again check with other players to make sure this is true or test it yourself to make sure)
-if full time stealth bomber you might want to drop the x2 emergency power to shields. Put engineering team in there and maybe aux to inertial dampeners. AuxID provides energy and kinetic resistance rating, and the kinetic resistance scales with your aux power.
-you havent done this yet but if you are a full time stealth bomber make sure NOT to put points into flow caps or equip a plasmonic leech. PL does not work off of torpedoes. I just mention this in case someone randomly blurts out to you to get a PL and get flow caps.
-if you are going to be a stealth bomber imo get countercommand deflector, and adapted maco engines and adapted maco shields. The adapted maco 2pc set bonus is +25% torpedo damage. If you are going to run your torp boat out of stealth then adapted maco deflectors and adapted maco engines. Then you can run whatever shields give you the best damage resistance/health for whatever content you are doing. When you are a torp boat out of stealth your shields are a part of your defenses. But when you are a torp boat in stealth full time then your shields end up becoming just stat items so i use them to get set bonuses.
Below is a link of my Faeht torpedo boat. I included gear, skill points, traits and in the notes i have my 5 doffs.
http://skillplanner.stoacademy.com/?build=stonewbiefaeht1_0
I pretty much just moved all my gear over from my Tvaro once the Faeht became available. Only difference is on my Tvaro i had a universal LCdr boff station. So i ran a LCdr Sci and Lt Sci for resists with double polarize hull and i even equipped a science team for debuff cleansing and in case i got knocked out of stealth and i needed an emergency heal. But with the Faeht we only get an ensign Sci and LCdr Sci. So if i need an emergency shield heal when i am out of stealth i have to rely on singularity powers. Either I pop quantum absorption for a buffer until i can go back into stealth or i pop warp shadows which will cause whatever is targeting me to drop aggro. Since i'm in stealth full time my defenses are to get my resists as high as possible and also my defense % as high as possible.
I have double THY and double TS3 so i can change it up and use back to back whatever i need for a given situation. Also i went with a photon build and i stacked up on as much gear as i could that had set bonuses that buffed photon damage. This build did really well with old content like borg stuff but i dont know about newer content.