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My bird of prey torpedo boat

unheard1978unheard1978 Member Posts: 132 Arc User
edited May 2014 in PvP Gameplay
Hi all I want to share with you my bop torpedo boat build,

Its a build I have been working for some time,

The idea of this build is to get the most out of your torpedoes and to have low CD.

I would like to thanks cmdrskyfaller for info on his bop torpedo boat and dontdrunkimshoot for all his help on pvp


http://skillplanner.stoacademy.com/?build=testbop190420142_993
Post edited by unheard1978 on

Comments

  • dahminusdahminus Member Posts: 0 Arc User
    edited April 2014
    http://skillplanner.stoacademy.com/?build=aux2battoro_0


    3 techs, 3 projectile doff


    Everything at global sounds devastating. Aux Batts to keep he and gw powerful...sounds like a lot of fun
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited April 2014
    dahminus wrote: »
    http://skillplanner.stoacademy.com/?build=aux2battoro_0


    3 techs, 3 projectile doff


    Everything at global sounds devastating. Aux Batts to keep he and gw powerful...sounds like a lot of fun

    for a torpedo boat, i think A2D is better so you dont get decloaked by GW and PSW.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    NOTE: The following is by no means a recommendation in the least. It's just some S9 speculation...and typical flaky on my part. I don't do build recommendations nor comment on builds outside of individual mechanics on the parts...

    Deflector: KHG Mk XII
    Engines: Romulan Mk XII
    Core: Obelisk
    Shields: KHG Mk XII

    Weapons
    Fore: Grav Photon, Dis-Photon, E-Bio Photon, Bio Photon
    Aft: OD AP, Web Mines

    Consoles
    Tac: 3x ATVL [+PhP] Mk XII
    Eng: Impulse, Barrier Field, Subspace Integration, E-Neut [+Turn] Mk XII
    Sci: Proton Stabilizer, Aceton, Bioneural Infusion

    TT1, HY2, TS3, APO3
    BO1, DPB1

    EPtE1, AtS1
    TB1, HE2, VM1

    Naus Captain, 3x Naus BOFFs, 1x Embassy Sub BOFF

    DOFFs
    3x EWO Penetration
    1x WCE Cleanse
    1x Conn TT/SAP
    1x Tech +Aux

    Traits
    Intimidating Strikes

    Rep Traits
    Auxiliary Power Configuration - Offense
    Auxiliary Power Configuration - Defense
    Precision
    Omega Kinetic Shearing

    Pseudo Explanation

    Just a pseudo explanation, because it's not something to take seriously...

    With 6s CDs on the Torps, there's no need for PWO DOFFs.
    The OD AP for BO1 w/ 3x EWO Penetration DOFFs...no shields and reduced hull damage resistance.
    Stack TS/HY (TS for the Grav and HY for the Dis-Photons (salvo, non-targetable)).
    Don't telegraph with Tractor Beam.
    OKS applies a Kinetic DoT (6s) doing 40% of the damage that reaches the hull (OD AP BO1 w/ 3x EWO Penetration DOFFs). (DoT applies every second...multiply initial hull damage by 0.4, divide by 6 - that's your DoT tick.)
    Can be cleared by HE/ST...VM1...no Aux, no HE.
    Obelisk Core's not for the 2pc bonus for the OD AP, it's there for 135 Aux with the +Aux DOFF for the APC Off/Def.
    Rom Engine, Conn TT DOFF are there for Starship Attack Pattern buffs for APA3/APO3.
    There's no shield heals, because with a 0.88 Shield Mod...c'mon, who are you trying to kid? Unload, drop AA - Barrier - Sub Poo - EPtE/Imp on out of there...

    But this is a torp boat - what's up with the BO and obviously decloaking?

    Current Ambush on Holodeck is +15%. Same as the damage bonus while cloaked. You can Sub for +10% taking it to +25%. S9's bringing Improved Ambush to Raiders...it's +25% before Sub (still +15% while cloaked). Need somebody to verify it (don't have an Embassy BOFF on my B'rel toon), but that would be a case of looking at +35% Ambush Damage.

    Add in the +8.3% for Flanking...the +Dmg from the Naus Captain & 3x Naus BOFFs...

    ...purely speculative, but could be interesting.

    edit: I probably forgot to explain stuff during the pseudo explanation, but it's not a real build anyway and was taking longer to type out that I was willing to give it...

    edit2: Should note the above is with min Weapon Power. The BO1 OD AP's not for doing damage, it's just so the torps ignore the shields for their damage and the damage from the Shearing...along with the hull damage resistance debuff.
  • kolbrandrkolbrandr Member Posts: 266
    edited April 2014
    You're going to spend so much time decloaked that you might as well run a standard BoP setup with either of these. Unless you're doing PVE.
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited April 2014
    virusdancer you are one off the pvp's I respect.
    It's away nice to get feed back on a build

    I forgot to say I also have the Alpha Deception Field console

    Hirogen Feign Death Trap
    Starship Stealth, Creates a Trap
    Must be in Combat to activate

    Fake your Death: Become Untargetable, Rooted, and Disabled for 5 seconds.
    Creates a lvl 12 Lure
    While Lure is active (max 30 sec):
    +200% Turn Rate
    +200% Flight Speed
    +6,975 Stealth
    All Powers Disabled Until Lure Detonates
    Activate power a second time to force Detonation at will.
    Upon detonation:
    to self: All Cooldown Timers Reset
    to foe: 367.3 Tetryon Damage per sec and Hold for 5 sec
    The Alpha Deception Field is universal and may be placed in any console slot

    I swapped this for the Barrier Field
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    virusdancer you are one off the pvp's I respect.

    That's insane! I'm just a goofball that's always complaining...always complaining that when somebody shoots my beachball and it kills me that it wasn't a crit. :P

    Joe Random: "It's PvP and somebody has to die."
    Willard the Rat: "Me! Me! Let it be me! Me first! Do it now! Do it! Now!"
    I forgot to say I also have the Alpha Deception Field console

    I get it not working when you're tractored, but it still bugs me that it can't be used while Scrambled or AMS'd...including when either of those is applied by a pet (and there's always some Scim Drone out there spamming the Scramble).
    +6,975 Stealth

    Isn't it twisted how it's better than your own cloak? Based on that number, I'd say you were looking at it on ground...but yeah, it's +2000 Stealth over your normal cloak.
    All Powers Disabled Until Lure Detonates

    Heh, there's actually a gap between the fake explosion/lure dropping to you being not able to use any abilities...which is a good time to drop out a DPB of mines for that extra fun should somebody decide to pop the lure to find you.

    edit: Besides, I'm a heretic. Sure, my T'varo is a torpboat...but my B'rel is Energy Weapons...Phasers at that! :eek:

    edit2: Should note as well, since you mentioned the Barrier Field - don't forget in the heat of battle that a Warbird can just Sing Jump past it.

    Which kind of gets into a couple of questionable tactics if you've got AA, Dark Poo, and Barrier depending on who's thinking to chase you...

    You <--> Barrier <--> AA <--> Dark Poo/Them
    You <--> AA <--> Dark Poo/Them <--> the Barrier they jumped

    With the Web Mines, they could keep the AA company...hrmmm.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited April 2014
    Hi all I want to share with you my bop torpedo boat build,

    Its a build I have been working for some time,

    The idea of this build is to get the most out of your torpedoes and to have low CD.

    I would like to thanks cmdrskyfaller for info on his bop torpedo boat and dontdrunkimshoot for all his help on pvp


    http://skillplanner.stoacademy.com/?build=testbop190420142_993

    I like your attention to survivability, which I feel many BoP don't pay engouh attention to. From an offensive standpoint, I feel your Torps do not benefit enough synergy and will likely have an issue with shared CD of 1 sec between each torp.

    Additional comments :

    - Romulan Hyper Plasma is great for PvE, not so much for PvP due to them being targetable and slow

    - The justification for using Omega Deflector in this build escapes me, care to explain?

    - Too many cheese consoles, it will hurt your actual performance the more cheese you carry since they have long CD period

    - GW 1, presumably used as a mean to decloak a ship, is generally not a good idea if you are a Torpedo boat. Think about it, what does a Torpedo boat hate the most? Answer : Ships with their shields up. Then again, I don't fly a BoP, I simply hunt BoPs down and watch them disintegrate within seconds

    - From an offensive standpoint, only 2 of your 6 weapon slots have non-targetable projectiles, one of which is not affected by BOFF powers at all. Therefore, if one can dodge your Grav. Torpedo Spread III, speed can take care of the rest

    - Despite having lots of heals, you would still be vulnerable to massive spike attack especially when your attacker can cause your enchanced battlecloak to malfunction and you simply don't have enough hull points or enough reaction time to dodge such attack
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited April 2014
    NOTE: The following is by no means a recommendation in the least. It's just some S9 speculation...and typical flaky on my part. I don't do build recommendations nor comment on builds outside of individual mechanics on the parts...

    Deflector: KHG Mk XII
    Engines: Romulan Mk XII
    Core: Obelisk
    Shields: KHG Mk XII

    Weapons
    Fore: Grav Photon, Dis-Photon, E-Bio Photon, Bio Photon
    Aft: OD AP, Web Mines

    Consoles
    Tac: 3x ATVL [+PhP] Mk XII
    Eng: Impulse, Barrier Field, Subspace Integration, E-Neut [+Turn] Mk XII
    Sci: Proton Stabilizer, Aceton, Bioneural Infusion

    TT1, HY2, TS3, APO3
    BO1, DPB1

    EPtE1, AtS1
    TB1, HE2, VM1

    Naus Captain, 3x Naus BOFFs, 1x Embassy Sub BOFF

    DOFFs
    3x EWO Penetration
    1x WCE Cleanse
    1x Conn TT/SAP
    1x Tech +Aux

    Traits
    Intimidating Strikes

    Rep Traits
    Auxiliary Power Configuration - Offense
    Auxiliary Power Configuration - Defense
    Precision
    Omega Kinetic Shearing

    Pseudo Explanation

    Just a pseudo explanation, because it's not something to take seriously...

    With 6s CDs on the Torps, there's no need for PWO DOFFs.
    The OD AP for BO1 w/ 3x EWO Penetration DOFFs...no shields and reduced hull damage resistance.
    Stack TS/HY (TS for the Grav and HY for the Dis-Photons (salvo, non-targetable)).
    Don't telegraph with Tractor Beam.
    OKS applies a Kinetic DoT (6s) doing 40% of the damage that reaches the hull (OD AP BO1 w/ 3x EWO Penetration DOFFs). (DoT applies every second...multiply initial hull damage by 0.4, divide by 6 - that's your DoT tick.)
    Can be cleared by HE/ST...VM1...no Aux, no HE.
    Obelisk Core's not for the 2pc bonus for the OD AP, it's there for 135 Aux with the +Aux DOFF for the APC Off/Def.
    Rom Engine, Conn TT DOFF are there for Starship Attack Pattern buffs for APA3/APO3.
    There's no shield heals, because with a 0.88 Shield Mod...c'mon, who are you trying to kid? Unload, drop AA - Barrier - Sub Poo - EPtE/Imp on out of there...

    But this is a torp boat - what's up with the BO and obviously decloaking?

    Current Ambush on Holodeck is +15%. Same as the damage bonus while cloaked. You can Sub for +10% taking it to +25%. S9's bringing Improved Ambush to Raiders...it's +25% before Sub (still +15% while cloaked). Need somebody to verify it (don't have an Embassy BOFF on my B'rel toon), but that would be a case of looking at +35% Ambush Damage.

    Add in the +8.3% for Flanking...the +Dmg from the Naus Captain & 3x Naus BOFFs...

    ...purely speculative, but could be interesting.

    edit: I probably forgot to explain stuff during the pseudo explanation, but it's not a real build anyway and was taking longer to type out that I was willing to give it...

    edit2: Should note the above is with min Weapon Power. The BO1 OD AP's not for doing damage, it's just so the torps ignore the shields for their damage and the damage from the Shearing...along with the hull damage resistance debuff.

    I've been testing a torpedo boat on tribble with 3 EWO Penetration doffs. I seem to have trouble with timing. Sometimes the torpedoes hit when the animation hits, but sometimes they hit before the animation. It's really annoying. I think overall the 3 EWO Penetration is a good thing, but man, torpedoes can be wonky.
  • burstorionburstorion Member Posts: 1,750 Arc User
    edited April 2014
    rmy1081 wrote: »
    I've been testing a torpedo boat on tribble with 3 EWO Penetration doffs. I seem to have trouble with timing. Sometimes the torpedoes hit when the animation hits, but sometimes they hit before the animation. It's really annoying. I think overall the 3 EWO Penetration is a good thing, but man, torpedoes can be wonky.

    Put your bo skill before your torp skill in your keybind and put your dbb before your torps?

    Of course, if your dbb fires before you activate your bo, then your torps might fire before the bo

    Sometimes its bad luck

    Of course another thing is you have time for your proc to connect before the torps hit so if you are not hugging the rear of your enemy, it should occur in time (unless torps fired before are precalculated to hit before the proc occurs, in which case you are SoL)
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    rmy1081 wrote: »
    I've been testing a torpedo boat on tribble with 3 EWO Penetration doffs. I seem to have trouble with timing. Sometimes the torpedoes hit when the animation hits, but sometimes they hit before the animation. It's really annoying. I think overall the 3 EWO Penetration is a good thing, but man, torpedoes can be wonky.

    Torps wonky? Never!

    Lol... seriously though, the following drives me crazy at times:

    1) Torp triggered
    2) Intimidating Strikes goes off
    3) Torp launches
    4) Grav Rifts form/VFX
    5) Damage applied
    6) Torps hit target/VFX...sometimes

    Like...wtf?

    How about the following instead, eh?

    1) Torp triggered
    2) Torp launches
    3) Torps hit target, Intimidating Strikes goes off, Grav Rifts form, Damage applies, etc, etc, etc.
  • catliketypingcatliketyping Member Posts: 611
    edited April 2014
    Interesting.

    I might have to try that with my Hegh'ta. I don't know if I can do the Decloak thing in my B'rel because it just... feels... wrong. (Channeling the Shat emotion there)

    As for the OD AP beam, what about the Experimental Proton thing from the Dyson rep & the full Dyson set for Photon crits? Not that the OD AP beam is bad, but it seems like the Proton weapon would be put to good use here... and you can still BO it, if you wanted to.
    Nessia (KDF Sci)
    IKS Korrasami (Fleet B'rel Bird of Prey Retrofit T5-U)
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited April 2014
    Interesting.

    I might have to try that with my Hegh'ta. I don't know if I can do the Decloak thing in my B'rel because it just... feels... wrong. (Channeling the Shat emotion there)

    As for the OD AP beam, what about the Experimental Proton thing from the Dyson rep & the full Dyson set for Photon crits? Not that the OD AP beam is bad, but it seems like the Proton weapon would be put to good use here... and you can still BO it, if you wanted to.

    The proton beam doesn't trigger the BO doff :(
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited May 2014
    iskandus wrote: »
    I like your attention to survivability, which I feel many BoP don't pay engouh attention to. From an offensive standpoint, I feel your Torps do not benefit enough synergy and will likely have an issue with shared CD of 1 sec between each torp.

    can you help here please ? list any torpedo in the game, I wish to have less torpedo CD and to try to jack up my damage and crit rates sky high

    iskandus wrote: »
    - Romulan Hyper Plasma is great for PvE, not so much for PvP due to them being targetable and slow


    I Never put targettable torps on autofire.
    iskandus wrote: »
    - The justification for using Omega Deflector in this build escapes me, care to explain?


    at the time it was for +17.5 Star ship Targeting Systems,
    iskandus wrote: »
    - Too many cheese consoles, it will hurt your actual performance the more cheese you carry since they have long CD period,


    your right any input here would be great, the build is just for fun and Shield-Slamming
    iskandus wrote: »
    - GW 1, presumably used as a mean to decloak a ship, is generally not a good idea if you are a Torpedo boat. Think about it, what does a Torpedo boat hate the most? Answer : Ships with their shields up. Then again, I don't fly a BoP, I simply hunt BoPs down and watch them disintegrate within seconds

    most old bop torpedo boat build's posted here use GW1 to catch the prey.
    iskandus wrote: »
    - From an offensive standpoint, only 2 of your 6 weapon slots have non-targetable projectiles, one of which is not affected by BOFF powers at all. Therefore, if one can dodge your Grav. Torpedo Spread III, speed can take care of the rest

    again I never put targettable torps on autofire.

    iskandus wrote: »
    - Despite having lots of heals, you would still be vulnerable to massive spike attack especially when your attacker can cause your enchanced battlecloak to malfunction and you simply don't have enough hull points or enough reaction time to dodge such attack

    for this I use one Matter-Antimatter Specialist doff,

    Auxiliary to Inertial Dampeners variant

    Purple +40 All Energy Damage Resistance for 23 sec
    and 3 Projectile Weapons Officer

    Torpedo Weapon variant

    Purple 20% chance: Improve recharge time by 5 sec
  • dabaddabadabaddaba Member Posts: 39 Arc User
    edited May 2014
    My advice would be to change the omega deflector. You could either try with KHG engine + shield and the romulan or reman deflector or go with KHG deflector + shield and a hyper-impulse engine to get more speed (the new undine and the aegis engines give you a +5% defence).

    Other than that you could try changing GW1 with photonic shockwave since you have 6 points in decompiler anyway and romulan, reman and KHG deflectors give another bonus to decompiler.
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