Just looking for a few quick suggestions on my build before I finalize it on my captain.
http://skillplanner.stoacademy.com/?build=11413014fleetnovatorpedoboat_0
I'm going to run a torpedo boat, really a kinetic boat as I'll use mines from time to time. I don't plan on using energy weapons, unless I'm doing it for their energy benefits or something. The whole idea is for me to keep my target at 10km so they're ineffective but I'm effective.
So, any suggestions to make this better before I finalize it on my captain?
Comments
You may want to run Engineering Team 1 -OR- swap the EPtS2 with Aux to SIF (and run EPtS1) instead of EPtW1. You don't have a ton of hull heals, and HE takes a while to recharge.
IKS Korrasami (Fleet B'rel Bird of Prey Retrofit T5-U)
For set 2 pces Breen boost transphasic, 2 pces Reman or Romulan set boost plasma, KHG or Adapted Maco set boost torps in general (I think mines too but not sure). I personally prefer KHG/Adapted Maco. If you use tractor beam repulsors use doff that reverse the effect and equip mines, get web mines they're really mean with high auxiliary.
There is a dedicated torpedo build thread somewhere here, search for it you'll find tons of info in it.
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
With doff tbr and GW can be quite mean when you do it close to your GW, dead center is prob the best, spew mines and cluster torps while you do that, lots of booms.
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