I'm thinking of making a Torpedo boat but unsure what power focus I should set my ship on..
I mean the (Att/shield/engine) that go from 15-125
With my Cannon build I always have it in Attack mode but do Torpedo's use Attack energy? Or would I be better sticking it in Shields ?
All advice appreciated
Comments
Engines are not important, what i mean is, having em at 40 - 45 power is enough. Unless you have a really weak ship, with really low shields and hull integrity.. so you need more defense. But anyways, its more important to use more power on defense, for example, than engines. In my torp boat, i have the configuration 70 / 45/ 40 / 55 or something like that. Because i have a science lt commander station (i have a breen warship) and i have GWII in there. So i have my graviton generators skill maxed and i use those 55 power just to get it in normal perfomance. But since there are a lot of combinations, we need to know what ship you will be using, what stations and so on.
If you use plasmonic leech in your cannon build, you dont need it for a torp boat (it will always help with system powers but the difference firing torps will be almost not noticeable since you actually dont need that much power) and you can replace it with anything else. Also you probably will not need the flow capacitors skills maxed, since torps dont base their damage on shield drain.
And, it will be interestint to get rid of the energy especialization skill of your captain and maximize the projectile especialization one, the points you used in energy specialization skill can be used in other skill. Of course, you will need a skill respect.. so, this is just an opinion. I personally have those energy and projectile maxed since i dont feel that using a respect for just 1 skill is worthy.
For damage invest in weapon system and then the projectile specializations at level 2 and 5, extra accuracy with the level 3 skill is always good.
If flying cloaked in a T'Varo or B'rel then the hull armour( 4) and plating( 5) and repair( 1) and integrity( 2) are all vital for survival. Invest in shield skills only if you use shields, otherwise save those points.
For science choose the abilities that match what you want to do, for example if are you stunning opponents with trics, photonic shockwave and viral matrix invest in subspace decompiler( 5).
A good tip is to decide how the ship will fly, what space sets you'll get and then factor those 'free' skill points into your budgeting for each skill.
Space traits - get the hirogen space traits that apply to torps and mines, they maybe expensive now but will get crazy expensive over time. Luckily the risa event's tokens sell for a very healthy price right now, 15 mins of jet pack flying can get you 2.5m EC.
There are some ships that make better torp boats than others, and some careers that are a poor choice for torps.
Some people who have made successful builds have posted on this subject.
http://sto-forum.perfectworld.com/showthread.php?t=873351
http://thetenthfleet.guildlaunch.com/forums/viewtopic.php?t=9269554
Good luck.:)
I have that in my breen warship, and i love it. That plus some consoles, like the takyokinetic converter, the assimilated module and the zero point energy conduit can make your torp boat hurt really badly lol. Im doing all the time 14k - 20k+ dps (and that for a torp boat is already a lot). And criticals with a torp boat is something really nice to see. One of the hardest things to achieve with a torp boat is damage numbers around that. The plasmonic leech, as i said, its not needed for a torp boat (actually the plasmonic leech is not neded anymore for a lot of ships, but its always good in some ships).
But a torp boat will require more strategy and more planning. Depending on your ship, you should build your torp boat around the use of a GW, or if it is not a transphasic build, you should avoid mines, etc.
If flying shielded get the projectile weapon doff that adds shield power when torps are fired, I think this costs under 2m and is much much cheaper than the energy weapon equivalent.