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Fleet Intrepid Torpedo Boat [suggestions welcome]

mordan8504mordan8504 Member Posts: 40 Arc User
edited August 2014 in Federation Discussion
I'm looking at transforming my Fleet Intrepid from it's current loadout to a torpedo boat loadout. This is what I'm thinking about:

http://skillplanner.stoacademy.com/?build=fleetintrepidtorpboat_0


My questions are: Is this valid for a torpedo boat? Are my skills ideal for a torpedo boat? Are there any console or gear changes you would suggest for better CC or DPS? What could I do with my last DOFF slot?

Before any comments come out about my ENG console choices, I have the Enhanced RCS in place to get my turn rate up to about 33 degrees/second. Obviously, a torpedo boat needs to have the most fore time on target possible, thus my ENG console choice. I'm not saying I wouldn't entertain the idea of changing them if there's something showing I can get by with less turn rate.

Anyway, any suggestions would be nice so I don't have to keep re-spec'ing my captain.

Thanks!
Post edited by mordan8504 on

Comments

  • pottsey5gpottsey5g Member Posts: 4,253 Arc User
    edited August 2014
    Is the adapted torp 10 seconds or 8 seconds? Unless its 8 seconds there isn’t fire speed to fire at max speed with 3 projectile doffs. Two 8 second torps with 1 cluster is the optimal setup for max shots.

    Technically you only need two parts of the adapted set for the damage boost. The undine deflector goes nicely with your setup and boosts overall damage.

    Make sure you have the shredding trait and x3 purple projectile doffs.
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited August 2014
    pottsey5g wrote: »
    Is the adapted torp 10 seconds or 8 seconds? Unless its 8 seconds there isn’t fire speed to fire at max speed with 3 projectile doffs. Two 8 second torps with 1 cluster is the optimal setup for max shots.

    Technically you only need two parts of the adapted set for the damage boost. The undine deflector goes nicely with your setup and boosts overall damage.

    Make sure you have the shredding trait and x3 purple projectile doffs.


    Good point on the torpedo CDs, I'll switch that out easily enough. Also, you're referencing the Kinetic Shearing from the Borg reputation system, right? I do have that, I just didn't fill out the trait portion. Thanks for making sure, though. Finally, right on with the deflector dish! I wasn't tracking that one.

    This is what I've changed:

    http://skillplanner.stoacademy.com/?build=fleetintrepidtorpboatstillworking_0
  • pottsey5gpottsey5g Member Posts: 4,253 Arc User
    edited August 2014
    That is correct I meant Kinetic Shearing. The other Kinetic rep power is a waste of time for torp boats. Not going comment on sci powers as I am a cruiser pilot. But doffs what about shield drain for tractor beam doff?
  • tgo533tgo533 Member Posts: 192 Arc User
    edited August 2014
    I would stack more graviton consoles than particle but thats opinion. Damage vs Mega well.

    As for you using trans torps its a good idea, and can get quite a bit more punch from breen 2pc set. Keeping your Maco shield if thats what you like.l
    http://sto.gamepedia.com/Breen_Absolute_Zero

    Good Doffs, I tend to go with 1 gain +shield power when fire torps for one of the projectile doffs. A good trick doff also is the pull tractor repulsors as it works well with mines and the breen cluster in the rear.

    I go with plasma for torp boats if i am not using breen set. But thats only if i have both omega and rom rep torps with their consoles.

    Question to you. How long does the ablative armour last? I am looking at getting this ship for my fed sci, but was thinking to skip the c store and go to just fleet.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited August 2014
    mordan8504 wrote: »
    I'm looking at transforming my Fleet Intrepid from it's current loadout to a torpedo boat loadout. This is what I'm thinking about:

    http://skillplanner.stoacademy.com/?build=fleetintrepidtorpboat_0


    My questions are: Is this valid for a torpedo boat? Are my skills ideal for a torpedo boat? Are there any console or gear changes you would suggest for better CC or DPS? What could I do with my last DOFF slot?

    Before any comments come out about my ENG console choices, I have the Enhanced RCS in place to get my turn rate up to about 33 degrees/second. Obviously, a torpedo boat needs to have the most fore time on target possible, thus my ENG console choice. I'm not saying I wouldn't entertain the idea of changing them if there's something showing I can get by with less turn rate.

    Anyway, any suggestions would be nice so I don't have to keep re-spec'ing my captain.

    Thanks!

    I kind of see what you're trying to do. Just a few comments.

    - Transphasic Torp Boat is fine. Just be aware that the Adapted MACO 2 piece bonus applies to Torpedo damage, so your Breen Clusters will not be enhanced by them. Those count as Mines. If those TAC Consoles you have are Transphasic damage specific, then those will enhance both Mines & Torps of that damage type.

    - I see you're in a bit of a conundrum. You want TBR for damage and CC, as evidenced by the presence of the skill and lots of Particle Generator Consoles. But you don't have too much strength in Graviton Generators and your Gravity Well 1 & 3 need that as their lifeblood. Some options:
    --- If you want to maintain great CC, stuff a Graviton Generator Console or 2 in there. That will make it sufficient for most tasks.
    --- If you want to be able to make Quadrant Wide Gravity Wells of Black Hole Pulling, stuff way more Graviton Generators. You'd be surprised to see how far away that will pull things.

    Another very reliable trick for Science Ships and for you to maintain good CC capability is trusty 'ol "Gravity Well + Torp Spread 2 or 3 + Dyson Grav Torp." Get 1 Graviton Generator Console in there, and keep the rest of the Particle Generators and your Adapted MACO Deflector. Gather up your targets with Grav Well, load up Torp Spread 2 (or 3 if you ever change to a Sci Ship with LtCdr TAC), fire Dyson Grav Torp into the ball of NPCs, then PROFIT. The rifts caused by the Dyson Grav Torp make use of Graviton Generators to help pull targets, but your Gravity Well will do the real pulling. Also, the damage caused by the Rifts bypass shields and depend on Particle Generators for their strength. The smaller, more fragile ships blow up first in the well & rifts. When they explode, they damage other ships caught in the well & rifts. This causes a chain reaction of exploding ships. All this while the rifts continuously add their own damage to surviving ships. It's a very nasty trick in PVE and very reliable. This is what allows a Science Ship to go to a corner of a map by itself, receive waves of enemy ships by itself, press 3 keys and be done with that wave.

    If you've got the Dyson Weapon Set already, I highly, highly recommend it with the above tactic. It's such a nice little tactic that energy weapons aren't a necessity but maybe just a formality. Probably just keep a beam to make use of the free Subsystem Targeting on your ship.

    Friendly word of warning: If doing the tactic I mentioned on Borg Spheres and such, you better have your defenses ready. You'll draw a lot of hated fire from them, but since you're running high Aux, it should be no problem, as long as you're ready to receive the fire :cool:

    Lastly, if you really want to be an ******* about it, you could have an Isometric Charge to your high Particle Generator Skill build. GW+TS+Dyson Grav Torp works wonders, and the Isometric Charge is there as an "icing" on the cake.

    Or maybe even swoop in and drop an Aceton Assimilator near the well area.

    Lots of things you can do.
    XzRTofz.gif
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited August 2014
    tgo533 wrote: »
    I would stack more graviton consoles than particle but thats opinion. Damage vs Mega well.

    As for you using trans torps its a good idea, and can get quite a bit more punch from breen 2pc set. Keeping your Maco shield if thats what you like.l
    http://sto.gamepedia.com/Breen_Absolute_Zero

    Good Doffs, I tend to go with 1 gain +shield power when fire torps for one of the projectile doffs. A good trick doff also is the pull tractor repulsors as it works well with mines and the breen cluster in the rear.

    I go with plasma for torp boats if i am not using breen set. But thats only if i have both omega and rom rep torps with their consoles.

    Question to you. How long does the ablative armour last? I am looking at getting this ship for my fed sci, but was thinking to skip the c store and go to just fleet.


    You know, I haven't really timed the Ablative. I've used it several times but never timed it. Sorry.

    I took a look into the Breen set a while back when I did my first run at a torpedo boat, but I wasn't impressed by the stats it offers. The Adaptive MACO still gives me a torpedo damage boost at 2pc which is why I'm running the 2pc.

    I didn't know about a +shield power projectile DOFF, I'll check that out. Thanks!
  • arkatdtarkatdt Member Posts: 91 Arc User
    edited August 2014
    The ablative jevonite hardpoints are supposed to last 900 seconds or 15 minutes.

    Is there a reason why you are running 9 points in Warp Corp Potentials and Efficiency? There was a discussion on the forums about this and I believe the consensus was 6 points in each work out best.

    I am planning on a Tactical Vesta with the Gravimetric and Enhanced BioMolecular torpedoes because of the advantages of the mini GW that the Gravimetric can produce. If I was not going to run that, then I would run the transphasic like you are.

    I also agree with your decision of running the Adapted MACO 2-pc for the torpedo boost and also the bonus to Aux that it provides. In terms of stats, I was not particularly impressed with the Breen set for a Science ship.

    I am also curious about the Tractor Beam Repulsors. Especially since you are also running Tractor Beams as well. Have you found the TBR to be very useful?
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited August 2014

    Lastly, if you really want to be an ******* about it, you could have an Isometric Charge to your high Particle Generator Skill build. GW+TS+Dyson Grav Torp works wonders, and the Isometric Charge is there as an "icing" on the cake.

    Or maybe even swoop in and drop an Aceton Assimilator near the well area.

    Lots of things you can do.


    You know...I have both of those and I would like to use them with the build...but I'm not real sure what I would take out to put those consoles in. It's honestly the only downfall to the Fleet Intrepid, in my opinion, is the console loadout.
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited August 2014
    arkatdt wrote: »
    Is there a reason why you are running 9 points in Warp Corp Potentials and Efficiency? There was a discussion on the forums about this and I believe the consensus was 6 points in each work out best.

    I am also curious about the Tractor Beam Repulsors. Especially since you are also running Tractor Beams as well. Have you found the TBR to be very useful?


    I was planning for 9 just because I was doing this as a mold...I will move them though, if that was the consensus. Thank you for the information on that one.

    As for the TBRs, yes, I have found them quite useful in certain situations. Something I have done in the past, as someone said earlier, was use them as a pull effect to yank them into a set of mines. However, with this particular loadout, I'm using them to push the targets away from me as I don't do any more damage at 1km as opposed to 10km.
  • nymysys1nymysys1 Member Posts: 1 Arc User
    edited August 2014
    I just built up a tac vesta (so 4 sci/4 tac consoles) as a GW/Transphasic boat, but all I did was extract it from the LRSVR it was on before it.

    Off the top of my head, for the FLRSV, something like this.

    LT TAC = TS1,TS2
    ENS SCI = HE1
    LT ENG = EPTS1, EPTS2
    CMDR SCI = HE1, TSS2, GW1, GW3
    LTC SCI= Whatever

    Forward Weapons = 2x Rapid Reload Trans Torps, 1x Breen Cluster
    Rear Weapons = Omni AP Array, 2xTrans Torps

    Deflector=Counter Command (for the projectile bonus)
    Engines=Breen (2pc trans damage bonus)
    Shield=Breen (2pc trans damage bonus)
    Core=Obelisk (free and with aux bonus)
    Devices= RMC, Subspace
    Eng Consoles = Neutronium, Rule 62 (torp bonus), whatever.
    Sci=2xPG,2xGG
    Tac=3xTransphasic Compressors or Vulnerability Locators

    Doffs = 3x purple PWO’s (torp cooldown), 1x purple grav scientist (aftershock GW), whatever else you want for the rest.

    Use: When in range, pop GW, then subnuc, sensor scan, TT1, Breen Cluster and torp spread. Rinse and repeat as cooldowns allow. Most frustrating thing is even with two copies of GW, the stuff dies quicker than my skills reset.

    The AP array is used primarily as a “target painter” for when I am running around space bar spamming after my initial strike. It does little damage, but will focus a target for the torps to fire on no matter where my ship is pointing, especially helpful during things like the Undine Planet Killer battles. I run max aux, no weapons power, no beam boosting mods (other than the bonus from the CC deflector and core). I do not want my aux to drain since so much of my other abilities depend on it. The beam does have a defensive utility in taking out torps and small craft, and can be used for subsystem targeting.

    May consider putting a mine launcher in the back to have something more useful back there, transphasic or nukara web mines most likely. Maybe a KCB. Though really, being able to have bonused damage out of my rear arc helps when your major weapons systems have such a limited arc anyway.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited August 2014
    mordan8504 wrote: »
    You know...I have both of those and I would like to use them with the build...but I'm not real sure what I would take out to put those consoles in. It's honestly the only downfall to the Fleet Intrepid, in my opinion, is the console loadout.

    Here's a funny thing... If you want to toy with those consoles on the build I suggested, You could ditch your TAC Consoles and put those on.

    Honestly, the real offense of the Dyson Grav Torp / GW / Torp Sprd combo is the Grav Well, Dyson Rifts, and ship explosion chain reaction, NOT the damage the torps do. The only thing you want is more torps firing for more rifts. The damage from the torps themselves doesn't mean ****. But if you want to fire a Dyson Grav Torp in HYT, then that's a different story.

    Also, the Aceton Assimilator is useful in hopefully drawing fire to them and not you and your teammates. Their constant aura is also a splendid defense against incoming targetable projectiles.
    XzRTofz.gif
  • questeriusquesterius Member Posts: 8,502 Arc User
    edited August 2014
    mordan8504 wrote: »
    Good point on the torpedo CDs, I'll switch that out easily enough. Also, you're referencing the Kinetic Shearing from the Borg reputation system, right? I do have that, I just didn't fill out the trait portion. Thanks for making sure, though. Finally, right on with the deflector dish! I wasn't tracking that one.

    This is what I've changed:

    http://skillplanner.stoacademy.com/?build=fleetintrepidtorpboatstillworking_0

    I noticed the biotech patch and living hull traits, are those any good?
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited August 2014
    questerius wrote: »
    I noticed the biotech patch and living hull traits, are those any good?

    From my experience, Biotech Patch is pretty nice to have, seeing as I run HE3; however, I'm not sure if Living Hull is really worth it as I'm not so sure I see a marked difference with it.

    But I haven't honestly tested with and without to see regen rates.
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited August 2014
    After reading responses, and doing a bit more math, I think I'm going to trade out the transphasics for bio-molecular photons. I think the radiation damage, plus the dyson anomalies, will do more damage long-term than transphasics.

    That being said, this is what I'm looking at:

    http://skillplanner.stoacademy.com/?build=fleetintrepidbiotorpboatworking_0


    I'm about to re-spec to get the skills ready and I'm about to grab the gear. Before I do, any last minute suggestions or anything?

    As always, thank you for your input!
  • questeriusquesterius Member Posts: 8,502 Arc User
    edited August 2014
    mordan8504 wrote: »
    From my experience, Biotech Patch is pretty nice to have, seeing as I run HE3; however, I'm not sure if Living Hull is really worth it as I'm not so sure I see a marked difference with it.

    But I haven't honestly tested with and without to see regen rates.

    I figured as much when i saw their cost on the exchange.

    I picked up living hull from the FE today (surface tension is nice, but almost too long for a single mission) and especially on ships with low hull the living hull regeneration makes the difference between dieing from plasma burn or not dieing from that burn.

    It's not the strongest trait, but certainly useful.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • whatinblueblazeswhatinblueblazes Member Posts: 200 Arc User
    edited August 2014
    mordan8504 wrote: »
    After reading responses, and doing a bit more math, I think I'm going to trade out the transphasics for bio-molecular photons. I think the radiation damage, plus the dyson anomalies, will do more damage long-term than transphasics.

    That being said, this is what I'm looking at:

    http://skillplanner.stoacademy.com/?build=fleetintrepidbiotorpboatworking_0


    I'm about to re-spec to get the skills ready and I'm about to grab the gear. Before I do, any last minute suggestions or anything?

    As always, thank you for your input!

    Photons are currently a pretty solid choice, with all of the things the Dyson set can do to boost photon damage at the moment. I would reiterate that the 2 and 3 piece set bonuses for the Dyson Protonic Arsenal really boost your photon damage output.

    2 piece:
    +22.9% Photon Projectile Weapon Damage
    +3% Critical Chance
    3 piece:
    +10% Critical Chance with Photon Projectile weapons
    +10% Critical Severity

    Those are non-trivial boosts, in my opinion. I run a somewhat similar build on my Fleet Nova, and I find that even though my build relies mostly on the grav well and gravimetric torpedo combination, I can occasionally get some formidable spike damage from a single photon when it hits exposed hull. That never hurts.

    So if you can find any room for the Proton Particle Stabilizer and the Experimental Proton Weapon, it might be well worth it.

    Otherwise, I defer to the judgment of others here. Looks like a fun build!
  • neomodiousneomodious Member Posts: 428 Arc User
    edited August 2014
    Since you've got some mines, I'll recommend the "Hot Pursuit" trait. It doubles the target acquisition range for mines, which ends up working pretty decently.
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