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  • stonewbiestonewbie Member Posts: 1,454 Arc User
    edited August 2014
    Is the Breen bonus better than the +50% bonus from running 2pc KHG? Because typically that's the best warhead booster in the game. Couple that with C&C Deflector which boosts torp skills quite well, and that might be a good selection for a torp boat.

    I had a spare low ranking tac boff that i trained TT3 into which raises energy/kinetic damage by +30. I sold the Breen Set i had though so i had to use the TT3 as a substitute that should be ok for this comparison since it adds the same amount +30 projectile damage and it's only off by 0.5.

    -Torpedo Launcher tooltip reads with no bonuses: 2508 damage / 295 dps
    -with only 2pc KHG bonus: 2752 damage / 323 dps
    -with only +30 projectile bonus: 2654 damage / 312 dps

    I also checked to see how much damage the +30 would add at different levels like if i had two torpedo consoles vs none and in both cases it added 147damage. But then i did the same comparison with the 2pc KHG and in both cases the damage change was 245. I did that to check and see if the 25% scaled the more damage the weapon had and also to make sure that the +30 was a flat stat with no curves or DR (which is common, but i wanted to be sure). Maybe the damage increase wasnt enough? i only had 2 tac consoles to mess around with.
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited August 2014
    kapla1755 wrote: »
    25% bonus not 50%

    Hrm... I could have swore it was 50%...
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited August 2014
    As an aside, using that 25% from the KHG 2pc and adding the Protonic 2pc:

    http://sto.gamepedia.com/Protonic_Arsenal

    (even the 3pc helps torps) you could gain a TON more damage on top of any consoles you have, but you'd have to go with photons. However, this isn't such a bad thing. Have you seen how much damage photons do these days? Bio-photons sometimes list 4000 damage per hit. They also fire very rapidly. So those Transphasics fire slower, do less damage but slightly more shield penetration, but maybe the sheer volume of photons fired and the higher damage they can inflict means better hull damage even with less bleedthrough.
  • kapla1755kapla1755 Member Posts: 1,249
    edited August 2014
    Counter-Command Multi-Energy Relay"

    you can also add this console from surface tension mission for a +26.2% photon torp boost.

    running 3pc photonic arsenal, 2pc counter comand, and 4 photon torp consoles I'm getting 6600dmg on the grav torp and enhanced bio torp, and 4000 dmg per bio photon mine in the tempest patrol refit atm. you wont get as much in a bop but could come close in the MU ki'tang bop.
    [SIGPIC][/SIGPIC]
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited August 2014
    mrgardener wrote: »
    On my sci character I plan on making my bop a transphasic torpedo boat! Also like to get the the bop that fires torps while cloaked to help with the transphasics i could get the two piece breen set for a bonus in damage aswell!

    Any of you guys feel this will work?

    A transphasic torp/ mine setup is one of the first higher level torp boat setups some folks use because most of the gear is fairly easy to obtain through episode missions. You will want at least 2 of the space gear (deflectors, engines, shield) which are mission rewards in the breen episodes to get the extra transphasic damage that also boosts transphasic mines and cluster-mine torpedoes, unlike the KHG space gear which only boost torpedoes in general.
    You can rerun other breen missions to get a couple of cluster-mine torpedoes and rapid reload ones too. Fluid Dynamics in the borg episodes has a special transphasic torpedo that does a little extra damage to the borg as well. The only thing you might have to go to the exchange and get are the tactical consoles.

    The BoP you speak of is the B'Rel. There are lots of threads on the B'Rel and it requires a different play style for many players, so I highly recommend looking in the forums to get some advice before you sink anything into getting a B'Rel. It's hilariously fun to fly sometimes, and frustratingly easy to die in one too. It's that second part that can make it a poor choice for some folks, which is why I highly suggest reading up on the B'Rel.
  • cadfael71cadfael71 Member Posts: 54 Arc User
    edited August 2014
    On the mirror Ki'tang I know I'm not finding a combination of Boffs to take advantage of the layout. Can I get some recommendations for those stations (Cmdr, LtC, LtC, ens)?
  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited August 2014
    cadfael71 wrote: »
    On the mirror Ki'tang I know I'm not finding a combination of Boffs to take advantage of the layout. Can I get some recommendations for those stations (Cmdr, LtC, LtC, ens)?

    What do you want to do with it?
  • cadfael71cadfael71 Member Posts: 54 Arc User
    edited August 2014
    cbrjwrr wrote: »
    What do you want to do with it?

    Would "not die" be too much of a smart @%% answer? What sort of answer do you want - PVE, strafe and run, and not die :)
  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited August 2014
    cadfael71 wrote: »
    Would "not die" be too much of a smart @%% answer? What sort of answer do you want - PVE, strafe and run, and not die :)

    Follow this guy's post from another thread. :)
    patrickngo wrote: »
    Rapid fire is pressure damage, pressure requires some tanking.

    BO (when it hits) automatically crits, and doesn't drain your power as fast.

    depending on career, this could be significant.

    I have a basic recipe I use for new toons at 40-50 who don't have the grinds down yet:

    Hegh'ta basic build on the cheeep:

    Single type energy weapons, single type Torpedoes (Doesn't matter what kind, but something that reloads fast is nice)



    Jem'Hadar set (because you can git it runnin' missions!)

    TT1, BO2, CRF3,APO
    TT1,CRF1, BO3
    EPTE1,EPTS2
    HE1,TSS2

    Consoles:

    Engineering: Neut, RCS, Injector
    Sci: Emitter, Emitter, Stealth mod.
    Tac: 3 of whatever flavor of weapon you're packing.

    controls settings:

    1. Turn off autotarget. Just...turn it off. This keeps you from having your fire redirected automatically to something you weren't shooting at.

    2. set your weapons to fire both energy AND torps when you hit 'spacebar'-what this does, should be obvious.

    3. put your cloak button on "0" key-as in the zero key, which is on most keyboards a touch more isolated in that ten-key position, and usually easier to find in a hurry.

    it's 12 seconds to re-cloak, you want to be alive to do it, therefore, you need speed-and if that fails, you need to boost your shields. That's what the two items in your engineering seat are for-your first option (most used) is the ensign level option, so Engines get the boost FIRST. Second choice is to try and tough it out-ergo, shields.

    likewise, you have APO for making fast runs and getting out of trouble.

    "Tactical Team." Watch Lymuv Thissler's videos on this. It's a basic survival tool no BoP should EVER go without, and it boosts your damage-dealing a tiny hair. Two copies shorten recovery times. also of use against Borg Boarding parties and assimilation effects.

    Hazard Emitters: if you ever want to do an STF, you want Hazards, they clear Plasma funk and stop the DoT effects.


    Revise boffs for a Ki'tang by removing TSS2, and adding one Lt. Cm. Engineering Boff.
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