Hello guys.
I would like to show you the capabilities of my Intrepid-Pathfinder. I play STO since ~3.5 years. I play with Sci toon and have few science ships but my primary one was always the Intrepid. With the arrival of its improved version the new Intrepid have drastically increased its capabilities. I've been using my own build which was improved over the years. In this way I've managed to to see more clearly how a ship can change with slight improvements by tweaking the gear or by using new features like 2nd deflector and pet consoles.
Below I will post few images with information/numbers .That would be the best way for each of you to create opinion.
Summary: My T5 Fleet Intrepid, before DR, had ~8k dps. After DR with the option to upgrade to T5U it dps was improved up to ~11-13k due to the multiple masteries, specialization points and new traits/active doffs. With the arrival of the Pathfinder and most specifically the 2nd deflector feature and pet, by using my build with slight reduction to Flows (because -1 console) my ship have managed to hit the limit of ~17k. Most of you might be surprised but huge portion of this high dps increase was coming from...the 2nd deflector (total radiation) and the Shuttle.
In the images below I have intentionally hidden the names of the players. I dont mean to be rude or provoke any misunderstanding. My goal is to show you the pathfinder status. So here some ISA/CE runs:
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ISA 1st run.(
damage info,
shuttle damage info)
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ISA 2nd run. (outdated)
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ISA 3rd run. (outdated)
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ISA 4th run. (outdated)
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ISA 5th run. (outdated)
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ISA 6th run. (18.3k dps)
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ISA 7th run. (~19k dps)
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ISA 8th run (20.3k dps),
damage info,
shuttle berserk mod)
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ISA 9th (21.4k dps)
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CE run 1 (outdated)
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CE run 2 (outdated)
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CE run 3 (outdated)
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CE run 4 (outdated)
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CE 5 (20.2k dps)
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CE 6 (20.3k dps)
The newest barrier of my build is ~19-20k dps (considering all the changes)
Here is my build. If you have any questions, I would be happy to answer:
SkillPlanner: USS Tranquility
Comments
Parses and screenshots mean nothing to me.
Why are you saying parses and ss means nothing? Everything is written there. These are the results of my build and the ship I fly in my own way. No offense though but you know - you fly like "that", I fly like "this"...even with same builds we will give different results, no?.
But np, will make a good preview image tomorrow and add it here
http://skillplanner.stoacademy.com/?build=joinedtrillengpathfinder_99
I would drop the solanaee deflector if I were you. Check the second image of "my damage information" and pay attention to Deteriorating deflector (thats the total radiation it provided for the whole stf). But i dont think you might benefit so much of it, by using this build.
The only reason is due to me switching back to my tac Vesta when I get my 5th Mastery trait... so I wanted to keep a familiar set up. I did try the Deteriorating Secondary Deflector but it didn't really help my build out... though I do have high particle generator skill points. I'm waiting for the secondary deflectors to be live in game with different options to see what to do with that gear next...
I've updated post 1 with an image of all things together. I am sure you will recognize everything but if you do have questions, ask. This is my core build but the lack of 1 console is diminishing my sci stats by 35. I was using another Flow console. The shield is also weaker than t5u intrepid (22k vs 25k) but that will be fixed with t6fleet version.
Aside from that - I expect people to be skeptical because in first look it is not special. What is important to me is that I do have access to "Pair" of nearly any science ability. There are some "Strike Runs" I"ve developed and would share if people are interested.
This build is for more advanced players because of the necessity to pay attention to your team, your pet, not messing abilities and properly utilizing the different "Strike Runs". After many calculations and tests, the lack of armor console is not a drawback for the ship have ~30% all reduction and really strong shields. The Unimatrix shield can go up to 21% hardness (with the help from pattern recognition) and the ~1700 (2400 with TSS) regen per 6 sec is always maintaining them online. Even like that I use ablative armor rare not because its useless but because I am fine. Also in battle the defense rating jumps to 89.9% Which is making the ship hard to hit.
I'd love to see your actual build, if you don't mind. (With ship setup) Obviously, you're doing something right: I'd like to know what it is.
Thanks for the appreciation. Here is the build in 1 image, if you have questions just ask. The epic console is [prtg], the 2 embassy are [flow] with plasma proc, the ferengi console with flow (torpedo damage) is the other one. The rest I think you can recognize.
I don't know if you would be able to see that absolutely everything in this build is been synergied. Every personal trait, ship trait, reputation trait and doffs on top of the choose gear and abilities is with one thing in mind - to enhance and push the limits of all this.
I say it means little to nothing, because its primarily the pilot skill and synergy with the team which ultimately determines the DPS.
The build, though if you really want feedback on it then use Skillplanner to show your build.
Skill planner makes it easier to look at individual items and easier for others to propose adjustments to your hardware.
SS show everything, but it is not a convenient way to interact because the info is all over the place.
I'm going to apply some of the things you are doing on my build and see how they work.
There are some differences here and there of which I'd be interested to know why you chose certain abilities or gear.
So it looks like you're going for doing radiation damage, mainly with torpedoes and sci abilities.
But in the front you've got the gravimetric photon torpedo and experimental proton beam weapon.
Nice weapons if you also go for the 3 piece set bonus, +10% photon projectile crit chance.
But didn't take the console to go with it.
I'd say the increase of proton weapon damage and crit chance for projectiles would greatly amplify you're damage out put..
Kinetic cutting beam, but no assimilated module... I don't really see why, you're missing the 2 piece set bonus, it doesn't help with shield damage and I don't think it works with subsystem targeting.
Though if it does then I might see your point in putting it on there.
Although you already have another omni directional beam on there... (what type if I might ask?)
I picked the heavy bio-molecular turret for it's radiation proc and 3 piece bonus.
I'm assuming you're using the adapted maco deflector and engines, I suppose that is for the 2 piece set bonus right?
Why that unimatrix shield though? I don't think the shield hardness is something you really need, right?
I would take the counter command deflector with 2 piece adapted maco engines and shield.
Particle generator skill and energy + projectile weapon skill.
Or what I'm going to try soon is 3 piece counter command space set. I'm thinking that 3 piece ability would work really nice in a radiation focussed build. (allthough that sacrifices that adapted maco bonus)
I've included my build for comparison, maybe you have some suggestions for me too.
http://skillplanner.stoacademy.com/?build=humanscipathfinder_0
Anyway, nice build and thanks for any input in advance
PS: how did you find the damage of the aero shuttle? I can't find it
-The only reason why I replaced my phaser beam mk xiv with exp.proton beam was due to the lack of 1 console (I sacficed the protonic uni console in order to gain the aeroshuttle and the ship is 10 console not 11 so i lose 1 option.) The set 2 bonus is something really important for my build for its acting like a tactical console. (26%(set2)+25%(maco)+29%(cc)+18%(ferengi console)+6.5% all damage (equal to ~25% torpedo damage) and [AMP](equal to 15% bonus damage) are equal to -> ~6 tactical consoles for torpedo damage. The 7th console I am working on is the "Pedal to the metal trait" which will give me 10% all damage while at full speed and since I am always moving in order to maintain 90% defense - it will only further boost my overall performance.
- The set 3 (givin 10% crit with photon and 10% severity) is good but it is forcing you to use all 3 pieces, and that would lead to more important items of being sacrificed. Also most of the damage done by these torpedoes is from their effects (Gravimetric Rift, you can see from the damage numbers) instead of the pure kinetic damage.
- For example a bonus PRTG console will give me 10% crit with all exotic damage (including rift from grav torpedo) which is better than 10% crit for only 2 torpedos
The damage done by the proton weapon with its proc is meaningless. I do not have plans to further update ~26k total damage of protonic burn. Its just there for the set 2 bonus which is the "tool" I needed. Also the 3% crit I gain from the set 2 is increasing my exotic damage crits and overall performance. (To crit with energy weapons is not what I look at)
-The Assimilated console have only 1 stat I would pay attention - Graviton Generators. The 1% crit and ~10% severity is quite lower than lets say 35flow and 250 plasma dotx15 console...Also I have enough graviton skill points and my GW3 can pull from really huge distance. Because of that I have no reason to further boost the range of pull. 5 hull repair is really low for me as well. I am using Biotech Patch/Loop/mastery for 10% hull/shield heal. Thats like 40% bonus health from abilities - HE1-18k and ET1-9k. More than enough
- Borg set 2 is totaly meaningless for my build. My weapon power is always 125. I have leech which is giving me 3.5x8=28 all powers and Energy Syphon. My weapon power dont fall below 120-115, reason of which is that I am using only 3 beams.
- KCB Is of great importance to my build because 90% of its damage is done...to hull. From the images in post 1 you can see that KCB did 529k damage on hull and only 53k total to shield. The reason for that is because I am using effectively Tachyon Beam/CPB/Subtarget shield/aceton drain/leech/energy syphon and Tyken Rift - to shut down shield regen, damage shield and make team land most of its damage on hull. Numbers speak for themselves
- KCB can't be used for sub target. It is really good source of damage on hull. Flanking crits may hit 9k.
-The omni beam is phaser type, VR. I dont have plans to upgrade it but may get an UR one day. Sadly no proc is of worth to it for my build aside from [pen]. Its just there for sub target at anytime and is being buffed by CC console.
- I would never never use turrets on a sci ship. Others may do it - np. Its my personal preference.
- the CC set is forcing you to use turret and turn rate console -both of which are providing no real bonuses to my build. The turret special ability have 3min cd so i would not invest in that. The set 3 bonus is interesting but very very random - you cant control what to be removed from the list...and most of the time it would be very in vare occasions.
Yes. Early I was using adapted shield and deflector + nukara engines (for +11 shield power) but after I tested the Unimatrix shield...as a shield it is far more superior. Adapted is highest capacity (~+2k more shield than unimatrix) but only 20% against plasma. The good part was the placate if being focused.
So i switched to ad.maco engines/def and delta shield.
Unimatrix Shield - you can see its stats here. The hardness, from what I know/tested seems to be providing reduction to the damage you take when shields are on. In theory it is reducing the bleedthrought. The unimatrix enhances all your energy weapons by giving them 10% chance to gain 5% hardness for 15sec, stacks 3 times.
Since most shields have 10% bleed, these 15% hardness act like protecting the 10% bleedthrought, while the remaining 5% is acting like further reducing this damage, similar to resilient shield absorb. On top of that I am using Patter Recognition to get 1.5%x4 - 6% more hardness.
In the end my shield have huge capacity, huge regen (of ~2200) and 21% hardness on top of 10% reduction to all damage (and bonus of 10% vs polaron)
Ugh...and it have 50% resistance to shield drain effects, turning it in to really heavy shield to holds even against borg shield drains.
- My 84 power insulators are further improving this shield drain resistance.
- Hm and btw I really love how it changes the ship. Here's a preview The grey armor is actually an ablative armor plates (not total armor like the console but similar).
I was thinking about that but I did some tests.
- In first place the CC def is providing very limited science boosts. For example ad.maco at mk xiv gives me +20 to all sci stats, which for me is superior over the slight boost to energy damage and ~50-70 damage to torpedos.
- I would not sacrifice my sci abilities boost for the sake of slight torpedo boost.
No need for that mate. The best way to even use radiation effectively is 2nd deteriorating deflector. You see the damage it provides you with.
Fully buffed with CC 29% rad, 14.2% from neutronic set 2, 30% from conserve energy/10% loop - radiation dot jumps to 1640 per sec for me. And its 100% chance to hit not a 2.5% for TRIBBLE.
In the CombatLogReader java file, if u are using it, when you click your name you have a dropping menu: Attack Abilities, Heals, Pets. Click on Pets and find it.
-For unknown reasons all my Tyken's Rifts were placed in "pets" lol. But aceton assimilators/shuttles/pirates/photonics - are all there.
I hope I answered your questions
I actually use AP beams both on my Vesta & Pathfinder... your build is similar to mine minus the fact that it's AP focused: http://www.stoacademy.com/tools/skillplanner/?build=joinedtrillengpathfinder_99
I do miss having 22% crit chance on my Vesta tho... I only get 19% due to only 2 tac consoles.
I see your build is indeed similar to mine. Well I wont force you to change anything but I will advice you about few things:
Ship Equipment
- Get the deteriorating deflector
- Try to get viral torpedo trait from benthan cruiser if possible and replace Feedback with ST (TSS/ST or ST/TSS your call).
- Remove EPTE and get Engineering team
- The above will help you gain access to viral torpedo more faster. Use it always with a single Neutron shot for 5 sec disable AOE or when rdy to disable single target with any torpedo. Try not to mess it -> If you use HY/TS and then "team" ability - you gain viral load but it wont disable and only trigger the CD. So careful.
- Move the gravimetric torpedo from aft to fore - place biophoton in aft slot. By doing so you will gain acccess to a very deadly Alpha strike which in fact is my first "Strike Run"
(Start with TSS on yourself, in order to gain 10% damage from loop. Go to 130 auxuliary power and use GW3. Then activate TSpread2 -> Use it immediately with the Gravimetric Torpedo in order to hit all inside the GW and spawn as much rifts as possible. If you have doff for CD reduction and it procs and is ready - Use Tyken Rift in the middle of the chaos. Close in and use CPB (for AOE ~10-16k per target damage, 50% of which is shield penetration). In the meantime activate ESyphon and Tachyon beam to maintain the radiation dot (one after another not together). Use ET/ST to get viral torpedo and fire a single shot of Neutron in the middle of the GW - it will shut down all inside for 5 sec. Turn your ship and load HY -> Use it on Bio torpedo. It will cause undestructable and untargettable very fast HY shot that will do AOE explosion damage of ~14-20-30k or more (depends on build) to all inside (my record was 110k with BioHY). Usually their shields will be gone and this damage will be done to hull. Repeat the cycle when all abilities are ready.)
- If you add aceton assimilator to your build by removing this protonic particle console you would lose only very little compared to the possibilities and total damage by assimilator. You can use it as pin point CC/aggro platform useful in STFs like borg disconnected ( to solo a side, while aceton damage and taking aggro, shutting systems of those around it) or Khitomer Vortex, where if u are one side and drop it carefully 10.5k away from the gate - it will survive the entire STF, drain/slow the probes and let them be killed far more easily.
Aceton might comes from npc's firing upon it with fire at will, then it starts emitting 1500-2000 damage radiation waves AOE, forcing more npcs to fire it...usually ending with tons of waves before a torpedo kill it. Give it a try.
- If you rly want to keep the turrets...ok but with no abilities to boost them they are serving you no reason. Not to mention you are unable to properly Sub-target with the limited arc of the proton weapon. The set bonus 2 and 3 of CC are not so better but if you are fine with them np. I would replace turrets for beams of your desire. Usually it doesnt matter what beam you use - your damage comes from other things.
- If you want more damage, remove polarize hull since u are using ablative console and place Tachyon beam there. In its place move the ES and then u will have ltCdr slot available for something like Tractor Repulsors, they do really huge damage to 3 targets with 100% penetration (usually hits of ~6-8k x10 per target). BUT get the PULL doff.
Traits
- get pattern recognition - 6% defense and hardness to shield, rly useful (place it in the Elusive place)
- get intense focus (instead of accuracy trait) - for bonus to both accuracy and shield penetration (useful to boost slightly the damage of the limited energy weapons you use)
- if you can get R&D traits for kinetic precission and particle manipulation would be best, otherwise stick with your own.
- radiant nanite cloud is good for healers with access to HE3 and etc - in order the Healing over time(HOT) to be much more higher. Viral torpedo would serve better to you and your team. Disabling boss npcs is rly helpful. But it may be expensive for you so its not a must have for now.
- you might want to use "Superior shield repair" rep trait over shield boost. 10% is ~700-800 depending on the shield and even so its just raw boost. SSR is giving 650 regen per 6 sec, stacking that with the sci mastery of 590 regen would make your shields heal by themselves...cuz covariant shields heal on slow rate. By doing the above you are making them "regenerative" speed healing and with TSS u further boost all that. Also the 6% hardness from recognition trait will lower the damage u take from the bleedthrough.
All else seems fine. You focus more on raw damage which is fine if you like it. That is why there is no need for adapted set. But dont forget you miss a lot of set 2 bonus, which is providing tons of things: 25% bonus all torpedos, 70% resistance to crew death, restoring dead crew, improving crew recovery and 8 auxuliary power. It is by now one of the best sci set bonuses...give it a try if u have it.
Hope I was useful
You can see from here(Deteriorating Secondary Deflector) the total damage for the entire stf coming out from the radiation dot.
The deteriorating deflector provides no stats but it enhances your drain abilities to deliver damage. In this way power drain or deshield builds will benefit of additional damage as a bonus next to their normal abilities.
The radiation done is damage over time effect which can't stack but can be refreshed. It is written as (when buffed) "1'650 damage each second for 10 seconds". That is 16'500 damage, 50% of which is shield penetration.
So, here an example with how it affects my abilities when in battle:
- Tachyon Beam: 560 all shield facings x10 + 1'650 radiation damage x10 (5'600 all shields/16'500 radiation damage(8250 damage if shields are up)
- Charged Particle Burst: 3400 all shields in 5km sphere + 1'650 radiation x10 AOE (If you use this on 10 spheres = 3400 shield damage to each sphere + 16'500 dot to each sphere (165'000 damage total or 82500 if their shields are up)
- Energy Siphon: -32.9 all powers +1'650 radiation x10 (16'500 total/8250 if shields are up)
- Tykern's Rift: -9.8 all powers per sec AOE + 1'200 kinetic damage x10 +1'650 radiation x10 (28'500 damage total per 1 TR per 1 target, if they are 10 spheres inside the TR? 285'000 damage)
So, like you see, abilities which before Delta Rising were considered "obsolete" and "trash" by a lot of people can now be used to maintain a huge damage radiation on your enemies.
Hints:
-The damage of the radiation depends on the Auxiliary Power, radiation bonus damage from Delta Alliance Ordinance set bonus 1 and Counter Command tac console.
- The damage from this deflector comes with 50% shield penetration, so if the enemy shields are up - half of the damage is landing as "energy damage" but considered a "radiation type" on shields (which is helping you to take them down faster) and the other half is penetrating the shields and is digging the hull, assisting your other exotic damage abilities.
- You cant stack the radiation dot if you use all abilities at once - that will only refresh the duration.
- Maintain the radiation dot by waiting each ability to do its cycle - Tachyon beam, after 10 sec once its over use Tyken Rift, wait 10 sec - use ESiphon and etc...
The shield drain and the minor stats the Solanaee deflector is providing you with are really a small bonus.
-The drain to E.Siphon and T.Rift is 247x4 - 1000 shields total.
-The drain to T.Beam is 560x4 next to 550x10 (so you gain like 4 additional ticks)
-The drain to C.P.Burst is notably huge - 1100x4 AOE next to 3400 AOE (~8000 total damage AOE to shields)
If you compare the damage/shield drain from both deflectors by looking at the information I gave you, it would be up to you to decide which one of them is best for your build. Both are good but the damage can be buffed far more easily (as bonus) compared to the minor shield drain you gain x4. Perhaps if the drain was x10, would be better.
Also since half of the radiation damage is landing on the shield - the overall "drain" is far more better than 247x4.
Example:
-Solanaee Tachyon beam - 5600 all facings (total) + 2200 (bonus from solanae) = 7800 damage to shields.
-Radiation Tachyon beam - 5600 all facings (total) + 8250(bonus from radiation) = 13850 damage to shields.
I have my skills for part gen, consoles for part gen, aux between 125-150.
The only thing i don't have is the Level 15 R&D science trait and Conservation of Energy.
Any new insights would be most welcome.
I can't get it anywhere near that high, though i'm only a tac player. I realise a sci player has access to more exotic boosts but that 1000+ dmg seem crazy high.
With CC console and Delta Ordinance set 1
-79 auxiliary - 600.2 (TB/CPB/ES) 658.6 (TR)
-130 auxiliary - 1053.7 (TB/CPB/ES) 1156 (TR)
Without the CC console and Delta ordinance set 1
-79 auxiliary - 390.6 (TB/CPB/ES) 447.2 (TR)
-130 auxiliary - 706.7 (TB/CPB/ES) 809 (TR)
So you can notice there is difference. Also there is more:
- For each 35[PRG] you gain 100 damage at 130 auxiliary power.
- Any exotic damage effect boost is affecting this specific radiation (the 2nd deflector info states PRTG (improves exotic damage) which can confirm that)
- Conservation of Energy trait is must have for it is providing you with 30% total exotic damage to nearly anything science you do.
- The new Loop trait is providing 10% bonus to the radiation, equal to 108 bonus.
- R&D particle manipulator is affecting this by giving it a critH chance.*
- Debuffs like APB or Ionic Turbulence (reducing -25 all damage resistance) can further boost the overall damage
- Sensor Analysis can also further boost the damage.
I did the math and numbers are right:
-130 auxiliary
-cc console and dr set 1 bonus
-Tyken's rift radiation is 1156
- adding 10% from loop, jumps to 1264
- adding 30% from COE trait, jumps to 1643
*Attacks: 449 (0,74/s)
Misses: 0 (Acc: 100,00%)
Critical Hits: 101 (22,49%)
Max. One-Hit: 6*896 ()
This was taken from the combat log reader, a possible maximum crit.
With this you lose 30% total damage, thats why you cant get these numbers. Also without R&D trait - you lose the abilities of all exotic damage to crit.
PS: I was wondering why you said "I dont have Consr.Energy" and ugh...are you engi or tac?? Well if so...too bad mate..
Well its new addition and is really great for the science toons/ships. That is why if used well a science ship dont need any energy weapon damage or console for most of its involvement comes from the exotic damage/crits/radiation.
That should be the difference between tac and sci ships - one use energy weapon, other pure exotic with some mixture of torpedoes and little color from beams.
PS: Are you tac or engi toon too?
Thank you! LOL, I didn't evem realize the image extended all the way to the right. It looks all great!
Glad to help. I forgot the add the power levels to the image.
Out of battle | In battle (+28all) | With Energy Siphon (+14all for 24 sec, 32 sec CD (total cd56))
112/95 | 125/95 | 125/95
60/15 | 88/15 | 102/15
40/15 | 68/15 | 82/15
115/75 | 130/75 | 130/75
*In critical moments - RMC may be useful but that happens very rare.
Soon I must add the Scryer's trait (+7.5% exotic damage x3) and replace the not so useful for now algorithm with Pedal to the Metal (+10% all damage) but the recent nerf on spec points gain rates and my limited time...it will take more than i've planned.
Also I plan the 11th console to be particle for 10% more crit and slight boost to all this damage but will wait until t6 version arrives and who knows, new rep with new equipments maybe
(If that happens and my calculations are right, radiation dot may hit up to 2070 per sec x10 but only time will tell )
Nicely done. Great read and makes me jealous I never made a sci toon. the thought of making one at this point sounds dreadful with all the rep, crafting, spec points etc to go after. but I am considering it. I like what you got going on here.
Sounds like alot of fun for sure. hmm...
You are right that for a new toon to aim high is hard due to the level of difference - which in fact is the "time". Time spent for reputation, farming dilithium and what else is tremendous. But if you focus on 1 or 2 chars, it isn't so hard. Most important is to have fun.
Eng here. The level 15 trait will have to wait (currently lvl 12 science) but i have the dmg up to 850-900 and that will have to do for now.
Thanks for breaking down the numbers.
Edit: Did some further tweaking, including crafted consoles and got the dmg up to 1285.
What kind of improvement you've done? And is this 1285 damage while in space (out of battle) or by considering the bonuses during battle?
In space, out of battle i got roughly 1000-1100, in battle either with oberth console or EPS and /or ES3 i get to the 1285. Also used ionic turbulence and intel team.
I haven't tested the active rep power singularity.. something which adds 100 to all science powers.
The improvements were 2 crafted consoles with part-gen and the CC console.
+1 would love to see a skill planner build of this ship. It looks intriguing, but also seems loaded with things for which I'm left just guessing at the little icons.
Generator
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
@generator88, I will add a skillplanner at some point but some data is missing there (like active doff)/power levels and some new items like deteriorating deflector. I am sure an old player/veteran will understand the build by looking at the image for all is placed together and there is no need to click around. Still I see few other players were requesting a skillplanner so I will do that for them to understand the build more easily.
Much appreciated. Lots of it I know, and when I know what piece it is I can see how it fits the big picture, but not by recognizing the little icons. Just for instance, if someone had a gun to my head and forced me to guess which deflector dish is depicted in that screenshot, I'd have a bit of a problem.
I'm fervently hoping Cryptic gets off their hands and puts Secondary Deflectors on all the science vessels sooner than later. Until they do, this is just window shopping for me. :-/
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
9 points in weapon performance is wasted since your using torpedoes and aux power those point can be used in many other areas, like electro plasma system, or even maxing out targeting and torpedo damage.
If you mean the "starship weapon trainin" skill, where i placed the 9 points - you should know it is improving all damage, both torpedo and energy. In my build I am not focusing directly at a certain plain, being "only GW' or "only drain" or "only torpedo". I am getting best of all together as much as the game can allow me.
About your proposed skills:
-My build have no usefulness of electro plasma system. I have the ferengi console giving me 67.5% transfer (total 177.5(8.9)). Also I am always using 1 set of powers (instead to switch btw attack/defense/engine/auxiliary).
-I dont need more accuracy (from the isa run you can see my accuracy is 99.93% only 5 missed attacks out of 7586). The ship trait algorithm from intel spec and "Adaptive targeting" also from intel (5% accuracy if miss x4 - 20%). Accuracy is no problem.
-As for maxing torpedo damage - it would take 1500 for this tier instead 1000 skill points, which wont allow me to place 2 points. Also its 10 points difference which is equal to ~50-70 damage or less for torpedoes.
The skills are in synergy with my build, I had to modify them 3 times so far (thanks to the free reskill necessity when DR came out) so most of the required skills were taken.