Ok, when I get the raider this season on my fed tac lvl 57 character, I want to move my Breen 4 piece set and transphasics over to it to build a better torpedo boat.
Here is what it will have.
T5-U Raider
Fore Weps
2 x Breen Cluster, 2 x Breen Rapid Reload
Aft Weps
1 x Mine, 1 x fluidic torp (since I have it)
Tac consoles
5 x Transphasic consoles (replaced with vulnerability locators as I can afford them)
Eng consoles
Assimilated Module
Rule 62 Multipurpose Combat Console (boosts torp and mine damage + I already have it)
Armor (upgraded as I can afford it)
Sci consoles
???
Where do you guys think I should I go from here to finish the build?
Cluster torpedoes are a bit unreliable, I don't know if it's intended or just a huge bug, but I stopped using them, since 50% of the time the torpedo doesn't move at all, and when it move either does it in an straight line without pursuing the target, doesn't explode or the cluster mines just go swirling up and disappear, I got lucky if 1/3 of the torpedoes manage to do damage at all.
Hmm... That's interesting. I noticed my son playing with one of the other cluster torpedoes yesterday and it acted as you describe. I forget the name, it started with a "D" I think.
On the plus side, I just learned that the Adapted MACO set gives the same 2-piece bonus as the KHG set. So that changes things up a bit
T5-U Raider
Fore Weps
2 x Breen Cluster or maybe fleet weapons if clusters are bugged, 2 x Breen Rapid Reload
Aft Weps
1 x Mine, 1 x fluidic torp (since I have it)
Adapted M.A.C.O. Positron Deflector Array Mk XII
[Supercooled Combat Impulse Engine Mk XI] - from Cold Case
Adapted M.A.C.O. Covariant Shield Array Mk XII
[Cryoplasma Infused Warp Core Mk XII]
Tac consoles
5 x Transphasic consoles (replaced with vulnerability locators as I can afford them)
Eng consoles
Assimilated Module
Rule 62 Multipurpose Combat Console (boosts torp and mine damage + I already have it)
Armor (upgraded as I can afford it)
You should fill your eng slots with various fleet neutronium consoles and shove your universals into your sci slots. A raider is a very fragile ship and a raider without the ability to cloak at all dies pretty fast, so every console that gives you resists is precious.
The lack of a cloak is also the reason that thing is barely seen outside of the winter event time. Bops with battlecloak and even the reworked aquarius are way more useful 'cause of their cloak
Cluster torpedoes are a bit unreliable, I don't know if it's intended or just a huge bug, but I stopped using them, since 50% of the time the torpedo doesn't move at all, and when it move either does it in an straight line without pursuing the target, doesn't explode or the cluster mines just go swirling up and disappear, I got lucky if 1/3 of the torpedoes manage to do damage at all.
My science character uses the transphasic cluster torp as her main spike damage (grabhell + warp plasma + transphasic cluster torp = !!EXPLOSIONS!!) and i have never seen the issue you describe. The only issue I have is (infrequently) I'll fire it while it's in arc, then move out of arc between triggering and launching, which resets the timer but doesn't launch it. Not gonna lie, the transphasic cluster torp is so much better than the new tricobalt one.
It is interesting that you list 2x Breen Cluster Torpedoes. I thought you were limited to 1 per ship, so never thought of that.
When you fire one, what is the cooldown it triggers on the second?
Also, one other build I read said to put a single beam on there, be it omni AP from the mission or whatever. The reason being that auto fire didn't work properly with all-torps, and how fire-all works best with a beam onboard (even if you run it at low power). I have been trying this recently-ish and can say the KCB works well also.
3) 3x breen cluster
1x fast reload like photorp or ferengi missile, just to trigger cooldowns, not for any damage
I know I've read a few torp builds that say the build relies on and plays to the breen cluster torp for much of the damage, and I get that. I'm just wondering with this new info (to me) about modifying that kind of build.
EDIT: Hrm.. and now that I think about it, I really need to upgrade my cluster to XIV ultra rare, if at all possible. That alone ought to bump your damage a lot.
I checked, it does work, or at least that's what the description says in-game.
But I must point out that all torpedoes share a basic 1-2 second cooldown so it's a bit inefficient to use 4 torpedo launchers.
Still it's quite a punch, you are firing torpedoes almost continuously.
But, I personally don't recommend a transphasic torpedo build, even with 5 consoles boosting damage, it's really underwhelming, plus as I said, those damn cluster torpedoes have more bugs than the entire delta rising expansion.
Multiple sources of shield penetration. Your Elachi DBB will sometimes ignore shield. It will also get 3 chances every time you fire beam overload to trigger 4 seconds of 35% shield pen. Kinetic precision trait boosts your torps' base shield pen to 50%, but you'll be rolling with an effective 100% shieldpen about a third of the time. If you want to squeeze out a bit of extra damage, use the Rule 62 console in a sci/eng slot. Otherwise, those slots are yours to equip however you like.
Multiple sources of shield penetration. Your Elachi DBB will sometimes ignore shield. It will also get 3 chances every time you fire beam overload to trigger 4 seconds of 35% shield pen. Kinetic precision trait boosts your torps' base shield pen to 50%, but you'll be rolling with an effective 100% shieldpen about a third of the time. If you want to squeeze out a bit of extra damage, use the Rule 62 console in a sci/eng slot. Otherwise, those slots are yours to equip however you like.
Kinetic shearing (omega reputation, 40% extra kinetic damage applied as DoT with 100% shield pen) is also an option, you should be doing a solid 3k-4k damage per torpedo, those extra 1200-1600 damage would help.
Multiple sources of shield penetration. Your Elachi DBB will sometimes ignore shield. It will also get 3 chances every time you fire beam overload to trigger 4 seconds of 35% shield pen. Kinetic precision trait boosts your torps' base shield pen to 50%, but you'll be rolling with an effective 100% shieldpen about a third of the time. If you want to squeeze out a bit of extra damage, use the Rule 62 console in a sci/eng slot. Otherwise, those slots are yours to equip however you like.
Cool idea. You don't allocate any "real" amount of power to Weapons, do you? It would seem to me that the energy weapons are just there to deliver the BO effect.
Curious,
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...!)
Pretty much. On most ships I run with this setup, my aux is maxed, my shields are second, and weapons a distant third. (The aux max is because I'm a tac with sci sprinkles.)
Well thanks for the idea. It inspired me to start adapting the idea to work in a vet ship; I have a Klingon Sci officer who could use a change-of-pace ship (sometimes, just sometimes, I'm finding that her Grav Wells and BOP pets are not the tool for the job). Only tough part is I don't have any Honor Guard pieces in her inventory at this time. Or that Breen warp core, but that's nothing chucking a lot of snowballs can't cure.
Thanks again,
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...!)
Clusters DO receive PWO cooldown benefits, not just in tooltips, but in actual combat. I did check for myself to confirm what I was already 99% sure of.
As for clusters being gimmicks? no. When used properly, and buffed properly, they're far better than just running normal warheads.
I ran the mission to get a second cluster torp last night, now that I know I can carry more than one.
I didn't parse it, and I was only running dailies like the Breen trio for dil, etc., but it seemed (subjectively) to offer a big damage boost over just the single cluster loadout. I was firing them more often and seeing the clusters of mines hit ships more often.
Heckgoblin: If you're going all-out for shield-bypassing procs like the doffs and so forth, you will want elachi crescent weapons with the hardest hitting non-targetable warheads you can find. Quantums. If you've got shield bleedthrough, why use one of the weakest warheads in the game when it comes to direct hull damage (transphasic)?
Also, much as I aim for transphasic damage on my one char that has a torp boat, and much as I focus on the cluster torp for that char, I have been experimenting with the gravimetric torp and the neutronic torp. The damage is a mismatch to my tactical consoles, but the after effect is quite noticable in the logs. Often times the gravitorp with torp spread does more damage than any other attack I have. It's those mini grav wells. They do a lot of damage and it stacks up, especially with high part gens points.
I'm trying to remember, isn't there something kooky about the cluster torpedo's damage? I want to say it's considered mine damage as opposed to torpedo for purposes of things like tac consoles or the KHG set bonus.
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...!)
I'm trying to remember, isn't there something kooky about the cluster torpedo's damage? I want to say it's considered mine damage as opposed to torpedo for purposes of things like tac consoles or the KHG set bonus.
Generator
This is a good point. As mentioned already, they are mines (it's a torpedo that spawns mines, so the torp is affected by PWOs but the damage type is mines). So if you use the KHG 2pc I'm not sure if you buff the cluster torp or not.
However, many people combine the cluster with rapid reload transphasics and PWOs, that way they can buff both types of torps with a single type of console (transphasics), and the normal torps speed the cooldown on the cluster torp. In such a setup, one could run 2/2 breen/KHG, and the breen would buff both types while the KHG buffs the normal torps. You'll still increase some of your damage.
If I can remember, I'll have to check the KHG 2pc and my cluster torp the next time I log in. Maybe just checking the tool tip in local space as I add/remove KHG parts might tell me if it's adding anything, or not? Not the most definitive of tests, but at least would give us some clues.
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
Use a combination like:
Breen Core + Breen Engine + Adapted MACO Deflector + Adapted MACO Shield
The Adapted MACO/KHG 2 piece bonus is torpedo bonus, so it does not affect mines, which Cluster Torpedos count as, but benefit from Transphasic Projectile boosts.
If you have resources play with your builds. I mean try a variety of combinations that you mentioned. I tried a few different builds on the Raider. I first tried an energy build but then slightly adapted it for a torpedo boat.
Versus shielded targets transphaics can produce results and the using the tact consoles to buff one torpedo type can be fun. I only used The Rule 62 console to buff any mine damage.
I tried a transphasic build using the existing two piece console set, the space set, one Cluster and the rest Rapid Reload and a two Cluster (fore and aft; using one puts the other on a 15 sec cd) and the rest rapid reload build. Skill wise I used three (too many really) torpedo skills, Attack Pattern Delta, and Tactical team. The rest of my skills were Sci with two engie skills. I also tried a mixed torpedo build with better kill results, and I also tried photon and bio-molecular photon builds.
My doff setups were 3 PWO's and 2-3 Deflector Doffs and or a Gravitational Scientist.
I did try the new core on the Chel Gret with the Breen two console and full space set, when I got the Core from the winter event.
I'd actually like to get the Ferengi missiles and play with a fore Breen Cluster/ Vaudwaar Cluster torpedo wall using the Raider.
How about using [PEN] or [SPR] Transphasics rather that Rapid Reload or the Cluster?
The point of the rapid reload and the borg transphasics are the cooldown times. When you fire a warhead, you roll the dice on triggering the PWO cooldowns. If you have a warhead like the TCD you are only rolling the dice once every minute. It isn't going to benefit you much that way. However, if you fire every 8 seconds you roll the dice a LOT more, and that means your heavier warheads cool down a lot faster.
Running a PEN or SPR transphasic doesn't help as much since it has the full reload time. The reasons to use the rapid reload and borg: Same type (transphasics), faster reload to proc doffs.
The point of the rapid reload and the borg transphasics are the cooldown times. When you fire a warhead, you roll the dice on triggering the PWO cooldowns. If you have a warhead like the TCD you are only rolling the dice once every minute. It isn't going to benefit you much that way. However, if you fire every 8 seconds you roll the dice a LOT more, and that means your heavier warheads cool down a lot faster.
Running a PEN or SPR transphasic doesn't help as much since it has the full reload time. The reasons to use the rapid reload and borg: Same type (transphasics), faster reload to proc doffs.
Another one that a few have done for making use of the PWO DOFF effect is the very weak Rapid Fire Missile or whatever from the Lobi Store. Very bad damage but it fires something like every 2 seconds.
Edit: Not saying for people to jump out and blow 200 lobi on a bad weapon. But if you already have it like I did (for a Ferengi theme on a D'Kora) then there's a use for that weapon. Because damage isn't one of them.
I have considered that and asked others as well. While true it will probably run the cooldown proc more, its weak stopping power will probably reduce your overall damage output as compared to running other torps that benefit more from TS3. Gravitorp, for example, does buttloads of extra damage with TS because of the mini-wells it spawns. Plus, it's a different damage type from the transphasic clusters and won't benefit at all from the console bonuses.
General concensus is: Yes, that will work. It's probably not the best, though.
As a follow up: I said I would test the KHG bonus and so I have.
It does absolutely nothing for the cluster torpedo. I tested this in orbit around Qonos. Oddly enough, I *DID* notice a 1-2% variation when taking it off and putting it back on again. I then realized the item I was removing was granting an aux power bonus, and I had slotted the Nukara aux-to-offense trait. I normally run maxed out with EPTA because this is a sci bird. This test, however, was done at "rest" so my plasmonic wasn't triggering and my EPT wasn't granting bonuses. I playled around with lowering aux power to 50 and back up to max again. It actually made quite a noticable difference. The Nukara trait boosts ALL damage (that includes torps+mines) based on aux levels. Since the topic at hand is torp builds with minimal energy weapons, I would strongly suggest any torp builds slot Nukara offensive aux trait and put all that weapons energy to your aux power bank instead.
And... of course... Omega Kinetic Shearing. Mustn't forget that.
Comments
On the plus side, I just learned that the Adapted MACO set gives the same 2-piece bonus as the KHG set. So that changes things up a bit
T5-U Raider
Fore Weps
2 x Breen Cluster or maybe fleet weapons if clusters are bugged, 2 x Breen Rapid Reload
Aft Weps
1 x Mine, 1 x fluidic torp (since I have it)
Adapted M.A.C.O. Positron Deflector Array Mk XII
[Supercooled Combat Impulse Engine Mk XI] - from Cold Case
Adapted M.A.C.O. Covariant Shield Array Mk XII
[Cryoplasma Infused Warp Core Mk XII]
Tac consoles
5 x Transphasic consoles (replaced with vulnerability locators as I can afford them)
Eng consoles
Assimilated Module
Rule 62 Multipurpose Combat Console (boosts torp and mine damage + I already have it)
Armor (upgraded as I can afford it)
Sci consoles
??? Maybe Field Generator x 3??
The lack of a cloak is also the reason that thing is barely seen outside of the winter event time. Bops with battlecloak and even the reworked aquarius are way more useful 'cause of their cloak
T5-U Raider
Fore Weps
2 x Breen Cluster (make sure to select or auto-select a new target fast if old one is destroyed), 2 x Breen Rapid Reload
OR
2 x Adv. Fleet Transphasic Torps, 2 x Breen Rapid Reload
Aft Weps
1 x Mine, 1 x fluidic torp (since I have it)
Adapted M.A.C.O. Positron Deflector Array Mk XII
[Supercooled Combat Impulse Engine Mk XI] - from “Cold Case”
Adapted M.A.C.O. Covariant Shield Array Mk XII
[Cryoplasma Infused Warp Core Mk XII]
Tac consoles
5 x Transphasic consoles (replaced with vulnerability locators as I can afford them)
Eng consoles
3 x Fleet armor
Sci consoles
Assimilated Module
Rule 62 Multipurpose Combat Console (boosts torp and mine damage + I already have it)
Field Emitter
My science character uses the transphasic cluster torp as her main spike damage (grabhell + warp plasma + transphasic cluster torp = !!EXPLOSIONS!!) and i have never seen the issue you describe. The only issue I have is (infrequently) I'll fire it while it's in arc, then move out of arc between triggering and launching, which resets the timer but doesn't launch it. Not gonna lie, the transphasic cluster torp is so much better than the new tricobalt one.
When you fire one, what is the cooldown it triggers on the second?
Also, one other build I read said to put a single beam on there, be it omni AP from the mission or whatever. The reason being that auto fire didn't work properly with all-torps, and how fire-all works best with a beam onboard (even if you run it at low power). I have been trying this recently-ish and can say the KCB works well also.
1) 1x breen cluster
3x rapid reload transphasics
2) 2x breen cluster
2x rapid reload transphasics
3) 3x breen cluster
1x fast reload like photorp or ferengi missile, just to trigger cooldowns, not for any damage
I know I've read a few torp builds that say the build relies on and plays to the breen cluster torp for much of the damage, and I get that. I'm just wondering with this new info (to me) about modifying that kind of build.
EDIT: Hrm.. and now that I think about it, I really need to upgrade my cluster to XIV ultra rare, if at all possible. That alone ought to bump your damage a lot.
I checked, it does work, or at least that's what the description says in-game.
But I must point out that all torpedoes share a basic 1-2 second cooldown so it's a bit inefficient to use 4 torpedo launchers.
Still it's quite a punch, you are firing torpedoes almost continuously.
But, I personally don't recommend a transphasic torpedo build, even with 5 consoles boosting damage, it's really underwhelming, plus as I said, those damn cluster torpedoes have more bugs than the entire delta rising expansion.
Fore: 3x Transphasic torps (rapid if you like,) elachi DBB with beam overload. Avoid clusters, they're gimmicks.
Aft: 1x Transphasic, 1x whatever you like, a turret ideally.
Doffs: 3x beam overload shieldpen doffs, 3x projectile doffs.
Core gear: 2 piece adapted maco, 2 piece breen.
Tac consoles: Transphasic vulnerability locators.
Traits: Kinetic precision (L15 projectile crafting,) Intense focus (Xindi lockbox or exchange)
Multiple sources of shield penetration. Your Elachi DBB will sometimes ignore shield. It will also get 3 chances every time you fire beam overload to trigger 4 seconds of 35% shield pen. Kinetic precision trait boosts your torps' base shield pen to 50%, but you'll be rolling with an effective 100% shieldpen about a third of the time. If you want to squeeze out a bit of extra damage, use the Rule 62 console in a sci/eng slot. Otherwise, those slots are yours to equip however you like.
Kinetic shearing (omega reputation, 40% extra kinetic damage applied as DoT with 100% shield pen) is also an option, you should be doing a solid 3k-4k damage per torpedo, those extra 1200-1600 damage would help.
Cool idea. You don't allocate any "real" amount of power to Weapons, do you? It would seem to me that the energy weapons are just there to deliver the BO effect.
Curious,
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...!)
Thanks again,
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...!)
As for clusters being gimmicks? no. When used properly, and buffed properly, they're far better than just running normal warheads.
I ran the mission to get a second cluster torp last night, now that I know I can carry more than one.
I didn't parse it, and I was only running dailies like the Breen trio for dil, etc., but it seemed (subjectively) to offer a big damage boost over just the single cluster loadout. I was firing them more often and seeing the clusters of mines hit ships more often.
Heckgoblin: If you're going all-out for shield-bypassing procs like the doffs and so forth, you will want elachi crescent weapons with the hardest hitting non-targetable warheads you can find. Quantums. If you've got shield bleedthrough, why use one of the weakest warheads in the game when it comes to direct hull damage (transphasic)?
Also, much as I aim for transphasic damage on my one char that has a torp boat, and much as I focus on the cluster torp for that char, I have been experimenting with the gravimetric torp and the neutronic torp. The damage is a mismatch to my tactical consoles, but the after effect is quite noticable in the logs. Often times the gravitorp with torp spread does more damage than any other attack I have. It's those mini grav wells. They do a lot of damage and it stacks up, especially with high part gens points.
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...!)
This is a good point. As mentioned already, they are mines (it's a torpedo that spawns mines, so the torp is affected by PWOs but the damage type is mines). So if you use the KHG 2pc I'm not sure if you buff the cluster torp or not.
However, many people combine the cluster with rapid reload transphasics and PWOs, that way they can buff both types of torps with a single type of console (transphasics), and the normal torps speed the cooldown on the cluster torp. In such a setup, one could run 2/2 breen/KHG, and the breen would buff both types while the KHG buffs the normal torps. You'll still increase some of your damage.
If I can remember, I'll have to check the KHG 2pc and my cluster torp the next time I log in. Maybe just checking the tool tip in local space as I add/remove KHG parts might tell me if it's adding anything, or not? Not the most definitive of tests, but at least would give us some clues.
2 piece Breen Set bonus + 2 piece Adapted MACO / KHG bonus
Use a combination like:
Breen Core + Breen Engine + Adapted MACO Deflector + Adapted MACO Shield
The Adapted MACO/KHG 2 piece bonus is torpedo bonus, so it does not affect mines, which Cluster Torpedos count as, but benefit from Transphasic Projectile boosts.
Versus shielded targets transphaics can produce results and the using the tact consoles to buff one torpedo type can be fun. I only used The Rule 62 console to buff any mine damage.
I tried a transphasic build using the existing two piece console set, the space set, one Cluster and the rest Rapid Reload and a two Cluster (fore and aft; using one puts the other on a 15 sec cd) and the rest rapid reload build. Skill wise I used three (too many really) torpedo skills, Attack Pattern Delta, and Tactical team. The rest of my skills were Sci with two engie skills. I also tried a mixed torpedo build with better kill results, and I also tried photon and bio-molecular photon builds.
My doff setups were 3 PWO's and 2-3 Deflector Doffs and or a Gravitational Scientist.
I did try the new core on the Chel Gret with the Breen two console and full space set, when I got the Core from the winter event.
I'd actually like to get the Ferengi missiles and play with a fore Breen Cluster/ Vaudwaar Cluster torpedo wall using the Raider.
The point of the rapid reload and the borg transphasics are the cooldown times. When you fire a warhead, you roll the dice on triggering the PWO cooldowns. If you have a warhead like the TCD you are only rolling the dice once every minute. It isn't going to benefit you much that way. However, if you fire every 8 seconds you roll the dice a LOT more, and that means your heavier warheads cool down a lot faster.
Running a PEN or SPR transphasic doesn't help as much since it has the full reload time. The reasons to use the rapid reload and borg: Same type (transphasics), faster reload to proc doffs.
Another one that a few have done for making use of the PWO DOFF effect is the very weak Rapid Fire Missile or whatever from the Lobi Store. Very bad damage but it fires something like every 2 seconds.
Edit: Not saying for people to jump out and blow 200 lobi on a bad weapon. But if you already have it like I did (for a Ferengi theme on a D'Kora) then there's a use for that weapon. Because damage isn't one of them.
General concensus is: Yes, that will work. It's probably not the best, though.
It does absolutely nothing for the cluster torpedo. I tested this in orbit around Qonos. Oddly enough, I *DID* notice a 1-2% variation when taking it off and putting it back on again. I then realized the item I was removing was granting an aux power bonus, and I had slotted the Nukara aux-to-offense trait. I normally run maxed out with EPTA because this is a sci bird. This test, however, was done at "rest" so my plasmonic wasn't triggering and my EPT wasn't granting bonuses. I playled around with lowering aux power to 50 and back up to max again. It actually made quite a noticable difference. The Nukara trait boosts ALL damage (that includes torps+mines) based on aux levels. Since the topic at hand is torp builds with minimal energy weapons, I would strongly suggest any torp builds slot Nukara offensive aux trait and put all that weapons energy to your aux power bank instead.
And... of course... Omega Kinetic Shearing. Mustn't forget that.