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.
Consider the romulan hyperplasma tropedo instead of the missiles if you don't want to blow 200 lobi, as each torpedo has a chance to trigger the PWO and it fires 3 torpedoes per salvo, with 6 seconds reload.
With 3 very rare projectile officers you should have a 51% chance (it's not cumulative, 3 officers with 20% chance is different from having 60% chance) of triggering the 5 seconds reduction.
The romplas torp fires a burst of 3. It will trigger the PWO proc once per fire cycle. If you onyl have the ONE warhead, you can use 3x PWOs and create a nearly solid stream of slow moving plasma balls. However, the timing of it is not conducive to a torp build because the cooldown timers for each warhead interfere with each other after a certain point.
That may be why the ferengi missiles aren't as good because the rapid fire may trigger more 1-2 second cooldowns on the warheads you actually WANT to fire.
It would really take a little testing (which is not cheap).
Breen Cluster Torpedoes only receive benefits from two bonuses in game, the Rule 62 for Mine damage, and Transphasics. Torpedo boosts like the 2-piece AMACO do not affect the Cluster but they will boost your rapid reloads. My advice would be to stick the Cluster in Front and another in Aft. Fill the remaining slots with the rapid reloads for the PWO proc (since you're building towards all transpahsics, take advantage of that).
I experimented some tonight (on a Sarr Theln) with different torpedo speeds, 2 or 3 torpedo officers, and with the cluster torps.
This certainly isn't conclusive, but what I found so far was:
- 2x cluster torps was pretty unreliable, but 1x cluster torp always seemed to work properly.
- Any combination with 2x torp officer resulted in dead time, where all torps were on cooldown.
- Any combination that included a rapid reload and 3x torp officer resulted in one launcher not getting to fire often due to cooldowns finishing on the other two.
- 3x regular 10-second reload launchers and 3x torp officers seemed to strike a good balance where there was almost no dead time and all three launchers were firing consistently. Obviously if multiple procs happened, one of the launchers would sometimes be blocked, but mostly they seemed to cycle well.
Comments
Consider the romulan hyperplasma tropedo instead of the missiles if you don't want to blow 200 lobi, as each torpedo has a chance to trigger the PWO and it fires 3 torpedoes per salvo, with 6 seconds reload.
With 3 very rare projectile officers you should have a 51% chance (it's not cumulative, 3 officers with 20% chance is different from having 60% chance) of triggering the 5 seconds reduction.
That may be why the ferengi missiles aren't as good because the rapid fire may trigger more 1-2 second cooldowns on the warheads you actually WANT to fire.
It would really take a little testing (which is not cheap).
This certainly isn't conclusive, but what I found so far was:
- 2x cluster torps was pretty unreliable, but 1x cluster torp always seemed to work properly.
- Any combination with 2x torp officer resulted in dead time, where all torps were on cooldown.
- Any combination that included a rapid reload and 3x torp officer resulted in one launcher not getting to fire often due to cooldowns finishing on the other two.
- 3x regular 10-second reload launchers and 3x torp officers seemed to strike a good balance where there was almost no dead time and all three launchers were firing consistently. Obviously if multiple procs happened, one of the launchers would sometimes be blocked, but mostly they seemed to cycle well.