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Help with quantum torp. build?

kjwashingtonkjwashington Member Posts: 2,529 Arc User
I'm trying to make a quantum torpedo build, and I'm in need of some help. (As it's been years since I've tried a torpedo build.) I have quite a few questions, and any suggestions on what I have so far would be appreciated.

http://skillplanner.stoacademy.com/?build=zddfvf_0

1) I've heard that running two attack pattern betas is causing lag, should I switch to a different ability?
2) Should I use torpedo spread or high yield?
3) What mods would work best on the quantum torpedoes and mines? (why I left them blank) Also, any suggestions on where to get some good cheep ones would be nice.
4) Dispersal pattern beta doesn't work on the web mines right?
5) Any shield and warp core suggestions are appreciated.
6) I plan on using Mk X embassy consoles and upgrading them as I can, since I don't have enough resources to get Mk XII right now. Is this a good plan or should I just wait? How much more would I be paying either way?
7) I plan on respecing, so feel free to suggest where to put skill points.
8) I've always been bad with what traits to use, so any help here is appreciated.

Edit: Oops, forgot to mention, this is for PvE.
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Comments

  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    So does no-one know how to build a torpedo boat? Or are my questions just so basic that everyone's too busy laughing at me to post? :p
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  • madviolamadviola Member Posts: 110 Arc User
    edited August 2015
    Yeah, there are some people who know kinetic builds. Wardcalis and Odenknight are the two people you want. However, I'll give what I know (which mostly came from the aforementioned players).

    First, in the current setup, kinetic builds need to be extremely focused and are generally expensive.

    As to your questions:
    1. I'm not sure about alternates to APB.
    2. I've had the most success with torpedo spread.
    3. As to modifiers for the weapons, generally CritD is the mod to go for. What I've heard, as many of your modifiers should boost your CritD, and then gain CritH through tac consoles.
    4. I don't know. Sorry...
    5. Elite fleet shield if you keep the current setup, and Elite fleet plasma-integrated core.
    6. The flow consoles wouldn't be bad, but I think you could do better by boosting your damage output with those slots.
    7. Please refer to the Skills tab in the link below.
    8. What traits do you have access to?

    You might consider changing your ship. Destroyer types tend to work best in my experience.

    ---- Edit

    Here is a variation on the build you posted plus some of what I run currently plus some of what I saw Odinknight running. I built this as being relatively attainable. If you don't have Kemocite-laced weaponry, then replace it with APB I. If you can't get get the lobi consoles, revert back to being a drain boat with the sci consoles. Make sure you run three purple projectile weapons doffs as they will SIGNIFICANTLY reduce the reload times of your torpedoes. Search the Exchange for as much of the non-fleet/rep stuff as you can. Crafting is also a possibility in some instances. I hope this helps!

    http://www.stoacademy.com/tools/skillplanner/index.php?build=suggestion_5311
    Post edited by madviola on
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Sorry, as I didn't get the notice on this thread until now.

    My signature has my two builds (Escort & Destroyer), but they can be applied to some Cruisers as Siege Ships.

    The guide that @wardcalis and I are working on is still in a first draft phase. We have much more than just a written guide in the works, but we'll reveal our incomplete work, because it still has useful information in it.

    https://docs.google.com/document/d/1UUg5-rSwCue-mYzuMsdUTpq_u2Mf-KCtwftuBrgqyU4/edit?usp=sharing

    As to your questions.... what I am going to tell you will fly in the face of most build convention.

    1) I don't run APB on my build anymore on my main. On my alt, I do, but only because he has no tac consoles (yet). APO + Kemo + TacTeam works wonders for strong kinetic builds. With that said, we're unsure of the status of APB & server performance issues (AKA 'lag').

    2) Typically, TS is used for the majority of attacks due to the nature of the PvE enemies (lots of small packs of 'weaker' enemies). I run both because I like being able to chose either mode at a moments notice. Depending on the loadout & target/target status, HY + GWell > TS + GWell (outside of Kemo procs). Sadly, there are conditions where TS1/HY1 can out-perform TS3/HY3, but that math is for another day.

    General rule of thumb: w/ bugged Kemo, TS ANYTHING > HY ANYTHING on a widely dispersed, multi-target environment. If no Kemo, then the situation can go either way.

    3) Quantum Exploiter Tac Consoles aside (Yes, they are STILL NOT providing a boost to Quantum damage, @paxdawn ), if you have a decent source of CritH on torps (some of your Reputation ones do), or via set bonuses, Exploiters >> Locators for strong kinetic builds for a certain threshold of CritH. Since Acc overflow is bugged to heck w/ Torps (aka, not working, @paxdawn), and some torps like the TDD are not receiving the proper ACC being applied to it (because missing over 50% of the time vs a static target w/ almost no defense and the shooter has +32% bonus ACC is obviously WAI, @paxdawn), you are going to have to choose your torps wisely. If you're wanting to use crafted Quants only and are FORCED to go the Locator route (see above, @paxdawn), then you want some combo of CritD, DMG, and PEN for your mods. You can take a hit on potential damage and go w/ +Torp Exploiters, but at least they work, and you can use them for other builds should you decide to incorporate other torpedo types later on.

    4) Mines are in a bad place right now. With that said, the Nukara Web Mine is a nice toy, and the dispersal patterns *should* work on it, but I haven't touched them in months, and cannot remember. Mine deployment systems like the Breen Transphasic Cluster Torpedo and Vaad Tricobalt Cluster Torpedo are just mine delivery systems (but, there is a funny story about how a player ran into the Vaad TriC Cluster before it deployed and ate 130K to the face..)
    Do not let me dissuade you from using them if you want to. If I can pull 25-30K in a Torp/Mine boat w/o Kemo w/ careful flying and good build planning, you can do better w/ practice and better design planning.

    5) Depending on the build and play style, your gear choices can fluctuate. You may get all the pieces eventually, and rotate them based on the map/loadout/BOff selection. The Fleet Warp Core used to be the old stand-by, but w/ the hot restart from the Iconian Core, that became my new favorite for PvE. From there, pick your 2pc AMACO bonus out of the shield, deflector, and engine. Want stronger Tac Team Boosts? Go w/ the CC Deflector. Want stronger attack Patterns? Go Romulan Engines. Need more defensive capabilities? Iconian Shield + Core. This is the option I use right now, because I can get Hot Restarts for Weapons, Engines, and Shields + 2pc AMACO + 2pc Iconian. Again, adjust to your goals.

    6) Unless you're a Sci ship using Sci abilities w/ your torps where you need PGens, DO NOT get the plasma consoles from the embassy. They DO NOT work w/ torpedoes/mines. There are much better consoles for strong kinetic builds (and you'll wish you had more slots as well).

    7 & 8) We have a few resources that you can find from the links in my signature. We're working on organizing them for ease of access/use. Once finalized, we will post it onto the Master Wiki, moderated by @jarvisandalfred (FYI, check out his write-ups. VERY useful info.)

    Hope the wall of text helps.

    As inspiration (and as a message to the Negative Nancies out there), yes, torps are bad. Torps are busted. You'll be called an idiot for using them by some people. There will, however, be days where you will just blow their minds up.....

    https://youtu.be/SxHGjbSd2I0
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    snip

    Thank you for your response, I'm sure your comment will go a long way towards improving my build. And don't worry, I know that the plasma embassy consoles don't work on torpedoes, I was planning on using the shield healing ones. I need the [-th] since the ship is so squishy.

    Also, how much does it cost to get a kemocite-lased weaponry training manual? I don't have much EC to waste. Is it possible that the new tactical ability from the new FE might be a decent substitute?
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  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    Also, how much does it cost to get a kemocite-lased weaponry training manual? I don't have much EC to waste. Is it possible that the new tactical ability from the new FE might be a decent substitute?

    It's prohibitively expensive. I haven't checked in a while but Kemocite I is over 100M. Missing this power will hurt you but it is not a key part of a torp build, just a very large boost.
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  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited August 2015
    I'm trying to make a quantum torpedo build, and I'm in need of some help. (As it's been years since I've tried a torpedo build.) I have quite a few questions, and any suggestions on what I have so far would be appreciated.

    http://skillplanner.stoacademy.com/?build=zddfvf_0

    1) I've heard that running two attack pattern betas is causing lag, should I switch to a different ability?
    2) Should I use torpedo spread or high yield?
    3) What mods would work best on the quantum torpedoes and mines? (why I left them blank) Also, any suggestions on where to get some good cheep ones would be nice.
    4) Dispersal pattern beta doesn't work on the web mines right?
    5) Any shield and warp core suggestions are appreciated.
    6) I plan on using Mk X embassy consoles and upgrading them as I can, since I don't have enough resources to get Mk XII right now. Is this a good plan or should I just wait? How much more would I be paying either way?
    7) I plan on respecing, so feel free to suggest where to put skill points.
    8) I've always been bad with what traits to use, so any help here is appreciated.

    Edit: Oops, forgot to mention, this is for PvE.

    1. Given your build (looks like you want to remove shields) I would consider slotting and using the Tac skill Targeting Subsystem: Shields. Before Tachyon Beam 1 was buffed, TSS:S was a better power. You do been a beam weapon to deliver TSS:S. I have only used one copy of TB 1, buffed by all flow caps but I have not been happy with its shield stripping ability (because you really must use it with energy weapons). If you have the tact spots if might be worth playing with both powers to see which works better.
    2. Spread as it beats high yield in most cases. Take this on a torpedo by torpedo case though.
    3. From what I read the current meta suggests CritD and Dam mods. The exchange or craft them if you have a lot of supplies.
    4. Last time I ran them, a very long time ago, they worked. However, there could be issues.
    5. Depends on what you want to do. I run a torpedo boat to max Aux. Some max Shields or Engines subsystems power. Depending on what you want to do (will energy go to Aux, Engines, Shields and will you switch settings?) and depending on your power settings look at different cores. I run a A->E core because my selects were very limited, I wanted an AMP core, and I do not tinker with my power settings. I do need to look at the A->S cores. You've made your universal Science, and Aux is your main power, you might want to look at the Solanae Overcharged Warp Core. If shield power is your main power consider the Delta Alliance Trajector Warp Core.

    I exclusively use the MACO shield because of the Power Conduct Link ability. I get slight boosts to power levels when I am hit sometimes. The goal is more power and to proc the AMP.
    6. I suggest waiting, and getting MK 12 embassy consoles.
    7. I politely suggest that you do nothing. Please play with torpedo and mine builds first. Do not respec for torpedoes unless you have a second respec, or know that you want to play, or have only played, as a torpedo boat captain.
    8. I would need more information about all of your available traits. I slot Nukara Defense and Shearing for example. I find the added defense very helpful since I use plasma and my play style includes flying over, under, by enemies, which aggros them alot, to deliver my fore and aft payload. I do not run many offensive traits.
    Joined STO in September 2010.
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  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    skollulfr wrote: »
    6. I suggest waiting, and getting MK 12 embassy consoles.
    depending on which consoles you mean and crafting level, it is often cheaper dil-wise to buy the mk10 and upgrade them.
    it is definitely a more effective use of fleet credits

    Considering that the Mk X embassy consoles cost 12,500 fleet credits and 2,500 dilithium (so 15,000 dilithium in total, since dilithium is the only thing that I can ever seem to be able to donate), and the Mk XII embassy consoles are 50,000 fleet credits and 10,000 dilithium (so 60,000 dilithium in total), each console would need to cost 45,000 dilithium or less.

    Also, which crafting school should I invest in before upgrading, and how much would that cost?
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  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    skollulfr wrote: »
    6. I suggest waiting, and getting MK 12 embassy consoles.
    depending on which consoles you mean and crafting level, it is often cheaper dil-wise to buy the mk10 and upgrade them.
    it is definitely a more effective use of fleet credits

    Considering that the Mk X embassy consoles cost 12,500 fleet credits and 2,500 dilithium (so 15,000 dilithium in total, since dilithium is the only thing that I can ever seem to be able to donate), and the Mk XII embassy consoles are 50,000 fleet credits and 10,000 dilithium (so 60,000 dilithium in total), each console would need to cost 45,000 dilithium or less.

    Also, which crafting school should I invest in before upgrading, and how much would that cost?

    You want to level up Science. If you are planning to upgrade consoles past Mark 12 then I'd calculate any difference.
    Joined STO in September 2010.
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  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    skollulfr wrote: »
    each console would need to cost 45,000 dilithium or less.

    Also, which crafting school should I invest in before upgrading, and how much would that cost?
    i can get from mk10 to mk 12 with 4 upgrades which cost about 1k dil each. so about 19k dil to buy mk 10 & upgrade.

    Alright, if that's the case, I'll get Mk 10s and upgrade them as I can!
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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited August 2015
    Also, the Kemocite market is incredibly high right now (X > 100M for Kemo1). I'm fortunate to snag the ones I did sub 1M EC.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    Also, the Kemocite market is incredibly high right now (X > 100M for Kemo1). I'm fortunate to snag the ones I did sub 1M EC.

    Don't worry, I don't intend to do advanced queues with it often (if ever, since I've only done like 10 since DR). So as long as it can get to 10k dps (so I would at least not be a hindrance), then I'll be fine without the kemocite.
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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Also, the Kemocite market is incredibly high right now (X > 100M for Kemo1). I'm fortunate to snag the ones I did sub 1M EC.

    Don't worry, I don't intend to do advanced queues with it often (if ever, since I've only done like 10 since DR). So as long as it can get to 10k dps (so I would at least not be a hindrance), then I'll be fine without the kemocite.

    If a scrub like me can get to ~30K w/o Kemo and w/ one green torp console, you'll blow past 30K DPS. It's part build and A LOT of practice, but it's SOOO much fun!
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited August 2015
    Also, the Kemocite market is incredibly high right now (X > 100M for Kemo1). I'm fortunate to snag the ones I did sub 1M EC.

    Don't worry, I don't intend to do advanced queues with it often (if ever, since I've only done like 10 since DR). So as long as it can get to 10k dps (so I would at least not be a hindrance), then I'll be fine without the kemocite.

    If a scrub like me can get to ~30K w/o Kemo and w/ one green torp console, you'll blow past 30K DPS. It's part build and A LOT of practice, but it's SOOO much fun!

    But the question remains: Can a scrub like me make it past 10k with a decent build (without kemocite) and no practice? :p
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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Also, the Kemocite market is incredibly high right now (X > 100M for Kemo1). I'm fortunate to snag the ones I did sub 1M EC.

    Don't worry, I don't intend to do advanced queues with it often (if ever, since I've only done like 10 since DR). So as long as it can get to 10k dps (so I would at least not be a hindrance), then I'll be fine without the kemocite.

    If a scrub like me can get to ~30K w/o Kemo and w/ one green torp console, you'll blow past 30K DPS. It's part build and A LOT of practice, but it's SOOO much fun!

    But the question remains: Can a scrub like me make it past 10k with a decent build (without kemocite) and no practice? :p

    Gotta practice :)
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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