I have just read where mines have recently gotten a slight boost. So, I was interested in using them on a build. The issue is that I am running the Fleet Defiance, and not sure exactly how I should go about it. I now have DHCs, and 1 Torp. As anyone that has ever used DHC, and torps know, those are more spike damage weapons. So, I was thinking, "What would be the problem with adding mines to the spike damage build?"
I have a Tactical class character, and have torp skills in the skill tree maxed out, as well as the one for energy weapons. I am running Cannon Scatter Volley 3, and 2. Torp Spread 2 (2 copies), and 2 copies of Tac Team 1. I also have an Attack Pattern in 1 of the Lt Commander slots, that gets swapped depending on if I am running solo or with a team. And I have an extra Ensign Tac slot that is wasted.
I am thinking about this for Tac Boff skills:
Commander Tac - TT 1; (Mine ability here); Torp Spread 3; Cannon SV 3
Lt Commander - TT 1; (Mine ability here); Cannon SV 2
Ensign Tac - Torp Spread 1
If you think that there is something I am missing, or need to change, please let me know. Also, what mines are the best. And please keep in mind that I don't have much ec now, and also can't craft high level ones. And I am just in the Delta Quad mission arc. I do have a torp (forgot what NPC faction it was named after) but it can lay mines after exploding. I am not sure if it is any good now. I can upgrade it a little, if the game will let it be upgraded.
Thanks in advance for any help.
Razar.
Leader of Elite Guardian Academy.Would you like to learn how to run a fleet? Would you like to know how to do ship builds (true budget as well as high end)?The join the Academy today!
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So you can certainly make a Mine build viable and fun, but at this time it will at best only get you mediocre damage output.
At this time use of the antiproton variants of these sets is probably your best bet:
https://sto.gamepedia.com/Obfuscated_Strategist_Set#Antiproton Variant
https://sto.gamepedia.com/Temporal_Defense_Initiative_Armaments
Off course you can also forget about sets and go full DHC/Turret build and swap one turret in the back for either the tractor beam mines or nukara mines for some crowd control mixed in.
Saying that I do agree with you that on razar2380s build a tractor beam mines or nukara mines could work for crowd control.
While I prefer Quantum mines for the extra speed and extra explosion radius on your build a Tractor Beam Mine Launcher or Nukara Web Mine Launcher might synergize better.
You can get the Tractor mine from doing the “Cutting the Cord” mission and the Nukara mine from the Nukara reputation page. As for the Mine ability if you are only fitting 1 mine I would considering going down to just 1 Mine ability. Perhaps put something like Kemocite-Laced Weaponry where the 2nd mine ability would be as that would benefit the mine and all other weapons.
For small maps (cough ISA) with fast engines Spike damage can wield high DEEPS, but usually the two are mutually exclusive.
However, lets leave the debate for another time.
I understand the difference in the spike damage vs sustained, and how one can be better than the other in some instances. The problem I have is that I am using the Fleet version of the Defiant. That thing is like a glass cannon, and I have to keep moving to keep my defense rate up. If I slow down, I start getting toasted.
That is why I was wondering about this. I don't need to get as close as I used to years ago, because I am using the skill in the skill tree that makes energy weapons more effective at longer ranges than usual. But, the problem I have is if I do strafing runs, then at times I am taking my DPS away from the target. That defeats the whole purpose of using a forward facing build. As it is now, I can zig zag when going against slower enemies, and still keep them in my firing arc. But, mines will be different.
I have been using a mine launcher little in patrols in the Delta Quadrant (because I couldn't figure out where to go for my next mission). I found that when I am fighting swarms, they help a good bit against the smaller enemies. But to help against the bigger ones, I need to get right up on them.
I can see how a broad siding build would be better for mines, because you can get close, and keep moving while all other weapons are hitting the enemy. But, the only way I found I can use them is to get close, and stop. Otherwise, I am turning away from the target to far, and too much. I lose more DPS, because my DHCs are not firing.
It is a bit of a pain. I don't have the right stuff, and am no where near getting it, for a torp/mine boat. But, I do want to play with them more often. I am just wondering if it will take a long time to get the mine launcher that places mines in front of the ship.
Another idea I was thinking of is placing a second torp on the front of my ship. If I get the right ones, and the GCD will only cause a second or two delay, I may be able to get away with that, while running 2 DHCs. And I am tempted to swap one or both of those out for DCs, just because they can keep shields down better, because they fire longer.
I am going to play around with the build a little, while I work on getting the different mines both of you suggested. I am curious what Franken Build I can come up with. And see if it will work. But first, I need to do research online to find out where I need to go for my next mission. It is the Task Force Operations Delta Quadrant mission. Just gave it to me, said I need to meet up with the joint task force, but didn't tell or show me where they are. lol.
Thanks again,
Razar.
Then, I put the gravimetric torp and I forget the name of the other one on, and it made a huge difference. So, I popped the mine on it, and it also helped a little with DPS when I was right next to the enemy ship.
But I have a question about torp and cannon skills. I unfeunder why you shouldn't run 2 copies of the same mine skill. It causes the first batch of mines to disappear. But, is there any problems imight not know of with running 2 copies of the same torp skill?
Also, I know that Torp HY does more damage against a single target than Torp Spread. Years ago, Cannon Scatter Volley did almost the same as Cannon Rapid Fire against a single target.
For cannons, does it still work the same? Or does Connon RF do a significant amount of damage over Cannon SV to a single target?
I ask because most of the time i am in a mission, because I have a cannon build, and no CC abilities, I seem to be facing off against a single target the majority of the time. I am curious if it would be worth it to put single target attacks on for solo play, then switch to multiple target attacks before entering a queue.
Thanks again for the torp and mine help. I have MK XII weapons and gear. So the spike damage helps with tougher enemies when their shields are down.
Razar.
The larger Vaadwaur ships drop trico mines so closing in for a cloaked assault is a risky endeavor.
CRF has a bit more damage against a single target while CSV has a larger firing arc and a AoE. In a PVP scenario i would probably pick CRF, but in missions/queues with the NPC spam tactics CSV is arguably the better option.
I kept getting into missions where it was just me vs 1 ship most of the time, because all the other enemy ships kept swarming around me. So, I went ahead and tried it. I found that a combination works best for my build. I use 2 sets of CRF, 2 different MDP, and use the TS on my Garvimetric torp for the chance to pop gravity fields around the ship, so if they try to escape 1, they get slowed down by the others. Plus, if it is a large ship, and I am close enough, it will hit the ship with more than 1 of them. And I use 1 THY skill for my other torp.
Using this combination, I was able to replay a mission, and kill everything much faster than before, using all AoE skills.
I know that if I have the ability to hit more than 1 ship at a time, the AoE skills are much better. But, my weapons are at such a low level compared to the level enemies I am facing, that what ends up happening is I either need to stay about 8-10 km away to keep them in the fire arc longer (which kills a lot of damage anyway), or I need to get within effective range, but end up only hitting 1 target after the others have moved around to the sides/back of my ship. And with how many hp they have compared to how little damage my weapons do, the little damage I did to their shields is repaired before the targeted enemy is down.
I know that my biggest problem here is that I am using an escort against enemies that have scaled with my character level (Gained from the winter event, Admiralty missions, and Doff missions), but my ships weapons have not been leveled past MK XII. In a cruiser, I am able to last longer. But, it also means that it takes a LOT longer to take the enemy ships out. Cruiser would be better with beams till I can get the weapons leveled on my escort. But, this isn't going to be my main toon, so I am not wanting to waste resources on upgrades yet, because I will need all of them on my main when they get leveled up.
I am just trying to find a way of taking a ship that has 3 tac slots, and making it powerful enough with the stuff I already have, to at least complete the story missions. I only do the STFs for the marks to hit T6 on the reps I already had at T5. Not really worried about the last 6 reps that came out. I will level them on my main, when at the right level.
But I have found that with under powering weapons, it is best to have the energy weapons focus on 1 target to lower the shields so my kinetic weapons can do their jobs.
So, now I am left with 1 more question. Does anyone know how to make the DHCs fire by themselves when you press a button, and the mines and torps fire with a separate button? I tried to set it up with the keybind to fire only phasers on 1 button, but it will not work with cannons. Is there any way to do that?
Razar.
I have mine set so each time spacebar is pressed it triggers the next power in line on bar 10. Only I set it up 8 years ago and cannot remember how right at the moment. But it still works, perhaps the STO wiki has a section.
I don't have time to look yet, but I thought that those were ship traits. Or they were from something that required getting off the exchange. Is that correct?
If so, is there anything similar that can be obtained without the C-Store, or exchange?
I haven't used my character much these last few days, because I have been playing with a friend new to STO, and I rolled a new character with him. We are having a blast doing the early missions together. When I get a chance, I am going to start a torp focused build with the new character. I am an Engineer, and looking at skill trees now. I think it will be fun to try to do a torp focused build from an early start in the game.
Razar.
I have seen the specialization, but never took time to look into it. I just assumed it would be different settings that you could save skill trees as, before resetting your skills. I do wish we could have different skill tree builds, without needing to use a respec each time. Then players could just load up different skill trees as they want. But I can't even imagine how much coding that would take to make work correctly.
Thanks for the information on where to find it. I am going to work on building my torp build, and when I get to high enough level, I will work on leveling up the right specialization. I so somewhat remember something about this back years ago, but I think that there were fewer specializations than this. Cool to see they are expanding something other than the rep system. This does add more to work on that can benefit you a lot.
I did have a question though. I didn't fully understand some of the stuff said in the pedia info. It says you can have 1 primary and 1 secondary. However, others that you add points in can still benefit you. I didn't understand how. Do you get the passive benefits only, but not the active one if they are not listed as your primary or secondary? Or is it saying that they will not benefit you some other way I don't understand?
Thanks again for your help. With the improvements the did make with the game, it is a lot more fun than it was before I left.
Razar.
Awesome. I can't wait to start working on that with my new character.
Razar.