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Buying a B'rel retro - build questions

illcadiaillcadia Member Posts: 1,412 Bug Hunter
edited September 2012 in Klingon Discussion
I've decided my KDF character needs some C-store love and decided to buy a B'rel retrofit. I've been flying the default t5 BoP, as well as a mirror Vor'cha and had some interesting experience in pvp and pve- but I'm not sure how much of that will apply to the B'rel with its lower hull and superior battle cloak.


One thing I've seen pop up recently (ingame, if not in threads) are several B'rel retrofit builds utilizing transphasics that I can attest are very effective and look very fun to play.

Unfortunately, short of hanging around kerrat for hours on end attempting to backengineer the builds, the only other real option I have is to ask here- so I'm asking here.

What boff skills, weapons, and console layouts work best for a transphasic BoP.



What I've seen so far are at least two different variants.


The first variant is what I call the 'strafing' variant, because it strafes. It fires torp spread 3 in transphasics (no idea if they're rapid reload or XII accx3 transphasics), a breen transphasic cluster torp, a dual phaser beam bank, and... not sure if it mounts a forward DHC or a second dual phaser beam bank.

On the rear, it mounts a second breen cluster torpedo- and possibly a second rapid reload or XII accx3 transphasic- I'm not altogether sure.

Boff abilities I've seen this variant use are:

Hazard Team (probably 1)
Viral Matrix (not sure if 1 or 3, but probably 1)
Polarize Hull, Tactical Team, Torp Spread 3, possibly cannon rapid fire, but not sure.




The second variant is the 'submarine' variant, and doesn't drop out of cloak if at all possible. It's more annoying to fight unless you've got anti-cloak tech but conversely lacks the kit to drop you in a single pass.

It mounts a forward breen cluster torpedo, a forward transphasic launcher, 2 forward dual cannons (fairly certain not heavies), and on the back it mounts a turret and a tranphasic mine launcher. Uses Dispersal Pattern Beta 3, and runs a selection of scramble sensors, jam sensors, and that sort of thing, so at least one sci boff, if not two, depending on layout.



Of these, the submarine variant is the more annoying to fight- a crapload of mines will pop up behind you and generally do only a bit of damage, and serve as a distraction while the submarine drops its alpha on you- but the submarine doesn't seem to run polarize hull, attack pattern omega, or even aux to dampers- if you get it in a tractor beam, graviton pulse, or other disable, it'll freeze up and be easy pickings. I would assume this is in part due to how the captain running it is specced, but it also says something about what consoles are in use.


I've never seen the submarine variant use any special consoles- no leech, no jumper- not even a very useful theta radiation.


Conversely, the strafing variant uses theta and also drops the cover shield to escape (although if you're poor, you could raise EC and buy a photonic displacer off the exchange for 7 mill, which accomplishes roughly the same thing).



So that's what I know. If anyone is running one of these and would care to share, or has any suggestions for building one, I'd love to hear from you. Of particular interest are skill choices, as my KDF captain is in desperate need of a respec at this point and I'd like to know what to put points into in what order before I go do it.
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Comments

  • thisslerthissler Member Posts: 2,055 Arc User
    edited September 2012
    illcadia wrote: »
    I've decided my KDF character needs some C-store love and decided to buy a B'rel retrofit. I've been flying the default t5 BoP, as well as a mirror Vor'cha and had some interesting experience in pvp and pve- but I'm not sure how much of that will apply to the B'rel with its lower hull and superior battle cloak.


    One thing I've seen pop up recently (ingame, if not in threads) are several B'rel retrofit builds utilizing transphasics that I can attest are very effective and look very fun to play.

    Unfortunately, short of hanging around kerrat for hours on end attempting to backengineer the builds, the only other real option I have is to ask here- so I'm asking here.

    What boff skills, weapons, and console layouts work best for a transphasic BoP.



    What I've seen so far are at least two different variants.


    The first variant is what I call the 'strafing' variant, because it strafes. It fires torp spread 3 in transphasics (no idea if they're rapid reload or XII accx3 transphasics), a breen transphasic cluster torp, a dual phaser beam bank, and... not sure if it mounts a forward DHC or a second dual phaser beam bank.

    On the rear, it mounts a second breen cluster torpedo- and possibly a second rapid reload or XII accx3 transphasic- I'm not altogether sure.

    Boff abilities I've seen this variant use are:

    Hazard Team (probably 1)
    Viral Matrix (not sure if 1 or 3, but probably 1)
    Polarize Hull, Tactical Team, Torp Spread 3, possibly cannon rapid fire, but not sure.




    The second variant is the 'submarine' variant, and doesn't drop out of cloak if at all possible. It's more annoying to fight unless you've got anti-cloak tech but conversely lacks the kit to drop you in a single pass.

    It mounts a forward breen cluster torpedo, a forward transphasic launcher, 2 forward dual cannons (fairly certain not heavies), and on the back it mounts a turret and a tranphasic mine launcher. Uses Dispersal Pattern Beta 3, and runs a selection of scramble sensors, jam sensors, and that sort of thing, so at least one sci boff, if not two, depending on layout.



    Of these, the submarine variant is the more annoying to fight- a crapload of mines will pop up behind you and generally do only a bit of damage, and serve as a distraction while the submarine drops its alpha on you- but the submarine doesn't seem to run polarize hull, attack pattern omega, or even aux to dampers- if you get it in a tractor beam, graviton pulse, or other disable, it'll freeze up and be easy pickings. I would assume this is in part due to how the captain running it is specced, but it also says something about what consoles are in use.


    I've never seen the submarine variant use any special consoles- no leech, no jumper- not even a very useful theta radiation.


    Conversely, the strafing variant uses theta and also drops the cover shield to escape (although if you're poor, you could raise EC and buy a photonic displacer off the exchange for 7 mill, which accomplishes roughly the same thing).



    So that's what I know. If anyone is running one of these and would care to share, or has any suggestions for building one, I'd love to hear from you. Of particular interest are skill choices, as my KDF captain is in desperate need of a respec at this point and I'd like to know what to put points into in what order before I go do it.

    I guess first we will assume that you have a tactical captain. Not to determine where to put points, but to determine if you're wasting your time or not. You need Alpha.

    Put your points in the skills that you will use. Up to 6. If you need to use more points to advance a rank, do so. Avoid skills that you will not use. Flow capacitors and Driver Coil would be good examples of things you will not use. Attack Patterns and Stealth would be examples of things you will use.

    You'll never see an energy weapon on your ship. So avoid those skills.

    The highest torpedo skill is Lt Cmdr. Using that as your Tactical Stations seems like a good idea. But it may not. You may want the Commander station so that you can get the Dispersal Beta 3 also. I guess it will depend on your choice of tactics.

    If you reserve at LEAST a Lt Cmdr Station for Science, you can use yummy attacks like Gravity Well or Viral Matrix.

    KHG 2 piece and Borg 2 piece is nice. It's nice because it can keep you from being hit for those brief moments you are exposed. If not, start out with Breen for the extra Transphasic damage.

    Use consoles and skills that will support your chosen attacks. You don't need shield gens. You will need armor.

    Cheers happy flying!
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited September 2012
    I've messed around w/a Sci B'rel work in progress build recently using Transphasics and TBR3. Keep in mind you will be exposed when using TBR3, but you won't lose you cloak bonus damage nor defense bonus. Also, while you have crappy shield power level when this happens your shields do seem to pulse on and off.

    I alternate HE, PH when needed and use Hazzard doffs to buff BFI/Ramming Speed hull defense. I also use the Borg Deflector (though I may swap it out for KHG deflector and put in Aegis Engines).

    I also use APB. Only use APB after the targets TT runs out. That's when you should use FOMM if you're Tac as well.

    I use 2 part KHG for the Aux and Torp damage boost.

    Also, TT adds to torp damage too. So use it for that.

    I use HY2, Torp Spread 3 for torp Boffs

    While I have mines equiped I don't use mine Boffs since I TBR target so much.

    Fyi, I get over 1800 base damage per pulse w/TBR3 while cloaked using 3x26 charge part consoles and 1x26 charge part deflector, and max Skill points in charge part.

    I find it does O.K. damage (better than I thought it would tbh), and is a fun varient to play for Pugging.

    Things to try that I haven't gotten around to:

    1. Is Aux2batt viable for chaing Torp abilities and more importantly TBR3?

    2. TBR3 engine power drain doffs.

    3. Going Commander Sci rest Tacs and adding Mine Boffs.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
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  • shookyangshookyang Member Posts: 1,122
    edited September 2012
    thissler wrote: »
    Flow capacitors and Driver Coil would be good examples of things you will not use. Attack Patterns and Stealth would be examples of things you will use.

    You'll never see an energy weapon on your ship. So avoid those skills.
    I have points in Flow Capacitors, because I use Tacheyon Beam 3 and an Aceton Assmiliator.

    If you're going to get a B'rel and take advantage of the Enhanced Battle Cloak, you may as well go all torpedoes. There is a thread on this already. http://sto-forum.perfectworld.com/showthread.php?t=258010

    Putting in energy weapons that you can only fire when you are decloaked (not using the Enhanced Battle Cloak) will waste your damage potential when using it's ability.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited September 2012
    I run a very successful and very powerful torpedo B'rel.


    I will tell you this: Unless you respec your captain to fly the b'rel (or Bops in general) as torpedo boat you wont get anything out of this ship that you do not get with the Heghta BoP.


    The HeghTa has the exact same boff stations and consoles. The only difference is the skin and the battle cloak.

    B'rel *IS* a torpedo ship. Putting a single energy weapon turns it into a ridiculously overpriced HeghTa.


    If you are a science captain and want to run it as a science ship then you again, need to respec into a torpedo template and fully focus on the sci abilities you will use on the ship.

    The B'rel functions around its special cloak. You need to decide what to use in the 3 second window you have of being visible.

    Once you get that set, its a monster ship.. and darn fun too.
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited September 2012
    Yes, I'm a tac- I wouldn't be asking otherwise. I'm going to pick up the B'rel tonight and do my respec shortly. I've got the breen cluster, a Peng, a XII borg quantum (I'll get a better one later), and a bio-neural, so I'm all set for my forward arc. Going to look at timings, and see if I can't keybind my buffs so they activate in order- if anyone has any suggestions on that front, it'd be appreciated.

    EDIT: I know the B'rel doesn't have any spare console room, but I'm considering trying my photonic displacement console I picked up for when I run my mirror Vor'cha. Given that it can be activated while cloaked with a normal cloak, it should work for an extra stealth boost when you're peeling off at the end of your attack run. Sure, your enemies will know who hit them, but I think that's worth the price of a little added job security.


    EDIT2: My captain is an alien with Accurate, Elusive, Efficient Captain, and Warp Theorist. Giant tree man who looks pretty badass IMO.
  • majesticmsfcmajesticmsfc Member Posts: 1,401 Arc User
    edited September 2012
    One of my alts ran the B'rel like a torpedo boat. I don't use him much anymore, but I am planning on leveling up my new Klingon to use it. With your power levels run as much as you can into aux and engines, torpedoes don't use weapon power and no point running anything in shields.

    I ran the cluster, nio-neural a tricobalt (share a cool down but you can fire one every 30 secs) and a rapid reload transphasic at the front. At the rear I ran mines as you can deploy those while still cloaked.

    I ran the Breen set, as I hadn't done any STF's and I don't think this set up is all that crash hot for an STF.
    Support the Game by Supporting the KDF, equality and uniqueness for all factions!
  • shookyangshookyang Member Posts: 1,122
    edited September 2012
    illcadia wrote: »
    I'm going to pick up the B'rel tonight and do my respec shortly. I've got the breen cluster, a Peng, a XII borg quantum (I'll get a better one later), and a bio-neural, so I'm all set for my forward arc.
    What's nice about your loadout, is that your Torpedo: High Yield ability will only affect your Quantum torpedo. So, you don't have to worry about timing your THY ability.

    I was considering replacing the cluster for a plasma, but I realized that THY turns the torpedo into a heavy torpedo that can be swatted out of the sky. Decided to stick with what I have for the time being.
  • shookyangshookyang Member Posts: 1,122
    edited September 2012
    I ran the Breen set, as I hadn't done any STF's and I don't think this set up is all that crash hot for an STF.
    It'll work on unshielded or weaponless targets. Against the cubes and spheres, you have to be careful. Against the cubes, I can hold my own against a cube by myself. It helps if you have Aceton Assimilators. Any heavy torpedoes it shoots will instantly be destroyed by the Aceton Assimilators' radiation damage. If you buff the damage on the Assimilators, it can also do some pretty good damage to the cube's shields when it starts attacking it.
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited September 2012
    I run a very successful and very powerful torpedo B'rel.


    I will tell you this: Unless you respec your captain to fly the b'rel (or Bops in general) as torpedo boat you wont get anything out of this ship that you do not get with the Heghta BoP.


    The HeghTa has the exact same boff stations and consoles. The only difference is the skin and the battle cloak.

    B'rel *IS* a torpedo ship. Putting a single energy weapon turns it into a ridiculously overpriced HeghTa.


    If you are a science captain and want to run it as a science ship then you again, need to respec into a torpedo template and fully focus on the sci abilities you will use on the ship.

    The B'rel functions around its special cloak. You need to decide what to use in the 3 second window you have of being visible.

    Once you get that set, its a monster ship.. and darn fun too.

    I disagree on the Engergy Weapons. The EBC can do things like tractor while cloaked. This means on the initial run you can debuff a target w/TB, then decloak and alpha quicker than decloak, TB, alpha. It's odd, but the combo is quicker if you use TB 1st. You can initiate TB from full impulse while cloaked. Also, mid fight if you're not under heavy fire, you can debuff w/TB quick cloak decloak w/o losing TB and get bonus cloak damage.

    You can also use repairs and alll captain abilities while cloaked. W/BC Tac Fleet triggers decloak.

    There's also a slight turnrate boost w/the B'rel.

    When using abilities like TB while cloaked you don't lose the Cloak defense boost either. The 3 sec cloak is a pseudo decloak allowing you to feign an attack or use a Sci damage ability like TBR3 while maitaining a good defense saving your alpha for a more opportune time.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • yeialyahyeialyah Member Posts: 14 Arc User
    edited September 2012
    I played and try with The B'rel since i began to play Sto.

    I try many and many configurations with this ship ( tactical , science, beam only , cannon only,
    torpedoes boat, offensive boat , defensive etc... )

    This ship CAN do about everything with a good build : good skills choice and consoles.

    It is a remarquable ship and i can't let say the B'rel is just a torp boat.

    Yes it is true it 's a very good and fun torpedoes boat.

    I just say you can do about all what you want with B'rel.

    I have some questions : when you do a torpedoes build without a point in energy weapons or shield emitter or shield systems , how do you manage to do a successful Stf or if you want to change ship ? when you take you hegtha ? do you buy a respect token each time ?

    I have create for my B'rel a polyvalent build so i can play successfully with in many situation
    like topedoes boat , decloaked dogfighting , all stf missions with a very good dps :

    I change my boff , weapons and console when i change my mission but i do not respect everytime
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited September 2012
    :shrug: I just spec into energy weapons anyway, rather than going to 9 in all my primaries. Lets me switch back and forth as needed.


    As for STFs, the torpedo build works *fine* in STFs.
  • majesticmsfcmajesticmsfc Member Posts: 1,401 Arc User
    edited September 2012
    illcadia wrote: »
    As for STFs, the torpedo build works *fine* in STFs.

    I found it a little lacking myself. I only ran in a normal STF, and found I couldn't dish out enough damage to make me a valuable team member.
    Support the Game by Supporting the KDF, equality and uniqueness for all factions!
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited September 2012
    I have a torpedo build that I run for chuckles in PvP. I wouldn't use it in STFs though.
    __________________________________
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited September 2012
    crusty8mac wrote: »
    I have a torpedo build that I run for chuckles in PvP. I wouldn't use it in STFs though.

    I haven't tried pure torp in STFs, but I could see where it'd be feasible w/the Borg MKXII photon or quant torps, torp doffs, Torps Spread 3, APO3, HY3, Aux2Batt w/Tech doffs and tac or sci captain. The bonus 1k damage proc rate is much higher w/torps than energy weapons.

    For defense I'd try and stay perma cloaked for defense boost and damage boost. Use 2 part KHG w/Aegis engines for xtra defense. Use plasma and Kinetic resists in eng console spare slots. Chain PH, Aux2Sif and HE @ full aux.

    Another option would be to mix in tric mines w/a dispersal pattern. Adding a GDF & APA and those things' damage can be insane.

    Also, depeding on the role you fill, you wouldn't be a target anyway. KDE Probes don't shoot until 1 of the gates drop. Most CSE pets don't shoot until their in site of Chang. ISE most things don't shoot until the Tac Cube/Gate at the end.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • shookyangshookyang Member Posts: 1,122
    edited September 2012
    yeialyah wrote: »
    I have some questions : when you do a torpedoes build without a point in energy weapons or shield emitter or shield systems , how do you manage to do a successful Stf or if you want to change ship ?
    Since I don't have any points in shield abilities, I'm able to max out the hull resistances. I also added a few Neutronium Alloys.

    It's still possible for me to die, but I can solo a cube on my own if I play smart.

    I have an Aceton Assmilator console, so the radiation damage keeps the heavy torpedoes from being launched. I also buff the Aceton Assimilator, so that the radiation damage is boosted. With it being the only target for the Cube, it will continue to regard the Assimilator as the biggest threat as it fires on it. Until, that is, my Tachyon Beam 3 + all my fore torpedoes firing start hitting them. By the time the Cube turns it's attention to me, I should have already recloaked. If not, I'll hit them with a Jam Sensor to further hide myself from the Cube's focused fire.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited September 2012
    yeialyah wrote: »
    I have some questions : when you do a torpedoes build without a point in energy weapons or shield emitter or shield systems , how do you manage to do a successful Stf or if you want to change ship ? when you take you hegtha ? do you buy a respect token each time ?

    I have create for my B'rel a polyvalent build so i can play successfully with in many situation
    like topedoes boat , decloaked dogfighting , all stf missions with a very good dps :


    My B'rel toon is fully specc'd specifically to fly birds of prey as torpedo boats.

    I have zero in energy weapons of any kinds, zero in shields of any kind. All skill points went into torpedoes, armor, armor resists , repair, structural integrity, targeting, stealth and into science based particle, subspace decompiler and countermeasures.

    I'm saving a bit now to respec some of the 'junk' points i spent around while leveling up to put them into flow capacitor.

    That character can only fly birds of prey as torpedo ships. To fly other KDF ships I have my other toon.


    I'll say it again: B'rel as a non-torpedo boat is a complete waste. It literally IS a Heghta but with less hull and a better cloak. Putting a single energy weapon on it means you bought a 2kzen+ ship to do something you could already do with the free tier 4 bop.

    crusty8mac

    I have a torpedo build that I run for chuckles in PvP. I wouldn't use it in STFs though.


    You merely have to spec the ship correctly.


    Here's a full torpedo + mine build b'rel that I use. I've ZERO problem with getting aggro or getting hit at all.


    Cmdr: tac team 1, high yield 2, omega 1, dispersal beta 3
    Lt cmdr: high yield 1, tac team 2, omega 1
    Lt: Jam sensors 1, scramble sensors 2 (*)
    Lt: Hazard 1, tractor beam repulsors 1 (**)


    For the LT boffs I have a replacement boff for each. Depends on the STF mission being run and the pug team I end up with.

    The * LT slot I replace with a Jam Sensors 1 + Tachyon Beam 2 boff. I use this alternate in all STFS except CURE. There is a very neat trick you do in cure with scramble sensors. For all others the tachyon beam helps bring the shields down for the heavy torpedo barrage.

    The ** LT slot I replace with tractor beam 1 + hazard emitters 2. These I use only after i see that there is at least ONE person in my team that is clued enough to use gravity well or repulsors for crowd control. That way I can use the tractor beam to increase my projectile damage (snare= -def -turn = higher damage).Otherwise I end up being the crowd control...repulsors used by a high speed bird of prey can push targets away from the kang/transformer/etc much better and farther than any other ship can.


    Ship weaponry:

    Fore: Bioneural Torpedo, Plasma MK12 dmg x3 , Plasma MK12 acc x3, Breen Cluster
    Aft: 2x Tricobalt mine Mk 12 critdx3

    Reman 2 piece set, borg 2 piece set.

    This setup allows the b'rel to fire its entire weapon load and re-cloak before the torpedoes hit the target (and gets you aggro). The timing is ideal for in one pass you fire the 4 heavy torpedoes and just after this the ship re-cloaks...and you can toss mine dispersal 3 (4x tricobalt dmg boosted mines) without decloaking right on top of target.

    The 4 torpedoes hit the target a second before the mines activate and track. Thus, the target's shields are down or severely weakened in the side the mines will hit.. The Bioneural has a high chance to disable ship defenses for 5 seconds (max decompiler skill!) which is when the tricobalt mines hit it ...and since the ship defenses are turned off.. it crits. all 4 of them.

    It doesnt happen often but it happens every now and then ... and with it I've taken donatra from 25% health to zero in one pass.

    Its all in the timing and positioning of your ship and where you drop the mines. Most of the time you're just an extremely high damage bomber that bombs the boss shields out for the team to hurt it.

    You make one pass every 30 seconds, a full damage pass every minute (bioneural reload= 1min).


    I'll post a video later tonight displaying this.
  • dravenleeobarr1dravenleeobarr1 Member Posts: 0 Arc User
    edited September 2012
    http://sto-forum.perfectworld.com/showthread.php?t=274601&highlight=Deadpool

    I posted this a while back for anyone who was interested in how I run my ship. It can best be described as a "scrapper" build. I refuse to run, especially in a B'rel. I am in for the long fight, so I needed a quick ship that could survive, and in the end, I settled for this one. I have made some minor changes to BO layouts since posting that (and I suppose I should get around to editing it sometime...), but either way works very well at staying alive, and killing plenty of people. If you have any questions about it, feel free to contact me in PMs or in game at Deadpool@dravenlee_obarr
  • dravenleeobarr1dravenleeobarr1 Member Posts: 0 Arc User
    edited September 2012
    I'll say it again: B'rel as a non-torpedo boat is a complete waste.

    This is simply not true. A B'rel can make a vicious Beam Overload ship, or an all cannon loadout, which I swap out from time to time. The B'rel is one of the most versatile ships in the game, that almost everything very well, or very poorly. It all depends on the pilot.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited September 2012
    This is simply not true. A B'rel can make a vicious Beam Overload ship, or an all cannon loadout, which I swap out from time to time. The B'rel is one of the most versatile ships in the game, that almost everything very well, or very poorly. It all depends on the pilot.

    You're wasting the B'rel by doing so.

    B'rel is a weaker hull Hegh'ta for all practical reasons. The only thing that makes the B'rel different is the enhanced cloak... which is disabled when you fire an energy weapon.

    You paid 2k+ zen to not use the defining ability of the ship.

    You'd do tons better in a Heghta with that same setup that you would in the B'rel.
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