I've been asked by a friend to help her build a tric mine bop, now I have a few ideas but I have only ever built 1 BoP... ever (On a side note however it does perform at the same level as an eng/scort). I told her to roll a tac for it
So here is what I have in mind right now:
Weapons:
Fore: 3x Cheap energy type though decent DHCs (Likely tets) and a torp launcher (Trics?)
Aft: 2x Tric Mine launcher
Equipment:
Something cheap but good qual until full KHG
Boffs: (Here is where I am really struggling)
CMDR Tac: TT1, CRF 1, AP:O1, DP:B3
LTC Tac/Eng/Sci (Really can't choose): HYT1/TS1 (TS if lvl1 affects trics), CSV1, AP:O1 / EPtE1, EPtA2, Aux2SIF2 (If torps AND mines drop-able while cloaked else 2x EPtS) / PH1, TSS2, HE3 (I have a sci toon who can train this)
LT Tac/Eng/Sci: HYT1/TS1, CSV1 / EPtS1/E/A, Aux2SIF1 / PH1/HE1, TSS2
LT (As last LT)
I'm thinking use the LTC for Sci, 1 Lt for eng and the other Lt for Tac allowing for quick but very painful hit and runs with a good focus on the damage dealing and the escape with a decent heal once cloaked
Consoles:
Eng: Borg, 2x Neutronium
Sci: Something that helps with trics if any sci do else stealth gens
Tac: 3x Tric boost/2xtric and 1 Energy
Play style: Remain cloaked as much as possible dropping high numbers of high powered tric mines only using the energy weapons as a last resort to land a large blow with the forward tric launcher using the disruption effect to escape combat and cloak to recover and wait out the tric cooldowns.
Honesty playing one energy weapons are a no go if your going to min max for kinetic dmg... honeslty play a brel and stay cloaked...
Here I'll give you my 2 favorite builds... to be honest I don't play the brel tric bomb build as often as I play the standard Quantum kinetic killer version.
I run 3 Quantums and a Tric up front with 2 mines in rear... 3 Projectile Doffs... and 2 Hazard doffs.
Power settings 25 25 50 100... If I get decloaked I jam, if I have to I use my FULL aux TSS 1 + a Shield Bat until I can recloak... using Brace for impact with 2 hazard doffs... I rarely get caught while cloaking.
I run 2 neuts and a tac crit console (I think I have the lobi one on right now)... 3 flow caps... and I flip flow from quantum and tric dmg consoles. {Edit I think I only run one neut these days I as like the ferengi console for the extra torp / mine dmg}
As you can see its not built to go toe to toe with soemone unless you have the upper hand... Pick your shots and you can kill folk reliably... CPB 2 Tachyon 2 at full aux are better then people think at removing enough shield that a HY 3 round of torps will start hitting hull.
I run 3 Quantums... + harpeng
1 quantum mine... and 1 Breen Cluster in the rear.
Same power settings and a more in your face attack strategy... I close to around 5k tachyon - HY 3 - HY 2 - Scramble - CPB - Shockwave... and in many cases its lights... if not as i pass I launch the Breen cluster... and then as I am still cloaked I setup for run 2 if I need to.
4 torpedos fore, 2 mines aft
(i have the 3 plasmas, and a tric, or bioneural,+ tric mines/plasma mines = the 3 different plasmas dont share cd
- 2nd build: plasma, quantum, tric, bioneural + same mines)
skill full projectile, full hull, NO SHIELD focusing
i do it with sci, cause i LOVE to throw them gravity wells and TBR is also a nice one..
Tachyon Beam for removing shields if you feel you can live through that, 2x HE
How do you bind your torps to fire? Just to a random "firetorps" key?
I ask, because when binding it to the spacebar like I might energy weapons - I run into all sorts of problems - the torps won't trigger. If I pop the weapons window open, I can see where it looks like they're going to trigger...but it just doesn't happen. If it does happen, it's after a delay that's not there otherwise.
Because of this, I'll usually end up running a single turret and just binding to fire energy weapons with the torps on auto (keeping the mines on manual).
Is it a case that I'll have to throw in another bind for them?
/bind space "+trayexec 3 1 $$ +trayexec 3 2 $$ +trayexec 3 3"
{This will now fire my quantums ONLY}
/bind f "+trayexec 3 0"
{this will only fire my tric torp}
/bind e "+trayexec 3 4 $$ +trayexec 3 5"
{This will lay my mines}
At this point you can do pretty much anything you want in any order you want... you can add the mines to your space bar if you want, ect... I always find it useful in my torp boats to have 3 fire keys...and some times I even add a 4th. You for sure can't auto fire in a cloaked torp boat.... a fed sci ship torp boat ya you can just auto fire it unless your doing something special with a long duration torp.
I don't use this build to much for pvp as its kind of cheesy but it makes STFs super easy, almost 1 shot Donatra with it.
Here is my B'rel build for a tac captain, Starship Projectile Weapons and Projectile weapon specilization should be maxed, otherwise spec should be like a regular escort captain, and have the t2 romulan crit bonus passive to. It has enough survivability to be able to last long enough to cloak again if decloaked by a tractor beam due to all the engineering and sci heals.
this build mostly relies just on the mines to do most damage, torps are just there to finish targets off and to fire in between mine laying. It will crit a lot with the 3 consoles and t2 passive giving crit bonus and CrtH x3 weapons. All power should be running to aux and engines.
Do not use energy weapons on a B'rel
Torpedos for and maybe a torpedo and mines aft
It's what I used until I got the breen ship
Wrong..............
I fly a B'rel with energy wpns and find it very viable as a matter of fact I find it better than 90% of the so called torp boats out there but there are those select few who know how to
run a torp boat but that does not include me but to say "Do not use energy wpns on a B'rel"
is just misinformation it is a very viable alternative to the torp or mine boat if you know
how to fly it.
[SIGPIC][/SIGPIC]
Banshee Bloodthristy Guild - <Lords of The Dead>
LvL 60 CW-Dragon Server
Seek out Emo Joes threads on the B'rel. Use more than just torps and mines, also use consoles like the GpG, Isometric and other devices to cripple or hurt your foe.
Minis Torp Energy Combo is interesting... and it can be fun to fly... but it is also the most likely build combo to get you killed...wouldn't suggest it for a newer player for sure. Its more something to tinker with when you get bored.
Dank is right energy on a brel works very well... the brel is the only ship in the game with a proper cloak... you can heal as you cloak meaning you are much less likely to blow up. However he (if I am not mistaken) goes full energy. IMO anyway the brel works best one way or the other... full energy of full kinetic. I have way to many toons... I have Tac and Sci brel torp boats... and a tac brel energy build on another tac. They are all fun.... when I have been bored I have flow with a setup more like Minis... fun but decloaking with so many Burst weapons makes for lots of issues surviving if your first run doesn't end someone.
fun but decloaking with so many Burst weapons makes for lots of issues surviving if your first run doesn't end someone.
I can imagine... if I were going to try for a full energy build I wouldn't be bothering with the B'rel, the hegh'ta is more durable and thus more suited to that style of play from my limited experience.
Thanks for all the builds posted here, I'll play with a few of them and see what I come out with
Seek out Emo Joes threads on the B'rel. Use more than just torps and mines, also use consoles like the GpG, Isometric and other devices to cripple or hurt your foe.
I can imagine... if I were going to try for a full energy build I wouldn't be bothering with the B'rel, the hegh'ta is more durable and thus more suited to that style of play from my limited experience.
Thanks for all the builds posted here, I'll play with a few of them and see what I come out with
Not really the hegh'ta only has 1,500 more base hull same shield mod more crew but the
B'rel makes up for it with better turn rate and the EBC, I used to feel the same way about
the hegh but have since changed my outlook and actully feel more survivable in my B'rel.
And yes I do use a straight energy setup...........:D
[SIGPIC][/SIGPIC]
Banshee Bloodthristy Guild - <Lords of The Dead>
LvL 60 CW-Dragon Server
Comments
Honesty playing one energy weapons are a no go if your going to min max for kinetic dmg... honeslty play a brel and stay cloaked...
Here I'll give you my 2 favorite builds... to be honest I don't play the brel tric bomb build as often as I play the standard Quantum kinetic killer version.
Trico Bomber Version
http://www.stoacademy.com/tools/skillplanner/index.php?build=Breltrico_0
I run 3 Quantums and a Tric up front with 2 mines in rear... 3 Projectile Doffs... and 2 Hazard doffs.
Power settings 25 25 50 100... If I get decloaked I jam, if I have to I use my FULL aux TSS 1 + a Shield Bat until I can recloak... using Brace for impact with 2 hazard doffs... I rarely get caught while cloaking.
I run 2 neuts and a tac crit console (I think I have the lobi one on right now)... 3 flow caps... and I flip flow from quantum and tric dmg consoles. {Edit I think I only run one neut these days I as like the ferengi console for the extra torp / mine dmg}
As you can see its not built to go toe to toe with soemone unless you have the upper hand... Pick your shots and you can kill folk reliably... CPB 2 Tachyon 2 at full aux are better then people think at removing enough shield that a HY 3 round of torps will start hitting hull.
However THIS is my current kinetic brel build... and I find it more fun to fly then the trico bomber... and frankly they are about to get a needed nerf batting so its good to know you have options.
http://www.stoacademy.com/tools/skillplanner/index.php?build=husbrel_0
I run 3 Quantums... + harpeng
1 quantum mine... and 1 Breen Cluster in the rear.
Same power settings and a more in your face attack strategy... I close to around 5k tachyon - HY 3 - HY 2 - Scramble - CPB - Shockwave... and in many cases its lights... if not as i pass I launch the Breen cluster... and then as I am still cloaked I setup for run 2 if I need to.
Oh noooos..... http://www.youtube.com/watch?v=H5CSBZz3eOI
4 torpedos fore, 2 mines aft
(i have the 3 plasmas, and a tric, or bioneural,+ tric mines/plasma mines = the 3 different plasmas dont share cd
- 2nd build: plasma, quantum, tric, bioneural + same mines)
skill full projectile, full hull, NO SHIELD focusing
i do it with sci, cause i LOVE to throw them gravity wells and TBR is also a nice one..
Tachyon Beam for removing shields if you feel you can live through that, 2x HE
full KHG
I ask, because when binding it to the spacebar like I might energy weapons - I run into all sorts of problems - the torps won't trigger. If I pop the weapons window open, I can see where it looks like they're going to trigger...but it just doesn't happen. If it does happen, it's after a delay that's not there otherwise.
Because of this, I'll usually end up running a single turret and just binding to fire energy weapons with the torps on auto (keeping the mines on manual).
Is it a case that I'll have to throw in another bind for them?
Open a tray you don't use... Say tray 4....
Line up your Torps + mines on the bar.
So lets say I have 3 Quantums... + 1 tric in front
and 2 mines in rear.... I might go something like this
Tray 4
Slot 1 Tric
Slot 2-4 Quantums
Slot 5-6 Mines
/bind space "+trayexec 3 1 $$ +trayexec 3 2 $$ +trayexec 3 3"
{This will now fire my quantums ONLY}
/bind f "+trayexec 3 0"
{this will only fire my tric torp}
/bind e "+trayexec 3 4 $$ +trayexec 3 5"
{This will lay my mines}
At this point you can do pretty much anything you want in any order you want... you can add the mines to your space bar if you want, ect... I always find it useful in my torp boats to have 3 fire keys...and some times I even add a 4th. You for sure can't auto fire in a cloaked torp boat.... a fed sci ship torp boat ya you can just auto fire it unless your doing something special with a long duration torp.
Here is my B'rel build for a tac captain, Starship Projectile Weapons and Projectile weapon specilization should be maxed, otherwise spec should be like a regular escort captain, and have the t2 romulan crit bonus passive to. It has enough survivability to be able to last long enough to cloak again if decloaked by a tractor beam due to all the engineering and sci heals.
Fore: 1 Quantum, Hargh'Peng, 2x Tricobalt torp
Aft: 2x Tricobalt mine (All weapons [CrtH]x3)
Honor Guard Deflector, Shield, Engines
eng consoles- 3 armor console
sci consoles- Assimilated module, Zero point energy conduit, Tachyokinetic converter
tac consoles- 3x tricobalt consoles
Cmdr tac- TT1, TS2, THY3, DPB3
Lt Cmdr eng-EPTS1, Aux2SIF1, EWP1
Lt eng- ET1, RSP1
Lt sci- PH1, HE2
this build mostly relies just on the mines to do most damage, torps are just there to finish targets off and to fire in between mine laying. It will crit a lot with the 3 consoles and t2 passive giving crit bonus and CrtH x3 weapons. All power should be running to aux and engines.
Torpedos for and maybe a torpedo and mines aft
It's what I used until I got the breen ship
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
[SIGPIC][/SIGPIC]
Wrong..............
I fly a B'rel with energy wpns and find it very viable as a matter of fact I find it better than 90% of the so called torp boats out there but there are those select few who know how to
run a torp boat but that does not include me but to say "Do not use energy wpns on a B'rel"
is just misinformation it is a very viable alternative to the torp or mine boat if you know
how to fly it.
Banshee
Bloodthristy
Guild - <Lords of The Dead>
LvL 60 CW-Dragon Server
R.I.P
Dank is right energy on a brel works very well... the brel is the only ship in the game with a proper cloak... you can heal as you cloak meaning you are much less likely to blow up. However he (if I am not mistaken) goes full energy. IMO anyway the brel works best one way or the other... full energy of full kinetic. I have way to many toons... I have Tac and Sci brel torp boats... and a tac brel energy build on another tac. They are all fun.... when I have been bored I have flow with a setup more like Minis... fun but decloaking with so many Burst weapons makes for lots of issues surviving if your first run doesn't end someone.
I can imagine... if I were going to try for a full energy build I wouldn't be bothering with the B'rel, the hegh'ta is more durable and thus more suited to that style of play from my limited experience.
Thanks for all the builds posted here, I'll play with a few of them and see what I come out with
Here it is:
Ultimate Brel Build: Spike Killer
http://sto-forum.perfectworld.com/showthread.php?t=269611
It is a specialized build for a specialized Vessel from a special player.:D
R.I.P
Not really the hegh'ta only has 1,500 more base hull same shield mod more crew but the
B'rel makes up for it with better turn rate and the EBC, I used to feel the same way about
the hegh but have since changed my outlook and actully feel more survivable in my B'rel.
And yes I do use a straight energy setup...........:D
Banshee
Bloodthristy
Guild - <Lords of The Dead>
LvL 60 CW-Dragon Server