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Intrepid Build

macroniusmacronius Member Posts: 2,526
edited July 2013 in Federation Discussion
I just purchased VA Intrepid for a change of pace. Having done my research and reviewing ship stats, I expected it to be weak in DPS. Oh boy ... Weak doesn't begin to describe it.

I have flown cruisers, escorts and raiders and breeze through ESTFs with top DPS. I spent 5 million EC equipping with best mk xi purple gear, including phaser arrays, beam bank, aft torpedo, relays, plasmonic leach ... Etc.

I had to apologize after ESTF was over for lack of DPS. Science powers blow too.

I am open to advice as I would like to fly the Intrepid for RP reasons. I am not sure I can though.
"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."

- Judge Aaron Satie
Post edited by macronius on

Comments

  • questeriusquesterius Member Posts: 8,463 Arc User
    edited July 2013
    You'll find whatever information you seek here;
    http://sto-forum.perfectworld.com/showthread.php?t=655781

    B.t.w. Post your build here for specific suggestions.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • macroniusmacronius Member Posts: 2,526
    edited July 2013
    Here is the build.

    http://www.stoacademy.com/tools/skillplanner/?build=intrepidmacronius_0

    I would like to keep the ablative generator for RP reasons. I suppose if it were possible to mount dual heavy cannons, I could do better ... but Cryptic has a hard on for Escorts.

    TAC Officer with all space traits btw.
    "With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."

    - Judge Aaron Satie
  • varnoukhvarnoukh Member Posts: 0 Arc User
    edited July 2013
    I'm relatively new to the game but I've found the intrepid to be mildly amazing in stfs. Though I haven't tried elites yet. But on regular ones...

    Equip at least a level 3 gravity well and maybe a level 1 too in case you need to drop another one quickly. Plus equip a gravimetric scientist doff to spawn extra singularities.

    Load up on torpedo aoe damage - tricobalt, transphasic cluster and maybe the har'peng. Personally I like to keep a single target torpedo (the quick transphasic from the Breen mission) in the front and use it with torpedo spread, and swing around and fire one of the aoes out of my butt.

    Drop a gravity well, wait for it to start pulling in ships and then unload all your torpedoes.

    Most stfs I've been in there's usually one or more players with scatter volley. So by the time your torpedoes reach your enemies their shields have been weakened or even dropped and your torpedoes finish the job.

    Fill in the blanks with whatever science powers float your boat.

    For solo'ing and single-target damage I find energy siphon (and consoles) to be almost essential in science builds. Keep aux power maxed, slot the two best energy siphons you can and run them permanently. That'll boost your weapons and shield power enough to blast enemies. Run an emergency power to weapons or shields on top of it for a bit extra.
  • jadensecurajadensecura Member Posts: 660 Arc User
    edited July 2013
    I really don't like that weapon setup, for one. I prefer a forward focused build (so either Single Cannons or DBBs), but you definitely want to pick one arc and max it out. VM, FBP, and SS are probably the 3 worst PvE offensive sci abilities, as well, replace all of them. Finally, remove one of the Sci Teams in favor of a TSS. I assume you're using Damage Control Engineers, if not get them fast or change the eng abilities. Also get the Assimilated Module and Zero Point Energy Conduit as soon as you can, and stick them in Eng slots, you don't need any of that stuff.
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited July 2013
    Just some of my thoughts. I'm not especially great at sci-ships (I'm learning, it is actually quite enjoyable!), but I may have some pointers that could help.

    THE BUILD

    Weapons: DBB is fine, if your turn rate supports it. Beam arrays are okay - I would replace them with endgame reputation weapons, such as the Omega or Romulan torpedoes in front, KCB in back.

    Set (Sh/Eng/Def): You want to get a set as soon as possible - even the Mk X of a complete set will hold you over well enough until you can get the XII of a set. I recommend the Borg or Omega set for your ship. (Borg might help you have options for roleplay as well ;) )

    Devices: Good.

    Eng consoles: Bump up the Neutronium to Blue XI or better. Insert a Borg module instead of the white Mk IX Neutronium here if you can.

    Sci consoles: Since you want to RP, keep the ablative. Replace the other three consoles with Particle Generator Mk XI Blue or better. This will help your Gravity well do far more damage.

    Tac consoles: Good.

    Tac boff abilities: Good.
    Eng boff abilities: Meh. I'd rather run Emerg Power to Auxiliary and Reverse Shield Polarity, or Emerg Power to Auxiliary and Aux2SIF. Your choice, but EPtA will help you deal greater damage with the gravity well.
    Sci boff abilities: Try doing this:
    Transfer Shield Strength - Hazard Emitters - Transfer Shield Strength - Gravity Well 3
    Tractor Beam - Hazard Emitters - Gravity Well
    Polarize Hull

    Tractor and Gravwell will help keep enemies in place, and if specced properly, gravwell can even do significant damage. Two copies of TSS and Hazards will work to keep shields and hull healing over time (and Hazards clears plasma burn too). Polarize hull makes you immune to tractors and gives you bonuses to damage resistance (good thing).
    Feedback pulse is tricky. In PVE, it's not really useful (you'll see why if you use it). Thats why I recommend a second Grav well. However, if you intend to RP with the ship, Feedback pulse would be very viable instead of the second grav well. Kick some butt with the Intrepid ;)

    Duty Officers:
    1x Maintenance Engineer (the Exocomp from Junior Officer Appreciation Weekend)
    1x Deflector officer (reduce cooldown on deflector abilities)
    1x conn officer (reduce tactical team cooldown)
    1x grav scientist (chance for second grav well - you want a purple one of this)
    1x warp core engineer (chance to temporarily boost power when EPtX is used)

    Alternatively, use a Shield Distribution Officer (chance to regain shield energy when using brace for impact) if you can't get the Maintenance Engineer. The other 4 are important, try getting them with that description.


    THE FLYING


    Power up sequence for the Grav Well: Hit these abilities/power levels:
    EPtA
    Tractor beam (depending on how fast ships are moving - Borg probes are generally OK without tractor)
    Tactical Team
    Sensor Scan
    Subnuc (on Borg spheres if they are using Emerg Power to Engines)
    Power levels are set to 100 Auxiliary
    Grav well 3
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  • byzanathosbyzanathos Member Posts: 100 Arc User
    edited July 2013
    I found I could do more than adequate damage for Elite STF's with the the 7 console version.

    I used 6 beam banks, broadside attack, or 5 + wide angle torp. Use EPTW and energy syphon to keep weapon power levels up, Tactical team and beam FAW 2

    really need to make sure your weapon power stays high and the beams will do good damage. Can't remember anymore specifics of my setup.

    I find grav well is not a skill for damage, it's for the hold and it can be useful with that.
  • macroniusmacronius Member Posts: 2,526
    edited July 2013
    Looks like a lot of really decent advice here. Thanks.

    I guess I was trying to avoid the torpedo heavy boat. I have transphasic / breen set / cluster torpedo layout on my T'Varo which rocks. Being able to fire while cloaked makes it viable though. Maybe I should reconsider though ...

    Good point on science powers. VM was for potential PvP ... but that's out of the question so I will change it out.

    On the console front, I agree that green Neutronium is less than ideal but the difference is actually not that great between green and blue ... cost is astronomically greater ... and I am low EC for the time being. Also, I don't think I want to go the DPS route for science powers. I just them there for cc / debuffing / disabling / confusing the enemy and field generators boost shields dramatically. :)

    Doffs layout is left over from when I was flying a tricked out fleet defiant. I will look into add more doffs. EC is an issue here though :(
    "With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."

    - Judge Aaron Satie
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