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Assembling the Istvaan Shogaatsu issue RADIATION TERRORBOMBER©

heckgoblinheckgoblin Member Posts: 685
edited May 2015 in Federation Discussion
I'm getting more and more questions about my setup as time goes on, and having to have the same conversation multiple times. Figured this would be easier. The following instructions will allow you to put together a copy of my extremely evil Nicor torpedo bomber:

You will need the following ship and gear:

One (1) Undine Nicor Bio-Warship.

- Adapted MACO Covariant Shield Array (Omega rep)
- Adapted MACO Combat Impulse Engines (Omega rep)
- Counter-Command Deflector Array Mk XIV (Undine rep)
- Elite Fleet Plasma-Integrated Warp Core [A>W][AMP] (From fleet spire)

- Conductive RCS Accelerator Mk XIV [PrtG] (Crafted, or from exchange)
- Exotic Particle Field Exciter Mk XIV [PrtG] (Crafted, or from exchange)
- 2x Fleet Particle Generator consoles (From fleet embassy)
- Plasmonic Leech console (Exchange/Tal Shiar lockbox)

- 3 pieces of the Dyson "Protonic Arsenal" set (Grav torp, Exp. Proton weapon, Proton particle stabilizer console)
- 3 pieces of the Undine "Counter Command Ordnance" set (Enhanced bio-molecular torp, heavy bio-mol disruptor turret, Counter Command multi-conduit energy relay tac console)
- 3 pieces of the Delta "Delta Operations" set (Neutronic torp, the fancy DHC, Bio-neural gel pack console)

- 3x Generic torpedo variant Vulnerability Exploiters.

- And rounding things off, one good Dual Beam Bank (I went with Elachi) and one additional Bio-molecular photon torpedo (from Undine reputation store.)

Here's how the gear is set up. You will note that I have committed the ultimate heresy - one of my Tac consoles is an universal. This was necessary, and I'll explain why later. You'll note the Neutronic torp is in the first forward weapon slot - this will help ensure you fire it first with Torpedo Spread.

You will also need the following Duty Officers:

- 3x Technicians, Aux2Bat cooldown reduction variant
- 2x Projectile Weapons Officers, torpedo cooldown reduction variant
- 1x Energy Weapons Officer, beam overload shield penetration variant

(If you only have 5 active space doff slots... stop being so poor.)

... and the following Bridge Officers:

- 1x Superior Romulan Operative tac boff (obtained from fleet embassy)
- 2x Pirate boffs (The first being the Nausicaan engineer obtained from Jiro Sugihara at T4 Diplomacy commendation, the other being the Hierarchy science/intel boff awarded in the Delta episodes)
- 1x Whatever you like for the last engineer. I run an efficient liberated Borg.

Train your Boffs in the following powers:

- The Rom Tac: Attack Pattern Omega 3, Torpedo Spread 3, Beam Overload 2, Tactical Team 1
- The Nausicaan Engi: Emergency Power to Engines 1, Aux to Battery 1
- The other Engi: Engineering Team 1, Aux to Battery 1, Emergency Power to Shields 3
- The Hierarchy sci: Hazard Emitters 1, Science Team 2, Feedback Pulse 2

Ensure your captain has the following points in his personal skills:

- Particle Generators: 9
- Flow Capacitor: 6
- Projectile Weapons: 9

... with rest however you like 'em.

Now, if you've gotten this far, the next part is going to be a breeze. You'll need to level to L15 science, and projectile crafting, and unlock the traits "Particle Manipulator" and "Kinetic Precision" for your captain. Additionally, purchase a Benthan Cruiser, and level it until you unlock its ship trait, "Load Viral Torpedo." (See? Told you it'd be easy.)

Other traits I employ include Omega Kinetic Shearing, Inspirational Leader, Helmsman, Biotech Patch, Psychological Warfare, Intense Focus, Advanced Targeting Systems, Advanced Engines, and Auxiliary Power Configuration - Offense. Collect these at your leisure, they're nice to have, but not as key to the build as the traits listed in the previous paragraph.

Finally, your ship's power levels: set them to max (100) aux, shields 2nd, weapons 3rd, engines dead last.


OK, got all that? Now, let's review what we have.

Your Aux2Bat setup ensures that your powers are at global cooldown. Your high particle generators (320 or so) ensure that your Feedback Pulse, Grav torp mini-grav-well and any other exotic power you might fancy, become extremely lethal - and your Particle Manipulator trait ensures that they crit all the time. (This includes Isokinetic Cannon, which becomes murderous at high partgens, and also crits 100% of the time. This is why I dropped one tac console for that universal - otherwise, I'd have stuck it in a Sci slot.)

Popping A2b improves your power levels in all subsystems but auxiliary. Popping an aux battery fills that gap. The Plasmonic Leech console improves your power levels some more. Running with all subs above 75 (for the core AMP bonus) becomes trivially easy.

The combination of the Delta and Undine 3-pc sets gives you a bonus 45% radiation damage. This affects the Neutronic torpedo's radiation AoE, and also improves your two Bio-molecular photon torpedoes, giving the latter superior raw damage over Quantum torps, and superior rate of fire as well. Radiation damage is excellent for bashing down shields.

You won't need to do much shield-bashing, however - the combination of the "Kinetic Precision" trait, the Energy Weapons doff that gives shield penetration after a Beam Overload, and the Intelligence Fleet power, means your torpedoes will be rocking a considerable amount of shield penetration. (If you want even more, drop a projectile doff or two, and replace them with additional shieldpen doffs, easily reaching 100% shield penetration - excellent for killing Tac cubes and other giant hulls, but with worse torpedo RoF.)

You can now fire torpedoes very quickly - as fast as the game permits. You are now agile enough to fire your fore two, turn, fire your aft two, turn again, and find your fore battery ready to fire (including the devastating Neutronic torpedo.) The presence of the Dyson 3-pc set causes your Photon torpedoes to crit very frequently.

Speaking of crits... all your attacks crit very frequently, if not constantly. FBP? 100% crit chance. Beam Overload? 100% crit chance. Photons? Around 30% crtH, even though my ship is around a base 12.5% crit. (This is why I went with exploiters instead of locators.) The Neutronic torp crits less frequently, but hits like an antimatter sledgehammer when it does.


Enjoy flying your very own Istvaan Shogaatsu issue RADIATION TERRORBOMBER©. This is the setup that broke the Hobos' backs, and sent them scattering from Ker'rat mewling like cowardly injured kittens - and it is the setup they now try to emulate. This is the setup that allows me to collect multi-kills in PVP, and dance in the streets screaming, naked, and draped in the torn-out entrails of my shattered foes. Now, not only I am war. Now, you can be war too.
I AM WAR.
Post edited by heckgoblin on
«134

Comments

  • calintane753calintane753 Member Posts: 289 Arc User
    edited January 2015
    Man, you know that your ship is more expensive (and less awe-inspiring) than a Ducati Panigale, yes?
  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    Yes. Yes I do. *lights Cuban cigar with 100-dollar bill*
    I AM WAR.
  • calintane753calintane753 Member Posts: 289 Arc User
    edited January 2015
    E X C E L L E N T ! ! !
    ^_^
  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    As for the "awe-inspiring" part, that happens when I push spacebar and 4 PVP opponents explode. This thing seriously racks up the multi-kills.
    I AM WAR.
  • farseeridranelfarseeridranel Member Posts: 0 Arc User
    edited January 2015
    heckgoblin wrote: »
    I'm getting more and more questions about my setup as time goes on, and having to have the same conversation multiple times. Figured this would be easier. The following instructions will allow you to put together a copy of my extremely evil Nicor torpedo bomber:

    You will need the following ship and gear:

    One (1) Undine Nicor Bio-Warship.

    - Adapted MACO Covariant Shield Array (Omega rep)
    - Adapted MACO Combat Impulse Engines (Omega rep)
    - Counter-Command Deflector Array Mk XIV (Undine rep)
    - Elite Fleet Plasma-Integrated Warp Core [A>W][AMP] (From fleet spire)

    - Conductive RCS Accelerator Mk XIV [PrtG] (Crafted, or from exchange)
    - Exotic Particle Field Exciter Mk XIV [PrtG] (Crafted, or from exchange)
    - 2x Fleet Particle Generator consoles (From fleet embassy)
    - Plasmonic Leech console (Exchange/Tal Shiar lockbox)

    - 3 pieces of the Dyson "Protonic Arsenal" set (Grav torp, Exp. Proton weapon, Proton particle stabilizer console)
    - 3 pieces of the Undine "Counter Command Ordnance" set (Enhanced bio-molecular torp, heavy bio-mol disruptor turret, Counter Command multi-conduit energy relay tac console)
    - 3 pieces of the Delta "Delta Operations" set (Neutronic torp, the fancy DHC, Bio-neural gel pack console)

    - 3x Generic torpedo variant Vulnerability Exploiters.

    - And rounding things off, one good Dual Beam Bank (I went with Elachi) and one additional Bio-molecular photon torpedo.

    Here's how the gear is set up. You will note that I have committed the ultimate heresy - one of my Tac consoles is an universal. This was necessary, and I'll explain why later. You'll note the Neutronic torp is in the first forward weapon slot - this will help ensure you fire it first with Torpedo Spread.

    You will also need the following Duty Officers:

    - 3x Technicians, Aux2Bat cooldown reduction variant
    - 2x Projectile Weapons Officers, torpedo cooldown reduction variant
    - 1x Energy Weapons Officer, beam overload shield penetration variant

    (If you only have 5 active space doff slots... stop being so poor.)

    ... and the following Bridge Officers:

    - 1x Superior Romulan Operative tac boff (obtained from fleet embassy)
    - 2x Pirate boffs (The first being the Nausicaan engineer obtained from Jiro Sugihara at T4 Diplomacy commendation, the other being the Hierarchy science/intel boff awarded in the Delta episodes)
    - 1x Whatever you like for the last engineer. I run an efficient liberated Borg.

    Train your Boffs in the following powers:

    - The Rom Tac: Attack Pattern Omega 3, Torpedo Spread 3, Beam Overload 2, Tactical Team 1
    - The Nausicaan Engi: Emergency Power to Engines 1, Aux to Battery 1
    - The other Engi: Engineering Team 1, Aux to Battery 1, Emergency Power to Shields 3
    - The Hierarchy sci: Hazard Emitters 1, Science Team 2, Feedback Pulse 2

    Ensure your captain has the following points in his personal skills:

    - Particle Generators: 9
    - Flow Capacitor: 6
    - Projectile Weapons: 9

    ... with rest however you like 'em.

    Now, if you've gotten this far, the next part is going to be a breeze. You'll need to level to L15 science, and projectile crafting, and unlock the traits "Particle Manipulator" and "Kinetic Precision" for your captain. Additionally, purchase a Benthan Cruiser, and level it until you unlock its ship trait, "Load Viral Torpedo." (See? Told you it'd be easy.)

    Other traits I employ include Omega Kinetic Shearing, Inspirational Leader, Helmsman, Biotech Patch, Psychological Warfare, Intense Focus, Advanced Targeting Systems, Advanced Engines, and Auxiliary Power Configuration - Offense. Collect these at your leisure, they're nice to have, but not as key to the build as the traits listed in the previous paragraph.

    Finally, your ship's power levels: set them to max (100) aux, shields 2nd, weapons 3rd, engines dead last.


    OK, got all that? Now, let's review what we have.

    Your Aux2Bat setup ensures that your powers are at global cooldown. Your high particle generators (320 or so) ensure that your Feedback Pulse, Isokinetic Cannon, Grav torp mini-grav-well and any other exotic power you might fancy, become extremely lethal - and your Particle Manipulator trait ensures that they crit all the time. (This includes Isokinetic Cannon, which becomes murderous at high partgens, and also crits 100% of the time. This is why I dropped one tac console for that universal - otherwise, I'd have stuck it in a Sci slot.)

    Popping A2b improves your power levels in all subsystems but auxiliary. Popping an aux battery fills that gap. The Plasmonic Leech console improves your power levels some more. Running with all subs above 75 (for the core AMP bonus) becomes trivially easy.

    The combination of the Delta and Undine 3-pc sets gives you a bonus 45% radiation damage. This affects the Neutronic torpedo's radiation AoE, and also improves your two Bio-molecular photon torpedoes, giving the latter superior raw damage over Quantum torps, and superior rate of fire as well. Radiation damage is excellent for bashing down shields.

    You won't need to do much shield-bashing, however - the combination of the "Kinetic Precision" trait, the Energy Weapons doff that gives shield penetration after a Beam Overload, and the Intelligence Fleet power, means your torpedoes will be rocking a considerable amount of shield penetration. (If you want even more, drop a projectile doff or two, and replace them with additional shieldpen doffs, easily reaching 100% shield penetration - excellent for killing Tac cubes and other giant hulls, but with worse torpedo RoF.)

    You can now fire torpedoes very quickly - as fast as the game permits. You are now agile enough to fire your fore two, turn, fire your aft two, turn again, and find your fore battery ready to fire (including the devastating Neutronic torpedo.) The presence of the Dyson 3-pc set causes your Photon torpedoes to crit very frequently.

    Speaking of crits... all your attacks crit very frequently, if not constantly. FBP? 100% crit chance. Beam Overload? 100% crit chance. Photons? Around 30% crtH, even though my ship is around a base 12.5% crit. (This is why I went with exploiters instead of locators.) The Neutronic torp crits less frequently, but hits like an antimatter sledgehammer when it does.


    Enjoy flying your very own Istvaan Shogaatsu issue RADIATION TERRORBOMBER©. This is the setup that broke the Hobos' backs, and sent them scattering from Ker'rat mewling like cowardly injured kittens - and it is the setup they now try to emulate. This is the setup that allows me to collect multi-kills in PVP, and dance in the streets screaming, naked, and draped in the torn-out entrails of my shattered foes. Now, not only I am war. Now, you can be war too.

    So Aux2bat with aux power offensive configuration, aux dependent heals, many torpedoes...this does not really make sense. You reason it with the CD reduction, but do you really need it? One conn oficer for the tac team, one damage control officer for the EP2X abilities and an EWO for the BO, then you can run max aux which boosts your damage more (I would say). Do you run this build or is it more like a draft? How about the plasma emission torp? I think with high part gen it will easily be much stronger than your radiation approach.
  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    I've been running it for a while now, while exploring assorted variations. This is the perfected version. The power issues aren't an issue at all - just avoid using aux-dependent heals or exotic powers that require high aux when your aux is drained by a2b, or if you really need to, pop an aux battery. The plasma core ensures power levels recharge quickly, which means there's not a lot of juggling to do.
    I AM WAR.
  • farseeridranelfarseeridranel Member Posts: 0 Arc User
    edited January 2015
    It is not all about healing. With the aux offensive trait your damage is higher all time with max aux, i.e.you could do higher damage with the obelisk core (I assume here that the trait applies to radiation damage). Otherwise I do not see why you slot this trait.
  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    Tried Obelisk core. Incorrect. The trait is there because my aux is always high, except for the brief windows after I pop A2b (and aux batts can fix that.) The goal is to derive a large benefit from the trait, AND the amp core.

    In addition the A2b keeps crucial abilities like TS3 and FBP on global cooldown.
    I AM WAR.
  • ankokunekoankokuneko Member Posts: 318 Arc User
    edited January 2015
    why is it when someone complains abut aux levels on an aux to bat build, whenever someone says aux batteries mitigate it they seem to pretend that no one answered them
    jFriX.png
  • farseeridranelfarseeridranel Member Posts: 0 Arc User
    edited January 2015
    ankokuneko wrote: »
    why is it when someone complains abut aux levels on an aux to bat build, whenever someone says aux batteries mitigate it they seem to pretend that no one answered them

    I am still not convinced by OP's approach :D My point was that he would benefit more from constant high aux. He says he can compensate the low aux due to Aux2bat with an aux battery. So far so good, but once you activated the battery (it will last how long? 20 seconds?), you will have to wait a while until you can activate the next aux battery (2 min CD). Is there a battery DOFF hidden on the bridge to reduce the CD, so Aux battery and RMC (which gives a much smaller bonus to aux though) can be cycled?
  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    There's no need for a battery CD doff. Even needing to use an aux battery in the first place is a rare occurrence, because the gap in aux power caused by setting off A2b is so brief, and having 3 subs above 75 and the AMP core offsets the damage loss from no aux and the aux: offensive trait. I end up using weapon batteries twice as frequently as aux batteries for a bit of extra punch.

    The aux battery is just for occasions when I want an obscene burst of damage with all 4 subs above 75, plus the aux: offensive trait bonus, like when I need to kill a player with 100k hull and 60% kinetic resist - or when I've just popped A2b and see a vape attempt coming, requiring FBP and high aux to counter.

    (I'll just leave this here: [Combat (Self)] Your Feedback Pulse II deals 151619 (230802) FeedbackPulse(Critical) to V'Vegie. - yep, that ship did that.)

    If you really wanted faster battery cycle time, you could squeeze a batt CD quartermaster in, but I don't find it necessary on this setup.

    And if you need further convincing, I'm easy to find in Kerrat :p
    I AM WAR.
  • jjdezjjdez Member Posts: 570 Arc User
    edited January 2015
    Yay aux2bat! Moving on.
  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    So idranel, what did you think? :)
    I AM WAR.
  • farseeridranelfarseeridranel Member Posts: 0 Arc User
    edited January 2015
    Let's see until i got my revanche :)
  • farseeridranelfarseeridranel Member Posts: 0 Arc User
    edited January 2015
    Hehe, yes your build is strong and annoying, but I almost got you ;)
  • comtedeloach2comtedeloach2 Member Posts: 499 Arc User
    edited January 2015
    heckgoblin wrote: »
    I'm getting more and more questions about my setup as time goes on, and having to have the same conversation multiple times. Figured this would be easier. The following instructions will allow you to put together a copy of my extremely evil Nicor torpedo bomber:

    You will need the following ship and gear:

    One (1) Undine Nicor Bio-Warship.

    - Adapted MACO Covariant Shield Array (Omega rep)
    - Adapted MACO Combat Impulse Engines (Omega rep)
    - Counter-Command Deflector Array Mk XIV (Undine rep)
    - Elite Fleet Plasma-Integrated Warp Core [A>W][AMP] (From fleet spire)

    - Conductive RCS Accelerator Mk XIV [PrtG] (Crafted, or from exchange)
    - Exotic Particle Field Exciter Mk XIV [PrtG] (Crafted, or from exchange)
    - 2x Fleet Particle Generator consoles (From fleet embassy)
    - Plasmonic Leech console (Exchange/Tal Shiar lockbox)

    - 3 pieces of the Dyson "Protonic Arsenal" set (Grav torp, Exp. Proton weapon, Proton particle stabilizer console)
    - 3 pieces of the Undine "Counter Command Ordnance" set (Enhanced bio-molecular torp, heavy bio-mol disruptor turret, Counter Command multi-conduit energy relay tac console)
    - 3 pieces of the Delta "Delta Operations" set (Neutronic torp, the fancy DHC, Bio-neural gel pack console)

    - 3x Generic torpedo variant Vulnerability Exploiters.

    - And rounding things off, one good Dual Beam Bank (I went with Elachi) and one additional Bio-molecular photon torpedo.

    Here's how the gear is set up. You will note that I have committed the ultimate heresy - one of my Tac consoles is an universal. This was necessary, and I'll explain why later. You'll note the Neutronic torp is in the first forward weapon slot - this will help ensure you fire it first with Torpedo Spread.

    You will also need the following Duty Officers:

    - 3x Technicians, Aux2Bat cooldown reduction variant
    - 2x Projectile Weapons Officers, torpedo cooldown reduction variant
    - 1x Energy Weapons Officer, beam overload shield penetration variant

    (If you only have 5 active space doff slots... stop being so poor.)

    ... and the following Bridge Officers:

    - 1x Superior Romulan Operative tac boff (obtained from fleet embassy)
    - 2x Pirate boffs (The first being the Nausicaan engineer obtained from Jiro Sugihara at T4 Diplomacy commendation, the other being the Hierarchy science/intel boff awarded in the Delta episodes)
    - 1x Whatever you like for the last engineer. I run an efficient liberated Borg.

    Train your Boffs in the following powers:

    - The Rom Tac: Attack Pattern Omega 3, Torpedo Spread 3, Beam Overload 2, Tactical Team 1
    - The Nausicaan Engi: Emergency Power to Engines 1, Aux to Battery 1
    - The other Engi: Engineering Team 1, Aux to Battery 1, Emergency Power to Shields 3
    - The Hierarchy sci: Hazard Emitters 1, Science Team 2, Feedback Pulse 2

    Ensure your captain has the following points in his personal skills:

    - Particle Generators: 9
    - Flow Capacitor: 6
    - Projectile Weapons: 9

    ... with rest however you like 'em.

    Now, if you've gotten this far, the next part is going to be a breeze. You'll need to level to L15 science, and projectile crafting, and unlock the traits "Particle Manipulator" and "Kinetic Precision" for your captain. Additionally, purchase a Benthan Cruiser, and level it until you unlock its ship trait, "Load Viral Torpedo." (See? Told you it'd be easy.)

    Other traits I employ include Omega Kinetic Shearing, Inspirational Leader, Helmsman, Biotech Patch, Psychological Warfare, Intense Focus, Advanced Targeting Systems, Advanced Engines, and Auxiliary Power Configuration - Offense. Collect these at your leisure, they're nice to have, but not as key to the build as the traits listed in the previous paragraph.

    Finally, your ship's power levels: set them to max (100) aux, shields 2nd, weapons 3rd, engines dead last.


    OK, got all that? Now, let's review what we have.

    Your Aux2Bat setup ensures that your powers are at global cooldown. Your high particle generators (320 or so) ensure that your Feedback Pulse, Isokinetic Cannon, Grav torp mini-grav-well and any other exotic power you might fancy, become extremely lethal - and your Particle Manipulator trait ensures that they crit all the time. (This includes Isokinetic Cannon, which becomes murderous at high partgens, and also crits 100% of the time. This is why I dropped one tac console for that universal - otherwise, I'd have stuck it in a Sci slot.)

    Popping A2b improves your power levels in all subsystems but auxiliary. Popping an aux battery fills that gap. The Plasmonic Leech console improves your power levels some more. Running with all subs above 75 (for the core AMP bonus) becomes trivially easy.

    The combination of the Delta and Undine 3-pc sets gives you a bonus 45% radiation damage. This affects the Neutronic torpedo's radiation AoE, and also improves your two Bio-molecular photon torpedoes, giving the latter superior raw damage over Quantum torps, and superior rate of fire as well. Radiation damage is excellent for bashing down shields.

    You won't need to do much shield-bashing, however - the combination of the "Kinetic Precision" trait, the Energy Weapons doff that gives shield penetration after a Beam Overload, and the Intelligence Fleet power, means your torpedoes will be rocking a considerable amount of shield penetration. (If you want even more, drop a projectile doff or two, and replace them with additional shieldpen doffs, easily reaching 100% shield penetration - excellent for killing Tac cubes and other giant hulls, but with worse torpedo RoF.)

    You can now fire torpedoes very quickly - as fast as the game permits. You are now agile enough to fire your fore two, turn, fire your aft two, turn again, and find your fore battery ready to fire (including the devastating Neutronic torpedo.) The presence of the Dyson 3-pc set causes your Photon torpedoes to crit very frequently.

    Speaking of crits... all your attacks crit very frequently, if not constantly. FBP? 100% crit chance. Beam Overload? 100% crit chance. Photons? Around 30% crtH, even though my ship is around a base 12.5% crit. (This is why I went with exploiters instead of locators.) The Neutronic torp crits less frequently, but hits like an antimatter sledgehammer when it does.


    Enjoy flying your very own Istvaan Shogaatsu issue RADIATION TERRORBOMBER©. This is the setup that broke the Hobos' backs, and sent them scattering from Ker'rat mewling like cowardly injured kittens - and it is the setup they now try to emulate. This is the setup that allows me to collect multi-kills in PVP, and dance in the streets screaming, naked, and draped in the torn-out entrails of my shattered foes. Now, not only I am war. Now, you can be war too.

    Why, exactly that ship? Other ships that you can put that gear on q the same effect?
  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    Because it has testicles.

    Three of them.
    I AM WAR.
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited January 2015
    Nice build. I run a very similar build on my bop which actually allows me to just about enjoy PvP again.
    Fbp is lame as hell tho:)
  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    Works great with TBR in place of the FBP as well :p
    I AM WAR.
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited January 2015
    heckgoblin wrote: »
    As for the "awe-inspiring" part, that happens when I push spacebar and 4 PVP opponents explode. This thing seriously racks up the multi-kills.

    Heya Istvaan, how's the Istvaanous life? :P

    I see a lack of a Hargh Peng...I think it could be a fine addition. Granted it isnt effected by Boff abilities, but it has sooooo many things for it it might be syndergystic with your build...
    T93uSC8.jpg
  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    Tried one. Even upgraded it to XIV. Turns out the Hargh'peng radiation isn't boosted by my various radiation damage bonuses.
    I AM WAR.
  • heckgoblinheckgoblin Member Posts: 685
    edited February 2015
    Just talked to a guy flying my build in Sol orbit.

    *MELTS*
    I AM WAR.
  • britsurfer2014britsurfer2014 Member Posts: 37 Arc User
    edited February 2015
    Yeah its a nice build:)
    ==Join the United Federation of Planets==
    Britsurfer.png
    ==Read about the UFPlanets Armada==
  • heckgoblinheckgoblin Member Posts: 685
    edited March 2015
    Minor update: I've fiddled with the build a bit, and made it even more annoying to fight. It already packs viral torpedoes, and the Adapted Maco shield proc, two powerful disables in their own rights. I added the Sensor Targeting Assault trait, and managed to squeeze in the 3-piece Elachi set by dropping one of the bio-photons, and switching the enhanced thoron-polaron DHC to an enhanced thoron-polaron beam array mounted aft where the bio-photon used to be.

    The Sensor Targeting Assault trait procs on crits. This build crits all the time. Do the math.

    It now packs:

    Four disable powers: Elachi torpedo, Load Viral Torpedo trait, Adapted Maco shield proc, and Sensor Targeting Assault trait.

    And,

    Four damage reflect powers: FBP2, Haywire, Nukara shield proc (on shuttle, sploit, hax) and Nanoprobe Feedback trait.

    Either your target won't be able to shoot or heal at all, or when they do shoot, they'll kill themselves. The sheer frustration caused by this combo causes most PVPers to quit Kerrat in disgust, and cancel their STO accounts. Glorious.

    edit: Oh yeah, another thing I've changed - dropped my Plasmonic Leech in exchange for an Isometric Charge. The Isometric Charge, like the Isokinetic Cannon (already present) benefits from particle gens and aux power... and is boosted by the Particle Manipulator trait, which means it will always crit at 320 or so partgens. Together, these two abilities have the potential to destroy... well, anything.

    edit 2: Also picked up a Mk XIV Solanae deflector, upgraded to ultra-rare, for the sweet +50 partgen bonus.
    I AM WAR.
  • heckgoblinheckgoblin Member Posts: 685
    edited March 2015
    OK, this is just sadistic: I dropped EPTS3, and picked up Aceton Beam I in its place. I then added Tanakarr, the Matter-Antimatter Specialist doff, which gives my Aceton Beam a 20% chance per second to disable the target's weapons. There are 30 such ticks per Aceton activation.

    Five disable powers.
    I AM WAR.
  • puckalishpuckalish Member Posts: 25 Arc User
    edited March 2015
    Just stopping in real quick to say that, while it looks like fun, it'll be a while before I have the scratch to try this out... but I kind of don't care, it's such a creative build and the "instructions" are so entertaining... not to mention the names of your ship and BOffs... that I just had to stop by and clap for a sec. Nice work and hilarious presentation.

    Also, as a science captain in a science ship, I'm definitely taking notes on the concepts here, whether or not I get it together to create this beautiful monstrosity you've got all spelled out.
  • heckgoblinheckgoblin Member Posts: 685
    edited March 2015
    It is indeed a bit pricey to put together, but the end result is spectacular, and totally worth the effort. Glad this thread is helping :D

    Today I had the honor and privilege of speaking with two Kerrat Feds who plan to either deploy their very own RADIATION TERRORBOMBERS© or use this build's concepts on their own ships.

    I also had the distinct pleasure of smashing a Hobo incursion to bits alongside my fellow Feddies in Kerrat today. The foul Hobos, as is usual with foul Hobos, brought their cheesiest, most exploitative, most un-sportsmanlike, console-swapping-dependent triple-escape-console setups to the fight... and found themselves out-cheesed, fleeing from Kerrat not five minutes later, crippled and humiliated by an unstoppable tide of disable effects. Their suffering is my nectar, and their butt-hurt parting words formed the cherry upon today's slaughter-sundae.

    +++ Suffer not the alien to live. +++
    I AM WAR.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2015
    I decided to give this build a shot given that I had just about every component available. Definitely an eye-opener :D

    Do you have a STO-Academy profile for the latest incarnation of this nicor build?

    I will see if I can adapt this set-up on a JHSS to take advantage of intel abilities when I get home.
  • heckgoblinheckgoblin Member Posts: 685
    edited March 2015
    *envy*

    I want a JHSS ;\

    No STO Academy profile, alas. Should set one up, one of these days.
    I AM WAR.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2015
    I did get a chance to jury rig this build on top of a JHSS frame. The biggest issue I found was the loss of the Lt.Cmdr science slot for FBP2 with A2B present. Sci team could have been dropped for FSB1, but that caused the build to get weaker on shield heals, so it wasn't a viable option.

    So the main question was whether or not Intel ability access was worth the loss of FBP2. For this particular build, I don't believe so. Yes, you get Ionic Turbulence and Kinetic Magnet as powerful resist debuffs, but FSB2 is probably a better defensive damage dealer in PVP. Transport Warhead1 did generate some big hits and works as another disable, so it wasn't all bad news.

    I will see if I can construct a non-A2B Reciprocity variant later tonight.
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