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.
Comments
^_^
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.
In addition the A2b keeps crucial abilities like TS3 and FBP on global cooldown.
I am still not convinced by OP's approach 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?
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
Why, exactly that ship? Other ships that you can put that gear on q the same effect?
Three of them.
Fbp is lame as hell tho:)
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...
*MELTS*
==Read about the UFPlanets Armada==
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.
Five disable powers.
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.
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. +++
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.
I want a JHSS ;\
No STO Academy profile, alas. Should set one up, one of these days.
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.