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Fek'lhri S'torr Turret Build Advice Request

smooshy#7462 smooshy Member Posts: 233 Arc User
Looks like I've finally found a 4/4 tactical ship for my turret build. Any advice (other than the obvious, "Don't do a turret build")?

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    questeriusquesterius Member Posts: 8,318 Arc User
    To be honest i question if the new event ship is really suited for a turret build.
    Yes, it has sufficient tactical boff for high level CSV and it has sufficient sci to pull opponents close with a powerful Reverse TB.
    It also has an LtC Omni/Pilot slot to allow for https://sto.gamepedia.com/Ability:_Emit_Unstable_Warp_Bubble and its debuff.

    That said, the ship is a pilot ship and subsequently has low hull. A well build turret build grabs a LOT of aggro and the pilot ship is unlikely to withstand the onslaught.

    You're probably better off with a Breen destroyer or Ferengi vessel.

    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.
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    smooshy#7462 smooshy Member Posts: 233 Arc User
    Thanks for the response. I'm going to give it shot anyway. I'll have a Piloting secondary and will be popping a lot of attack patterns, so hopefully the temporary hitpoints will help. I'm also leaning toward the Miracle Worker primary. It's still a better hull than a standard piloting escort (admittedly not by much). I want that level III scatter volley, doggonit, and this may be my only chance.
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    bossheisenbergbossheisenberg Member Posts: 603 Arc User
    What advice are you looking for? To slot turrets or not? With a 4/4 setup, you will have potentially 8 weapons firing in your forward arc - does that sound like it will work with the goals of your build and playstyle?
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    smooshy#7462 smooshy Member Posts: 233 Arc User
    The point of a turret build is to have 8 weapons firing in every arc all the time. I haven't done a turret build yet, and this looks like a good opportunity for one. I'm looking for which energy type, which sets and consoles, etc. people think will be good. I'm leaning toward the 8472 heavy turret and set, and I may go ahead and have an omni beam or two plus the Omega kinetic beam.
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    questeriusquesterius Member Posts: 8,318 Arc User
    Aside from specific energy types, you may want to consider this turret simply to get the shield pen and crit severity
    https://sto.gamepedia.com/Chronometric_Calculations_Set
    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.
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    bossheisenbergbossheisenberg Member Posts: 603 Arc User
    The point of a turret build is to have 8 weapons firing in every arc all the time. I haven't done a turret build yet, and this looks like a good opportunity for one. I'm looking for which energy type, which sets and consoles, etc. people think will be good. I'm leaning toward the 8472 heavy turret and set, and I may go ahead and have an omni beam or two plus the Omega kinetic beam.

    I would look into using the trilithium phaser set which is one of the best in the game. Add the heavy turret from the gamma reputation, now available in phaser. If you looking to mix beams and turrets, the morphogenic polaron weapon is an obvious choice. As far as consoles, there's nothing that specifically applies to turrets so you'll want to just look at current meta builds and see what the current craze is. Stuff that boosts firing cycle haste is always good for turrets.
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    bossheisenbergbossheisenberg Member Posts: 603 Arc User
    questerius wrote: »
    To be honest i question if the new event ship is really suited for a turret build.
    Yes, it has sufficient tactical boff for high level CSV and it has sufficient sci to pull opponents close with a powerful Reverse TB.
    It also has an LtC Omni/Pilot slot to allow for https://sto.gamepedia.com/Ability:_Emit_Unstable_Warp_Bubble and its debuff.

    That said, the ship is a pilot ship and subsequently has low hull. A well build turret build grabs a LOT of aggro and the pilot ship is unlikely to withstand the onslaught.

    You're probably better off with a Breen destroyer or Ferengi vessel.

    It is not a pilot ship. It does not have the pilot ship mechanic. It has a pilot boff seat.

    The low hull is irrelevant. There are so many ways to work around that these days. Not really a problem unless he plans on hanging out in Kerret.
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    tom61stotom61sto Member Posts: 3,636 Arc User
    Keep in mind that you still can't go Death Blossom hitting all targets around you with turrets, instead merely limited to a 90 degree arc centered on your target.

    I'd actually go Phaser for the primary, or possibly only, weapon type for a turret build. Phaser has got tons of Buffs now, and has a couple of really interesting turrets. First up is a freebie set, the Trilithium-Laced Weaponry set. Going with the turret combined with the console nets you a Haste boost (weapons fire faster), a boost to hull strength and healing, and a proc to get you more Haste. Next up is the Counter-Command Ordnance set, which nets a bigger than it first looks Bonus damage boost as its two-set. I would at least go with the Heavy Phaser Turret and the Universal - Hydrodynamics Compensator console, but there is the interesting option of the three-piece with the Tactical console from a mission, which gives you a clicky that turns the Counter-Command Heavy Turrets into Point-Defense weapons (like the console from the Thunderchild), you can have up to two Counter-Command Heavy Turrets (Phaser and Disruptor if you don't have Tier 6. After Tier 6 Plasma and Tetryon are options, but block the older version they're made from). Grab the freebie Quantum Phase console too. There's still more buffs to be had for Phaser beyond that.

    To get the most out of a ship, Romulan Captains, with an advantage to Federation Allying, are recommended. Nice and cheap to get all Superior Romulan Operative Bridge Officers, which each one gives you boost to Critical Hit Chance and Critical Severity. Fed Allied Roms can get the Honored Dead Starship Trait cheap from the Exchange, which gives you more damage resist and hull regeneration as you take damage, which makes it one of the best durability traits, though it'd benefit higher Hull HP ships more than the Warship. Romulans of either Alliance can get the Dynamic Power Redistributor Module for only a few Million EC off the Exchange, which gives a clicky that both heals, boosts your resists and gives a large Bonus damage boost to your weapons. Combine it with the Disruption Pulse Emitter from the same set and pack (need to buy two packs) and get a decent boost to Phaser/Disruptor/Plasma as part of the two-set.
    questerius wrote: »
    Aside from specific energy types, you may want to consider this turret simply to get the shield pen and crit severity
    https://sto.gamepedia.com/Chronometric_Calculations_Set

    I'm fairly sure the the Critical Severity is innate to the weapon, basically a [CrtD] that isn't listed, not part of the proc. I run that set for the three-piece Science boosting clicky, and I've never noticed a Critical Severity Damage boost.
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    smooshy#7462 smooshy Member Posts: 233 Arc User
    The point of a turret build is to have 8 weapons firing in every arc all the time. I haven't done a turret build yet, and this looks like a good opportunity for one. I'm looking for which energy type, which sets and consoles, etc. people think will be good. I'm leaning toward the 8472 heavy turret and set, and I may go ahead and have an omni beam or two plus the Omega kinetic beam.

    I would look into using the trilithium phaser set which is one of the best in the game. Add the heavy turret from the gamma reputation, now available in phaser. If you looking to mix beams and turrets, the morphogenic polaron weapon is an obvious choice. As far as consoles, there's nothing that specifically applies to turrets so you'll want to just look at current meta builds and see what the current craze is. Stuff that boosts firing cycle haste is always good for turrets.

    Awesome, thanks. I think I'll be going Phaser, since there are so many options and boosts now for it. I'm still up in the air about mixing beams and turrets, but I just love the kinetic cutting beam so much, and the omnis may give a small boost to damage. I'm not terribly worried about getting any BOff abilities for the beams, though. I don't think anything modifies the kinetic beam anyway.
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    bossheisenbergbossheisenberg Member Posts: 603 Arc User
    The point of a turret build is to have 8 weapons firing in every arc all the time. I haven't done a turret build yet, and this looks like a good opportunity for one. I'm looking for which energy type, which sets and consoles, etc. people think will be good. I'm leaning toward the 8472 heavy turret and set, and I may go ahead and have an omni beam or two plus the Omega kinetic beam.

    I would look into using the trilithium phaser set which is one of the best in the game. Add the heavy turret from the gamma reputation, now available in phaser. If you looking to mix beams and turrets, the morphogenic polaron weapon is an obvious choice. As far as consoles, there's nothing that specifically applies to turrets so you'll want to just look at current meta builds and see what the current craze is. Stuff that boosts firing cycle haste is always good for turrets.

    Awesome, thanks. I think I'll be going Phaser, since there are so many options and boosts now for it. I'm still up in the air about mixing beams and turrets, but I just love the kinetic cutting beam so much, and the omnis may give a small boost to damage. I'm not terribly worried about getting any BOff abilities for the beams, though. I don't think anything modifies the kinetic beam anyway.

    Phaser is ballin these days. Easy contender for top meta.

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    questeriusquesterius Member Posts: 8,318 Arc User
    While phaser has received the most attention, for a turret build it is not the type i would go with.
    Working with a full turret build one has to remember that turrets are individually weak thus tend to have difficulties getting through shields while suffering quite a bit from the distance drop off.

    This is actually the type i would recommend for a full turret build:
    https://sto.gamepedia.com/Protonic_Polaron_Turret

    https://sto.gamepedia.com/Morphogenic_Armaments#Morphogenic_Polaron_Energy_Weapon
    Can be used as well as this
    https://sto.gamepedia.com/Chronometric_Calculations_Set

    The crux is the additional shield pen

    A full turret build can be tricky to pull off because of the inherent weaknesses of turrets. Alternatively you can use a Single cannon/turret build which gives a bit more leeway and allows for a player to get acquainted with the alternative play style.

    Important for this build is that it is all about critical hits so set up accordingly. When doing that you don't need expensive stuff like the DPRM or honored dead trait.
    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.
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    smooshy#7462 smooshy Member Posts: 233 Arc User
    questerius wrote: »
    While phaser has received the most attention, for a turret build it is not the type i would go with.
    Working with a full turret build one has to remember that turrets are individually weak thus tend to have difficulties getting through shields while suffering quite a bit from the distance drop off.

    This is actually the type i would recommend for a full turret build:
    https://sto.gamepedia.com/Protonic_Polaron_Turret

    https://sto.gamepedia.com/Morphogenic_Armaments#Morphogenic_Polaron_Energy_Weapon
    Can be used as well as this
    https://sto.gamepedia.com/Chronometric_Calculations_Set

    The crux is the additional shield pen

    A full turret build can be tricky to pull off because of the inherent weaknesses of turrets. Alternatively you can use a Single cannon/turret build which gives a bit more leeway and allows for a player to get acquainted with the alternative play style.

    Important for this build is that it is all about critical hits so set up accordingly. When doing that you don't need expensive stuff like the DPRM or honored dead trait.

    Do the Voth rep tac consoles modify the proton damage inflicted by the turrets, or is it strictly for the experimental protonic weapon?
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    postinggumpostinggum Member Posts: 1,117 Arc User
    Turrets should give more procs than any other weapon types, have 8 of them and it potentially becomes a major part of the build rather than an addon. Depends if you're looking to control opponents or finish them off quickly with dps.
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    tom61stotom61sto Member Posts: 3,636 Arc User
    questerius wrote: »
    While phaser has received the most attention, for a turret build it is not the type i would go with.
    Working with a full turret build one has to remember that turrets are individually weak thus tend to have difficulties getting through shields while suffering quite a bit from the distance drop off.

    This is actually the type i would recommend for a full turret build:
    https://sto.gamepedia.com/Protonic_Polaron_Turret

    https://sto.gamepedia.com/Morphogenic_Armaments#Morphogenic_Polaron_Energy_Weapon
    Can be used as well as this
    https://sto.gamepedia.com/Chronometric_Calculations_Set

    The crux is the additional shield pen

    A full turret build can be tricky to pull off because of the inherent weaknesses of turrets. Alternatively you can use a Single cannon/turret build which gives a bit more leeway and allows for a player to get acquainted with the alternative play style.

    Important for this build is that it is all about critical hits so set up accordingly. When doing that you don't need expensive stuff like the DPRM or honored dead trait.

    Do the Voth rep tac consoles modify the proton damage inflicted by the turrets, or is it strictly for the experimental protonic weapon?

    The Proton damage proc on the weapons is enhanced by those. Problem is that the main damage type buff of the console is lower than a standard of that type, and Accuracy is iffy on how much it helps. You could get 7.5-10% more Critical Hit Chance by filling the Tac consoles with Locators from the Fleet Spire, which would mean more procs of the Proton Burn, on top of decent amount more Polaron damage boost than Auto-Targeting Modules.

    If you go the Polaron route, keep in mind that most of my previous post still applies, though you would probably want another Polaron boosting Universal (Gamma and Lukari Reputation have one each) over completing the two-set with the Dynamic Power Redistributor Module, though you'd likely still want that console itself for Survivability and Damage, pending you're running a Romulan or KDF character which can get it fairly cheaply.
    postinggum wrote: »
    Turrets should give more procs than any other weapon types, have 8 of them and it potentially becomes a major part of the build rather than an addon. Depends if you're looking to control opponents or finish them off quickly with dps.

    Three-way tie, as Turrets have the same firing cycle as Dual Cannons and Single Cannons. The difference is only large on procs that work per-pulse, not per-cycle. Most standard procs are now per-cycle since Season 13 fixed a bunch a things and nerfed others, so not nearly as useful to have a higher pulse rate than before S13. Proton Burn is a roll on Critical Hit, so influenced by pulse-rate still. Beyond that, not much, just Tetryon Glider from Omega Force set, and Kemocite Laced Weapons being the few that I can name.
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    postinggumpostinggum Member Posts: 1,117 Arc User
    The arc of turrets combined with low cycle time means you'll get more proc chances than with anything else.
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    tom61stotom61sto Member Posts: 3,636 Arc User
    edited December 2018
    If you have Withering Disruptor turrets leftover from leveling up Terran Reputation, you might consider them for the look. Someone mentioned that they look like fire, and they do indeed look like red flames. The Withering Dual Heavy Cannons and the Reputation Disruptor DHC look far meatier, but the turrets are nice too.

    Quick snap of them firing from a ship running the K'Norr holoemitter:
    https://i.imgur.com/MgjQT3M.jpg Click to view. Note: I think the explosions were from torps fired by a console pet, not hits/procs of the Withering weapons.


    Post edited by tom61sto on
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    tom61stotom61sto Member Posts: 3,636 Arc User
    I did some quick poking on Tribble (copied over Lobi to buy Vouchers.) I think the S'torr looks pretty good with turrets:
    UEUcBC3.png

    I don't like it so much with Dual or Dual Heavy Cannons, as it has both pulses right next to each other. Beams are OK looking, but not great with the hardpoint layout.

    I threw together a full build here (link.) Goals of build: decent durability as that seemed an issue you were worried about and decent boosts to damage to make using all turrets still capable of killing. Budget: Mix of Fleet (particularly Colony holding), Reputation, and a bit of traits and gear from lockboxes (<10 Mil EC total on Traits, hopefully, as I'm not up on all prices, but the new Infinity Lockbox coming soon should drive the prices down if not.)

    Obviously upgrade the turrets to higher than Mk XII (huge boost Mk XIII - XV) if you're serious about it. If you go with a KDF/-Allied character, probably best to substitute Honored Dead with the Tier 6 Vor'cha/Vor'ral trait if you have that. If you have Withering Barrage trait, use that too.
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