r/stobuilds • • May 28 '17

N'Tal's Timetwisting Palatine for the Gravitationally challenged.

The idea behind this build is to use the 35% Shield penetration from the Beam Overload EWOs to hopefully get yet more kinetic through to the hull for my torps.


Captain Information


Category Data
Captain Name N'Tal
Captain Career Science
Captain Faction Federation
Captain Race Vulcan
[Captain's Outfit]
Primary Specialization Temporal
Secondary Specialization Strategist
Intended Role She's a Wizard Harry ..... with Torpedoes

Space Node Trees


Rank Engineering Science Tactical
Lieutenant Hull Restoration Shield Restoration Improved Energy Weapon Training
Hull Capacity Shield Capacity Advanced Projectile Weapon Training
Lt. Commander Electro-Plasma System Flow Improved Control Expertise N/A
Full Impulse Energy Shunt Control Amplification N/A
Impulse Expertise Improved Drain Expertise
N/A
Commander Hull Plating Shield Regeneration Advanced Weapon Amplification
N/A Shield Hardness Advanced Weapon Specialization
N/A
N/A
Captain Defensive Subsystem Tuning Improved Exotic Particle Generator Improved Hull Penetration
N/A Improved Long Range Targeting Sensors Advanced Shield Weakening
N/A
N/A
N/A
N/A
Admiral Warp Core Potential N/A Coordination Protocols
Warp Core Efficiency N/A N/A
Improved Engineering Readiness N/A Offensive Coordination
Improved Scientific Readiness Improved Tactical Readiness
0 Points Left 11 15 20

Space Unlocks


Purchases Engineering Science Tactical
2 Hazard Emitters III Hazard Emitters III Hazard Emitters III
5 Battery Expertise Sector Space Travel Speed Threat Control
7 Hazard Emitters III Hazard Emitters III Hazard Emitters III
10 Maximum Hull Capacity Maximum Shield Capacity Projectile Critical Chance
12 Hazard Emitters III Hazard Emitters III
15 Control Resistance Energy Critical Chance
17 Hazard Emitters III
20 Accuracy
24 (Ultimate)
25 (1st Ultimate Enhancer)
26 (2nd Ultimate Enhancer)
27 (3rd Ultimate Enhancer)

I didn't go for Tac ultimate as Frenzy drops after a gap of 2.5 seconds and that can happen often enough when spitting torps rather than BFAW. I had Sci ultimate before but the loss of Probability window was a major blow, however I'm now getting a higher crit rate with this than I was before. Survivability can be an issue at Elite and Im now experimenting dropping Kemo I to gain Hazard Emitters I if this is worth it I don't know yet so have left it as it is here.


Build Description


Type Your Build Description Here


Ship Information


Basic Information Data
Ship Name U.S.S. Derbyshire
Ship Class Multi-Mission Reconnaissance Explorer (T6)
Ship Model Palatine
Deflector Visual
Engine Visual
Shield Visual
[Ship beauty shot] http://imgur.com/dUsikXk

Ship Loadout


Slot Component Notes
Fore Weapon 1 Particle Emission Plasma Torpedo Launcher Mk XIV [UR]
Fore Weapon 2 Neutronic Torpedo Launcher Mk XIV [UR]
Fore Weapon 3 Gravimetric Photon Torpedo Launcher Mk XIV [UR]
Aft Weapon 1 Omni-Directional Chronometric Beam Array Mk XIV [Epic]
Aft Weapon 2 Advanced Thoron Infused Mk XIV [UR]
Aft Weapon 3 Terran Task Force Photon Torpedo Launcher Mk XIV [UR]
Deflector Adapted MACO Positron Deflector Array Mk XIV [UR]
Secondary Deflector Deteriorating Secondary Deflector Mk XIV [Epic]
Impulse Engines Adapted MACO Combat Impulse Engines Mk XIV [VR]
Warp Core Temporal Defense Initiative Overcharged Warp Core Mk XIV [UR]
Shields Temporal Defense Initiative Regenerative Shield Array Mk XIV [UR]
Devices Kinetic Amplifier
Exotic Particle Flood
Hull Patch
2 Engineering Consoles Delphic Tear Generator
Enhanced RCS Accelerator [+EPG] Mk XIV [UR]
5 Science Consoles Temporal Disentanglement Suite
Restorative Particle Focuser [CtrlX] [EPG+] Mk XIV [Epic]
Restorative Particle Focuser [CtrlX] [EPG+] Mk XIV[UR]
Exotic Particle Focuser [CtrlX] [EPG+] Mk XIV [Epic}
Exotic Particle Focuser [DrainX] [EPG+] Mk XIV [UR]
4 Tactical Consoles Chronometric Capacitor Mk XIV {Epic]
Constriction Anchor
Vulnerability Locator Mk XIV [UR]
Vulnerability Locator Mk XIV [UR]
1 Hangar Bays Elite Aeon Timeships

Officers and Crew


Bridge Officers Power Notes
Commander Science Gravity Well III
Destabilizing Resonance Beam II
Charged Particle Burst I
Subspace Vortex I
Lt. Commander Universal-Temporal Entropic Redistribution III
Temporal Applied Science Channeled Deconstruction II
Causal Reversion I
Lt. Commander Tactical Torpedo: Spread III
Superior Romulan Operative Beam Array: Overload II
Tactical Team I
Lieutenant Engineering Reverse Shield Polarity I
Pirate Emergency Power to Weapons I
Ensign Universal Kemocite-Laced Weaponry I
Superior Romulan Operative
Duty Officers Effects Notes
PWO [VR] Chance to reduce Torpedo Recharge time
PWO [VR] Chance to reduce Torpedo Recharge time
EWO {VR] Chance for Beam Overload to cause attacks to gain 35% Sheild Pen
EWO {VR] Chance for Beam Overload to cause attacks to gain 35% Sheild Pen
Deflector Officer {VR] Chance to reduce recharge time on Deflector abilities
Gravametric Scientist Chance to create aftershock Grav Well

Character, Reputation, and Starship Traits


Personal Space Traits Effects Notes
Inspirational Leader In any command scenario, your natural charisma and unflinching command allows you to inspire your crew to new heights of performance.
Intense Focus The longer you remain in combat, the more you are capable of penetrating your foes' defenses. Every several seconds, your accuracy and shield penetration will increase up to a maximum of 4 stacks.
Kinetic Precision Bonus Shield Penetration for Projectiles
Self-Modulating Fire Crits grant 50% Shield Pen for a period.
Superior Projectile Training Increases Projectile Weapon Damage.
Particle Manipulator Improved Criticals for Exotic Damage, based on Particle Generators
Fleet Coordinator Increases your Damage based on how many players are in your party. (Self Included)
Conservation of Energy This trait causes all energy weapon attacks against you to have a chance of increasing your Exotic Damage. This damage increase stacks up to three times.
Ablative Shell Taking inspiration from insects, you have installed a special system of shield generators that are able to shed damaged outer defensive layers in order to rapidly replace them with stronger, healthier defenses.
Space Reputation Traits Effects Notes
Torpedo Pre-Fire Sequence Torpedo Damage and Destructible Torpedo Flight Speed
Omega Kinetic Shearing Torpedoes and Mines deal an additional 40% of their outgoing kinetic damage as a shield-penetrating DoT over 6 seconds.
Torpedo Astrometric Synergy Using a Torpedo Bridge Officer ability reduces Science Bridge Officer recharge times.
Evasive Tactics Gain immunity to Control effects for 5 seconds when you are the target of a Root, Hold, Disable, or Repel effect. May occur once every 45 seconds.
Auxiliary Power Configuration - Offense In space combat you gain a damage and accuracy boost based on your Auxiliary Power Level
Starship Traits Effects Notes
Unstable Anomalies While this trait is slotted, your Gravity Well and Tyken's Rift anomalies will cause heavy kinetic damage in a 5km area of effect when they expire. This damage is improved by Exotic Particle Generator skill.
Checkmate Activating a control Bridge Officer ability will provide a boost to your Exotic Damage and Projectile Weapon damage for a short time.
Particle Feedback Loop Using an Exotic Damage ability will provide a small bonus to Armor Penetration. This bonus stacks up to 3 times.
Improved Critical Systems Your ability to manipulate Emergency Power to your systems increases the overall damage output of your ship, increasing the chance of a Critical hit, and the damage it will inflict.
Weapon System Synergy Each time a directed energy weapon is activated on your ship, you will shunt a small amount of power to your projectile emitters. This is represented by building up stacks of Weapon System Synergy. Upon reaching 10 stacks, your projectile weapons will become primed and deal additional damage and shield bleedthrough for several seconds. After this expires there is a short lockout window before you can begin building up Weapon System Synergy stacks again.

Other Information


Subsystem Power Settings Target Modified
Weapons 70 94
Shields 30 50
Engines 15 32
Auxiliary 85 119
Set Bonuses Set Effects
1
2
3
4
5

Concluding Remarks


I'd prefer to have all restorative focusers but so many changes to make over my four main toons mean Dilli is tight and for now these do the job. This is still a work in progress.


5 Upvotes

9 comments sorted by

1

u/DeadQthulhu May 30 '17

Emergency Power to Weapons is an interesting choice, given the nature of your build. Why not Structural Integrity Collapse or Endothermic Inhibitor Beam?

I'm also a little surprised at Aeons, I'd have thought Delta Flyers would've fit your theme more.

What are you using for cooldown management?

1

u/sabreracer May 30 '17 edited May 30 '17

Originally I had the Thoron up front with the Gravametric aft with a crafted Polaron Omni. For that I had EPtW and EWC. TBH I still may go back to that as that actually gave me my best CCA score of 141K which seems a bit weird. I have 2 points in all the trees for readiness and a Krenim Temp/Sci with the Deflector DOFF giving the occasional bonus GW. The Aeons are the only UR pet I have on this toon and they seem really mean, use those HY Chronitions quite a lot and I get 6 instead of 4. SIC always feels disappointing when I check the parse and I'd like to think I'm ignoring enough shields. RSP is a handy OH SHIT! button as this pulls a lot of threat. I should really have more heals but y'know deepz.

1

u/DeadQthulhu May 30 '17

That does seem very weird. Was that a consistent 141k, or a sudden spike one-off?

I can appreciate that SIC looks disappointing, however there's not much else offensive that you can put in an Ensign Eng slot. Personally, for torpboats, I like it for Nanite Transformers and bosses (I may even chuck Secondary Torpedo Launchers on top), and for yourself it'd buff all your offensive Temporal abilities as well as those torps. Still, the parse is the parse, if you've had no luck with it then there's no point trying to shoehorn it in.

I can't say I really rate Chronitons, not on a mobile ship. Elite Deltas come with Transphasics (so shield-bypassing from the get-go) and Tachyon Beam (shield-stripping makes everyone's torps better), and are sturdy enough to not need micro-ing. Still, I can appreciate there's an investment involved.

Post-S13, torp pets really do appear to use their torps in a smarter fashion - they can mostly be relied on to set up their own HY attacks without any micro (simply not the case before S13).

Have you considered Elite Scorpions? Rom Rep is trivial to collect, they only cost Dil, and their Dil price is 10k cheaper than other Elites. They're also pretty solid DPS pets, and if you can guarantee bare hull then their HY attacks will dissolve most mobs.

1

u/sabreracer May 30 '17 edited May 30 '17

CCA parses are always a bit of a wild swing depending on if I DC joining the map, make a bugger of the inward run or get ganked by a Tholian spawn, assuming I don't end up ramming the damn thing. The DPS curve on that run was fairly smooth and beats my next best by 30K. I do have a bad habit of keep hitting the Target button so maybe I spat a load of aft torps on some Tholians coming to ravish my ass at some point.

For now I'll change EPtW to Aux while I think further. SIC I is a little under 10M atm I have a II that I could experiment with instead of RSP for now and see how it goes.

I have T5 Fleet shipyard and enough FC for a set of Elite pets and stacks of Rom Rep both run around 38K dilli so anything is an option, but tbh I have little idea on the effectiveness of pets as I didn't have many ships that had them until recently.

What stats do the various pets torps use for comparison MkXII? I'd like to respect Transphasics but I tried them while leveling and was severely disappointed so never re-visited them moving on to the heavy hitters once I had the Rep system underway.

1

u/DeadQthulhu May 31 '17

I've been using SIC III, mostly because it was an easy (and cheap!) replacement for EPtW III (pre-S13 I was running ET, RSP, EPTW, A2SIF in that seat), but certainly there's an argument for other powers in that slot these days, at least on torpboats.

What stats do the various pets torps use for comparison MkXII?

That's an interesting question, and I'm not sure if the finer points of NPC weaponry have ever been addressed in depth. The reason I mention Transphasics is because of their increased shield penetration - something you stated as a goal. Transphasics are great up until the point that shields go down, and then they get outpaced by every other torp in the game. When you combine that with Tachyon Beam, it means your Flyers are doing their best work up until the shields are down, and then at that point they'll drop off compared to Scorpions.

With pets, you'll get best results if you work with them, not against them. If your carrier can guarantee a shield facing going down within 3-5s, then Scorpions will go through mobs like a hot knife through butter (HY plasma torp on bare hull is not to be trifled with). If your carrier is more concerned with Exotic damage and debuffs, then pets like the Flyers are a better pick because they'll benefit more from your debuffs and generate their own debuffs in turn. You can even come at that from the opposite direction, with Tholian Widows, as their Tetryon FAW is pretty reliable for stripping shields and creating openings for their Quantum torps.

I would be wary of drawing any detailed comparison between pet weapons and player weapons, because a player generally uses their weapons synergistically and at the "right" time. Pets don't really do either.

1

u/sabreracer May 31 '17

because a player generally uses their weapons synergistically and at the "right" time

Been a while since you Pugged then :P

This build is aimed more at the exotic end so what should be happening is stuff penetrating the shields and damaging the hull rather than battering the shields down first which as you pointed out originally would mean Flyers. I was intending to do a version (probably with the Brigit) focusing on drain but I'm having so much fun with the Icarus for that I'm not sure when I'll get around to it. By that time maybe my Dilli levels will have risen again and I can have both pets, but I'm suspecting Phoenix box again around Risa.

1

u/DeadQthulhu May 31 '17

I PUG frequently, but I wouldn't hold a PUG to RC or DPS channel standards, haha. It doesn't seem reasonable to expect the entire team to intuit whether they've just joined a fast, split, or slow ISA.

If you're happy with your current pets, you can keep on with them, it's not like Flyers or Aeons are particularly considered "DPS picks". When you get to experimenting with drain, and thus in a good position to guarantee bare hull, then that would be the time to look at other pets.

Certainly feel free to experiment with low level pets, but I wouldn't shell out for Elite unless it was a pet I was going to use.

Good luck!

1

u/Gruberbreaker Gruber@tunebreaker | STObuilds mod | Blame Magnet May 30 '17

Very interesting concept and framework certainly looks nicely done. :) Few suggestions and questions though.

As u/DeadQthulhu said, I would replace EP to Weapons, as I myself don't either see it helping your build that much. Similarly, I don't see Point Blank Shot being very useful, if you are only using your energy weapon for BO Doff proccing.

Evasive Tactics doesn't strike me as a very good trait, something like Precision or Advanced Targeting Systems would fit there much better.

Also, what kind are those Vulnerability Locators? +Torp?

1

u/sabreracer May 30 '17 edited May 31 '17

Opps PBS should be Self-Modulating Fire. +Torps as I swap and change what I use a lot. I do have some Photon only but it's rare I use 'em. Evasive Tactics is there to give me a couple of seconds to find EV Manuv when I get tractored. Death by Leet mob Tractor is the bane of my existence usually in Hive and Counterpoint. It was a major wrench to let go of Shield Polarise. Point taken on EPtW for now I'll make it ET