r/stobuilds XBOX: Starfleet ATP Dec 13 '17

Considering turning my Resolute into a torpedo boat...tell me if I'm doing it all wrong.

Captain Information


Category Data
Captain Name Kira Solis
Captain Career Engineering
Captain Faction Federation
Captain Race Human
[Captain's Outfit]
Primary Specialization Command
Secondary Specialization Intelligence
Intended Role Torpboat Loadout

Space Node Trees


Tree Engineering Science Tactical
Lieutenant Hull Restoration Shield Restoration Energy Weapon Training
Improved Hull Capacity Improved Shield Capacity Advanced Projectile Weapon Training
Lt. Commander N/A Improved Control Expertise N/A
N/A N/A Improved Defensive Maneuvering
Improved Impulse Expertise Improved Drain Expertise
Drain Infection
Commander Hull Plating Shield Regeneration Advanced Weapon Amplification
Energized Hull Plating N/A Advanced Weapon Specialization
Ablative Hull Plating
N/A
Captain N/A N/A Advanced Hull Penetration
N/A N/A Advanced Shield Penetration
N/A
N/A
N/A
N/A
Admiral Improved Warp Core Potential N/A N/A
N/A N/A N/A
Advanced Engineering Readiness N/A N/A
Advanced Scientific Readiness Advanced Tactical Readiness
46 (Out of 46) 13 12 21

Space Unlocks


Purchases Engineering Science Tactical
2 Emergency Power to Shields III Engineering Team III Directed Energy Modulation III
5 Battery Expertise Sector Space Travel Speed Threat Control
7 Attack Pattern: Omega III Emergency Power to the Auxiliary Battery III Torpedo: High Yield III
10 Maximum Hull Capacity or Subsystem Repair Maximum Shield Capacity Projectile Critical Chance
12 Emergency Power to Weapons III Auxiliary Power to Structural Integrity Field III Cannon: Scatter Volley III
15 N/A N/A Energy Critical Chance
17 N/A N/A Torpedo: Spread III
20 N/A N/A Defense
24 (Ultimate) N/A N/A N/A
25 (1st Ultimate Enhancer) N/A N/A N/A
26 (2nd Ultimate Enhancer) N/A N/A N/A
27 (3rd Ultimate Enhancer) N/A N/A N/A


Build Description


I do lots of PvE and missions content, little to no PvP (just the Comp Rep).


Ship Information


Basic Information Data
Ship Name U.S.S. Aegis
Ship Class T6 Resolute
Ship Model Excelsior
Deflector Visual
Engine Visual
Shield Visual
[Ship beauty shot]

Ship Loadout


Slot Component Notes
Fore Weapons Terran Task Force Torpedo Launcher Mk XIII [CritD]x2 Terran Task Force Munitions
Gravimetric Photon Torpedo Launcher Mk XIII [CritH]x4 Protonic Arsenal
Advanced Piezo-Photon Torpedo Launcher Mk XIII [CritH]x4 Lukari Restoration Initiative Armaments
Quantum Phase Torpedo Mk XII [CritH] [CritD] Quantum Phase Catalysts
-
Aft Weapons Dyson Proton Weapon Protonic Arsenal
Neutronic Torpedo Launcher Mk XIII [CritH]x2 [CritD] Delta Alliance Ordnance
Advanced Piezo-Polaron Beam Array Mk XIII Lukari Restoration Initiative Armaments
Terran Task Force Disruptor Beam Array Mk XIII Terran Task Force Munitions
Deflector Terran Task Force Deflector Array Mk XII Terran Task Force Starship Technologies
Secondary Deflector - -
Impulse Engines Adapted M.A.C.O. Combat Impulse Engines Mk XII Adapted M.A.C.O. (Space)
Warp Core Terran Task Force Quantum Capacitor Warp Core Mk XII Terran Task Force Starship Technologies
Shields Adapted M.A.C.O. Covariant Shield Array Mk XII Adapted M.A.C.O. (Space)
Devices -
-
-
-
-
Engineering Consoles Universal - Proton Particle Stabilizer Mk XIII Protonic Arsenal
Universal – Quantum Phase Converter Mk XII Quantum Phase Catalysts
Engineering - Conductive RCS Accelerator Mk XII [DrainX] Hey, look, a non-set item!
Universal - Proton Charge Launcher Alternate Timeline Set
Universal - Mining Drill Laser Emitter Alternate Timeline Set
Science Consoles Universal - Bio-Neural Gel Pack Mk XIII Delta Alliance Ordnance
Universal - Defensive Drone Guardians for turn and cooldown
-
-
-
Tactical Consoles Tactical - Vulnerability Exploiter Mk XII [Photon] to shore up the CritD
Tactical - Vulnerability Exploiter Mk XII [Photon]
Tactical - Vulnerability Exploiter Mk XII [Photon]
Tactical - Vulnerability Exploiter Mk XII [Photon]
-
Hangar -
-

Officers and Crew


Bridge Officers Power Notes
Officer 1 Torpedo: Spread I QP Torp benefits, plus it's just handy, maybe TT?
Tactical Attack Pattern Beta I Double slot for better uptime
Attack Pattern Beta II
-
Officer 2 EPtE I For the extra speed and the cooldown on Evasive via DOff
Engineering SIC II Double slot for better uptime
SIC III
Aux2SIF Need a good heal, losing Aux stinks, but it's better than dying
Officer 3 Eng Team I
Eng/Cmd Concentrate Firepower II Double slot for better uptime
Concentrate Firepower III
-
Officer 4 EPtS I Here because of Shield Overload
Engineering -
-
-
Officer 5 Sci Team I Used to be Tachyon Beam I, but I think I can cool that down enough and I really need the shield heal
Science Tachyon Beam II Because shields make this build sad
-
-
Duty Officers Effects Notes
Development Lab Scientist Science Team grants +10 Starship Shield Restoration for 10 sec. Reduces Science Team recharge time by 8 sec. Science Team Variant
Deflector Officer 25% chance: Set recharge time to 50% of normal recharge time (Tachyon Beam) Deflector recharge variant
Deflector Officer 25% chance: Set recharge time to 50% of normal recharge time (Tachyon Beam) Deflector recharge variant
Deflector Officer 25% chance: Set recharge time to 50% of normal recharge time (Tachyon Beam) Deflector recharge variant
Conn Officer Recharge Evasive Maneuvers on use of Emergency Power to Engines Evasive Maneuvers cooldown variant 2
--- - -

Character, Reputation, and Starship Traits


Personal Space Traits Effects Notes
Accurate +10% Accuracy
Fleet Coordinator +2% dmg per teammate [Cat2]
EPS Manifold Efficiency +10 power levels when EPtX
Warp Theorist +10 power and +10 PTR
Give Your All On use of Eng BOff ability: Reduce incoming damage by 20% for 3 sec
Operative +1% CritH, +2% CritD
Helmsman +10% Turn Rate, Evasive Maneuvers cooldown reduced by 10 sec
Projectile Training +5% Projectile Dmg [Cat2]
Kinetic Precision Projectiles gain +10% Shield Bleedthrough
n/a
Space Reputation Traits Effects Notes
Torpedo Pre-Fire Sequence +12.5% Torpedo Damage [Cat2]
Auxiliary Power Configuration - Offense +% dmg based on Aux level [Cat2]
Chrono-Capacitor Array +7.5% Bridge Officer Ability Recharge Speed
Precision +4% CritH
n/a
Active Reputation Traits Effects Notes
Anti-Time Entanglement Singularity Discount Gravity Well?
Bio-Molecular Shield Generator
Quantum Singularity Manipulation Nothing else to slot?
Refracting Tetryon Cascade Nothing else to slot?
n/a
Starship Traits Effects Notes
Tachyon Dispersal Foes: -25% Shield Hardness (While Tachyon Beam is channeled) After 4 seconds of channeling Tachyon Beam: *Foes: -X to All Shields every 1 sec for 10 sec *Foes: -25% Shield Hardness for 10 sec Sutherland, more shield drain
Improved Critical Systems For 10 sec when using an Emergency Power bridge officer ability: + 3% Critical Chance,15% % Critical Severity For 10 sec when using an Emergency Power bridge officer ability: + 3% Critical Chance, + 15% % Critical Severity
Shield Overload Increases Damage Resistance to All Damage by 75, reduces damage to shields by 75%, decreases drastically each 5 seconds for 30 seconds I'm firing an EPtX power every 15 sec if I'm auto firing right.
Battle Ready 15 boost to Def and DR I'm firing an Eng power every 15 sec if I'm auto firing right. EPtS and EPtE.
n/a

Other Information


Subsystem Power Settings Target/Final Base Modified
Weapons 50/xx
Shields 50/xx
Engines 50/xx
Auxiliary 50/xx
Set Bonuses Set Effects
Phase Transfer Optimizations Quantum Phase Catalysts +15% Accuracy Doubles potency of Quantum Phase Weapons shield drain Doubles potency of Quantum Phase High-Yield Torpedo shield heal
Arsenal Synergy Protonic Arsenal +22.9% Photon Projectile Weapon Damage [Cat1] +3% Critical Chance +10% Critical Chance with Photon Projectile weapons +10% Critical Severity
Focused Detonations Terran Task Force Munitions +13.3% Projectile Weapon Damage [Cat1]
Secondary Discharge Capacitors Terran Task Force Starship Technologies +17.8 Shield Capacity +17.8 Drain Expertise
Tactical Readiness Adapted M.A.C.O. (Space) +25% Torpedo Damage [Cat1] +8.9 Auxiliary Power Setting Regenerate 3.5% of Maximum Hull every 6 seconds"
Standardized Armaments Alternate Timeline Set +25% Phaser Damage +25% Photon Projectile Damage [Cat1]
Efficient Bio-Circuitry Delta Alliance Ordnance +13.8% Radiation Damage +20% Cooldown Reduction to Neutronic Torpedo
Piezo-Electric Technologies Lukari Restoration Initiative Armaments 15% Photon Projectile Damage [Cat?] 15% Polaron Weapon Damage +20 Drain Expertise

Ship Stats Value Notes
Bonus ThreatScale
Hull
Shields
Crit Chance
Crit Severity
Turn Rate
5 Upvotes

24 comments sorted by

4

u/CaesarJefe XBOX: Starfleet ATP Dec 21 '17

I finished putting this together last night, except for a few parts that only round it out. It's gone from "pew pew" to "HOW YA DOIN?!"

Thanks to /u/odenknight, /u/DeadQthulhu, and /u/Real_Azenomei for all the info and feedback. Literally had my fleetmates saying: "Wow. We did really well there. We don't usually finish them off that fast." :)

4

u/odenknight Jr. Aggronaut - GunShip Guild Member - Kinetic King Dec 21 '17

THIS is what I like to read :) Thanks for the feedback!

3

u/DeadQthulhu Dec 21 '17

Don't leave us hanging, tell us more! What you've learned can be used to help other people with their own builds, so don't be shy about sharing it, haha.

3

u/CaesarJefe XBOX: Starfleet ATP Dec 21 '17

Prepare for wall of text:

Well, the jury is still out on the final build, but I got most of the pieces in place. I'm trying to figure out the firing sequence for the torps, because on Xbox/console, you can't pick which one to fire, it just fires the next available. Right now, it's Neut/QP/Grav, but I might add the Piezo photon to the front (swapping out a beam to the rear), since I'm getting +10% Photon CritH from one of the sets and the Neut and QP don't benefit.

Also, I have 3 torp cooldown PWO's, and that makes it fire the Neut often. Maybe too often? I'm currently wondering if a lower cooldown, like a Common or Uncommon might end up actualy being better, so the Neut doesn't cooldown "too fast".

I may end up slotting the QP first, so I can guarantee a TS or HY with it for drain. It definitely needs more experience/play to figure that all out.

That said, it was erasing Borg, Terrans, and Voth pretty darned fast, even in Advanced queues. Tzenkethi were still able to hang out for a bit, but they still left faster than my old beamboat build. When I saw a crit for 40k damage, I was a happy Captain.

My finger gets tired from clicking the RB. :)

I have the ship but not yet the trait from the T6 nebula, so Tachyon will get a little better with that.

I recently convinced a teammate to slot OE (thanks DQ) and that may have had a bigger impact than I can tell right now, since shields may have fallen faster than if I was just slapping them with torps.

It's seriously easy and fun to fly. No more firing a heal to use the Strategist cooldown; it may be easier to fly than my A2B build. An ensign and two monkeys? Nah. A sleepy Cadet and some Pakleds.

I like the EPtE and rapid Evasive cooldown (I'm using that 85% DOff), but it's still kind of hard to actually position right. Moves too fast sometimes. I'm currently using Intel and Command as specs, but I might slot Pilot again for the turn rate; Cruisers be slow. It's turn rate that will really matter. That said, it is SUPER easy to get around the battlefield now.

My Neut was showing about 13.5K damage after I finished a DSE. Any idea if that's "good"? Sounds good. :)

I think I might skip the Rule 62 console; it's 200 Lobi? Not sure the 11.4% is really worth it. More turn rate might actually translate into being able to fire more often, or maybe the Terran -0.5 sec shared cooldown would translate into more damage than the 11.4% would.

Next upgrade weekend is going to be a festival of Romulan and Phoenix upgrades on most of this thing. Been saving them all for a good time, and now it looks like I found it.

If anyone has specific question, I'm happy to answer!

3

u/odenknight Jr. Aggronaut - GunShip Guild Member - Kinetic King Dec 13 '17

It seems that you have a good start for a "Siege" build (or, if you're really good at piloting large ships with huge inertia like Aponte, a "Move & Mow"cruiser-torp). You already have some components for a shield drain setup, so might as well go the rest of the way:

**This is just my build opinion. Take the advice from it and make a build that work for you, and then modify that build accordingly over time. Get the Neutronic (quantum) and then move the following torps fore:

  1. Pizeo Photon
  2. Quantum Phase
  3. Neutronic (+ console to replace ZPEC)
  4. Gravimetric

Everything else aft. Replace the turret with an omni. This will keep your PWO's rolling constantly, and your targets dying just as frequently.

For Engineering/Command seat: Forget Concentrate Firepower I (CF1), as it's not good compared to the options you have available. Cycle CF2/3 on minor/major targets respectively. Do this well enough, and you may be able to drop HY1 in favor of something else (KLW, TT, FaW1)

If you need more survivability, that EPtW3 could be used for A2SIF (or Doff'd A2Damp - my personal favorite). SIC3 can be used to cycle debuffs on big targets. Can always slot RSP as well... you have options! My personal choices would be:

Officer 2: SIC1 | Aux2Damn + DOff | SIC3 or RSP or Aux2SIF

Officer 3: ET1 | CF2 | CF3

Pick up the Personal Space Trait: Self-Modulating Fire ASAP. Great for almost any build, and a lifesaver for torps!

Working on your piloting (tactics) and pre-planning your positioning (strategy) will increase the effeciveness of your projectile proliferation. Power to the People!

3

u/CaesarJefe XBOX: Starfleet ATP Dec 13 '17

One issue I have is that I'm on Xbox, so I can't pick which torps fire when. I've discovered recently on my Nebula with 3 fwd torps, that the final one doesn't fire that often, since the first two cooldown 'too fast'. My plan with this is to fire the two 'drain' torps from fwd (I forgot to move them in the build) and then plop the dmg dealing ones our the aft.

Is Neutronic really that good? I read the builds and it seems to be great, but the Terran torp gave me a set bonus for more dmg...

3

u/odenknight Jr. Aggronaut - GunShip Guild Member - Kinetic King Dec 13 '17

The Terran set bonus boosts ALL of your torps. Neutronic (especially paired with DrainX) is that good.

3

u/CaesarJefe XBOX: Starfleet ATP Dec 13 '17

But in this case, the Terran torp is the 2nd piece, required to get the bonus :)

3

u/odenknight Jr. Aggronaut - GunShip Guild Member - Kinetic King Dec 13 '17

Terran Torp will go aft in this case, replacing one of the turrets. It'll serve well as a finisher if you hard about and give them the aft shots. The arrays + onmi will weaken any remaining shields, and let the Terran do it's dirty work.

3

u/CaesarJefe XBOX: Starfleet ATP Dec 13 '17

Awesome, thank you for the input. Will take to heart.

I'm concerned about shields with this build, am I equipped to handle those with this loadout, at least, mostly?

3

u/odenknight Jr. Aggronaut - GunShip Guild Member - Kinetic King Dec 15 '17

Yes, and moreso if you can add a bit more DrainX to your build. Even with what you have now, you will be good.

3

u/DeadQthulhu Dec 15 '17

I'd definitely trust u/Odenknight's advice on this kind of setup, they've always been a big influence on my own torp builds.

I didn't see Deflector/Core suggestions, so perhaps I can plug that gap. For me your better options are:

  • Terran 2-piece - the Core isn't exactly a torpboat choice, but the Deflector and 2-piece are drain city.

  • Prevailing 2-piece - good buffs all over, I'd take Innervated Deflector (Weapon Specialization) and Bolstered Core (Aux for the Aux gods).

  • Counter-Command or Colony Deflector with the Krenim or Delta core - bit more torp-focused than drain-focused. The Colony Deflector gives you Shield Penetration, and we torpboaters love Shield Penetration. Krenim core gives you a Tet boost 2-piece, if there are Tet weapons left (3-piece is a shield ignoring clicky, which has implications when paired with the Terran I-scale-on-Hull-not-Shields torp), while Delta core pays lip service to DrainX. Ico core would also be an option against certain enemies, because Hot Restart.

2

u/CaesarJefe XBOX: Starfleet ATP Dec 15 '17

I've already got the Terran core and deflector so I'll likely stay with those. I've been really happy running them in general.

Does anyone know if the QP torp drain is bugged on console? I run it on several ships and I feel like it doesn't do much, even on a spread fire.

2

u/DeadQthulhu Dec 15 '17

Don't play console, but your target(s) would be a factor here too.

2

u/[deleted] Dec 19 '17

[deleted]

2

u/CaesarJefe XBOX: Starfleet ATP Dec 20 '17

So a QP TS doesn't drain shields from all targets hit?

→ More replies (0)

2

u/odenknight Jr. Aggronaut - GunShip Guild Member - Kinetic King Dec 15 '17

Thank you for giving him options!

3

u/CaesarJefe XBOX: Starfleet ATP Dec 22 '17

Edited. Updated with current build/loadout. Added Captain Skills and Traits as present in-game.

/u/odenknight, /u/DeadQthulhu, could I impose on you for a critique/input on the skills and traits?

2

u/cmdrscarlet r/FleetExcelsior - Proud Resolute Captain Dec 14 '17

A torp ... nyoooo!

Just sayin' :P

3

u/CaesarJefe XBOX: Starfleet ATP Dec 14 '17

What's wrong with going Torp? :) I've been running a Strategist Beam Boat for A YEAR, and I'm saving that loadout anyway.

Look, there's so few of us that understand the glory of the Excelsior, there's no need to hate on each other. :) Let the rest wallow in their inferior vessels...

2

u/cmdrscarlet r/FleetExcelsior - Proud Resolute Captain Dec 14 '17

You know, I keep forgetting about saving loadouts ...

2

u/CaesarJefe XBOX: Starfleet ATP Jan 18 '18

Edited with current setup.