Lt. Commander
Join Date: Dec 2007
Posts: 120
***** Updated *****
17 April:
Link to my Nebula build:
http://forums.startrekonline.com/sho...90#post4165890

***** Updated *****
16 April:
Switched out the Tetryon turrets and put in some MK XII Disruptor turrets that I had lying around (I have so many weapons it's getting quite stupid), DPS has gone up by nearly 10%, that's not counting other people in the group; but their DPS usually sucks anyway.

The 15 second uptime on the Disruptor proc is quite frankly OP as hell, I keep it up about 2/3s of the time (hence the 10% DPS increase); even though Tetryon has really good synergy with this build the proc just can't keep up; and it is useless on unshielded targets.

Switch to [Borg] MK XII for the Photons, this will net you about an extra 500,000 damage in an STF - 500 Photon launchers per STF - Inc HYT1 and HYT2 (as the bonus damage works on these torpedos as well)

In regards to skill build, I would suggest dropping 3 points from SPG and adding them to SGG, the loss of 'damage' from CPB will not make a difference, but the added slow effect from extra SGG is really noticable.

************************************************** ************************************************** ************************************************** *******

As some of you know, I post like a maniac on these forums, offering advice where and when I can; and while I certainly can accept that some might find my advice so no advicey (got to add this to the Oxford Dictionary) I do what I can to help those who feel they need at least some guidance.

I figured it was time to post my build, some of you might like it, others not so much; don’t care, deal with it!

Intrepid – Retrofit.

Weapons:
Photon Torpedo Launcher MK XII [Acc]x2 [CrtD] for PvP or MK XII [Borg] for PvE
Photon Torpedo Launcher MK XII [Acc]x2 [CrtD] for PvP or MK XII [Borg] for PvE
Photon Torpedo Launcher MK XII [Acc]x2 [CrtD] for PvP or MK XII [Borg] for PvE

Disruptor Turret MK XII [Acc]x2 [Dmg]
Disruptor Turret MK XII [Acc]x2 [Dmg]
Disruptor Turret MK XII [Acc]x2 [Dmg]

Equipment:
M.A.C.O Graviton Deflector Array MK XII
Assimilated Subtranswarp Engines
M.A.C.O Resilient Shield Array MK XII

Devices:
Deuterium Surplus
Subspace Field Modulator
Large Auxiliary Battery

Consoles:
Eng: Ablative Generator
Eng: Neutronium Alloy MK XI (Purple)
Eng: Assimilated Module

Sci: Flow Capacitor MK XII (Purple)
Sci: Flow Capacitor MK XII (Purple)
Sci: Flow Capacitor MK XII (Purple)
Sci: Field Generator MK XI (Blue)

Tac: Photon Detonation Chamber MK XI (Purple)
Tac: Photon Detonation Chamber MK XI (Purple)

Power Levels:
48/25 Weapons
75/55 Shields
56/25 Engines
125/95 Auxiliary

Bridge Officers: (All Efficient)
Tac. Lt. – HYT1 / HYT2
Eng. Lt. – EPtS1 / EPtS2
Ens. Sci. – HE1
Lt. Cmd. Sci. – Tractor1 / ST2 / Tachyon3
Cmd. Sci. – Tractor1 / TSS2 / Tachyon3 / CPB3

Duty Officers:
Projectile Weapons Officer (Purple)
Projectile Weapons Officer (Purple)
Tractor Beam Specialist (Purple)
Development Lab Scientist (Purple)
Development Lab Scientist (Blue)

Skill Build:
http://www.stoacademy.com/tools/skil...goneIntrepid_0

A few figures for you:
Tachyon Beam Drains 529*4*10=21160
Tractor Beam Drains 187*4*10=7480
CBP Drains 3628*4=14512

With the rebalance to Field Generators and the fact they are not really worth stacking anymore, it is possible and very easy to drain a ship dry of shields in less than 5 seconds. Follow with some buffed THYs and target is dead.

Maximum possible drain per minute 69092, makes big PvE targets quite a breeze, managed to kill the Scmitter in KA on Elite yesterday before it was able to cloak.

ST2 with 2 Development Lab Scientists, heals for 763HPS, which is nearly twice that of TSS2 @ 125 Aux.

Standard fire, I can deploy 147 torpedoes in 300 seconds, the theoretical maximum is 150. (excluding torpedoes from HYT)

Hope some of you find this helpful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-11-2012, 12:00 PM
Hi Cygone, this is quite similar to my build except that I am using the RSV - the ensign science BOFF on the intrepid definitely seems more useful than the ensign tac BOFF as the TT1 team clashes with ST1.

I was toying with the idea of having PSW1 instead of the second copy of TYB3, and maybe even throwing in the PSW torpedo console for extra disable in PVP.

Do you find the ablative armor helps much in PVP or is just a gimmick?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-11-2012, 12:12 PM
Quote:
Originally Posted by bustersworduk
Hi Cygone, this is quite similar to my build except that I am using the RSV - the ensign science BOFF on the intrepid definitely seems more useful than the ensign tac BOFF as the TT1 team clashes with ST1.

I was toying with the idea of having PSW1 instead of the second copy of TYB3, and maybe even throwing in the PSW torpedo console for extra disable in PVP.

Do you find the ablative armor helps much in PVP or is just a gimmick?
PSW is really not that great, especially as its buffed by SPG and this build works on FlwC, yes with enough SPG you can get 17000 PSW (see my GW vs CPB vs PSW post on the other forum), but 17k vs 50k hull before resists is not really note worthy. I did toy with the idea of PSW3, decided that CPB3 is more use if target gets an ST just before torps hit.

PSW1 clearly not used for the damage, as it is pathetic, the disable might be good, but unlikly to catch enough to stop incomming heals, and anyway, if they do heal the target, 2nd copy of TB3 will just remove the shield anyway.

Cough Cough, ST2!!!!!!!

If you macro redistribute all shieds to /space then you dont really need TT anyway. Ablative generator in conjunction with either EM or Deterium has saved my life..... every 3 minutes. If something decides to EM with me, they I will just turn and kill as they wont have any shields after about 5 seconds of combat.

If you would like assistance on the macro, just ask.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-11-2012, 12:41 PM
Good point on the PSW, I guess more shield drains couldn't hurt!

The reason I am using TT1 is on a RSV there isn't really anything else to slot there =(

One issue I am having is keeping escorts in my front arc, going to experiment with a RCS console or 2 and see if that helps
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-11-2012, 01:17 PM
Quote:
Originally Posted by bustersworduk
Good point on the PSW, I guess more shield drains couldn't hurt!

The reason I am using TT1 is on a RSV there isn't really anything else to slot there =(

One issue I am having is keeping escorts in my front arc, going to experiment with a RCS console or 2 and see if that helps
Good point on TT!

Tractor beeams, use TB + TB at the same time, no way will get get away then unless they have Omega, lest face it, very few escorts have PH
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-12-2012, 05:35 AM
Thats the coolest torpedo boat Ive ever seen.
After today's update, my power drain build is ruined, so I might try this out.
Why do they keep crushing science? Speccing into insulators negates most science abilities.
Just having 23 points (the borg deflector) cuts all shield drains by 43%
MACO and Omega arent far behind.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-12-2012, 08:42 AM
While I'm guessing the MACO is for survival would the Omega give you more drain from the turrets since your not really using them for damage but drain procs.

Must be a monster on those unshielded things in STF.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-25-2012, 03:40 PM
Quote:
Originally Posted by bustersworduk
Hi Cygone, this is quite similar to my build except that I am using the RSV - the ensign science BOFF on the intrepid definitely seems more useful than the ensign tac BOFF as the TT1 team clashes with ST1.

I was toying with the idea of having PSW1 instead of the second copy of TYB3, and maybe even throwing in the PSW torpedo console for extra disable in PVP.

Do you find the ablative armor helps much in PVP or is just a gimmick?
I wonder if for the RSV you could drop a Tractor Beam and pick up Hazard Emitter? Then equip a dual beam bank to use with Target Subsystem Shields(Which apparently is Beam Target Shields 2). Last but not least, in the second ensign tactical spot, equip Beam Overload 1.

Think that would work?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-30-2012, 02:35 AM
Quote:
Originally Posted by igorvalentine
I wonder if for the RSV you could drop a Tractor Beam and pick up Hazard Emitter? Then equip a dual beam bank to use with Target Subsystem Shields(Which apparently is Beam Target Shields 2). Last but not least, in the second ensign tactical spot, equip Beam Overload 1.

Think that would work?
Running BO without loads of skill points dumped in to energy weapons will net you sod all dps, This build is based around 0 weapon power and torps. Have a play see if you like it, the only thing I can say is taht you will notice a huge drop in DPS.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-31-2012, 12:31 PM
How important is the engine performance in this build? Does it help turn rate?
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