Captain
Join Date: Jun 2012
Posts: 3,050
# 1 Tor'Khat Build: Thoughts?
12-27-2012, 04:40 PM
Had an idea for a Tor'Khat Romulan Plasma setup bouncing around in my head, mostly standard with some odd bits here and there, curious what other people thought and if anyone spotted any huge weaknesses before I spent a couple hundred thousand dilithium on the weapons.

Tactical Captain

Cmdr Eng
EPTW1, Aux2Bat1, EPTS3, EWP3
LtCmdr Tac
TT1, APx1, APO1
Lt Tac
TS1, CSV1 or THY1, CRF1 (swappable boffs)
Lt Sci
HE1, ST2
Ens Eng
ET1

Deflector: Omega 12
Engines: Omega 12
Shields: KHG 12

Fore Weapons: 2 Romulan Plasma DHC 12s, Hyper-Plasma Torpedo, Prototype Romulan Beam Array
Aft Weapons: 4 Romulan Plasma Turrets

Consoles
Eng: Zero Point Conduit, Plasmonic Leech, 2 Neutronium
Sci: 2 Field Generators, or 1 Generator and Aceton Assimilator
Tac: 4 Plasma Infusers

Doffs (All Purple):
3 Technicians
2 Projectile Weapons

Notes:
1 The APx listing is because I'm not sure if I want to use Beta or Delta. Beta is a lot easier to use, and combined with CSV its easier to 'share the love' with it, but Delta obviously is stronger as a debuff. Coin toss.
2 I know I could easily go 3 DHC fore, 3 turrets and the beam array aft, but I was thinking that a turret plus the BA, with its sorta-Overload ability, would give me more overall damage and better spike damage in the fore and side arcs than a DHC and a rear-facing beam I'd rarely use.
3 On the STF deflector/engine/shields, I have both the full Omega 12 and KHG 12 sets from S6 already, so any combination is available. Omega 2-piece plus KHG shield seems the most logical, but there is something to be said for going all KHG for the energy and torp bonuses, so not entirely sure there.
4 Its a general purpose PVE build, so thats why I went for Science Team, Engineering Team, and only 1 Tac Team instead of the more-common Aux2SIF, TSS, and dual TT. This way I can clear any debuff, and with the Aux2Bat running everything has a cooldown of about 20 seconds anyways.

So with all that in mind, what are people's constructive thoughts?

Last edited by reginamala78; 12-28-2012 at 05:05 PM. Reason: Updating
Career Officer
Join Date: Jun 2012
Posts: 1,335
# 2
12-27-2012, 09:43 PM
I like it. Especially with Omega you will find that this ship just spins around. Toss a mine launcher on the back. You'll find it handy.

I've never run a battery build. If your cds are going that low then enjoy. I use a power boost scheme.

I like to mount some healing consoles. Most pve I'm not in mortal danger if i'm on my toes, and that boosts my heals for the rest of the team.

And don't solidify your build that much. Sure stick with your doff scheme. But seriously, some phases of some stfs, mines with dispersal patterns would be far more stellar than beta or delta. hell even without the pattern. Just saying. get urself an aoe, a single target and a mine boff. swap em around as u need em. So u keep the core of ur build intact and swap around your tac abilities.

peace happy flying and get back to us on how that beam works out. I for one would like to know if u like the results
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
Captain
Join Date: Jun 2012
Posts: 891
# 3
12-28-2012, 10:24 AM
According to my in game tool tips, the launchers plasma dot is affected by infusers on the omega, I'd guess the hyper-plasma is the same. If I remove or add one the dot increases and decreases. I'm not sure if its also affected by the envelope. It should be easy enough to test yourself before throwing a bunch of money at it.

I'd be very surprised if the beam up front ended up increasing your sustained damage, and even burst might be questionable. The hyper plasma torps aren't really great for taking advantage of burst, since their travel time is so slow.

Last edited by xantris; 12-28-2012 at 10:33 AM.
Captain
Join Date: Jun 2012
Posts: 3,050
# 4
12-28-2012, 11:00 AM
Quote:
Originally Posted by xantris View Post
I'd be very surprised if the beam up front ended up increasing your sustained damage, and even burst might be questionable.
Well the idea was that beam plus aft turret together would have more punch than a lone DHC plus a rear weapon not helping the fore arc. I guess really I ought to just build a prototype with white Mk11s and see how it plays together. Weekend project I guess.

The alternative of course is to just mount 3 DHCs fore, 3 turrets aft, then add the Omega torpedo and cutting beam. Probably more efficient that way. I dunno, just wanting to build something a little different with the new toys, but wringing the most out of them.

Last edited by reginamala78; 12-28-2012 at 11:05 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 144
# 5
12-28-2012, 11:56 AM
This is meant for PvP or PvE or both? ... ah, sorry, point 4. Should read before post :-)

I currently wonder myself about which set for PvE ist the best. Since S7, I realy miss the regenerative shield buff from the borg set. KHG shields have the highest capacity though ... but I often ask myself, if this capacity is realy necessary or if the borg shields would be fine, too. Would also be intrested about, which set in general is the best choise ;-)

Last edited by xiphenon; 12-28-2012 at 12:02 PM.
Captain
Join Date: Jun 2012
Posts: 3,050
# 6
12-28-2012, 05:04 PM
Well just did a quick test about which console boosts plasma burn damage, results were interesting and informative. Used a Plasma Beam Array, a Plasma Torpedo Launcher, a Plasma Infuser (Energy), and an Ambiplasma Envelope (Projectile), all MkXI white quality. Also had EWP1 equipped, on a ship with a total Particle Generators skill of 72 (yes I need to respec). All measurements taken from hotbar tooltips in planetary orbit.

Plasma Beam Array
Base Burn: 70.9 per second
+Envelope: 70.9 per second
+Infuser: 75.9 per second

Plasma Torpedo Launcher
Base Burn: 155.1 per second
+Envelope: 161.7 per second
+Infuser: 161.7 per second

Eject Warp Plasma
Base Burn: 248 per second
+Envelope: 248 per second
+Infuser: 268.2 per second

So interestingly, the energy console boosts all kinds of plasma burns period, while the projectile console only boosts projectiles. One more point for the 'run only energy consoles' philosophy. I would not have guessed that.
Career Officer
Join Date: Jun 2012
Posts: 1,335
# 7
12-28-2012, 07:08 PM
Quote:
Originally Posted by reginamala78 View Post
Well just did a quick test about which console boosts plasma burn damage, results were interesting and informative. Used a Plasma Beam Array, a Plasma Torpedo Launcher, a Plasma Infuser (Energy), and an Ambiplasma Envelope (Projectile), all MkXI white quality. Also had EWP1 equipped, on a ship with a total Particle Generators skill of 72 (yes I need to respec). All measurements taken from hotbar tooltips in planetary orbit.

Plasma Beam Array
Base Burn: 70.9 per second
+Envelope: 70.9 per second
+Infuser: 75.9 per second

Plasma Torpedo Launcher
Base Burn: 155.1 per second
+Envelope: 161.7 per second
+Infuser: 161.7 per second

Eject Warp Plasma
Base Burn: 248 per second
+Envelope: 248 per second
+Infuser: 268.2 per second

So interestingly, the energy console boosts all kinds of plasma burns period, while the projectile console only boosts projectiles. One more point for the 'run only energy consoles' philosophy. I would not have guessed that.
well hold up. isn't the damage of the actual projectile itself significant enough that you would want to increase it? in short, is the incremental damage from a third energy console equal or greater than the incremental damage from the projectile console? I said that poorly I hope you know what I mean and can try it out.
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 04:04 AM.