Career Officer
Join Date: Mar 2013
Posts: 15
# 31
07-09-2014, 01:12 PM
So, If anyone's willing, and has tried it out, I'd like some feedback on the use of the experimental proton weapon. Should I even use it? And if so, some builds suggest placing it fore, while still others suggest using it aft...should I swap a torp launcher to aft and place it fore, or should I keep it aft? The 2pc bonus from the Protonic Arsenal is highly attractive in running these torps, but the 3pc bonus would suggest to me to run both of those torps fore.

Additionally, I'm currently running the Assimilated Module and the KCB. Is it worth swapping it out to use the Protonic Arsenal for the set bonuses to boost the effectiveness of these torps? For this build, I'm thinking "yes" but I am unsure of the effectiveness of the Proton weapon. It sounds appealing, being that it's equally effective against hull and shields, but only has a 180 deg. firing arc and then there's the loss of the assimilated module. Trade-offs.... <- perhaps this is the answer to my question...


Anyway, thanks for any input.
Captain
Join Date: Jun 2012
Posts: 639
# 32
07-09-2014, 01:59 PM
I use the three piece Protonic Arsenal on niche all Photon Torpedo builds. However, I've seen people incorporate the 2 piece/console & EPW (and sometimes the 3 piece for Crit D) in Crit H builds. In the two examples I remember off hand the EPW was aft.

I have seen both an Omega and Protonic 2 piece on the same ship. On an energy weapon build, unless you have the weapon power or Sci skills to knock down shields I'd keep Omega over a 3 piece Protonic Arsenal (plus the Enhanced Bio Molec. torp. since you mentioned torps). The Grav torp is less of a worry with shields, the Enhanced Bio. Molec does much better against a bare hull.
Joined STO in September 2010.

Last edited by gerwalk0769; 07-09-2014 at 02:23 PM.
Lieutenant
Join Date: Aug 2013
Posts: 87
# 33
07-10-2014, 08:50 AM
Quote:
Originally Posted by havocsphere View Post
So, If anyone's willing, and has tried it out, I'd like some feedback on the use of the experimental proton weapon. Should I even use it? And if so, some builds suggest placing it fore, while still others suggest using it aft...should I swap a torp launcher to aft and place it fore, or should I keep it aft? The 2pc bonus from the Protonic Arsenal is highly attractive in running these torps, but the 3pc bonus would suggest to me to run both of those torps fore.

Additionally, I'm currently running the Assimilated Module and the KCB. Is it worth swapping it out to use the Protonic Arsenal for the set bonuses to boost the effectiveness of these torps? For this build, I'm thinking "yes" but I am unsure of the effectiveness of the Proton weapon. It sounds appealing, being that it's equally effective against hull and shields, but only has a 180 deg. firing arc and then there's the loss of the assimilated module. Trade-offs.... <- perhaps this is the answer to my question...


Anyway, thanks for any input.
Even though Noblet says my build sucks, I do use the Proton Weapon. In my build, it goes up front with both torpedoes (Gravimetric and Bio-Molecular). Typically all attacks with the Proton Weapon produce 8-9% of my total damage. There is also a very small Proton Burn, which produces about 0.6% of my damage.

I have the KCB and Assimilated Module, plus the entire 3-pc Protonic Arsenal. I try to boost torpedo damage as much as possible and it seems to work well in ICE because the Omega Kinetic Shearing makes up about 10-11% of my total damage and is typically the highest damage type.

I believe if you place it in the aft weapon slot, the proton weapon will be rarely used. It may be worth it if you compared what another DHC plus a blank in aft slot would do versus the proton weapon plus a turret in the aft slot.
Captain
Join Date: Nov 2012
Posts: 5,157
# 34
07-10-2014, 09:17 AM
Quote:
Originally Posted by arkatdt View Post
The link has been updated: http://www.stoacademy.com/tools/skil...leetbcdhc_6771

I typically get 11K-12K in ICE. I use the following Doffs:

1x Blue Energy Weapons to reduce cooldown on cannon attack abilities
1x Purple Torpedo Officer to reduce cooldown on torpedo attack
1x Purple Conn Officers to reduce TT cooldown

1x Blue Damage Control to reduce time on EPtX
1x Purple Damage Control to reduce time on EPtX
1x Purple Warp Core Engineer to get the chance to get +25 when using EPtX

No, it is a very poor build.

Doffs issues

1 torpedo projectile doff will do a piss poor job keeping your torps at global cooldown

1 energy weapons doff isn't going to do jack when your already running 2 cannon abilities

1 conn officer for tactical team isn't going to do jack whe. Your running 2 tactical teams

The 2 damage control officers make sense. I personally prefer 3

The warp core doff is fine.

Boff abilities issues

Why et2 of aux2sif1? Aux2sif is only a 15 second cd while et is 30

A single copy of dem will not do you any favors...I'd use aux2sif3 here and swap that et2 for rsp1

1 crf and 1 csv is just bad taste. Stick with csv and kill more all the time

No attack patterns

Ts3 and hy1? Cmon bro, stick with ts and avoid torps being shot down


Ship equipment

Don't use the multi energy tactical console. The 3p is garbage and another phaser to tactical console here would yeild better results


I'll pass on looking into your skills/traits

You can so much better, let me know if you would like to

Cheers
Chive on and prosper, eh?

My PvE/PvP hybrid skill tree
Lt. Commander
Join Date: Apr 2014
Posts: 182
# 35
07-10-2014, 09:27 AM
Quote:
Originally Posted by dahminus View Post
Ts3 and hy1? Cmon bro, stick with ts and avoid torps being shot down
Just for reference, Enhanced Biomolecuar Photons cannot be shot down when using HY.

Also, these Undine-Rep Torpedoes on HY frequently get VERY big critical hits. Just the other day I got an 83K crit with them. 50/60K not uncommon. Fun stuff.
Career Officer
Join Date: Mar 2013
Posts: 15
# 36 Update
07-17-2014, 09:43 AM
So, I've setup Combatlog Reader as it was easy to setup and start using.

This is the build I'm currently using (I'm still working on obtaining the protonic arsenal items):

http://skillplanner.stoacademy.com/?...ercurrent_7337

I'm running: 3x purple DCEs, and 2x purple Energy Weapon officers that reduce the CD to cannon abilities.

I've not yet unlocked the 6th Doff slot. I've recently obtained Marion, and so I'm thinking of trying DEM2 and DEM3 (on the Cdr Eng station) once I can add Marion as the 6th.

Currently, I'm working on obtaining a Purple Maintenance Engineer Doff (Science T4 reward) for the ET CD, as I think it would work nice with this current setup.

With regard to the csv1 and crf2 being slotted, I've noticed that 2 EWOs aren't quite enough to always complete the CD for cannon abilities to global, and it is kinda nice to choose which ability to use depending on the engagement situation. That being said, I'm considering just choosing one cannon ability (csv2?) for the Lt. Cdr. slot. If I do that, what ability should I add to the Lt. slot? (I'm guessing another copy of APB1?)

I've parsed this setup across multiple engagements (borg, voth, and undine eSTFs, and fleet actions) and I typically get ~9K-11K depending on the situation and how well/poorly I execute (I can certainly use some piloting practice...I'm a little rusty)

I swapped out polarized DHCs/turrets with Bio-Molecular DHCs/turrets and one DHC with the Gravimetric Torp Launcher, and parsed it across the same sort of engagements. The numbers were more varied (8.3K-10.7K). I suspect there are a number of factors, not the least of them being situations with shielded enemies, piloting execution, and that the setup (at least the 2pc protonic arsenal bonus - still thinking about 3pc) is not quite finished. Adding the EPW would mean either loosing a turret or the KCB, and if I added the console, it would likely mean loosing the Assimliated Console. I'm a bit more inclined to loose a turret if I add the EPW, but I'm unsure how effectively this would play out in practice.

But, with regard to comparing the two aforementioned builds, the difference was only somewhat significant (imo, others more experienced can educate me otherwise?) usually around 300 - 700 dps. I did note, that in Borg eSTFs the setup with the additional torp would be nearly the same or sometimes better in dps.

Anyway, that was just an update, but what I was hoping for was some more suggestions on fine-tuning the Boff layout/Doff selection.

- Live Long and Prosper
Lieutenant
Join Date: Aug 2013
Posts: 87
# 37
07-18-2014, 09:52 AM
Quote:
Originally Posted by havocsphere View Post
So, I've setup Combatlog Reader as it was easy to setup and start using.

This is the build I'm currently using (I'm still working on obtaining the protonic arsenal items):

http://skillplanner.stoacademy.com/?...ercurrent_7337

I'm running: 3x purple DCEs, and 2x purple Energy Weapon officers that reduce the CD to cannon abilities.

I've not yet unlocked the 6th Doff slot. I've recently obtained Marion, and so I'm thinking of trying DEM2 and DEM3 (on the Cdr Eng station) once I can add Marion as the 6th.

Currently, I'm working on obtaining a Purple Maintenance Engineer Doff (Science T4 reward) for the ET CD, as I think it would work nice with this current setup.

With regard to the csv1 and crf2 being slotted, I've noticed that 2 EWOs aren't quite enough to always complete the CD for cannon abilities to global, and it is kinda nice to choose which ability to use depending on the engagement situation. That being said, I'm considering just choosing one cannon ability (csv2?) for the Lt. Cdr. slot. If I do that, what ability should I add to the Lt. slot? (I'm guessing another copy of APB1?)

I've parsed this setup across multiple engagements (borg, voth, and undine eSTFs, and fleet actions) and I typically get ~9K-11K depending on the situation and how well/poorly I execute (I can certainly use some piloting practice...I'm a little rusty)

I swapped out polarized DHCs/turrets with Bio-Molecular DHCs/turrets and one DHC with the Gravimetric Torp Launcher, and parsed it across the same sort of engagements. The numbers were more varied (8.3K-10.7K). I suspect there are a number of factors, not the least of them being situations with shielded enemies, piloting execution, and that the setup (at least the 2pc protonic arsenal bonus - still thinking about 3pc) is not quite finished. Adding the EPW would mean either loosing a turret or the KCB, and if I added the console, it would likely mean loosing the Assimliated Console. I'm a bit more inclined to loose a turret if I add the EPW, but I'm unsure how effectively this would play out in practice.

But, with regard to comparing the two aforementioned builds, the difference was only somewhat significant (imo, others more experienced can educate me otherwise?) usually around 300 - 700 dps. I did note, that in Borg eSTFs the setup with the additional torp would be nearly the same or sometimes better in dps.

Anyway, that was just an update, but what I was hoping for was some more suggestions on fine-tuning the Boff layout/Doff selection.

- Live Long and Prosper
I did not find the Maintenance Engineer to be worthwhile in my build. A Warp Core Engineer with a chance of +25 to each power, may be better.

When you run Borg events, there are several high hit point objects with no shields, so the Omega Kinetic Shearing is probably having a greater impact with the additional torpedo. When I run Infected Conduit (Elite), Omega Kinetic Shearing is almost always my highest damage type.
Captain
Join Date: Nov 2012
Posts: 914
# 38
07-18-2014, 10:30 AM
Quote:
Originally Posted by dahminus View Post

Ship equipment

Don't use the multi energy tactical console. The 3p is garbage and another phaser to tactical console here would yeild better results


I'll pass on looking into your skills/traits

You can so much better, let me know if you would like to

Cheers
I thought the prevailing wisdom was that the bonus damage from those was better than the base damage from standard console? Probably just misremembering on my part.
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 05:25 AM.