Empire Veteran
Join Date: Jul 2012
Posts: 5,634
# 1 My B'rel
11-04-2012, 11:05 PM
Last night I posted a thread in the PvP area about flying around in Ker'rat in my B'rel, I thought I'd post my build.

To be totally honest, I know it ain't very good.

To start, science toon is in this.

Equipment:

Shield/engine/deflector: Borg Set (If I get lucky before season 7 hits, I will put at least two-piece Honor Guard space on this, for the torpedo and aux bonus)

Consoles:
Tac: 3 Mk XII blue TCD Subspace Infusers
Sci: 3 Mk XII blue Stealth Modules
Enginer: 3 Mk XI blue Neutronium Alloys, sometimes switched with Monotanium, and also sometimes switch in an Impulse Burst console)

Weapons:

Fore: 2 Chroniton Torp launchers, Tric torpedo launcher, Bio Neural Warhead
Aft: 2 Tric mine launchers

Unfortunately...all those weapons are Mk XI greens. I would have better, but one...no money atm, and two I accidently liquidated all of this toon's STF assets for dil, and didn't want to.

BOFF set-up:

Cmdr as a tac: TT 1, CRF 1, torp spread 3, Dispersal pattern beta 3
Lt. Cmdr tac: TT 1, ATB 1, THY 3
Lt sci: Tractor Beam 1, Sci team 2
Lt. Engineer: Eng team 1, Aux to structural 1

So yeah...I know that's not good at all. I am gonna respec this toon soon, since the previous ship it was in, was a Vo'quv. I will be putting points into Stealth and all Projectile abilities at least.

I'd just like to say this will be almost purely for PvP in Ker'rat, staying cloaked as much as possible, and firing off loads of torpedoes and mines.

Captain
Join Date: Jun 2012
Posts: 1,427
# 2
11-04-2012, 11:35 PM
It's not totally awful by any means, and I can certainly see what you're going for, but two things strike out like a sore thumb:

1. You have CRF on a ship without cannons
2. Your Eng/Sci slots are a bit of a mess. Ditch both the Sci/Eng teams and consider EPtS, RSP (invaluable on a BoP), Polarize Hull, TSS or TBR. The tractor beam is good to have around though.

I would also personally consider taking a Com. Sci and running Lt. Com/Lt. Tac instead, this plays more to your strengths as a Sci cappy since you can take Rank 3 versions of skills like Photonic Shockwave, Viral Matrix (this one is really nasty with DOffs) and Scramble Sensors.

Generally speaking I've never had problems using stealth so long as I keep my aux preset (a power setting with auxiliary cranked up to max) on and don't wander too stupidly close to any Fed sci ships. Since you're a Sci in a B'rel no less, you should really have your aux primed at 125 all the time anyway since it not only helps with stealth but gives you a noticeable buff to your SNB and Sensor Scan. You could swap the stealth consoles out for something like a Borg console (gives that little bit extra crit chance) or some particle generators for PSW.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Career Officer
Join Date: Oct 2012
Posts: 18
# 3
11-04-2012, 11:42 PM
Quote:
Originally Posted by shimmerless View Post
It's not totally awful by any means, and I can certainly see what you're going for, but two things strike out like a sore thumb:

2. Your Eng/Sci slots are a bit of a mess. Ditch both the Sci/Eng teams and consider EPtS, RSP (invaluable on a BoP), Polarize Hull, TSS or TBR. The tractor beam is good to have around though.
He's running a torp boat, so will be running with shields down all the time. Aux2SIF will be much better for him, as well as polarize hull.
Captain
Join Date: Jun 2012
Posts: 1,427
# 4
11-04-2012, 11:47 PM
Quote:
Originally Posted by mithie3 View Post
He's running a torp boat, so will be running with shields down all the time. Aux2SIF will be much better for him, as well as polarize hull.
If you're taking serious heat I wouldn't recommend staying under cloak, but in that case you'd still be better served by taking HE2 (instead of ST2).

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Empire Veteran
Join Date: Jul 2012
Posts: 5,634
# 5
11-05-2012, 12:25 AM
Quote:
Originally Posted by shimmerless View Post
It's not totally awful by any means, and I can certainly see what you're going for, but two things strike out like a sore thumb:

1. You have CRF on a ship without cannons
2. Your Eng/Sci slots are a bit of a mess. Ditch both the Sci/Eng teams and consider EPtS, RSP (invaluable on a BoP), Polarize Hull, TSS or TBR. The tractor beam is good to have around though.

I would also personally consider taking a Com. Sci and running Lt. Com/Lt. Tac instead, this plays more to your strengths as a Sci cappy since you can take Rank 3 versions of skills like Photonic Shockwave, Viral Matrix (this one is really nasty with DOffs) and Scramble Sensors.

Generally speaking I've never had problems using stealth so long as I keep my aux preset (a power setting with auxiliary cranked up to max) on and don't wander too stupidly close to any Fed sci ships. Since you're a Sci in a B'rel no less, you should really have your aux primed at 125 all the time anyway since it not only helps with stealth but gives you a noticeable buff to your SNB and Sensor Scan. You could swap the stealth consoles out for something like a Borg console (gives that little bit extra crit chance) or some particle generators for PSW.
Did I put CRF? I meant CSV, but still, I know. Most of my BOFFs were just carried over as-is from my Vo'quv. What would you recommend I put in it's place though? I would guess a Mine pattern, or an Attack pattern.

That is true, I need to fix up my eng/sci slots. I mostly had to sci team to counter other SNB users, AMS, etc.

I'm thinking...E-power to shields 1, Aux to structural 1 still, along with Tractor Beam 1, and HE 2. A couple hull heals, both of which will be helped by my high aux, along with a shield heal for those times I might need it.

I do keep my aux high a lot of the time, but it's set at 90, not 100. Partially because of Warp Core Potential (as her spec stands atm), but also because of a blue Technician I have from owning the DS9 bundle, which gives me 15 Aux while cloaked. This lets me put more into engines. I do have the Borg console, which I wouldn't mind using, but with my Stealth consoles, skill, and high aux, I'm barely ever seen by anyone unless an ability manages to knock me out of it (CPB, Warp plasma, etc), or I fire torpedoes or use an ability on someone else.

My other DOFFs are quite crummy, mostly some torpedo reducing ones, and the Technician. Again, no cash to buy better ones atm.

Career Officer
Join Date: Jun 2012
Posts: 144
# 6
11-05-2012, 02:08 AM
You are in luck! If you really want to run a torp bop there is a really good thread for it:
http://sto-forum.perfectworld.com/sh...d.php?t=258010

Have a good read Weapon power to 25, max out aux and put the rest where you see fit Good luck
Captain
Join Date: Jun 2012
Posts: 1,123
# 7
11-05-2012, 09:38 AM
Bio-Neural is a Tricobalt torpedo type. They are going to put each other on cooldown (torpedo and mines).

Tractor Beam, I believe, also forces you out of cloak, no?

If you spend most of your time in cloak, you don't really need Sci Team. Pick up another hull healer like Hazard Emitters.

I have 6 skill points in Stealth and no stealth consoles. I can sit on top of a Sci Captain's Sci ship who has 125 aux (while mine is at 118), and he can't see me at 0km. The stealth consoles aren't needed. If someone hits you with something that is going to reveal you're location, you're SOL no matter how many consoles you have.

In place of the sci consoles, consider universal ones. Such as the Assimilated Module. I have the Rule 62 console, which gives 11% to mine and torpedo damage. If I had more Lobi crystals on my Klingon (they are all on my Fed now), I would consider getting the Tachyokinetic Converter, but it's not necessary for a B'rel.

Last edited by shookyang; 11-05-2012 at 09:40 AM.
Captain
Join Date: Jun 2012
Posts: 1,427
# 8
11-05-2012, 09:51 AM
Quote:
Originally Posted by shookyang View Post
Bio-Neural is a Tricobalt torpedo type. They are going to put each other on cooldown (torpedo and mines).

Tractor Beam, I believe, also forces you out of cloak, no?

If you spend most of your time in cloak, you don't really need Sci Team. Pick up another hull healer like Hazard Emitters.

I have 6 skill points in Stealth and no stealth consoles. I can sit on top of a Sci Captain's Sci ship who has 125 aux (while mine is at 118), and he can't see me at 0km. The stealth consoles aren't needed. If someone hits you with something that is going to reveal you're location, you're SOL no matter how many consoles you have.

In place of the sci consoles, consider universal ones. Such as the Assimilated Module. I have the Rule 62 console, which gives 11% to mine and torpedo damage. If I had more Lobi crystals on my Klingon (they are all on my Fed now), I would consider getting the Tachyokinetic Converter, but it's not necessary for a B'rel.
While the part about stealth consoles not being necessary as long as you have aux up is certainly the case, I would warn against parking over Fed sci ships. Sure, if they don't know what they're doing you'll be fine, but it only takes you meeting that one player you shouldn't have underestimated using Sensor Scan and you're vapor dust.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Captain
Join Date: Jun 2012
Posts: 1,123
# 9
11-05-2012, 10:02 AM
Quote:
Originally Posted by shimmerless View Post
While the part about stealth consoles not being necessary as long as you have aux up is certainly the case, I would warn against parking over Fed sci ships. Sure, if they don't know what they're doing you'll be fine, but it only takes you meeting that one player you shouldn't have underestimated using Sensor Scan and you're vapor dust.
If you're flying B'rel, weapon power isn't needed, nor is shield power. So, it's entirely possible to have high aux power (in fact, you should for the cloak, heals, and any debuffs).

But, my example was more to illustrate that the stealth consoles weren't needed. I was merely giving my experience from a test I ran to see what the detection range was.

My Tactical Escort Retrofit can be detected from about 2km, and I have low aux power (39/25) and no points into stealth. But, my B'rel is pretty much undetectable unless someone uses a reveal ability.

Besides, if I'm at 0km from my target, I can't fire my Bio-Neural Warhead (I wouldn't want to anyways, as the shockwave will kill me too) or my Breen Cluster torp.
Empire Veteran
Join Date: Jul 2012
Posts: 5,634
# 10
11-05-2012, 11:06 AM
Quote:
Originally Posted by redstarswe View Post
You are in luck! If you really want to run a torp bop there is a really good thread for it:
http://sto-forum.perfectworld.com/sh...d.php?t=258010

Have a good read Weapon power to 25, max out aux and put the rest where you see fit Good luck
Thank you. I won't be reading all 28 pages of that right now, but I will soon.

Quote:
Originally Posted by shookyang View Post
Bio-Neural is a Tricobalt torpedo type. They are going to put each other on cooldown (torpedo and mines).

Tractor Beam, I believe, also forces you out of cloak, no?

If you spend most of your time in cloak, you don't really need Sci Team. Pick up another hull healer like Hazard Emitters.

I have 6 skill points in Stealth and no stealth consoles. I can sit on top of a Sci Captain's Sci ship who has 125 aux (while mine is at 118), and he can't see me at 0km. The stealth consoles aren't needed. If someone hits you with something that is going to reveal you're location, you're SOL no matter how many consoles you have.

In place of the sci consoles, consider universal ones. Such as the Assimilated Module. I have the Rule 62 console, which gives 11% to mine and torpedo damage. If I had more Lobi crystals on my Klingon (they are all on my Fed now), I would consider getting the Tachyokinetic Converter, but it's not necessary for a B'rel.
Actually, the two tric mines have a shared cooldown, and the Bio-neural and Tric torpedo have a cooldown, but the four do not share cooldown between each other (mines and torps). I have noticed that I can fire my Bio-neural and a Chroniton torpedo with each other though.

By Tractor Beam, do you mean me tractoring another, or being tractored? It's yes for both though. I find it useful for holding someone down, be it for them to get tric mined, or keeping them from moving for someone else.

I keep most of my lobi on one toon, expensive enough getting things as is.

Even so, my thought on the stealth is that if I am gonna be seen when I fire off abilities and torps, ok. But when I do, I wanna get back into such a strong stealth that I can't be found, even if I was sitting still. If I get caught by a de-cloak ability, that is my fault to have been caught in the first place.

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