Captain
Join Date: Jun 2012
Posts: 1,114
# 31
11-08-2012, 08:33 AM
Quote:
Originally Posted by mimey2 View Post
It adjusts a couple of them: Aux to structural and HE.

True though in that with low aux power while uncloaked, you could be really hurting, though if you don't start running, healing or no, you might be dead anyways.

Outrunning a Bio-neural would be kinda funny though. Still, good point.

I can't actually test and see if this is a viable, usable idea since I don't have that kind of EC to do so. Still, it was a different kind of thought at least.
Sometimes, I get fired on by people waiting for me to decloak. I've had many Tactical Escort Retrofits decloak shortly after I did to try and get me. Those are the times I'm glad I have HE and A2SIF (and Engineering Team).

I've outran my Bio-Neurals a few times and have killed myself in the process. It was funny, but it sucked.
Rihannsu
Join Date: Jun 2012
Posts: 1,154
# 32
11-08-2012, 10:15 AM
i setup'd a new non sci heavy projectile only b'rel on my tac today.

it goes:
TT, TS, THY, APO
TT, APD, TS
PH. HE
MES, HE

while having
KHG MK XII
Fore: Plasma, Quantum, Bio-Neural, Tricobalt
Aft: Mines: got my hands on Photon and Chroniton

Consoles:
Tac: Warhead Yield Chamber MKXII 3x
Eng: 2x plating, 1x SIF generator
Sci: Theta Rad.Vent, Borg Console, Isometric Charge

yeah, i have some shinies but i think it comes with playing for so long..
after a couple of runs it works pretty well! APD was a test and it is a bit help.
why MES? I haven't skilled stealth on that char, cause i use it for PVE too, having a scourge..needing also energy weapons and stuf.. Ill see how/if ill reskill.

My other B'rel builds are
Sci toon: has KHG XI, GW3 and TBR2, all shinies


i noticed nobody is using this, so ill just tell you how great it is to put a GW3 into a fedball, then fire your plasma and bio-neural, and others, and then watch them pop-up

Tac toon: in fact very similar to sci, makes good dmg too!

i have grinded out the reman set MK XII on this char. So, IMHO the "super" plasma HY torpedo is still pretty slow, it can crit nicely - around 100k, but mostly doing 30k on an unshielded surface. With shields and everybody having -plasma mods not really useful in PVP. BUT IT IS SEXY AS HELL!!!
The deflector stats are very nice for a sci graviton build, but i think overall - i'm better served with KHG, even MK XI.

(It is a pity that in S7 we are getting the fed MACO bonus, which does not suit a torpedo build very much. So get KHG now till you still can - MK XI will do the job just fine)

I would really like to see this set overhauled with something we could actually use.


OPEN FOR SUGGESTIONS AND CONSTRUCTIVE CRITICISM

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Last edited by duaths1; 11-08-2012 at 11:02 AM.
Captain
Join Date: Jun 2012
Posts: 1,114
# 33
11-08-2012, 04:42 PM
Quote:
Originally Posted by duaths1 View Post
i setup'd a new non sci heavy projectile only b'rel on my tac today.

it goes:
TT, TS, THY, APO
TT, APD, TS
PH. HE
MES, HE

while having
KHG MK XII
Fore: Plasma, Quantum, Bio-Neural, Tricobalt
Aft: Mines: got my hands on Photon and Chroniton

Consoles:
Tac: Warhead Yield Chamber MKXII 3x
Eng: 2x plating, 1x SIF generator
Sci: Theta Rad.Vent, Borg Console, Isometric Charge

yeah, i have some shinies but i think it comes with playing for so long..
after a couple of runs it works pretty well! APD was a test and it is a bit help.
why MES? I haven't skilled stealth on that char, cause i use it for PVE too, having a scourge..needing also energy weapons and stuf.. Ill see how/if ill reskill.

My other B'rel builds are
Sci toon: has KHG XI, GW3 and TBR2, all shinies


i noticed nobody is using this, so ill just tell you how great it is to put a GW3 into a fedball, then fire your plasma and bio-neural, and others, and then watch them pop-up

Tac toon: in fact very similar to sci, makes good dmg too!

i have grinded out the reman set MK XII on this char. So, IMHO the "super" plasma HY torpedo is still pretty slow, it can crit nicely - around 100k, but mostly doing 30k on an unshielded surface. With shields and everybody having -plasma mods not really useful in PVP. BUT IT IS SEXY AS HELL!!!
The deflector stats are very nice for a sci graviton build, but i think overall - i'm better served with KHG, even MK XI.

(It is a pity that in S7 we are getting the fed MACO bonus, which does not suit a torpedo build very much. So get KHG now till you still can - MK XI will do the job just fine)

I would really like to see this set overhauled with something we could actually use.


OPEN FOR SUGGESTIONS AND CONSTRUCTIVE CRITICISM
If you're going to go with mines, you should really go with tricobalt mines. And if you do, pick up the Dispersal Pattern: Beta ability.

I only use my B'rel torpedo boat, and it can still be a significant contributor to PvE games.

Personally, I do not like using anything that can be swatted out of the sky. At least the Bio-Neural Warhead has shields and a turret. I've been considering dropping the Breen Cluster torpedo for something else. On that note, I also want to make sure the only torpedo I'm buffing with THY3 is my Quantums.
Empire Veteran
Join Date: Jul 2012
Posts: 4,751
# 34
11-09-2012, 08:29 PM
Well I changed things a bit more. The Lt. Cmdr is now a sci:

Jam Sensors 1, TBR 1, Gravity Well 1.

The Jam and TBR came on the BOFF I got, I was mostly going for the Gravity well more than anything.

What should I put for the other two spots though?

Also, started going into PvP queues...By Q...they are SO slow! I swear, it takes so long just to get one match started. Mostly it's been Capture and Hold, followed by Arenas (space).

Rihannsu
Join Date: Jun 2012
Posts: 1,154
# 35
11-10-2012, 11:14 PM
Quote:
Originally Posted by mimey2 View Post
Well I changed things a bit more. The Lt. Cmdr is now a sci:

Jam Sensors 1, TBR 1, Gravity Well 1.

The Jam and TBR came on the BOFF I got, I was mostly going for the Gravity well more than anything.

What should I put for the other two spots though?

Also, started going into PvP queues...By Q...they are SO slow! I swear, it takes so long just to get one match started. Mostly it's been Capture and Hold, followed by Arenas (space).
Low sci slots useable for a B'rel would be
Hazard Emitters (very good hull repair if u skilled it - you can use 2), Polarize Hull (against tractors, cleaning of sci debuffs)

TBR and Gravity well work good ONLY if u skilled Gravitons and Particles and have the consoles..

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Lieutenant
Join Date: Jul 2012
Posts: 54
# 36
11-11-2012, 06:13 PM
I have my B'rel set up with a few reserve bridge officers so at the drop of a hat I can change my ship completely to suit the combat situation... most often this is what i run with my tac toon-

Tac 1, torp spread 2, torp spread 3, beta 3
sci 1, tss2, grav well 1
eng 1, aux-sif2
polarise hull1, haz 2

The last two boff slots I leave the same, but I also have a sci toon with tykens instead of grav well, and both of those hav the tier 3 versions as well so i can swap my gunner into the lt comm slot and enhance the crowd control. I also have a reserve sci boff with partical burst 2 and shockwave 3 but I don't run that one very often any more. I also have a second tac boff with high yields instead of spreads- otherwise identical.

I used to run the spatial barrier console, and it was really useful for escaping when I got knocked out of cloak, but I have since switched it out because there were more offensive ones I wanted but had to make room for. Namely, isometric charge and gravitic overload.

For weapons, I run the front with a set of four of the same energy type torpedoes, having chroniton, quantum, and plasma available. I used to also keep transphasics but even after the buffs they are too dissappointing to keep. so i dumped 'em. All the Borg mk XII 'cause hey, they're cheap and that 1k proc goes off with pretty much every hit tot he borg. In the rear I run a peng and bio neural.

For components I run full honor guard most of the time- that placate and defense proc is an ass-saver! But when running high yield with plasmas (mostly for killing tac cubes) I pop on the reman set.

Another thought I have is if a person wants maxxed out defense rating, run the Aegis engines and dish for the 2 piece def bonus, and then toss the KHG shield on top for that proc. combined with the evasive toon perk and you can get over 40% defensive rating. But of course no torp damage bonus -_-

Consoles;
for engineering- RCS, two neutronium (i can whip around mid volley to launch my heavy hitters and then be right back to firing torps while they cool)

for sci- Grav overload, isometric charge, gravitic anchor- *surprise!* Chaining hit, yer ten klicks away, and you can hardly move now. (trolololol ^_^)

For tac- Three of whatever torp type I am using at the moment. (I swap out fairly often depending on team needs- 90% of the time I'm tunning plas or quantums)

For my Duty officers, I have three purple projectile officers- allowing me to run my four tubes in full tandem even with chronitons- a torp a second uninterrupted. It also assists in the peng cooldown. (But not trics or the neuro as far as I have noticed)

The two remaining are a gravity specialist for the aftershock wells, and a conn officer to speed the evasives cooldown.

Last edited by espiritas; 11-12-2012 at 03:43 PM. Reason: Updated some missing info... and fixed typos
Lieutenant
Join Date: Jul 2012
Posts: 54
# 37
11-12-2012, 03:55 PM
I just had a thought as well... After learning about the disparity between using the plasma torp consoles to boost kinetic damage versus using the energy weapon plasma consoles to boost the plasma burn I have come to wonder what sort of input people have as to which is more efective.

The raw kinetic boost wuality is pretty obvious. it gives a nice per-hit bonus to every torp fired, but of course shields mitigate a lot. While the plasma burn would seem better because the damage boost bypasses that shield entirely as a dot, but of course the player has time to counter it with raw heals or of course remove it entirely with hazard emitters- which -everyone- carries as it is one of the essntial abilities.

So I guess my question is... Which one do you guys think is more valuable? I'm still waffling between the two as it looks like one of those 'six of one, half a dozen of the other' situations. :-P


Edit---------------

Oop... nevermind. I did some testing and those statements I found elsewhere appear to be false- or corrected with a patch or something. with the energy weapon consoles, the burn did 163 per tick in my testing while with the ambiplasma consoles the damage was 258 per tick. Dihlemma solved.

Last edited by espiritas; 11-12-2012 at 11:00 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,309
# 38
11-13-2012, 07:11 AM
I thought of this build for my B'rel/Sci;

ST1 PH2 HE3 VM3
EPTA1 EXS1 EWP1
EPTE1 A2SIF1
HY1 DpB1

or

ST1 SS1 VM1 VM3
EPTA1 ATB1 EWP1
EPTE1 ATB1
HY1 DpB1

KHG DEFLECTOR
KHG ENGINE
KHG SHIELD

Weapons:
Fore:
(1) BIO-NUERAL
(1) TRICOBALT MINE
(1) RAPID FIRE TRANSPHASIC TORPEDO
(1) PLASMA TORPEDO
Aft:
(2) TRICOBALT MINES

Consoles:
(1) Nuetronium Alloy (2) Sif Generators
(1) Particle Generator (2) Sensor Probes
(3) Tricobalt Consoles

or

(2) Sif generators (1) Universal console (Anti-matter spread/Vent Theta/Graviton Pulse generator)
(1) Particle Generator (2) Sensor Probes
(3) Tricobalt Consoles

DOffs
(1) purple Sensor Doff (weapon damage debuff on Sensor Scan)
(2) purple Damage Control Engineers (reduce EPTx cd)
(2) purple Systems Engineers (VM buff)

or

(1) purple Sensor Doff (weapon damage debuff on Sensor Scan)
(2) purple Matter-Antimatter Specialists (adds hold to EWP)
(2) purple Systems Engineers (VM buff)

or

(1) purple Sensor Doff (weapon damage debuff on Sensor Scan)
(2) purple Technicians (lower CD)
(2) purple Systems Engineers (VM buff)

Not a direct damage dealer design but one more for the heals/de-debuffers (ST, EXS1, HE3, A2sIF1), the use of a timed SNB, EWP, VM, VTR, AMS,GPG and the torpedo/mine spam.
He who laughs last thinks slowest.

Last edited by bitemepwe; 11-13-2012 at 08:07 AM.
Captain
Join Date: Jun 2012
Posts: 1,114
# 39
11-13-2012, 08:29 AM
I'm not a fan of Viral Matrix.

Why not Feedback Pulse? Though, I suppose you wouldn't be a target for very long and would probably only be useful if you get forcibly decloaked.

Your fore weapons seem like it's going to limit how often you can fire a torpedo.

And, I'm guessing you meant Tricobalt Torpedo on the fore, not mines?
Empire Veteran
Join Date: Jun 2012
Posts: 6,309
# 40
11-13-2012, 08:49 AM
[quote]
Quote:
Originally Posted by shookyang View Post
I'm not a fan of Viral Matrix.
Coupled with the VM DOffs , it now has a much better combat effect.

Quote:
Why not Feedback Pulse? Though, I suppose you wouldn't be a target for very long and would probably only be useful if you get forcibly decloaked.
CC/Debuff and light healing is the object of the 1st build. Rapid CC and Debuff is the object of the 2nd.



Quote:
Your fore weapons seem like it's going to limit how often you can fire a torpedo.
I planned to not fire torps that often and be selective when I do.

Quote:
And, I'm guessing you meant Tricobalt Torpedo on the fore, not mines?
Nope, its there by choice. I plan to use the Sci/B'rel in Ker'rat and its use of weapons is secondary to its use of CC/Healing so I figured Mines with DpB1.
It'll be cheesy, but I plan to only use this build to counter Ker'rat cheese when it appears.
He who laughs last thinks slowest.

Last edited by bitemepwe; 11-13-2012 at 09:01 AM.
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