Captain
Join Date: Jun 2012
Posts: 3,029
# 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: 1,315
# 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: 3,029
# 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: 3,029
# 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: 1,315
# 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.
Captain
Join Date: Jun 2012
Posts: 3,029
# 8
12-28-2012, 08:02 PM
Quote:
Originally Posted by thissler View Post
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.
I dunno about the specific numerical comparison yet since the rest of my armament was still my old disruptors, but I figure if I use a torpedo console, its only going to be boosting one weapon that'll often be slamming into shield slivers anyways. On the other hand if I use another energy console, it'll boost my other 7 weapons, all the DOT effects (including the torpedo), and the EWP. And I still have too many epohhs processing for marks to go on a buying spree just yet, so its still mostly theoretical anyways.
Career Officer
Join Date: Jun 2012
Posts: 1,315
# 9
12-29-2012, 05:30 PM
Quote:
Originally Posted by reginamala78 View Post
I dunno about the specific numerical comparison yet since the rest of my armament was still my old disruptors, but I figure if I use a torpedo console, its only going to be boosting one weapon that'll often be slamming into shield slivers anyways. On the other hand if I use another energy console, it'll boost my other 7 weapons, all the DOT effects (including the torpedo), and the EWP. And I still have too many epohhs processing for marks to go on a buying spree just yet, so its still mostly theoretical anyways.
Oh in that case.....

I COMMAND YOU TO DO AS I SAY FOOLISH MORTAL!

lol kidding. but grab a console. Try it out. At least on the borg you know that once the shields go down, if they have em anyways, they stay down. except for just the queen's ship event. but give it a try let us know.

NO GO AND GRIND FOOLISH MORTAL!!
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: 3,029
# 10
01-18-2013, 03:43 PM
So an update if anyone is curious about the results of plasma builds.

Changes
I used Fleet Advanced weapons instead of the Romulan ones, save myself over 100k dil, and basically just traded the Disruptor proc and an Acc proc for extra damage. I know its probably a downgrade in the grand scheme of things, but close enough and much cheaper. Besides, with the bow-mounted Experimental Beam Array, I can still get the disruptor proc anyways, just not quite as often.

Results
Oh my god this thing kicks butt. I haven't specifically parsed it, but on impressions and results, wow. Mirror Incursion, cooked the Stahdi inside its own shields. EWP3 alone (boosted by a load of debuffs from myself and others) was taking off 3k per tick despite shield indicators never even turning yellow. Federation Minefield, I have about a 50/50 shot of taking first, just roasting Fed ships despite their EPTS and ES buffs. CSE, Kang duty, flattening the BoPs and still having time to kill some probes besides, and when the Raptors spawned I wiped out one trio faster than the other 4 combined killed the other. KASE, probe duty on the right side, I accidentally spawned-and-aggroed a cube while on probe duty, but tanked the cube long enough to ensure no probes got away, then turned around and just disintegrated it before the next probe flight showed up without even needing full buff chains. I know for a plenty of people, this kind of stuff is pedestrian, but for me, this is a noticable improvement. I can solo an elite cube in my Patrol Escort for example, but it requires most of my buffs and most of my focus, and isn't something I want to tangle with when I have other priorities. The fact that I can pop a cube on accident now, I'm genuinely surprised.

Romulan Stuff Pros & Cons
Since this build started out as 'playing with the new Romulan toys,' I figured those in particular deserved mention.

The Hyper Plasma Torpedo (which I'm know lots of people have played with), oddly I'm finding the slow speed advantageous in certain situations. When I start an approach on a target and begin firing, by the time the torps actually reach the target the shields are long gone and so deliver more impact. Moreover, the doffs have procced several times, and so its pretty common to see 9-12 torps all impacting in one massive chain. Really rips up high-HP stuff like borg structures and cubes. On the other hand its pretty frustrating against smaller ships, who either move too fast to be hit, or die to cannon fire before the torps can do anything. Plus I tend to set myself on fire a lot using them at close range, but thats pilot clumsiness and not really something to blame on the weapon.

The Experimental Romulan Plasma Beam Array is pro and con at the same time. The Plasma Hyperflux is pretty cool, roughly tripling the damage of the next shot and inflicting (in my case) a guaranteed debuff of -32.3 for 10 seconds, plus starting a plasma fire for base 300 per tick. Basically it works like half a beam overload (with zero drain instead of drain spike!) and short-lived FOMM combo, and since the debuff is (I think) a boosted disruptor proc, it won't be cleared by TT or HE (I could be wrong though). I can see it being a nice ability on a BoP or Defiant decloak alpha strike, a big unclearable debuff with a little extra damage besides, and 'only' a two minute cooldown (times nicely with APA). The complete lack of energy drain makes the rest of my weapons hit a little harder, and having an extra side-firing weapon when in knife-fight range doesn't hurt, considering that a Tor'khat is still a cruiser even if a fast one. On the downside, my direct-assault damage would probably be better with another DHC, and really the Plasma Hyperflux feels like more a useful gadget than a serious power, similar to the Omega Gravitic Anchor or Jem'Hadar Antiproton Sweep. If I had it to do over again with what I know now, purchasing the Experimental Beam Array is kind of a coin toss; its cool to have and I'll keep using it, but I don't know if its overall any better or worse than a straight up DHC build so much as a little different. If you're not sure, don't worry you aren't missing much, but if you do choose to buy it you won't be kicking yourself either.

So yeah. I love this ship and this layout and its the most lethal thing on 7 toons right now. Strengths and weaknesses, but its fun to use.
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