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My Steamrunner Tricobalt Bomber - inspired by ST Armada

Started By:
Wesstan, Wed 16 Apr, 2014 10:01 PM
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    #1
     –  Last edited by Wesstan; Thu 03 Sep, 2015 6:49 PM.
    Hello everyone,

    for a long time i am thinking about how to build a tricobalt bomber with the Steamrummer andi believe i have found a working solution that fits my playstyle perfect.
    It is a strictly PvE build since in PvP the projectiles and mines would be shot down way too fast.

    Basically you fly this beast with full speed and circle around your targets flank that you are attacking. Keep APB1 up at all times and fire either 3-4 mines, a HY torpedo or a cluster torpedo every few seconds. It will bring down the shields pretty fast and can destroy big target within seconds.

    The biggest problem is to avoid your own tricobalt explosions. Since you are an escort they can be an instant death.

    Ofcourse there is always room for improvement which is why id like to present it here and ask for your feedback.
    I want to keep it as close to Star Trek Armada as possible. Therefore i am using phaser beams and tricobalt weapons only.

    Feel free to comment.

    Equipment:

    Forward:

    2 x Vaadwaur Cluster Torpedo
    2 x Tric Torp Launcher MK XII [CrtD]x3

    Aft:
    2 x Tric mine launcher MK XII [CrtD]x3
    1 x Phaser Omnibeam

    Deflector:
    Counter Command Deflector (+Projectile Weapons Training)

    Impulse:
    Adapted Maco (2pc Bonus)

    Warpcore:
    Elite Fleet Hyper-Charged Warp Core [Rep] [S->E] [ECap] [AMP] [SST]

    Shield:
    Adapted Maco (2pc Bonus)

    Engineering Consoles:
    1 x Fleet Neutronium [+Turn]
    Assimilated Module
    Zero Point
    Tachyokinetic Converter

    Science Consoles:
    Sustained Radiant Field
    Bio Neural Gel Pack

    Tactical Consoles:
    5 x Vulnerability Locators [+TriP]

    BOFF Skills:

    TT1 / APB1 / DPB2 / DPB2
    THY1 / APB1 / THY3
    EPtS1 / AtSIF1
    EPtE1 / AtSIF1
    ST1

    Doffs:

    2 x Conn Officers (TT CooldownVariant)
    3 x Damage Control Engineers (EPtX Cooldown Variant)
    1 x Development Lab Scientist (ST Cooldown, + Shield Heals)

    Important traits:

    - everything that improves your damage
    - All Hands on Deck (ST cooldown)
    - Pedal to the Metal (you will most likely fly fullspeed everytime anyway to avoid your own explosions)
    - Hot Pursuit (improved mine distance)
    - Kinetic Precision (increased shield penetration)
    - Omega kinetic shearing (Kinetic DoT)
    - Omega Graviton Amplifier (only optional)
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    #2
    Updated the build a little. I do now run only one DBB in front but put the Bio-neural warhead in the 4th spot.
    In the back im running the Kinetic Cutting Beam together with both mine launchers.

    I also swapped Engineering Team1 wih EPtE1 which makes the build more viable increasing the speed and therefore defense of the ship.
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    #3
    I'd be interested to see parse data on this. I've not really invested much time or effort into torp-bomber builds myself, having only graduated from escorts with combined cannon/torpedoes in the last two years (a significant improvement). I've moved into BeamBoats with A2B tank cruisers, but I'm always interested in what other people have managed to achieve.
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    #4
    Hm, Aux2Bat only reduces ability cooldowns, right? No affect on the torps themselves? I'm curious why you're not using projectile DOffs with a fast firing torpedo to cut the torp cooldown.

    The Ferengi missile launcher fires quickly, and will repeatedly slice up a tricobalt launcher's cooldown rather impressively.
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    #5
    If i had the ferengi missile launche id use it for sure - especially combined with 3 projectile doffs.

    As for tricobalts and projectile doffs:
    With my current setup i can run a HY3 every 15 secs.
    If i would use projectile doffs i could get the CD of the tops down to ~10secs (by a chance of 60/100)

    Which means that in the best case i would fire the following:
    HY3 - 10 secs reload - normal tric torp - 10 sec reload - HY3... and so on

    I am not really sure if its worth it and in the worst case i would even harm my dps. The 3 energy weapon doffs i am using are offering a 90% chance that my attacks ignore 30% of the shields which is great for HY tricobalt explosions (as far as i understand the mechaincs) for 4 secs (outof 15 seconds until i can place my next BO).
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    #6
    About the only thing I would suggest is the following:

    1) Reputation Trait - Omega Kinetic Shearing: Each hit also adds 40% damage from the torpedo that bleeds over 6 seconds. Something like Trico would be absolutely nasty for this.

    2) Omni-Directonal Array - While A DBB hits harder, the ODA would allow you to to fire it off from any direction. It would allow you not to need to place the ODA's fire. It also would allow you to set up Tricos on the back (torps anyways) which would allow you to be able to equip 4 of them.
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    #7
    About the only thing I would suggest is the following:

    1) Reputation Trait - Omega Kinetic Shearing: Each hit also adds 40% damage from the torpedo that bleeds over 6 seconds. Something like Trico would be absolutely nasty for this.

    2) Omni-Directonal Array - While A DBB hits harder, the ODA would allow you to to fire it off from any direction. It would allow you not to need to place the ODA's fire. It also would allow you to set up Tricos on the back (torps anyways) which would allow you to be able to equip 4 of them.
    Thanks for the input. As for the suggestions:

    1) Ofc I am using it Big Grin Since most of my ships are using torpedos to an extent i have activated it on all of my chars. Combined wih critted trics IT IS really nasty Wink

    2) since I like to stick with phasers (sometimes canon simply feels right Wink ) i do not really wish to use antiprotons though i see the usefullnes here. Plus running 4 torps (2 fore 2 aft) would mean that i have to give up one of my mine launchers which can produce hillarious damage.
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    #8
    You could try adding "Dispersal Pattern Alpha". While it does lay less mines than Beta, it drops them over a short period of time. If you are moving, it allows you to spread out your mines so that a High Yield Torpedo or a Scatter Volley or a Ship Detonation won't take the whole set out.

    If you don't have it already, pick up "Hot Pursuit" Trait from the Exchange. It doubles your mines' lock-on range and chasing distance. It pretty much makes your Mine Launchers in to Destructible Torpedo Turrets. I have it on my Character and it is well-worth the price for a bomber.
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    #9
    You could try adding "Dispersal Pattern Alpha". While it does lay less mines than Beta, it drops them over a short period of time. If you are moving, it allows you to spread out your mines so that a High Yield Torpedo or a Scatter Volley or a Ship Detonation won't take the whole set out.

    If you don't have it already, pick up "Hot Pursuit" Trait from the Exchange. It doubles your mines' lock-on range and chasing distance. It pretty much makes your Mine Launchers in to Destructible Torpedo Turrets. I have it on my Character and it is well-worth the price for a bomber.
    Thanks. Will definetly try out both.
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    #10
    Thanks. Will definetly try out both.


    Glad that I could be of assistance.
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    #11
    Heres a little DPS screen against the carrier in CSE Wink

    Name:  dcdps.png
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    #12
    Nice. (^__^)
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    #13
    That is seriously impressive. Smile
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    #14
    Thanks. Especially getting the hot pursuit trait from the exchange helped alot. Will be geting it for my romulan transphasic dhelan bomber aswell Wink
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    #15
    Wud I tell ya: its totally worth the price. Big Grin