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Mirror Gladius (Saber) build?

Started By:
Generator, Mon 06 Apr, 2015 12:40 PM
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    #1
    Hey there,

    My Fed Sci captain has a Mirror Escort Retrofit that I picked up on the Exchange, mainly because I think the Gladius is just about the best looking Escort the Federation has, and that was the cheapest way to get a ship that could use that costume.

    The thing is, I don't know what I actually want to do with her. One of my main goals these days is, "Don't just make the same thing over and over". Then I got to thinking, and I've never run a dedicated torpedo boat before, why not give that a try. Anyone here think they could help me make that platform into a torpedo ship? Barring that, what would you build that ship into?

    Thanks for your time.

    Generator
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    #2
     –  Last edited by Dark; Mon 06 Apr, 2015 3:52 PM.
    6 Tactical seats, eh? I'd personally make a beamscort, and don't have much experience with torpedo boats.

    My personal thoughts:

    With 3 PWOs:

    Cdr Tac: TT1/APB1/TS3/APB3
    Lt Tac: TT1/TS2
    Lt Eng: EPtA1/EPtA2
    LCdr Sci: HE1/TB2/TB3
    Ens Sci: ST1

    Since you're not concerned with energy weapons, you don't need Weapon Power, which means your Aux Power can be high. Boosted with EPtA and high Flow Caps skill, Tachyon Beam will strip shields like crazy. Since shields are the biggest problem with a torp boat (as they negate a giant chunk of incoming kinetic damage), we want two copies in order to minimize the cooldown.

    Load up with 4 Quantum torpedo launchers (one of which will be the Delta Alliance Ordnance set) to try and spew Quantum torpedoes. I'd also use 3 Phased Polaron or Phased Tetryon turrets aft to benefit from the Flow Caps, and to further try and knock down shields.

    I'd go Adapted MACO Deflector/Engines with a good Resilient shield (MACO or Fleet) for more Torpedo buffs. The Rule 62 Multipurpose Combat Console console from the Lobi store is of course helpful here. Be sure to use the T4 Nukara traits to benefit from high Aux!

    That's a Torpedo Spread every 15s, buffed with Attack Pattern Beta. Should be fun, though I vaguely recall trying this for CCE back in the day and being disgruntled by the slow fire rates.

    If you have the resources to grab 2 Zemoks, you can replace APB3 with APO3 and see a significant increase in damage (I believe it buffs Tachyon Beam as well?). Alternatively, with 2-3 DCEs you'd be able to replace EPtA1 with EPtS1 or EPtE1.
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    #3
    Interesting, thanks! I'd forgotten that Tachyon Beam got a boost; my first thought for the LtC Sci spot had been Gravity Well to collect targets for a Spread. I also really appreciate the thoughts on rear-arc weaponry; I was going nuts thinking about that (might go with basic polarons depending on the cost of the phsed versions).

    So this is my first draft of it. I certainly don't have the money for Zemok right now, so I think my doffs will be 3 PWO, 3 DCE. If the quantums don't work well for rate of fire, I'll try a version with photons.

    Gen
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    #4
     –  Last edited by Dark; Mon 06 Apr, 2015 5:32 PM.
    My instinct was Grav Well 1 as well, then as I was pondering the torpedo's natural enemy (shields) I was suddenly reminded that Tachyon Beam is now awesome.

    With four Quantum torpedoes, you have four attempts at three chances to reduce each launchers' cooldown by 3.5s (8s cooldown, 1.5s to fire three other torpedoes means 4.5s total, so there's a 3.5s gap we need the DOffs to close). A Blue PWO has a 20% chance to reduce by 4s, a Purple PWO has a 20% chance to reduce by 5s. So basically we just need one to fire.

    The chance of at least one 20% chance activating with 12 iterations is 1-(0.Cool^12 = 93.128%, so there's less than a 7% chance that after the first four torpedoes, you'll have a 3.5s gap.

    Photon Torpedoes have a cooldown of 6s, so that means there's a less than 7% chance you'll have a 1.5s gap after the first four torpedoes. With Photon Torpedoes though, I'd grab the 3-piece Protonic Arsenal (put the EWP aft in place of a turret) for the Photon boost. I suspect this will still be less DPS than the Quantum torpedoes.

    Oh, speaking of turrets, do remember that their entire point is to just get the proc, they're not really there for damage. So you don't really have to care about mods, which helps with cost. Maybe Cranker will have some spare ones lying around, he's very Space Rich. :mrgreen:

    There's also Protonic Polaron, which is from the Delta rep. It has the normal Polaron proc (which is the point) and a shield-piercing Proton damage proc, plus you can choose your mods. So that's a good alternative as well, I'd probably grab [Acc].

    If you don't care about EPtE or EPtS, you could grab two Conn DOffs to drop one TT, allowing you to go TS1/CSV1 instead of TT1/TS2. This is a slight reduction in torpedo damage obviously, but it will allow your turrets to be anti-fighter/torpedo, which is always handy against Vaadwaur (mines/cluster torps) or Tholians (web nodes!).
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    #5
    Oh yeah, I'm aware those turrets are just proc-bait. Which reminds me, don't the new Vaadwaur polarons have a "shield-wrecker" sort of proc effect? That could be quite useful...

    Again, thanks a ton for the help.

    Gen

    PS - do you think it really matters which warp core goes on this ship? Doesn't strike me as particularly relevant in this case...
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    #6
    Vaadwaur Polaron does have a proc that reduce shield resistance, more against kinetic than energy. It's not affected by Flow Caps. I think you'd be better off inflicting -50 power as a proc, than doing extra damage against shields that your Tachyon Beam should be stripping away.

    Warp core I was just thinking of grabbing [AMP] anyway, it should still affect projectile damage.
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    #7
    I always forget that AMP modifies projectile damage, too. I'm reasonably sure Neril has an Elite Fleet warp core somewhere, so I'll dig it out and prep it.

    One more time, thanks. :-D

    Gen
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    #8
    <snip>

    There's also Protonic Polaron, which is from the Delta rep. It has the normal Polaron proc (which is the point) and a shield-piercing Proton damage proc, plus you can choose your mods. So that's a good alternative as well, I'd probably grab [Acc].
    It is from the Dyson rep, not the Delta. The Delta has the lackluster Thoron Infused Polaron. Not nearly as nice as the Protonic flavor! Smile
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    #9
    It is from the Dyson rep, not the Delta. The Delta has the lackluster Thoron Infused Polaron. Not nearly as nice as the Protonic flavor! Smile
    Yeah, I'd been meaning to ask, when did Protonic Polarons get a seat at the cool weapons' table? In the entire time they've been around, I don't recall ever hearing a good word about them. Did something change?
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    #10
    Yeah, I'd been meaning to ask, when did Protonic Polarons get a seat at the cool weapons' table? In the entire time they've been around, I don't recall ever hearing a good word about them. Did something change?
    They're not super-special, but they're still easily accessible CrtD weapons with a Crit-based mechanic.

    I believe they have depreciated with the move to Mk XIV, where reputation gear cost more to upgrade.
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    #11
     –  Last edited by Wesstan; Thu 23 Apr, 2015 3:41 PM.
    The Mirror Saber (or Gladius) is a great ship.
    As far as i can remember it has 3 science consoles - thats why i would go for plasma energy weapons (embassy plasma science consoles with flowcaps if you use a plasmonic leech. otherwise take partgen).

    Since the ship is a bit nimble i would suggest to go with single target skills (les aggro but still VERY deadly) - which means CRF. Therefore I'd suggest the following:

    Tact Cmdr: TT1, CRF1, APB2, APB3
    Tac Lt: TT1, CRF1
    Eng Lt: EPtE1, EPtW2
    Sci LtCmdr: HE1, ST2, PS1
    Sci Ens: HE1 (you are low on hull and shield heals so a 2nd copy of HE will be needed in times).

    Equipment: Your choice. just put on everything that maximizes DPS
    The only important things are:
    - 4x Plasma DHCs in front and plasma turrets + kcb in the back
    - Fleet Axion Deflector for science skill cooldown and extra science punch (flowcaps, partgens etc...)
    - Suggestion: Use the Omega shield and engine since it benefits from high engine power and will make you move and turn even faster when being hit

    Doffs:
    3xDCEs
    2x Development Lab Scientist (for ST cooldown)
    1x Photonic Studies Scientist (PS cooldown)

    With this set-up you will be flying some sort of single-target speedtank that has to be flown like a BoP (there wont be much that will be able to out-maneuver you - well, maybe my aquarius torpboat but thats another thing): get in there, destroy the main target with your dhcs + apb + ps (very high crits possible) and then get out fast. If you keep moving and keep your engine power levels at at least 100 you shouldnt have to worry about being destroyed.
    This ship is so much fun to fly - i wish it had a T5-U version. This is also its main flaw. While in the hands of a good pilot it still is very mighty on the battlefield, it does not forgive any mistakes due to its lower overall stats in comparison to, say, a T6 fleet ship.
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    #12
    Addendum to that, if you have two Zemok (or equivalent) DOffs, you can replace APB3 with APO3 for an increase to performance.

    That's... pretty expensive though.

    (One Zemok to sync 1xAPB & 1xAPO with FAW, two Zemoks to sync with CSV/CRF.)
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    #13
    Addendum to that, if you have two Zemok (or equivalent) DOffs, you can replace APB3 with APO3 for an increase to performance.

    That's... pretty expensive though.

    (One Zemok to sync 1xAPB & 1xAPO with FAW, two Zemoks to sync with CSV/CRF.)
    Indeed. But i usually dont recommend Zemok because it is out of price range for most players.
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    #14
    Indeed. But i usually dont recommend Zemok because it is out of price range for most players.
    Much appreciated by those of with big dreams but small wallets. Smile