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Infected Space Elite

Torp Support Build Guide

By CasualSAB

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Who is this guide for?

This guide is intended to help those that are interested in being involved in Elite runs at higher performance levels where dedicated tank and support players are required.

High end runs have 3 roles, comparable to the classic “Trinity” approach.

  1. DPS (Covered from a Torp PoV in my recent guides)
  2. Debuff Tanks (Low Survivability focus, will be covered in future Guide)
  3. Supports

This guide will be focused on the Support role, specifically Torp Supports.

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Additional Notes & Thanks

While this guide is focused on a build and playstyle for a high-end environment, running a build like this in pugs or channel runs will still help your team out quite a bit.

Huge thanks to:

  • DPS Fanatics – The group behind most of the ISE records this year.
  • Tenore – The madman pushing for high deeps.
  • Nic – Stubborn Aussie

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What does a Support do?

  • Crowd Control – Uses gravity well on specific primary targets (things like transformers, gateway, tac cubes) to group secondary targets (Spheres / Probes) up against the primary target. This will maximize the DPSers AoE damaging abilities.
  • Debuff Targets via Debuff Consoles, Debuff bridge officer abilities, and debuff traits.
  • Disable target shields via Opening Salvo / Borg Cutting Beam Console
  • Buff team with team wide buffs (Tac / Intel Fleet)
  • Buff DPS player with player specific / targetable buffs (Tac Initiative, Expedient Repairs, and any other targetable buffs you have)

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What classes work best for Support?

Tactical – Best Overall Class

  • Tactical Fleet – Teamwide damage boost
  • Vulnerability Assessment – AoE Debuff
  • Fire on My Mark – Marked Debuff that is great for large targets.
  • Tactical Initiative – Can be used on other players, Tac BOFF CDR

Science – Second Best Class

  • Scattering Field – 3km AoE buff around you that will grant you and any teammates in that AoE a damage boost.
  • Sensor Scan – Marked AoE Debuff that is great for groups of controlled targets.
  • Science Fleet – Teamwide buff to Drain and Control, great for Gateway / End Cube
  • DO NOT USE PHOTONIC FLEET! It spawns entities that fire torps which will hurt DPS.

Engineers – Useless, but I have to point out something positive about them because for some reason everyone has an Eng as their main and doesn’t like hearing how it’s the worst class for Space meta things.

  • EPS Power Transfer – Can be used on DPS player to help during start group. Power levels help with Phased Space Membrane for torps. Has much more impact for DEW players.

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What does a good support ship look like?

Able to slot:

  • Gravity Well 3
  • Concentrate Firepower 3
  • Attack Pattern Beta
  • Fire at Will
  • As many Unconventional Systems Triggers as Possible
  • Ideally you don’t want pets to help prevent despawn.
  • No more than a Lt Eng (unless it has Command, Temp Ops, Pilot, or Intel)
  • A secondary deflector is preferred, but not required.

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Ships that meet those requirements.

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The “Best” Torp Support Ships

At a high level of play with the DPS player using ships that have 4 mines on them and a high-ranking mines dispersal pattern, it is important to minimize pets as much as possible.

It also important to have as many Uncon triggers as possible to allow for console use against first group and Gate / Tac Cube. As such, ships with Intel or Temp are preferred.

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Science BOFF Abilities to Slot

Gravity Well (highest rank you can)

After GW, you’re looking to use as many Unconventional Systems triggers as possible. Runs are very fast at a high level (under 90s at the very high end), so you need to have lots of things to help with Console cdr.

  • Tractor Beam or Tractor Beam Repulsors (TBR used with doff to turn it into pull)

After TBR or TB, use any spec uncon abilities over these if you can)

  • Jam Sensors
  • Scramble Sensors
  • Photonic Shockwave

  • Be careful using Structural Analysis (usually have no room to run SA, but using it locks others out of using it. Some DPS players on ships with a SecDef may use it as a SecDef trigger)

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Tactical Boff Abilities to Slot

Base 3 abilities you want.

  • Attack Pattern Beta (highest rank possible)
  • Fire At Will
  • Kemocite Laced Weaponry

After those, if you can fit these on, it’s good, but not worth slotting in uni stations where you can slot Uncon triggers.

  • Cannon Scatter Volley (would be used alongside a Gamma rep turret for debuff)
  • Distributed Targeting

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Engineering Boff Abilities to Slot

EPtEngines – Used with Emergency Conn Hologram (from Phoenix store) to reset Evasive Maneuvers CD when you use EPtE.

Aux2SIF – Used as a low cd Boimler trigger and to mark on targets for the Expedient Repairs trait. Also is a heal to help trigger Jubilant Cadence. Also triggers Unified Engineering.

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Command Boff Abilities to Slot

  • Concentrate Firepower 3 (not rank 1 or 2 because they overwrite rank 3)

  • Overwhelm Emitters – Drain for Cyclical Power Capacitors & Triggers Greater Than The Sum

  • Rally Point Marker – can be used if you need another Greater Than The Sum trigger. But not worth using over an Uncon ability or any other important ones mentioned on other slides.

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Temporal Boff Abilities to Slot

Temporal is popular for having several low CD Unconventional Systems triggers.

  • Heisenberg Amplifier –Uncon Trigger

  • Chronometric Inversion Field – Uncon Trigger

  • Timeline Collapse – Uncon Trigger, 20s GCD, debatable if worth using over Photonic Shockwave (30s GCD, but provides -30 DRR on targets it hits)

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Intel Boff Abilities to Slot

The two intel abilities listed below are used solely as low CD Uncon triggers.

  • Viral Impulse Burst – Uncon Trigger

  • EMP Probe – Uncon Trigger

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Pilot Boff Abilities to Slot

Pilot abilities are used as triggers for Cold-Hearted. You don’t want to run Aux2Bat on a support as the power drain could prevent you from hitting important abilities like Gravity Well.

  • Pilot Team (low CD, speed boost you can mark on DPS player)

  • Hold Together – Can trigger Radiant Nanite Cloud

  • Deploy Countermeasures is not an Uncon trigger, would avoid.

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Fore Weapons

You have many choices for weapons, just look for things that have a “Damage Resistance Rating” (DRR) debuff that will help out with kinetic / physical damage.

  • Corrosive Plasma – Chance for scaling All-DRR debuff
  • Altamid Plasma – Chance for Kinetic / Plasma DRR debuff
  • Disruptors – Chance for All-DRR debuff
    • Elite Fleet Disruptors for KDF also good. Have secondary proc to do more dmg to shield.
  • Any other weapons that have a –DRR debuff will be fine.

Don’t run a torp as a support. You’ll steal DPS from DPS player.

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Aft / Experimental Weapons

  • Altamid Omni from Lobi Store – Guaranteed Altamid proc on crit.

  • Gamma Rep Turret (If you can fit CSV on the build without losing FAW/Beta) – Debuffs targets slower than you.

  • If you have a 3rd slot, any crafted omni beam is fine.

  • If you have an experimental weapon slot that you are actually using, the “Graviton Implosion Charge” is good. Any other experimental with a relevant debuff also works. DO NOT USE any torp based ones.

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DECS

  • Gamma Rep Deflector / Engines / Core
    • Deflector re-eng’d to Control and Drain
    • 3pc Gives some good team wide boosts for torp users.

  • Inhibiting Deflector – Deteriorating better for DPS, but as a support, you don’t want to be doing a ton of DPS.

  • Disco Rep “Tilly” Shield – Used for proc to increase damage to shields.

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This is what I have been using.

Epic mod could be rerolled to Control and Drain.

This one is from Fleet Research Lab.

But you can craft one if you want to save resources and have one that is bound to account.

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Devices

  • Kobayashi Maru Transponder – good to have, but not required. Grants buffs to random targets around it.

  • [Team Battery - Engines and Auxiliary] – Used when DPS player calls for it.

  • Deuterium Surplus – Evasive in a can, used to move between points in run.

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Must Have Consoles

  • [Console - Science - Restorative Particle Focuser Mk XV [DrainX]x2]
    • From Fleet Research Lab – Very Cheap
    • Use 4-6 of them depending on budget for other consoles.
    • Used to boost Opening salvo and any other drains

  • Opening Salvo – Used to shut target shields off.
    • From Titan Science Destroyer (C-Store)
    • Very important for end tac cube.
    • Often used at starting group and at end tac cube.

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Must Have Consoles

  • Deconstructive Resonance Emitter
    • Infinity LB Console – Cheap on exchange
    • Used for debuff
    • Used at start and gate

  • Hyper-Focusing Trinary Arrays
    • From Recon Destroyers (C-Store)
    • Massive Debuff
    • Used at start and vs end tac cube.

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Good to Have Consoles

  • Cutting Tractor Beam
    • Infinity LB Console, cheap on exchange
    • When target below 50% HP, will shut either engines or shields offline for 60s.
    • Massive impact IF it procs vs shields.
    • Highly unreliable.

  • Genesis Seed
    • From Clarke (C-Store)
    • Goes 5km in front of you when activated.
    • AoE damage
    • Placed on left transformer to AoE gens and help clean up the spheres.

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Good to Have Consoles

  • High-Energy Communications Network
    • From Support Carriers (C-Store)
    • Used for debuff
    • Used at Start/Gate

  • Approaching Agony
    • Infinity LB Console – Cheap on exchange
    • Used for debuff
    • Used at start and gate / end tac cube

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Good to Have Consoles

The two consoles shown at the right are part of a Dominion set that has a good 2pc set bonus.

  • Dominion Targeting Synchronizer
    • From C-Store Jem'Hadar Vanguard Dreadnought Cruiser
    • Debuffs for, buffs team Firing Cycle Haste

  • Polaron Particle Inverter
    • From C-Store Jem'Hadar Vanguard Heavy Raider
    • Debuff for foe. Really just used for 2pc.

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Good to Have Consoles

  • Interphasic Instability
    • From Phoenix Store
    • Used for debuff
    • Used at Start/Gate

  • Any other AoE debuffing consoles are good to slot.
    • Some more premium ones like the Saturn console would be good, but are in no way worth the cost unless you are an absolute whale.

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Skill Tree

As with basically any build involved with high end things, Tac Ultimate is used.

Max Control and Drain are important to help various abilities on your build.

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Specializations

As with any other build related to meta stuff for ISE, Intel Primary and Temporal Secondary are used.

Intel used for Intel Fleet, which the entire team will keep up throughout the run.

Temporal used for Entropic rider’s Atrophied Defenses perk.

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Core Personal Traits

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Other Personal Traits to Consider

  • If Tac: Run “A Good Day to Die” and “Coordinated Targeting Solution”
    • Drop Expedient Repairs if needed.

  • For Sci/Eng, just run any trait you want that you feel would help out.

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Very Important Starship Traits

  • Superior Area Denial (From LB Mirror Strike Wing Escort or Trait box for KDF)
    • Very potent debuff, stacks with copies other teammates are using.

  • Unified Engineering (From C-Store Buran)
    • Stacks with other teammates using it.
    • 3 people in a team with it means 30% Boff CDR
    • Speed boost

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Very Important Starship Traits

  • Jubilant Cadence
    • From C-Store Recon Destroyers (same ship trinary arrays console is from)
    • Triggered by either “Greater than the Sum” or “Radiant Nanite Cloud” on these builds.
    • Provides a very good speed boost and some more Boff CDR

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Starship Traits to Trigger Jubilant

  • Greater Than the Sum
    • From C-Store Clarke (Same ship genesis seed console is from)
    • Heals team and gives power boost.

  • Radiant Nanite Cloud
    • From C-Store Dauntless

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Other Important Starship Traits

  • Redirecting Arrays
    • From C-Store Tucker MW Cruiser
    • Extends FAW when you’re shot at.
    • Used with threatening stance enabled on the supports.

  • Cold-Hearted
    • From T6 Breen Raider (Epic Phoenix Token)
    • Potent Debuff, not needed if tank has it.
    • Only worth using if you have a support ship with pilot seating.

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Improved Gravity Well

DO NOT USE IT!!!!

Will cause spheres to stay around at the sides, which means more cleanup for the tank at the end of the run.

Tank pulling away to clean up sides means less debuff at end tac cube.

Less debuff = less dps for dps player.

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Other Starship Trait Options

  • If you have a trait not listed that provides a debuff and won’t interfere with the DPS, then go for it.

  • Otherwise, look into traits that increase your firing cycle haste. “Calm Before the Storm”, “Terran Machinations”, and “Over-Powered, Over-Gunned” are a few good options.

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Space Rep Traits

  • Advanced Targeting Systems (+20% CrtD)
  • Precision (+4% CrtH)
  • Tyler’s Duality (+CrtH scaling with Hull Capacity)
  • Saru’s Grace

  • Radiant Detonation Matrix
    • Debuff can help trigger Temporal Spec Atrophied Defenses

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Space Active Rep Traits

  • Tethered Asteroid can help drag loose spheres in, but I don’t find it needed that much.

  • Use anti-time on loose spheres or pop it at left side spheres as you move over to right side.

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Duty Officers

  • 23 is good for the entire team to run.

  • Emergency Conn Hologram used to reset Evasive
  • M/AM Doff useful to boost GW
  • 8, 11, or 12 of 47 can also be used with the +Threat setup.
    • 8 for Command, 11 for Temp, 12 for Intel
    • Command version shown below.

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Duty Officers (cont.)

  • Graga Mal used with Tractor Beam Repulsors to turn it into a pull.

  • 33, 38, or 43 of 47 can be used for CDR between X and Cmd abilities.
    • 33 for Eng
    • 38 for Tac
    • 43 for Sci

  • You can run multiple borg doffs if you want. 43 is a good budget choice for these builds with them using lots of sci abiliites.

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Power Levels

  • Max Weapons
  • Dump rest in Shields (to buff Tilly Shield proc)

  • If you find you’re doing too much dps, you can drop the weapon power down a little bit. But not all the way down as that will shut your weapons off quickly being you don’t have EPtWeapons on.

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Strategy

  • Will show VoD of a supported run on the video for this guide.
  • Debuff start group with all debuff consoles. Each support will pick a side cube at start group and debuff it.
  • One support will GW the start group (center Tac Cube) and the Gateway
    • Usually the support with a better GW
  • Other Support will GW left transformer and end Tac Cube
  • At sides, supports want to focus on gens if possible. Position above transformer for max AoE with FAW.
  • Spam Uncon triggers as much as possible after first group (make sure all consoles are on CD first)
  • Chain opening salvo on end tac cube. First person breaks off gate when gate is about to go down to put theirs down. Then ~10-15s later 2nd support puts theirs down.
  • Dump any AoE debuff consoles on gate and single target ones on End Tac Cube

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Example Legendary Glenn Build