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Armor Consoles are they worth it outside PvP ?

ussvaliant#6064 ussvaliant Member Posts: 1,006 Arc User
Hi all I've been playing around with my AOY Tact Captain flying a Kelvin Timeline Intel Dreadnought. I'm finding placing both Kinetic Res Consoles and Energy Res consoles and training in Hull Plating/Energised-Adaptive Hull plating seems to give very little benefit to not even bothering to equip the consoles or put the 3 points in Hull training.

My hull seems to crumble just as fast no matter what I do.

I only placed consoles on the ship as my experience from flying 3 of Kelvin Timeline ships is they don't take a punch to well. The same toon in a T6 Sovereign makes the Intel Dreadnought look like wet tissue paper when it comes to tanking using the same stats as below.

Only really fighting the Borg so I know they use Plasma beams and their more prominent weapon is plasma torpedo's

I'm using
Engineering-Conductive RCS Accelerator MK XIV Epic (RESA)
Iconian Deflector which has +20 kinetic resist built in
TrelliumD Plating
3 points in the Hull Plating
I;ve also tried using the personal traits Molecular Defence Specialist and Impact Defense Specialist.

Sitting in sector space i'm seeing under stats

Defense Tab
31.5% kinetic res
45.6 res for energy weapons.

Under Engineering skill-based stats
SS Energized Hull Plating is 100
SS Ablative Hull Plating is 100

What I want to know is
1. Are the resist's working properly if anyone knows.
2. Is it worth training in defense for PvE
3. Am I doing anything wrong ? and to learn from my mistakes by the advice given from anyone else on the forums

maR4zDV.jpg

Hello rubber banding my old friend, time to bounce around the battlezone again, where are all my bug reports going?, out of love with this game I am falling, As Cryptic fail to acknowledge a problem exists, Shakes an angry fist, And from Support all I'm hearing are the sounds of silence.

Comments

  • kyle223catkyle223cat Member Posts: 584 Arc User
    edited April 2017
    Resists are working properly as far as I can tell. Make sure your shield resists are up there in PvE as well, not just hull. Don't worry about shields in PvP, they're worthless. Also, make sure to stack some heals and regeneration to get your hull and shields back up when they do drop. The only way you can really rely mostly on resists in PvE is when you get them into the 60% range base. And even then you still need to have some heals.
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
  • ussvaliant#6064 ussvaliant Member Posts: 1,006 Arc User
    kyle223cat wrote: »
    Resists are working properly as far as I can tell. Make sure your shield resists are up there in PvE as well, not just hull. Don't worry about shields in PvP, they're worthless. Also, make sure to stack some heals and regeneration to get your hull and shields back up when they do drop. The only way you can really rely mostly on resists in PvE is when you get them into the 60% range base. And even then you still need to have some heals.

    Thank you

    maR4zDV.jpg

    Hello rubber banding my old friend, time to bounce around the battlezone again, where are all my bug reports going?, out of love with this game I am falling, As Cryptic fail to acknowledge a problem exists, Shakes an angry fist, And from Support all I'm hearing are the sounds of silence.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    Resists seems to be working fine as far as I can tell.

    I a few captains that do not have any armor consoles and I can tell difference between a ship with a Conductive RCS [Resall] console and a ship that has a Conductive RCS console with a different modifier like [EPG]. The ships without the [Resall] modifier tends to take more damage.
  • salazarrazesalazarraze Member Posts: 3,794 Arc User
    edited April 2017
    I don't put any points into skill tree resists and I don't use any armor consoles. I tend to rely on using a combination of APO, hazard emitters, aux to structural, and a couple of extra resists here and there. The Iconian impulse engine gives a small damage resistance buff though I can't remember what it is. Then there's the weekly combat boost from the fleet research lab. My fleet isn't obsessive about constantly having that boost up but when it is, you get a nice damage and damage resistance buff. I think the damage resistance buff is 40% IIRC.

    It also helps the have an immunity or two available. The Zahl is quite expensive but if you have access to the delta recruit ship trait, you may consider using it.

    Damage resistance is also only part of the equation. Hull healing is a much bigger deal, IMO. I like to run the rep trait that grants hull healing when dealing damage along with a Nakuhl doff for hull healing when using either tactical or engineering boff powers. These work great in conjunction with 100% up time on aux to structural.

    The doff that grants a placate when using aux to structural is also pretty useful especially on a kraken build. Proper kraken builds allow you to maintain guaranteed 100% up time on 2 EptX powers and aux to structural.
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
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