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Let's talk about Tank builds.

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  • danaleedanalee Member Posts: 73 Arc User
    edited October 2017
    This thread went crazy lol.

    I am not well versed enough to figure out the min/max attitude of tanking, DPS, speed, etc. and have little desire to do so right now. Am returning from about a year ago and even then was a casual player so I may be out of my league.

    As for the OP with tanking, and another person inquiring about a budget tanking build... I think both are possible. With budget tanking, not getting enough threat means not tanking enough... in that sense, I'd personally go the route of throwing off some personal tanking skills (since I wouldn't be tanking as much anyway) and replacing with the ability to either do more damage or to heal others. You really don't need to be a full time dedicated healer like a D&D cleric in this game to make a healing difference. Sometimes a single engineering team 1 can save the day for someone.

    Star Trek does have some basis for tanking as "extend shields" and "get their attention" have been used before, in addition to physically moving in place... but a game based on actual Star trek combat would be a night and day difference to STO.

    If trying to do something beyond simple "fun", you will need a parse. You need to see attack in, damage out, etc. and slowly and carefully fine tune things. You can slot for INSANE survivability... and then only take 10% attacks in lol... wasted.

    People throwing images of their parse are backing up their theorycrafting with evidence. I'd take their input over someone saying "everyone knows X" or "I see X all the time".

    Keep up the good work guys! Definitely enjoyed reading this thread and am looking forward to one day being able to contribute!
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    danalee wrote: »
    This thread went crazy lol.

    I am not well versed enough to figure out the min/max attitude of tanking, DPS, speed, etc. and have little desire to do so right now. Am returning from about a year ago and even then was a casual player so I may be out of my league.

    As for the OP with tanking, and another person inquiring about a budget tanking build... I think both are possible. With budget tanking, not getting enough threat means not tanking enough... in that sense, I'd personally go the route of throwing off some personal tanking skills (since I wouldn't be tanking as much anyway) and replacing with the ability to either do more damage or to heal others. You really don't need to be a full time dedicated healer like a D&D cleric in this game to make a healing difference. Sometimes a single engineering team 1 can save the day for someone.

    Star Trek does have some basis for tanking as "extend shields" and "get their attention" have been used before, in addition to physically moving in place... but a game based on actual Star trek combat would be a night and day difference to STO.

    If trying to do something beyond simple "fun", you will need a parse. You need to see attack in, damage out, etc. and slowly and carefully fine tune things. You can slot for INSANE survivability... and then only take 10% attacks in lol... wasted.

    People throwing images of their parse are backing up their theorycrafting with evidence. I'd take their input over someone saying "everyone knows X" or "I see X all the time".

    Keep up the good work guys! Definitely enjoyed reading this thread and am looking forward to one day being able to contribute!

    Sorry..This thread is on tanking..Ill keep the speed stuff on a different thread. :dizzy:

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  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    pottsey5g wrote: »
    taehsong wrote: »
    “You haven't even listed ships with over 120K hull hit points. Provide detailed information.”
    You’re the one that brought up 120k hull, why should we need to list ships? Not that it matters if I really want to I can get my hull past 150k and those average heal numbers I posted are without science or EPG (Particle Field Exciter). Off the top of my head those heal numbers I posted where from my main ship with around 100k hull? Not got time to log in and double check.

    EDIT: I fly Cruisers and Carriers and almost all of them can go past 120k hull with equipment.

    EDIT2: Servers are back up: The Miraculous Repairs that heals me for 120k hitpoints per click is on my Jem'Hadar Carrier with 98k hull hitpoints. Although hull can be pushed past 150k my current setup isnt that high.

    Hey uh..whats your Hull Repair skill at. 120k per click (and no Sci Ultimate) THAT is awesome!

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  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    pottsey5g wrote: »
    taehsong wrote: »
    “You haven't even listed ships with over 120K hull hit points. Provide detailed information.”
    You’re the one that brought up 120k hull, why should we need to list ships? Not that it matters if I really want to I can get my hull past 150k and those average heal numbers I posted are without science or EPG (Particle Field Exciter). Off the top of my head those heal numbers I posted where from my main ship with around 100k hull? Not got time to log in and double check.

    EDIT: I fly Cruisers and Carriers and almost all of them can go past 120k hull with equipment.

    EDIT2: Servers are back up: The Miraculous Repairs that heals me for 120k hitpoints per click is on my Jem'Hadar Carrier with 98k hull hitpoints. Although hull can be pushed past 150k my current setup isnt that high.

    Hey uh..whats your Hull Repair skill at. 120k per click (and no Sci Ultimate) THAT is awesome!
    Just logged into the game and I am a little confused as my Miraculous Repairs has gone down to 100k heal per click and Hull Restoration down to 103. Last night I swapped to my mine layer build, this morning I went back to my carrier build so I must have missed something off it. I thought my Hull Restoration was higher and I know my Miraculous Repairs was higher. Will figure it out later tonight.

    It’s better than it sounds as 50% of that heal is a 3km radius 4 second DoT due to the Radiant Nanite Cloud.
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    pottsey5g wrote: »
    pottsey5g wrote: »
    taehsong wrote: »
    “You haven't even listed ships with over 120K hull hit points. Provide detailed information.”
    You’re the one that brought up 120k hull, why should we need to list ships? Not that it matters if I really want to I can get my hull past 150k and those average heal numbers I posted are without science or EPG (Particle Field Exciter). Off the top of my head those heal numbers I posted where from my main ship with around 100k hull? Not got time to log in and double check.

    EDIT: I fly Cruisers and Carriers and almost all of them can go past 120k hull with equipment.

    EDIT2: Servers are back up: The Miraculous Repairs that heals me for 120k hitpoints per click is on my Jem'Hadar Carrier with 98k hull hitpoints. Although hull can be pushed past 150k my current setup isnt that high.

    Hey uh..whats your Hull Repair skill at. 120k per click (and no Sci Ultimate) THAT is awesome!
    Just logged into the game and I am a little confused as my Miraculous Repairs has gone down to 100k heal per click and Hull Restoration down to 103. Last night I swapped to my mine layer build, this morning I went back to my carrier build so I must have missed something off it. I thought my Hull Restoration was higher and I know my Miraculous Repairs was higher. Will figure it out later tonight.

    It’s better than it sounds as 50% of that heal is a 3km radius 4 second DoT due to the Radiant Nanite Cloud.

    Well Its makes sence youd heal for more than my tiny science ship :P

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  • hillard1959hillard1959 Member Posts: 197 Arc User
    danalee wrote: »
    This thread went crazy lol.

    I am not well versed enough to figure out the min/max attitude of tanking, DPS, speed, etc. and have little desire to do so right now. Am returning from about a year ago and even then was a casual player so I may be out of my league.

    As for the OP with tanking, and another person inquiring about a budget tanking build... I think both are possible. With budget tanking, not getting enough threat means not tanking enough... in that sense, I'd personally go the route of throwing off some personal tanking skills (since I wouldn't be tanking as much anyway) and replacing with the ability to either do more damage or to heal others. You really don't need to be a full time dedicated healer like a D&D cleric in this game to make a healing difference. Sometimes a single engineering team 1 can save the day for someone.

    Star Trek does have some basis for tanking as "extend shields" and "get their attention" have been used before, in addition to physically moving in place... but a game based on actual Star trek combat would be a night and day difference to STO.

    If trying to do something beyond simple "fun", you will need a parse. You need to see attack in, damage out, etc. and slowly and carefully fine tune things. You can slot for INSANE survivability... and then only take 10% attacks in lol... wasted.

    People throwing images of their parse are backing up their theorycrafting with evidence. I'd take their input over someone saying "everyone knows X" or "I see X all the time".

    Keep up the good work guys! Definitely enjoyed reading this thread and am looking forward to one day being able to contribute!

    For the moment, I've put a damage build on my Archon, and will likely stick with that for a long while. It's a shame that effective tanking builds are behind a paywall of sorts, but then other F2P games have a tendancy to put certain classes/powers/playstyles behind a paywall up front. So it's not really unprecedented.

    That being said, the new Tzenkethi space set you get from the latest FE seems like it might be a decent start toward a tetryon based damage/tank build.

  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    edited October 2017
    pottsey5g wrote: »
    pottsey5g wrote: »
    taehsong wrote: »
    “You haven't even listed ships with over 120K hull hit points. Provide detailed information.”
    You’re the one that brought up 120k hull, why should we need to list ships? Not that it matters if I really want to I can get my hull past 150k and those average heal numbers I posted are without science or EPG (Particle Field Exciter). Off the top of my head those heal numbers I posted where from my main ship with around 100k hull? Not got time to log in and double check.

    EDIT: I fly Cruisers and Carriers and almost all of them can go past 120k hull with equipment.

    EDIT2: Servers are back up: The Miraculous Repairs that heals me for 120k hitpoints per click is on my Jem'Hadar Carrier with 98k hull hitpoints. Although hull can be pushed past 150k my current setup isnt that high.

    Hey uh..whats your Hull Repair skill at. 120k per click (and no Sci Ultimate) THAT is awesome!
    Just logged into the game and I am a little confused as my Miraculous Repairs has gone down to 100k heal per click and Hull Restoration down to 103. Last night I swapped to my mine layer build, this morning I went back to my carrier build so I must have missed something off it. I thought my Hull Restoration was higher and I know my Miraculous Repairs was higher. Will figure it out later tonight.

    It’s better than it sounds as 50% of that heal is a 3km radius 4 second DoT due to the Radiant Nanite Cloud.

    Well Its makes sence youd heal for more than my tiny science ship :P
    Figured out what I did wrong. At some point in changing setups I unticked superior Tachie trait so back up to 133 Hull restoration now.

    Just swapped back to my Command Assault Cruiser and reworked a few items and traits to see how far I can push this.
    Swapping to the Kobali Warp Core and Kobali Shield puts me at 153 Hull restoration which is 32,310 heal per click for Engineer Team 3 on other targets and 35,244 per click on myself. At 133,144.5 hitpoints for Miraculous Repairs per click. I do have 3 unspent skill points but I don't think I can get that Sci Ultimate without a massive skill rework.

    Not got time to rethink the consoles or look at the new spec so I should be able to push this further with some SIF Generators.

    Also swapped traits so now Engineering Fleet has a 3min cooldown and heals 805 hitpoints per second tomyself and 10% less then that for the rest of the team for 30seconds. I like this one as I do not have to mess around with targeting team mates in combat or worry about range. If I see someone in trouble just hit Engineering Fleet. Of course all this hull heal focus has left me with zero shield heals. I wonder does Engineering Fleet count as a specialist ability so Xenotech lowers recharge?

    Surprisingly these changes have had very little impact on my DPS, I have lost a tiny bit from the change in deflector, warp core, engine and shield but the consoles slots are unchanged.

    EDIT: Will look at Xenotech, Reinforced Armaments, SIF Generators consoles and for doffs Damage Control Engineer & Maintenance Engineer tomorrow. I think I can push this a lot higher but that will start having a larger impact on my DPS output.
  • testiculargforcetesticulargforce Member Posts: 1 New User
    Hi everyone I'm a returning player I have played on xbox for a bit bought a few ships cant remember some tank ships I guess a year ago for fed and romulan but I plan on playing on pc now and with all the new content I'm still newish in a sense I plan on making either a romulan to kdf or just straight kdf but I want to be a tank something that is doable where it isn't going to cost me a lot of money something that can get the job done I do plan on maybe buying another ship or just keep using the ones on xbox if I stay on there I know I have the t6 heavy warbird for romulans I am solo but hoping to maybe play with people later on and plan on subscribing any help would be appreciated
  • rykus83rykus83 Member Posts: 124 Arc User
    I was wondering if pottsey5g could post a STO Academy link for his build I don't have the samsar Cruiser to get the engine tho so if you could list alternative equiment that could be easily bought from the exchange or from Rep set would be great.
  • questeriusquesterius Member Posts: 8,301 Arc User
    rykus83 wrote: »
    I was wondering if pottsey5g could post a STO Academy link for his build I don't have the samsar Cruiser to get the engine tho so if you could list alternative equiment that could be easily bought from the exchange or from Rep set would be great.

    You can draw his attention using @pottsey5g

    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    questerius wrote: »
    rykus83 wrote: »
    I was wondering if pottsey5g could post a STO Academy link for his build I don't have the samsar Cruiser to get the engine tho so if you could list alternative equiment that could be easily bought from the exchange or from Rep set would be great.

    You can draw his attention using @pottsey5g
    That works. I would have missed the question without that. Never used STO Academy but I can sign up and post a build. Not tonight as its late here and its unlikely I can get on tomorrow. If I haven't posted something by Sunday give me a nudge.

    @rykus83 There are a few variations to my build, can you let me know which one you want? One build try's to max hull healing so you can heal team mates but this comes at the cost of less resistance so is technically less of a tank. The other build swaps some of the healing for resistance so is technically more of tank even though it heals less.

    The 3rd variation is do you want DPS? or do you want full on heal? It basically comes down to tactical consoles for DPS or uni consoles for healing in the Tact slots. What balance of DPS, healing and tank do you want?
  • rykus83rykus83 Member Posts: 124 Arc User
    the 2nd and 3rd build seems to be what I'm looking for.
  • rykus83rykus83 Member Posts: 124 Arc User
    the none party healer one and the dps one would be appreciated than you.
  • rykus83rykus83 Member Posts: 124 Arc User
    @pottsey5g probably the dps build would be best
  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    rykus83 wrote: »
    @pottsey5g probably the dps build would be best
    @rykus83 I couldn't post anything yesterday as the forums where down. I am having problems with http://www.stoacademy.com/

    Tried to sign up with two different email address's and neither are getting the confirmation email to let me log in and share the setup. Anyone else having problems with that site?
  • rykus83rykus83 Member Posts: 124 Arc User
    @pottsey5g if your still having problems with http://www.stoacademy.com/ you can just post your build here and use screen shots of your skills and traits?
  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    edited February 2018
    rykus83 wrote: »
    @pottsey5g if your still having problems with http://www.stoacademy.com/ you can just post your build here and use screen shots of your skills and traits?
    Sure will do it tomorrow. Been trying Stoacadmey with two completely different email accounts all week, not had any luck. No confirmation email comes though. Got to get some sleep now, free all tomorrow so will try the Academy one last time then post on here.
  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    edited February 2018
    rykus83 wrote: »
    @pottsey5g if your still having problems with http://www.stoacademy.com/ you can just post your build here and use screen shots of your skills and traits?
    @rykus83 I gave up on stoacademy. Hope this is useful.

    [Before you buy any of these I recommend you read the wiki. I am only writing in short, so the powers are not described 100% accurately. If anything this is over tanked. It wouldn’t hurt to swap some stuff out some for DPS . The main ones for the build are Biotech Patch, Fleet Technician, Advanced Rapid support, Radiant Nanite Cloud, Superior Techi & Imposing Presence. This is what puts out massive healing both for you and the team. Also of note I ran this build before the latest lockbox and reengineer.

    Personal Space Traits
    -Biotech Patch *Provides a large boost to Hull heals.
    -Coalition Starship Tactics * Provides small heals based on team.
    -Give it all you got * dodge 20% of damage, Engineers only. Big damage reduction
    - Fleet Technician * Engineering Fleet now heals everyone no matter distance.
    - Advanced Rapid support * reduces Engineering Fleet by 67%
    - Grace Under Fire * Lets you use Miraculous Repairs more often.
    - Repair Crews *boost passive hull heal and resistance.
    - Superior Techi *boosts passive and active hull heals
    - Imposing Presence * 7.5% more hull healing.


    Not a fan of these two but they are popular alternatives.
    -Ablative Shell
    - Inspirational Leader


    Star Ship traits
    -Invincible *gives you 8 seconds to heal when on 0% hull.
    - Improved Temporal Insight *Hull healing makes you immune to damage of 4 seconds.
    -Honoured Dead *large passive hull regen and resistance boost.
    - Radiant Nanite Cloud * Boosts hull heals by 50% and applies the extra over 4 seconds in a 3km radius.
    - Delphic Phasing *another damage immunity.

    Optional alternative
    -Restorative support * hull heals summon a healing probe.



    Space rep
    -Energy Refrequencer * Only if you use energy weapons, heals based on damage
    - Destabilizing Phase Array * Another damage immunity.
    - Autonated Protmatter Conduits *passive shield/hull heal when you get crit hit.
    - Aux Power Config Defense *not really needed with Honored Dead and I run 125aux. With energy weapons perhaps skip this one.
    -
    Optional alternative
    -Chrono-cap array to reduce bridge power cooldowns.

    Doffs
    x1 Fabrication Engineer increase Reverse shield Polarity by 8 seconds.
    x1 or x2 Maintenance Engineer reduces Engineering Team recharge by 8 seconds.
    x1 to x3 Na’kuhl warfare specilisit. These come in lots of versions that trigger on different things. I use with torpedoes Tactical bridge officer powers have 20% that next 10 sources of damage at 10% outgoing damage applied to hull.
    X1 or x3 Damage control Engineer Aux Power to Structural gets an extra DoT heal.

    Kobali shield * Boosts hull healing
    Kobali Warp core *boosts hull healing.
    Either Assimilated Borg Deflector & Engine. Or Kobali full set.

    Sci slots,
    Sustained radiant Field * 25% hull healing
    Regenerative Integrity Field * 26.6% healing.

    Eng Slots When I last used this I had x5 Enhanced Neutronium Allow Hull heal. But I believe with Honoured Dead trait you would be better with x5 Sif Generator.

    Commander Engineering Station
    EpTE or EptS, RSP1, ENG Team 3, SIF3.
    Lieut station EPTS or EPTE, RSP1.

    I don’t tend to run with a any Sci bridge powers but if you do Hazard Emitters.

    Just fill tactical slots with whatever boosts your preferred weapon system. I use torpedoes and mines

    Miracle Worker Primary, Command Secondary and of course skill points into hull healing.

    Resistance builds up to 66% without active buffs.

    Without critical heals
    ENG 3 heals 51k and then a 3.1k DoT heal
    SIF3 heals 35k and then a 2.4k DoT heal.
    Miraculous Repairs heals 195k not sure if there is a Dot heal due to being at 100% and overheal gives me tempeory hitpoints.
    Engineering Fleet heals 51k over 30 seconds to entire team, this is really nice as you can heal anyone in the team without even having to target them or worry about distance.

    If you get down to 0% hull you gain 50% healing on top of above and when you critical heal it gets a little crazy. One major note the heals you see on the powers are far lower then what you get in combat. The bridge powers heal numbers do not factor in all the 10%, 7.5.% hull healing boosts. So 31k on Eng Team 3 becomes 51k then if it crits even higher.

    EDIT: the above is without Bridge officers like Scotty who has Techi for 20 Hull restoration. I tend to go for Bridge Officer traits that boost damage.
  • rykus83rykus83 Member Posts: 124 Arc User
    edited February 2018
    @pottsey5g Thank you for your post. I'm still new to the game and don't have all the resources and ships to get all those star ship traits could you suggest a budget build for a f2p player and what would be a good skill allocation for your build I currently just have 29 into tactical because thats what most people say to do when I've searched the I've got my skills here
    skillplanner.stoacademy.com/ccbb1b27c22c618640d0a3b3ff3f33a6
    Post edited by rykus83 on
  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    edited February 2018
    rykus83 wrote: »
    @pottsey5g Thank you for your post. I'm still new to the game and don't have all the resources and ships to get all those star ship traits could you suggest a budget build for a f2p player and what would be a good skill allocation for your build I currently just have 29 into tactical because thats what most people say to do when I've searched the I've got my skills here
    skillplanner.stoacademy.com/ccbb1b27c22c618640d0a3b3ff3f33a6
    Fit enough Neutronium Alloys in the Engineer slots until you get to around 50% resistance in space. Once you get to around 50% if you have any spare Engineering slots fit SIF Generators. Very Rare versions of these should be cheap on the exchange trading area. In the sci slots fit Nanite-reinforced circuit should also be cheap.

    Get a cheap Positron Deflector with HullCap off the exchange. Apart from the warp core the Kobali shield, deflector, Engines can all be got from doing the mission Dust to Dust. Complete the mission 3 times.

    Honoured Dead is cheap on the market right now but it won’t stay cheap for long buy this ASAP. Once you have Honoured Dead use more SIF Generators over Neutronium Alloys. Blue/rare Maintenance Engineer doffs that reduce Engineer Team recharge are cheap on the exchange. Get 2 or 3.

    I wouldn’t revamp your skills until you have played more, unlocked a few reps and fall into a playstyle that suits you. Try the above and see how you feel about it.

    The above should make a decent starting tank on the cheap. If you use the bridge officer powers
    "“Commander Engineering Station
    EpTE or EptS, RSP1, ENG Team 3, SIF3.
    Lieut station EPTS or EPTE, RSP1.”

    Sci: Hazard Emitters."

    Does the short hand make sense?

  • rykus83rykus83 Member Posts: 124 Arc User
    @pottsey5g sorry for bring it up again but what warp core do you suggest to replace Kobali Warp core i didnt get that ship to get the core or the Regenerative Integrity Field console for your sci slot suggestions nad with this build are you still suggesting using the Piezo-Polaron weapons from the lukari rep.
  • questeriusquesterius Member Posts: 8,301 Arc User
    https://sto.gamepedia.com/Incontrovertible_Defenses
    The preeminent warp core is free (mission reward) and pretty sturdy.

    Another option is Temporal Phase
    https://sto.gamepedia.com/Krenim_Temporal_Manipulation
    The big bonus for this one is the recharge of Bof powers
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    rykus83 wrote: »
    @pottsey5g sorry for bring it up again but what warp core do you suggest to replace Kobali Warp core i didnt get that ship to get the core or the Regenerative Integrity Field console for your sci slot suggestions nad with this build are you still suggesting using the Piezo-Polaron weapons from the lukari rep.
    Not ran the math but I think from a tank build point of view Integrity-Linked weapons are better and cheaper then Piezo-Polaron. While Piezo-Polaron provide a 150% bonus to hull regen they only have a proc chance of 5%. Integrity-Linked weapons boost both hull regen and hull hit points for a much smaller boost but the boost is always on and stacks up per weapon.

    There is also the Emitter linked alternative which boosts shields. Both emitter and Integrity-Linked can be found no the exchange.
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    pottsey5g wrote: »
    rykus83 wrote: »
    @pottsey5g sorry for bring it up again but what warp core do you suggest to replace Kobali Warp core i didnt get that ship to get the core or the Regenerative Integrity Field console for your sci slot suggestions nad with this build are you still suggesting using the Piezo-Polaron weapons from the lukari rep.
    Not ran the math but I think from a tank build point of view Integrity-Linked weapons are better and cheaper then Piezo-Polaron. While Piezo-Polaron provide a 150% bonus to hull regen they only have a proc chance of 5%. Integrity-Linked weapons boost both hull regen and hull hit points for a much smaller boost but the boost is always on and stacks up per weapon.

    There is also the Emitter linked alternative which boosts shields. Both emitter and Integrity-Linked can be found no the exchange.

    Do we know if the peizos stack per beam?

    I haven't done the mathes either but I do know the Hull regen stacks on top of my combat hull regen (so lets say its 50% in combat) so I'm healing @ 200% with the peizo proc (once it procs)..As you gain more hull the more substantial the hull regen factor helps..(100+k hull vs 50k Hull).

    If my maths is correct, a 100k ship will heal for 1,666 per sec (at 100%/60 sec)..3,333 (@200%/10sec) or 30k heal in 10 sec (with the Peizo proc). Add the DPRM or the Lukari Protomater console with high regen (1100% in combat without piezos on some of my ships) and thats a touch ship to hurt.

    Unless im messing something..I cant see the gains from the Integrity linked being as useful. 8 of the +5 would only net 40% hull regen boost (Not sure if this is halved in combat)...

    The Fleet beams might be a better alternative but that are a 2.5% chance for a heal..(Not sure if thats affected by the Sci Ultimate).

    I dunno what do you think?

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    Rouge Sto Wiki Editor.


  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    pottsey5g wrote: »
    rykus83 wrote: »
    @pottsey5g sorry for bring it up again but what warp core do you suggest to replace Kobali Warp core i didnt get that ship to get the core or the Regenerative Integrity Field console for your sci slot suggestions nad with this build are you still suggesting using the Piezo-Polaron weapons from the lukari rep.
    Not ran the math but I think from a tank build point of view Integrity-Linked weapons are better and cheaper then Piezo-Polaron. While Piezo-Polaron provide a 150% bonus to hull regen they only have a proc chance of 5%. Integrity-Linked weapons boost both hull regen and hull hit points for a much smaller boost but the boost is always on and stacks up per weapon.

    There is also the Emitter linked alternative which boosts shields. Both emitter and Integrity-Linked can be found no the exchange.

    Do we know if the peizos stack per beam?

    I haven't done the mathes either but I do know the Hull regen stacks on top of my combat hull regen (so lets say its 50% in combat) so I'm healing @ 200% with the peizo proc (once it procs)..As you gain more hull the more substantial the hull regen factor helps..(100+k hull vs 50k Hull).

    If my maths is correct, a 100k ship will heal for 1,666 per sec (at 100%/60 sec)..3,333 (@200%/10sec) or 30k heal in 10 sec (with the Peizo proc). Add the DPRM or the Lukari Protomater console with high regen (1100% in combat without piezos on some of my ships) and thats a touch ship to hurt.

    Unless im messing something..I cant see the gains from the Integrity linked being as useful. 8 of the +5 would only net 40% hull regen boost (Not sure if this is halved in combat)...

    The Fleet beams might be a better alternative but that are a 2.5% chance for a heal..(Not sure if thats affected by the Sci Ultimate).

    I dunno what do you think?
    peizos do not stack with extra triggers resting the timer at least with the torpedo versions. I assume energy weapons are the same.

    My gut feeling was the Integrity linked will make up for less healing by being constantly on. Integrity linked are really a dual heal as you gain heal from the hull regen and you gain further heal per tick from the hit point boost. At least I believe it works like that.

    As far as I know Hull regen increase how often the heal ticks happen. Hull hitpoints increase the amount you heal per tick after hitpoint bonuses?

    Not investigated the energy version but the torpedo versions of Dranuur weapons heal based on crit severity. Still I think for rykus83 Integrity linked are best as he won’t have to spend a massive amount of dill to get them.

  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    edited March 2018
    Thinking about this some more would you be better off mixing from a tanking point of view. While full Integrity linked is the easiest to get. If resources are not a problem would 2 peizos torpedoes with 6 Integrity linked energy maximise tanking better? Or Perhaps 2 peizos torpedoes with 2 Dranuur torpdeos and 4 Integrity linked energy ?
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    So I checked my Tribble Char..With the Colony Beam and Torps
    @ 150% Crit Severity I was only getting 730 Hull and shield heal..Buuuut if thats a sequential (no lock out) thing..8 of those, If they all can proc at once would be = to 5,840 hull/Shield heal.. To me...it looks like the Peizo Beams are superior...as they have a 5% chance and might heal more than the Colony beams @ 2.5%.

    The Integrity linked..If you were running an entire build geared towards raising your ships hull regen (Assimilated set or Kobali raise hull regen)..This could be more reliable than the Peizo Proc..but..Testing will tell..

    --Side note-- Peizo Torps dont have the 150% healing the beams have...Sad..SO I cant compare them to the Colony torps @ 10% chance..

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  • protoneousprotoneous Member Posts: 2,950 Arc User
    @rykus83 I didn't realize until later that you were posing the same questions in 2 different threads. Seems the question you posed here has probably been answered here by the we will take this game apart piece by piece folks™

  • alcaatrazalcaatraz Member Posts: 113 Arc User
    Not to try and put a damper on people building tanks (it's basicly all I do anymore)...but to me it seems that any threat modifying thing just doesn't work anymore; Embassy Consoles, Adak'Ukans. The only thing which does is Threatening Stance.

    Will need waaaaaaaay more data to figure it out exactly but with the several months I've been studying this (which changes to hundreds of variables) it seems to have no net impact (and sometimes not going for +threat is a better idea since you can put in a +Damage thing instead).

    I've had others who have reported this same thing of +Threat things not seeming to work, and others who have seen that the lack of +Threat things has reduced in their utter lack of having attacks directed towards them. I've alerted a developer but VIL is putting things like this off for the moment.
    --- @alcaatraz || I make tanks and do maths stuffs ---
    "I am the master of my fate: I am the captain of my soul."
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