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Gravity Well and Tyken's Rift

darramouss1darramouss1 Member Posts: 1,811 Arc User
Hey there.

I'm looking to give a boff both Tyken's Rift and Gravity Well but am having trouble deciding with levels to give.

Should I give my boff Gravity Well III and Tyken's Rift II or should I give Tyken's Rift III and Gravity Well I.

My captain's skills will be such that these abilities will have the most effect possible.

Looking for constructive opinions and reasoning. Thank you in advance!!
Post edited by darramouss1 on

Comments

  • svetivanovasvetivanova Member Posts: 37 Arc User
    edited August 2012
    Gravity Well 3
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited August 2012
    Reasoning?
  • maelwy5maelwy5 Member Posts: 593 Arc User
    edited August 2012
    Should I give my boff Gravity Well III and Tyken's Rift II or should I give Tyken's Rift III and Gravity Well I.

    GW3 if you want to concentrate on damage, or TR3 for energy drain. TR3 is only really useful whenever you're stacking it with other energy drain powers though - it isn't enough to drain most NPCs by itself, even with significant investment into Flow Capacitors.

    Also, GW lasts slightly longer.
    [ <<<--- @Maelwys --->>> ]
  • thisslerthissler Member Posts: 2,055 Arc User
    edited August 2012
    Really the damage difference between 1 and 3 on GW can be huge so like the man said, if you're going for damage, perhaps even doing the tactical buff craziness sure you want GW 3. If your just doing it to get your targets grouped up for say a torped.........

    Oh LOL at me. There's no reason to go with GW 1 in any case that you would be pairing it with Tyken's. It's not like you can say um, lets see. Hit them with GW and then have them stuck there while you drain them all with Tykens. So its a safe bet that the effects of a 3 and a 2 power will be better for you than a 3 and a 1.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited August 2012
  • thisslerthissler Member Posts: 2,055 Arc User
    edited August 2012
    That's pretty much the long and short of it. And really without knowing what the intent is it is hard to give good guidance here.
  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited August 2012
    You will want to go with Tykens-2 and GW-3.
    Now lets talk a little bit about how to get the most out of those skills. Luckily those skills are driven by the same supporting skills, which makes it very beneficial to have both.

    Auxiliary Power - The higher your auxiliary power the more powerful your gravity well or Tyken's rift will be. Take a few seconds to slide your auxiliary power to 100+ before activating the Gravity Well or Tykens Rift.

    Consoles - MK XI Blue consoles for both are very cheap on exchange right now (20K EC?)

    Particle Generator - This contributes to the kinetic damage done by both effects

    Graviton Generator - This contributes to the gravitational pull of both effects

    Gravimetric Scientist Doff A- Create up to 4x additional aftershock Gravity Wells depending on the rarity of the doff

    Gravimetric Scientist Doff B - Create up to 4x additional aftershock Tykens Rift's depending on the rarity of the doff

    Deflector Officer - Reduces cooldown of deflector abilities such as Tykens Rift and Gravity Well
    Deflector Officer example

    Deflector Dishes

    Borg Deflector Dish gives +5 power to Auxiliary power and +15 bonus to Graviton Generators.

    Maco Deflector gives +17.5 bonus to Graviton Generators.


    EPS Flow Regulators - These increase the speed in which you are able to adjust your power levels. This will help you to be able to slide your auxiliary to maximum power, activate your gravity well/tykens rift, and switch your power back to weapons/engines/shields quickly when not using powers that require auxiliary power.
  • sotaudisotaudi Member Posts: 7 Arc User
    edited August 2012
    xgorillapx wrote: »
    You will want to go with Tykens-2 and GW-3.
    Now lets talk a little bit about how to get the most out of those skills. Luckily those skills are driven by the same supporting skills, which makes it very beneficial to have both.

    Auxiliary Power - The higher your auxiliary power the more powerful your gravity well or Tyken's rift will be. Take a few seconds to slide your auxiliary power to 100+ before activating the Gravity Well or Tykens Rift.

    Consoles - MK XI Blue consoles for both are very cheap on exchange right now (20K EC?)

    Particle Generator - This contributes to the kinetic damage done by both effects

    Graviton Generator - This contributes to the gravitational pull of both effects

    Gravimetric Scientist Doff A- Create up to 4x additional aftershock Gravity Wells depending on the rarity of the doff

    Gravimetric Scientist Doff B - Create up to 4x additional aftershock Tykens Rift's depending on the rarity of the doff

    Deflector Officer - Reduces cooldown of deflector abilities such as Tykens Rift and Gravity Well
    Deflector Officer example

    Deflector Dishes

    Borg Deflector Dish gives +5 power to Auxiliary power and +15 bonus to Graviton Generators.

    Maco Deflector gives +17.5 bonus to Graviton Generators.


    EPS Flow Regulators - These increase the speed in which you are able to adjust your power levels. This will help you to be able to slide your auxiliary to maximum power, activate your gravity well/tykens rift, and switch your power back to weapons/engines/shields quickly when not using powers that require auxiliary power.

    While much of the information above is correct, unfortunately, your information is off some in regard to Tyken's Rift. That is, you are correct that, since both Tyken's Rift and Gravity Well are science abilities, both are boosted by higher Aux power. You are further correct that the AoE damage effect of both is boosted by the Starship Particle Generators skill and related consoles. You are also correct that Starship Graviton Generators and related consoles affects Gravity Well's pull effect (more accurately, the radius of the effect, which would include both the range of the pull and the range of the damage), and the information about the DOffs, etc., seems to be correct.

    However Tyken's other effect is an AoE drain, not a pull. It may well be able to slow or even stop a target by draining its engine power sufficiently, but it does not pull a target. It is the difference between coming to a stop in a car because you ran out of gas (Tyken's energy drain) and coming to a stop because your came up on a hill that is too steep for your car's engine (Gravity Well's pull). The outcomes may look the same, but the causes are completely unrelated.

    Thus, Graviton Generators enhances "Knock, Repel, or Slow" abilities like Gravity Well, Tractor Beam, TB Repulsors, or Photonic Shockwave, but they have no effect on Tyken's. Tyken's is a power drain, so it is affected by Starship Flow Capacitors and related consoles. These improve the drain effect, and may result in slowing or stopping a target, but as stated above, these are only similar outcomes, not similar effects. Thus, Particle Generators affect both's damage, but, in regard to these two abilities, Graviton Generators only affects Gravity Well while Flow Capacitors only affects Tyken's.

    You can see this in the Skill Planner at www.STOAcademy.com. When you slot an ability in a BOff slot in the planner, any skill it is affected by is marked with a star in the skill tree. This link, http://www.stoacademy.com/tools/skillplanner/index.php?build=Tyken_0, has only Tyken's Rift selected. As you can see in the skill tree section, the only two skills that are marked with a star are Starship Particle Generators and Starship Flow Capacitors. This is because it only has an AoE damage effect and an AoE Energy drain. Starship Graviton Generators is not marked because there is no "Knock, Repel, or Slow" component to Tyken's. I would have to select Gravity Well, Tractor Beam, or another skill with a "Knock, Repel, or Slow" ability to get a star beside Starship Graviton Generators.

    So much of the info is correct, but the info on Tyken's is off somewhat.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited August 2012
    I know there's been more than one change to what Graviton Generators did for GW. I thought the last word was that what they would do was extend the radius of the well?

    But yes anyways I wouldn't use these powers on the same ship, but maybe he just really really likes them so there you have it.
  • sotaudisotaudi Member Posts: 7 Arc User
    edited August 2012
    thissler wrote: »
    I know there's been more than one change to what Graviton Generators did for GW. I thought the last word was that what they would do was extend the radius of the well?

    But yes anyways I wouldn't use these powers on the same ship, but maybe he just really really likes them so there you have it.

    That is correct. In a thread about Gravity Well (http://sto-forum.perfectworld.com/showthread.php?t=284891), Borticuscryptic posted the following comment:
    The primary effect of Graviton Generators is to increase the radius of Gravity Well, not the pull.

    GW Rank 1 radius is 2.7km base, or 3.4km with 99 Graviton
    GW Rank 2 radius is 2.85km base, or 3.56km with 99 Graviton
    GW Rank 3 radius is 3.0km base, or 3.75km with 99 Graviton

    When I concurred that it affected the pull, I should have clarified that I meant that they extend the range of Gravity Well (thereby, extending the range of the pull), not that it makes the pull stronger. I edited my previous mark to make that clarification.
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