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Energy Weapon Types: Hybrid/Combo vs Standard

jadonovanjadonovan Member Posts: 30 Arc User
edited December 2012 in Federation Discussion
So, I am hoping to get a large amount of helpful feedback from those with experience using some of these new and cool hybrid (or combination) weapon types, and standard energy weapon types. For simplicity's sake, let's just compare the Mk XI versions.

What do I mean when I say Hybrid/Combo?
Plasma-Disruptor Hybrid Mk XI-Rare
Phased Polaron Mk XI-Rare
Polarized Disruptor Mk XI - Very Rare
Phased Tetryon Mk XI - Very Rare

My question is, do these energy types have an advantage? Or am I better off using standard energy weapon types, like fleet gear, crafted gear, etc?
Post edited by jadonovan on

Comments

  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited November 2012
    Hybrids are like regular weapons except they trade one suffix modifier for the proc ability of another damage type. Ultimately, it's up to you to decide if you want to trade an accuracy mod for a chance proc.

    Polarized Disruptors are quite nice for softening a target. Meanwhile, Phased Tetyron are nice for stripping shields.

    Depends on how you want to fit a ship and what kind of playstyle you enjoy.
  • xantrisxantris Member Posts: 0 Arc User
    edited November 2012
    jadonovan wrote: »
    So, I am hoping to get a large amount of helpful feedback from those with experience using some of these new and cool hybrid (or combination) weapon types, and standard energy weapon types. For simplicity's sake, let's just compare the Mk XI versions.

    What do I mean when I say Hybrid/Combo?
    Plasma-Disruptor Hybrid Mk XI-Rare
    Phased Polaron Mk XI-Rare
    Polarized Disruptor Mk XI - Very Rare
    Phased Tetryon Mk XI - Very Rare

    My question is, do these energy types have an advantage? Or am I better off using standard energy weapon types, like fleet gear, crafted gear, etc?

    Polarized Disrupors have good synergy, they'll weaken or drop shields and engines(lower defense = higher crits) while also throwing up a hull damage buff. It works well together and is a good 1-2 punch. So do Spiral Disruptors, but they are Galor only, I'm not a huge fan of any of the other.

    Plasma Disruptors: good on high hull targets, but the plasma dot is next to useless on targets that die relatively quickly

    Phased Polaron: decent for stripping shields.

    Phased Tetryon work against each other, the ultimate phaser proc is to offline shields, but your combining it with a proc that does shield damage. It doesn't complement each other well.
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  • canis36canis36 Member Posts: 737 Arc User
    edited November 2012
    szerontzur wrote: »
    Hybrids are like regular weapons except they trade one suffix modifier for the proc ability of another damage type. Ultimately, it's up to you to decide if you want to trade an accuracy mod for a chance proc.

    Polarized Disruptors are quite nice for softening a target. Meanwhile, Phased Tetyron are nice for stripping shields.

    Depends on how you want to fit a ship and what kind of playstyle you enjoy.

    You forgot to mention the nerf to damage as well. It's been a while but I know that the polarized tetryons and phased tetryon weaponry have lower damage outputs than normal tetryon weapons with the same mark and rarity. I haven't checked but I'd assume that it's similar or the same for Phased Polaron and Polarized distruptors. Plasma-Distruptor Hybrids seem to be the only ones that this isn't the case for.
  • jadenmiajadenmia Member Posts: 148 Arc User
    edited November 2012
    ... /sigh typical BS answering.

    Those exotic weapons do have an advantage of being 2 energy weapon types and include the stat bonus of both energy weapon types.

    Spiral Energy weapons use Phaser and disruptor types and grant the phaser chance to disable subsystems and disruptor debuff chance.

    Polarize disruptor have both disruptor debuff and polaron debuff.

    Phased Tetryon has the shield hit chance of tetryon weapons and the phaser subsystem debuff chance.

    So far only Polarized Tetryon doesn't dollow that pattern and instead increases the shield damage proc chance x4 = 10%, up from 2.5% of original tetryon weapons.

    It is sad that so many ST fans answer in this "I'm going to give you a BS vague answer manner cause I want to be a troll" kind of attitude. We all get more then enough of that BS in real life. This is suppose to be a fun game, not a real life simulator.

    This is a gaming community forum, not a 15 minutes of fame interview on 60 minutes or the "today" show.
    Give real answers, not a famous person vague BS answer.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited November 2012
    jadenmia wrote: »
    ... /sigh typical BS answering.

    Those exotic weapons do have an advantage of being 2 energy weapon types and include the stat bonus of both energy weapon types.

    Spiral Energy weapons use Phaser and disruptor types and grant the phaser chance to disable subsystems and disruptor debuff chance.

    Polarize disruptor have both disruptor debuff and polaron debuff.

    Phased Tetryon has the shield hit chance of tetryon weapons and the phaser subsystem debuff chance.

    So far only Polarized Tetryon doesn't dollow that pattern and instead increases the shield damage proc chance x4 = 10%, up from 2.5% of original tetryon weapons.

    It is sad that so many ST fans answer in this "I'm going to give you a BS vague answer manner cause I want to be a troll" kind of attitude. We all get more then enough of that BS in real life. This is suppose to be a fun game, not a real life simulator.

    This is a gaming community forum, not a 15 minutes of fame interview on 60 minutes or the "today" show.
    Give real answers, not a famous person vague BS answer.

    This was sort of funny. I'm not even sure what brought this on. Oh and you may want to include in your super question answering skills a bit of accuracy. In this case you may wish to point out that these weapons apply exactly ONE energy damage type and that you should be careful to use those consoles that apply to that damage type. That's my helpful bit.

    "blah blah blah of being 2 energy weapon types and include the stat bonus of both energy weapon types." <<<<you need to know that this is incorrect.

    You also need to know that the other posters made a good faith effort to relate from experience what the advantages of these weapons are.

    You did not do this.


    Cheers and happy trolling to you.
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    edited December 2012
    Sorry about bumping an older post but this thread was pretty helpful and I have a followup question:

    If I use hybrid/combo weapons like polarized disruptors does that mean that consoles for either polaron or disruptor weapons will boost the damage these weapons deliver?

    For example, if I have a Polaron Phase Modulator console installed on my ship and several polaron weapons and polarized disruptor weapons will that console increase the damage caused by polarized disruptors or just the polaron weapons?
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • cliftona91cliftona91 Member Posts: 254
    edited December 2012
    The weapons are only improved by one type of console.

    Examples:

    Plasma-Disruptor: Disruptor Coils

    Phased Polaron: Polaron Consoles

    Spiral Wave: Disruptor consoles

    Phased Tetryon: Tetryon Pulse

    Polarized Disruptor: Disruptor Coils

    Exception, the Plasma Disruptor DOT can be improved by the Plasma Infusers.
  • trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited December 2012
    I still want MK XII purple hybrid weapons, I miss having Disruptor/Plasma set up going.
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
  • eurialoeurialo Member Posts: 667 Arc User
    edited December 2012
    Sorry about bumping an older post but this thread was pretty helpful and I have a followup question:

    If I use hybrid/combo weapons like polarized disruptors does that mean that consoles for either polaron or disruptor weapons will boost the damage these weapons deliver?

    For example, if I have a Polaron Phase Modulator console installed on my ship and several polaron weapons and polarized disruptor weapons will that console increase the damage caused by polarized disruptors or just the polaron weapons?


    You can have an answer reading the tooltips... however polarized disruptors are disruptors and you can boost their damage using consoles for disruptors only.

    All hybrid weapons trade one modifier to simply gain one more proc, but their damage type is of one type only.
    [SIGPIC][/SIGPIC]

    Playing STO spamming FAW is like playing chess using always the computer's suggested moves
  • rickpaaarickpaaa Member Posts: 637 Arc User
    edited December 2012
    I still want MK XII purple hybrid weapons, I miss having Disruptor/Plasma set up going.

    The Romulan reputation store has plasma energy weapons with a disruptor proc. They are nice and pretty! :D
    giphy.gif
    Member since December 2009


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  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited December 2012
    An extra proc for three times the cost is kind of lame.

    Especially considering that three of the older hybrid sets are free mission rewards, and two more are on the exchange for reasonable prices.
    EnYn9p9.jpg
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  • shmnshmn Member Posts: 0 Arc User
    edited December 2012
    I'm starting to wonder if the extra disruptor proc is worthwhile for a set of weapons that cost nearly three times as much in dilithum as the advanced fleet versions that do higher base damage by a decent margin. i don't think the proc is worth it for beam arrays and banks due to their low firing rate compared with cannons. I'm going to set up my cruiser with the fleet advanced plasma beams, an embassy plasma damage console and the full romulan set and see how it works out. An extra proc for three times the cost is kind of lame.

    Depends on the environment. I run the romulan weps on a Recluse and I do mostly STF's; in this environment a proc that increases damage dealt to a target by the whole group including my dozen adv peregrines is pretty damn sweet. On the other hand if you mostly solo in an escort or something, then it's probably not worth it.

    Btw, should note that the rom set bonus (as soon as they fix the launcher) to increase plasma damage as well as embassy sci consoles help to counterbalance the damage difference compared to AP. Oh, and the roms are available as 2x[Acc].
    IGN: Noveria
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