Plasma procs are only really a major threat if you're up against a Sci captain, have only one hazard emitter or your team doesn't cross heal. It's biggest danger is for puggers, who can't rely on someone to heal them.
The obvious problem with the plasma build is that, for a pug, you have to set your ship up for defending against it. Lately I've just not bothered taking off my plasma defenses, because everyone's using it now.
Now, if you're not up against a sci-captain(in another words SNB) or only one plasma user (rare) and you've got these plasma defenses equipped, it's hilarious. In 1v1's with these people I've seen half of them die to their own plasma torps, especially the heavy plasma torps, due to the splash.
Basically the plasma DOT stacking is insane enough that you've got to focus on defending against it, leaving you open to conventional attacks from other members of their team.
Imo, plasma armor is useless, as long as you have one or two neutroniums its enough to shut down any unwanted damage you take to a low amount, kinetic, plasma anything, if you use electro armor against my orb weaver, my kinetic is just gonna ruin you, if something. neutronium forever. and also, well timed hazard will block all the dots in you, other than AoE, ofcourse. retro(3) set also works against plasma, comboed with 2 copies of hazards or even single one, will make your ship immune to plasma burns. but then again, why would anyone just use plasma burning to kill their foe? that would be just fail.. anything you don't specialize in = no damage.
Say the word, it saves the world. CUUCUUMBEER!"-With slight partigen with it." Proud member or DPS-800"-We kill dem mines with our scitter turrets."
I still believe that for the only weapon capable of secondary damage over and above the base weapon type dmg, the the hyperflux plasma (if that's what its called) together with the stacking is cause for concern.
At the end of the day this just leads to the cookie-cutter build.
I'll all for novelty, but when novelty becomes a norm it leads to "lackluster-ism"
Imo, plasma armor is useless, as long as you have one or two neutroniums its enough to shut down any unwanted damage you take to a low amount, kinetic, plasma anything, if you use electro armor against my orb weaver, my kinetic is just gonna ruin you, if something. neutronium forever. and also, well timed hazard will block all the dots in you, other than AoE, ofcourse. retro(3) set also works against plasma, comboed with 2 copies of hazards or even single one, will make your ship immune to plasma burns. but then again, why would anyone just use plasma burning to kill their foe? that would be just fail.. anything you don't specialize in = no damage.
On my bop, all I run is two xi blue nuetroniums (I'm a cheapskate, I know) - with six points apiece in the armor skills, I have about 31, 32% resist - the third slot is reserved for whatever the enemy plans to to sling my way (or another neutronium for pvp)
Plasma as a proc is merely annoying with such a simple set of consoles - oh, and of course you can throw even more resist on via aux2sif or polarise hull to reduce the burn further...its not immunity, but it keeps you alive until you can use hazard emmiters
HE is such an overpowered off switch to any DOT, i don't think its possible for DOT to ever reach some tipping point of being to good.
I should introduce you to my fleet mate's Plasma DOT ship. It's ridiculous how easily it can overcome HE. If you'd like, I can PMSG you some of his youtube videos of him taking out some high-profile pvpers.
I dunno how you guys do it, but without the extra capacity provided by them, my shields just melt when a 5 Tac console Escort even looks at them.
I dunno, from what I can see, one console only gives me about 1k more shields. Even if I got 2k from two consoles in total, I don't think it's going to help much if I'm already in trouble.
I should introduce you to my fleet mate's Plasma DOT ship. It's ridiculous how easily it can overcome HE. If you'd like, I can PMSG you some of his youtube videos of him taking out some high-profile pvpers.
ive made some kdf cruisers loaded with omega, and rom rep gear, and EWP 3 that can get over 2k dot a tic, before crit, i know all about how powerful plasma can be. ive taken a break from it because its too hax! but if they escape my plasma cloud, they just bought them selves a lot of time, and even if i burn them to death soon after, it would have taken about as much time as a more conventional attack on him would to finish him.
I dunno, from what I can see, one console only gives me about 1k more shields. Even if I got 2k from two consoles in total, I don't think it's going to help much if I'm already in trouble.
the best way to protect your shields anymore is proboly power insulator consoles, not field gens. glider seems to bypass your sky high resistance levels when it deals damage. regen consoles, with the resistance levels everyone has now, are proboly beter then raw capacity buffs. as long as you have about 10k capacity, which is plenty for spike soak.
I dunno, from what I can see, one console only gives me about 1k more shields. Even if I got 2k from two consoles in total, I don't think it's going to help much if I'm already in trouble.
A single blue Mk XI Field Generator takes the shields on one of my guys from 9,149 to 10,332.
A single blue Mk XI Emitter Array does the following at 43/25 Aux:
EPtS1 1,424.2 to 1,542.4
ST1 2,136.4 to 2,313.6
TSS3 736.1/209.8 to 797.1/227.2
RSF3 177.3 to 192
MW3 4,747.5 to 5,142.2
I dunno, from what I can see, one console only gives me about 1k more shields. Even if I got 2k from two consoles in total, I don't think it's going to help much if I'm already in trouble.
I forget who exactly it is now, but there is one guy who is an absolute pain to kill in his Wells. He's sitting at something like 18k Fleet Shields.
ive made some kdf cruisers loaded with omega, and rom rep gear, and EWP 3 that can get over 2k dot a tic, before crit, i know all about how powerful plasma can be. ive taken a break from it because its too hax! but if they escape my plasma cloud, they just bought them selves a lot of time, and even if i burn them to death soon after, it would have taken about as much time as a more conventional attack on him would to finish him.
True. But, my fleet mate has a lot of movement control to help keep his target from getting away.
the best way to protect your shields anymore is proboly power insulator consoles, not field gens. glider seems to bypass your sky high resistance levels when it deals damage. regen consoles, with the resistance levels everyone has now, are proboly beter then raw capacity buffs. as long as you have about 10k capacity, which is plenty for spike soak.
Yep. Currently running a MK XI Power Insulator embassy sci console myself. I believe my power insulators are at 113 or something?
Sadly, it's difficult to get to 10k shields with the Elite Resilient shields on a Fleet Defiant. Even with the MACO, I would still need two Field Generators to close to 10k. I think they worth considering prior to their nerf last year, but now I don't bother. But, back then, you couldn't stack them.
And that's just a blue Mk XI Emitter. I picture a pair of the Rom Emitters... /drool
edit: Btw, that's on a Chel Grett with a 1.0 Shield Modifier and using MACO Mk XII shields.
I tried the MK X embassy console, but my power levels didn't increase my heals that much. I think my Aux power levels are 42/25. I opted for the Power Insulators console instead.
I forget who exactly it is now, but there is one guy who is an absolute pain to kill in his Wells. He's sitting at something like 18k Fleet Shields.
I guess it's worth it in a Science or Cruiser. Just don't really see the benefits for Escorts.
On my Fleet Defiant, I run the Assimilated Module, RCS console, Tachyokinetic Converter, Embassy Power Insulator MK XI (with plasma DOT), and Cloak. That doesn't give me much room for to play with, so I would need Field Generators to do more for me to make me want to give up one of my consoles. I was really hoping there would be an Embassy Field Generator console, and might have considered that over the Power Insulator console.
Comments
Otherwise, with everybody carrying HE - the various folks with the Borg proc - well, plasma can be fun or plasma can be a waste.
You can try to get somebody to use their HE - wait for it to expire, then Hyperflux them. Course, then somebody else can just share their HE.
Course, there's the AtB HE users - where they basically shut down your plasma damage. Whether it's on them or somebody else...
It's another Yo-Yo mechanic in STO. Either it's OP or it's UP.
Why can't we ever have the middleground with things?
The obvious problem with the plasma build is that, for a pug, you have to set your ship up for defending against it. Lately I've just not bothered taking off my plasma defenses, because everyone's using it now.
Now, if you're not up against a sci-captain(in another words SNB) or only one plasma user (rare) and you've got these plasma defenses equipped, it's hilarious. In 1v1's with these people I've seen half of them die to their own plasma torps, especially the heavy plasma torps, due to the splash.
Basically the plasma DOT stacking is insane enough that you've got to focus on defending against it, leaving you open to conventional attacks from other members of their team.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
CUUCUUMBEER! "-With slight partigen with it."
Proud member or DPS-800 "-We kill dem mines with our scitter turrets."
I still believe that for the only weapon capable of secondary damage over and above the base weapon type dmg, the the hyperflux plasma (if that's what its called) together with the stacking is cause for concern.
At the end of the day this just leads to the cookie-cutter build.
I'll all for novelty, but when novelty becomes a norm it leads to "lackluster-ism"
On my bop, all I run is two xi blue nuetroniums (I'm a cheapskate, I know) - with six points apiece in the armor skills, I have about 31, 32% resist - the third slot is reserved for whatever the enemy plans to to sling my way (or another neutronium for pvp)
Plasma as a proc is merely annoying with such a simple set of consoles - oh, and of course you can throw even more resist on via aux2sif or polarise hull to reduce the burn further...its not immunity, but it keeps you alive until you can use hazard emmiters
Get the Forums Enhancement Extension!
I should introduce you to my fleet mate's Plasma DOT ship. It's ridiculous how easily it can overcome HE. If you'd like, I can PMSG you some of his youtube videos of him taking out some high-profile pvpers.
I use 2, if I can.
I dunno how you guys do it, but without the extra capacity provided by them, my shields just melt when a 5 Tac console Escort even looks at them.
ive made some kdf cruisers loaded with omega, and rom rep gear, and EWP 3 that can get over 2k dot a tic, before crit, i know all about how powerful plasma can be. ive taken a break from it because its too hax! but if they escape my plasma cloud, they just bought them selves a lot of time, and even if i burn them to death soon after, it would have taken about as much time as a more conventional attack on him would to finish him.
the best way to protect your shields anymore is proboly power insulator consoles, not field gens. glider seems to bypass your sky high resistance levels when it deals damage. regen consoles, with the resistance levels everyone has now, are proboly beter then raw capacity buffs. as long as you have about 10k capacity, which is plenty for spike soak.
A single blue Mk XI Field Generator takes the shields on one of my guys from 9,149 to 10,332.
A single blue Mk XI Emitter Array does the following at 43/25 Aux:
EPtS1 1,424.2 to 1,542.4
ST1 2,136.4 to 2,313.6
TSS3 736.1/209.8 to 797.1/227.2
RSF3 177.3 to 192
MW3 4,747.5 to 5,142.2
@106/100 Aux:
TSS3 1,237.5/352.7 to 1,340.2/381.9
And that's just a blue Mk XI Emitter. I picture a pair of the Rom Emitters... /drool
edit: Btw, that's on a Chel Grett with a 1.0 Shield Modifier and using MACO Mk XII shields.
I forget who exactly it is now, but there is one guy who is an absolute pain to kill in his Wells. He's sitting at something like 18k Fleet Shields.
Yep. Currently running a MK XI Power Insulator embassy sci console myself. I believe my power insulators are at 113 or something?
Sadly, it's difficult to get to 10k shields with the Elite Resilient shields on a Fleet Defiant. Even with the MACO, I would still need two Field Generators to close to 10k. I think they worth considering prior to their nerf last year, but now I don't bother. But, back then, you couldn't stack them.
I tried the MK X embassy console, but my power levels didn't increase my heals that much. I think my Aux power levels are 42/25. I opted for the Power Insulators console instead.
I guess it's worth it in a Science or Cruiser. Just don't really see the benefits for Escorts.
On my Fleet Defiant, I run the Assimilated Module, RCS console, Tachyokinetic Converter, Embassy Power Insulator MK XI (with plasma DOT), and Cloak. That doesn't give me much room for to play with, so I would need Field Generators to do more for me to make me want to give up one of my consoles. I was really hoping there would be an Embassy Field Generator console, and might have considered that over the Power Insulator console.