I was wondering what Warp Cores people were using with what ships, and why. I'm not a mix/maxer or anything, so I may not have quite the same understanding of game mechanics re: which core is the best for which ships, which is why I thought I'd see what's going on in other peoples' heads.
I'm using a Fleet Tactical Escort Retrofit, and the core I've opted to use is a rare
Hyper Injection Warp Core Mk XI [SEP] [W->E] [SST] (picture embedded).
As far as I understand Shield Power, it only boosts the regeneration rate of your shields rather than their actual hit points, which is why I opted to skip the +Shield cores in favor of +Engine cores. With this core installed, I've managed to get my ship to the following power levels:
Weapons: 125/90
Shields: 58/30
Engines: 93/60
Auxiliary: 41/20
Nimble and quick, with my Tac Team, EPtS, and TSS mapped to mouse buttons to keep my shields up.
What cores are you guys going with (or hoping to go with once prices settle down on the Exchange)?
Comments
Most other ships I'm currently running the default core, as most builds don't have as huge a dependence on any of the three base types as the Vesta does with Aux. I'm still deciding on what core to get my Kar'fi as more engine power would help it's maneuverability (base turn 7), but more Aux power would help with launchings pets and the Sci BOff abilities.
As far as shield power, in addition to the regeneration bonus, more shield power increases their resistance to damage.
Long term though, I'm looking to get a shield-boosting [w->s] model for my cruisers and an aux-boosting [a->w] for my sci ships, but still unsure for escorts.
30k Dil isn't all that expensive.
Weapons to Engines. Escorts have tons o' weapons power. And more engine = more defense.
BTW: More shield power does not just increase shield regen it also increases shield innate resistance. Lower the shield power the less resistance your shields have which means they disappear faster.
A while ago, they changed it so Engine power affects turn rate instead of Aux. It makes more sense that way anyway.
Also, thanks to you and anyone else that clued me in on what Shield Power does. I keep Shield Batteries on hand at all times though, so I still value more innate Engine power on my FTER. MACO shields + having EPtS up 30 seconds out of every 45 seems to work just fine by me.
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I believe hasukurobi means a Overcharged[SEP][W->S] core, where [SEP] gives a boost to Starship Engine Performance, which usually nets around 3 engine power.
Before (no warp core):
Weapons: 125/100
Shields: 73/50
Engines: 53/25
Auxillary: 35/25
Starship warp core efficiency: 30
Starship warp core potential: 109
Starship impulse thrusters: 124
Starship engine performance: 84
Flight speed: 26.81
Turn rate 17.9
Bonus defense (at high impulse speed): 68.5%
After:
Weapons: 125/100
Shields: 73/50
Engines: 69/25
Auxillary: 35/25
Starship warp core efficiency: 30
Starship warp core potential: 109
Starship impulse thrusters: 124
Starship engine performance: 100
Flight speed: 31.92
Turn rate 18.7
Bonus defense (at high impulse speed): 68.5%
Be quick can save your life is you run an escort ship
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I'll be giving it a good few weeks before considering what one to go with, due to cost and the chance that Cryptic may 'tweak' the more popular ones.
TLDR: If you don?t want to spend EC, get a Mk IV core from the Dilithium Store on the cheap.
I am running the Mk IV Overcharged Warp Core [Eff] [W to A] on all FED toons. For Sci ships, I run a Mk IV Field Stabilizing Warp Core [Eff] [W to A].
That can certainly take care of shield issues as you say. MACO is such a lovely shield LOL.
My power levels before the warp core:
125/74/52/40
Power levels after the warp core:
125/74/54/56
I went with the Aux, because I get the most of of boosting my lowest system power. Also, The Tholian T4 passive increases Starship Energy Weapons and Starship Kinetic Weapon skills based off of my Aux power level.
I will most likely get a MK XI purple warp core similar to the one I have above, but will get one that increases transwarp speed and has a shield restart battery (or weapons, if it's ever confirmed that this would enable weapons after Tholians disabled it).
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At least what I'm thinking of going. Until I get my Dil store cores. I'm using the stock one.
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I am wondering why there isn't a warp core with a weapons +7.5 / 125+ boost? Because it would be OP?
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Engineer, similar, some flavor of a [S->X] core, and [A->X] for science captains.
I know there are cores that give bonus shield power and max shield power capacity, same with Aux and engine, but I haven't seen one for weapons, I think increasing weapon power above 125 was deemed a little too strong, since even torpedo boats still use *some* weapons power, whereas the other factors (shields, engine, aux) are a less direct effect on combat.
Sci with high Aux:
Overcharged[A->W]
Scis with another power high, Ovecharged[x->A], where x is the high power.
For carriers [sep] for a small boost to engine speed, non-carriers [eff]
Keep in mind that you'll likely need additional power from somewhere else to hit 130 Aux, such as the Adapted MACO two-piece bonus (+8.8 Aux) or the Borg deflector (+5 Aux), as the 'Additional Power' is Efficient and will be 0 gain if you have 75 or higher Aux setting.
Tac PvP speed tanking:
Hyper Impulse [sep][W->E]
Tac STFs/PvE:
Field Stabilizing [eff][W->S] for more survivability
Post Nukara T4 damage Aux booster:
Overcharged[W->A]
Engineers:
You'll want a core with [bat] to improve the amount of time your new trait ability that gives all your other powers a boost on EPt use.
Heal boats - Overcharged or Field Stabilizing [x->A]
Slow tankers - Hyper Impulse [x->E] if you want more speed, otherwise Field Stabilizing [x->A or x->S]
Not sure on Aux2Batt builds and damage builds on cruisers.
For Engineers in other ships, use the recommendations for the other classes in those ships, substituting [batt] for everything except PvP speed.