thinking of making a new gear build for my JH Dreadnought, and looking at using my Bio-neural Warhead, but I was wondering, do the Projectile Weapons Doffs reduse it's cooldown, and should I use a Tricolbalt console to boost it's damage?
Also, while I'm on subject, what console should I use with the Nukara Rep Mines?
i don't think that the projectile doff affects this weapon...even if it did it's silly to use one with that torp...a 20% chance to reduce CD by 5 seconds of a 1 min cd is hardly worth it.
i mean if you use a second torp launcher like photons, that would trigger the doff more often to reduce CD more often...it could be worth it, but that needs testing.
so, using only bio neural with a projectile doff is a waste...atleast put a second torp launcher on it that can trigger the doff more often for both launchers
so, would adding Rapid Fire Missile Launcher help?
Would also like to add more details about the build I'm trying to make, on my JH Dreadnought will use tet. beam banks on the fore weapon slots, including the Nukara Weapon/Console set to help boost tet. damage. I choose Beam Banks because even tho the turn rate increase on the RCS and Tachyokinetic, it still not that worth it to use Canons, and Beams will make the Subsystem Targeting more useful can fighters will do extra damage. Tet. should lower ememies shields faster, that would help the fighters too. I want the Bio-nueral because the other day, equiped it to my Delta Flyer and use it on an Elachi Walker on a side where the shield is down, it did major Damage to the point where I want to say "Tank Missle" every time I used it, so when I make this new build want to inprove the Bio-nueral as much as I can
another Alternative I'm thinking of would be the Hargh'peng, dose pretty good damage, have a dot, and a better cooldown. However, it can only scale with the regular Torpedo console, and I'm pretty sure the Bio-neural scales with the Tricolbalt console, and the AP point defence dose give a little extra damage
Fun Facts about the Bio-Neural: Antiproton Mags (the things you use to boost your energy weapon damage) increase how powerful its turret is and the Tricobalt enhancing torp booster makes its explosion more powerful.
It is the best rear torp in the game and can save you from enemy fighters and High Yield destroyables. It can also serve as a fun distraction if you are in a T'Varo or B'rel. It also pummels the living tribble out of shields with its point defense.
another Alternative I'm thinking of would be the Hargh'peng, dose pretty good damage, have a dot, and a better cooldown. However, it can only scale with the regular Torpedo console, and I'm pretty sure the Bio-neural scales with the Tricolbalt console, and the AP point defence dose give a little extra damage
I use Hargh'pengs on my cruiser (Fore and Aft). The RFML comment was based on my Sci ship experience. To my surprise, both Hargh'pengs share a CD.
IIRC, the MkXII is 10 seconds and MkX is 15 seconds. Fire one and the other activates as well. So I put the MKX up front, open shot (activating the 10 second MkXII), turn and broadside with the fabulous Spiral Waves until the MkXII clears, then cough out a shot and the target is usually pasted. Then I target something at the side in order to let the MkX clear, rinse and repeat as necessary.
That's my plan and it works well enough for government work But I also do not PvP.
Comments
sorry
i don't think that the projectile doff affects this weapon...even if it did it's silly to use one with that torp...a 20% chance to reduce CD by 5 seconds of a 1 min cd is hardly worth it.
i mean if you use a second torp launcher like photons, that would trigger the doff more often to reduce CD more often...it could be worth it, but that needs testing.
so, using only bio neural with a projectile doff is a waste...atleast put a second torp launcher on it that can trigger the doff more often for both launchers
Would also like to add more details about the build I'm trying to make, on my JH Dreadnought will use tet. beam banks on the fore weapon slots, including the Nukara Weapon/Console set to help boost tet. damage. I choose Beam Banks because even tho the turn rate increase on the RCS and Tachyokinetic, it still not that worth it to use Canons, and Beams will make the Subsystem Targeting more useful can fighters will do extra damage. Tet. should lower ememies shields faster, that would help the fighters too. I want the Bio-nueral because the other day, equiped it to my Delta Flyer and use it on an Elachi Walker on a side where the shield is down, it did major Damage to the point where I want to say "Tank Missle" every time I used it, so when I make this new build want to inprove the Bio-nueral as much as I can
I can't answer the questions about directly, but I can provide my feedback on both weapons:
Use the RFML
Don't worry about DOffs (because the CD on the RFML is less than 10 seconds)
Have fun
The above makes a winning combo.
Fleet Admiral Space Orphidian Possiblities Wizard
It is the best rear torp in the game and can save you from enemy fighters and High Yield destroyables. It can also serve as a fun distraction if you are in a T'Varo or B'rel. It also pummels the living tribble out of shields with its point defense.
I use Hargh'pengs on my cruiser (Fore and Aft). The RFML comment was based on my Sci ship experience. To my surprise, both Hargh'pengs share a CD.
IIRC, the MkXII is 10 seconds and MkX is 15 seconds. Fire one and the other activates as well. So I put the MKX up front, open shot (activating the 10 second MkXII), turn and broadside with the fabulous Spiral Waves until the MkXII clears, then cough out a shot and the target is usually pasted. Then I target something at the side in order to let the MkX clear, rinse and repeat as necessary.
That's my plan and it works well enough for government work But I also do not PvP.
Good luck!