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Feedback pulse build

sinistersniper1sinistersniper1 Member Posts: 0 Arc User
edited June 2013 in PvP Gameplay
I'm having some trouble with making a feedback pulse build. I want to run it on my temporal science ship. Does anyone have any suggestions in a build setup?
Post edited by sinistersniper1 on

Comments

  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited June 2013
    You want high Aux, PartGens, and as much -dmgres as you can muster.
  • skurfskurf Member Posts: 1,071 Arc User
    edited June 2013
    I didn't think aux power affected any exotic damage.
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited June 2013
    skurf wrote: »
    I didn't think aux power affected any exotic damage.

    GW and FBP both have their damage components heavily augmented by Aux power.
  • shookyangshookyang Member Posts: 1,122
    edited June 2013
    skurf wrote: »
    I didn't think aux power affected any exotic damage.
    According to wiki, it does. http://sto.gamepedia.com/Ability:_Feedback_Pulse

    Are you doing all of this as a Tactical Officer? On top of maxing out the damage, throwing some Tactical buffs will help push your damage to obscene amounts.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited June 2013
    2 copies of fbp, prtg consoles instead of shield gens, full aux, less plating, so go for a fleet covariant and find an option to fill eng consoles, in the commander i use he1 repulsors1 fbp2 and fbp3, it works nice and soft
  • sinistersniper1sinistersniper1 Member Posts: 0 Arc User
    edited June 2013
    2 copies of fbp, prtg consoles instead of shield gens, full aux, less plating, so go for a fleet covariant and find an option to fill eng consoles, in the commander i use he1 repulsors1 fbp2 and fbp3, it works nice and soft

    I'm a science officer with a temporal science ship. I got 4 prtg. Full aux(and emergency power to aux ability). I got the elite fleet covariant shield. I was using neutronium console for eng but are you suggesting not to? I figured tactical consoles were worthless and filled them with borg and tipler because there isn't (as far as I know) a +exotic damage console. I wasn't using repulsors, didn't think they worked that good but I'll give it a shot.

    Thank you
  • shookyangshookyang Member Posts: 1,122
    edited June 2013
    Tactical +exotic damage consoles? No, they don't exist.

    However, there are Particle Generator consoles. In fact, there are Embassy variants of them as well.

    http://sto.gamepedia.com/Console_-_Science_-_Particle_Generator

    If you use the Omega and Romulan plasma torpedoes (which you should), you can slot all Particle Generator consoles in your science slot and boost your plasma DOT damage (if you get the +plasma variant). That will also boost your FBP.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited June 2013
    I'm a science officer with a temporal science ship. I got 4 prtg. Full aux(and emergency power to aux ability). I got the elite fleet covariant shield. I was using neutronium console for eng but are you suggesting not to? I figured tactical consoles were worthless and filled them with borg and tipler because there isn't (as far as I know) a +exotic damage console. I wasn't using repulsors, didn't think they worked that good but I'll give it a shot.

    Thank you

    with the new sci trait your repulsors 1 can do 1.3 each pulse, ive got no points on graviton generators so that it can hit as much as possible, since you cant use tss, id go for a tractor beam or a repulsors, thing is that the tractor beam will reduce the incoming damage. repulsors is the best choice, try it
  • illcadiaillcadia Member Posts: 1,415 Bug Hunter
    edited June 2013
    shookyang wrote: »
    Tactical +exotic damage consoles? No, they don't exist.

    That isn't accurate. Currently both the prefire chamber and the beam manifold (+all cannon damage, +all beam damage) consoles increase feedback pulse damage.
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