My Scimitar Dreadnought Warbird Build (with Optimal Equipment and colour coded.) (This is an Aux2Bat Build)
Fore Weapons: 5x [Romulan Plasma Dual Beam Bank Mk XII [Acc]x2].
No Torpedoes so skill points can be allocated elsewhere. Beam Banks over DHC because this ship is pretty wide and can be harder to judge the exact point in which DHC or DC will start firing. < snip >
No offense meant with the snip just don't want a wall of text...
And I'm no ship/Boff Power expert by any stretch of the word...In fact after watching "Sharknado" I think my I.Q. dropped sharply......:D
A few questions/comments:
1) I'm planning on running an extremely similar build (just behind on the Reputation stuff)- with the dual Aux2Bat build wont the Technicians trigger CD redux on APO3? If so, does that not render Polarize Hull redundant? Since the amount of time they are both "on" is the same? [And I am unsure exactly as to the mechanics of how the Tech CD applies to Boff powers - a SME would have to comment on that]
2) Doffs- there is some data about a doff[namely this one] that does a debuff cleanse every time EmPT X is activated (similar to HE from what I can gather; I have not seen this doff personally), any thoughts on that?
3) No threat scaling science consoles - why?
4)If some of the above is true - then you could wedge in more Boff powers......what the powers would be I'm not sure myself...but again that is assuming my conclusion about technicians is correct (and I believe it is because the text says "bridge officer powers", so unless they mean something else.....)
I'm really not trying to nitpick but I'm more curious than anything....and if I'm wrong, I'm wrong...
No offense meant with the snip just don't want a wall of text...
And I'm no ship/Boff Power expert by any stretch of the word...In fact after watching "Sharknado" I think my I.Q. dropped sharply......:D
A few questions/comments:
1) I'm planning on running an extremely similar build (just behind on the Reputation stuff)- with the dual Aux2Bat build wont the Technicians trigger CD redux on APO3? If so, does that not render Polarize Hull redundant? Since the amount of time they are both "on" is the same? [And I am unsure exactly as to the mechanics of how the Tech CD applies to Boff powers - a SME would have to comment on that]
2) Doffs- there is some data about a doff[namely this one] that does a debuff cleanse every time EmPT X is activated (similar to HE from what I can gather; I have not seen this doff personally), any thoughts on that?
3) No threat scaling science consoles - why?
4)If some of the above is true - then you could wedge in more Boff powers......what the powers would be I'm not sure myself...but again that is assuming my conclusion about technicians is correct (and I believe it is because the text says "bridge officer powers", so unless they mean something else.....)
I'm really not trying to nitpick but I'm more curious than anything....and if I'm wrong, I'm wrong...
My take:
1) PH is mainly for the resist buff on an Aux2Batt build, because a good chunk of the more used hull heal abilities (Aux2SIF, HE) are Aux using powers, so you want as much resist as you can get (RSP + PH reduces the damage you take quite a bit) instead.
2) Debuff cleanse had a very low percent chance last I checked, not worth it unless it's chance has been greatly improved.
Duty Officers - TacticalConn Officer: Recharge time reduced for Tactical Team and Buff x2 TacticalProjectile Weapons Officer: Chance to reduce time to recharge torpedos EngineeringTechnicion: Additional Auxiliary Power Buff While Cloaked EngineeringWarp Core Engineer: Chance of temporarily improving your ships power on use of any Emergency Power ability
Might not be the highest burst DPS build but it's very good DPS combined with very good survival and that usually turns out better in the long run. After all dead DPS is bad DPS.
Another important note to make that vet players should all know but newer players probably don't: Use keybind macros to chain powers and distribute shields while attacking.
/bind 1 "+power_exec Distribute_Shields $$ FireAll $$ +TrayExecByTray 1 3" = Shield Distribution + Fire All Weapons + Tactical Team (with TT in second tray 4th slot)
/bind 2 "+TrayExecByTray 2 6 $$ +TrayExecByTray 2 7" = chain Attack Pattern Beta 1 (with APB1 in tray 3 slots 7 & 8)
Front: Romulan DHCx3 Romulan Torpedo Omega Torpedo
Back: Romulan Turrett X2, Cutting Beam
Shield: Adapted Maco/KHG
Deflector: Adapted Maco/KHG
Engine: Romulan Engine (Boosts radius by 45% and boost attach patterns 26.2%) (This engine is mack daddy of tac engines. To be honest, I can't see any reason to go with any of the other engines at this point.)
Consoles; 2 pieces of the Scimatar consoles, 2 Science Threat Consoles, 5 Plasma Energy Weapons consoles, 1 Console from the Shield Absorptive Frequency Generator.
This thing turns pretty good and seems to do reasonable amount of damage.
Funny enough these Builds suit the Scimitar just fine with the difference that Romulans use Plasma instead of Phaser because of their racial trait.
For the moment i really dislike seeing Scimitars in PVE because people flying them don't seem to know what they're doing and they're slow and hinder other players in their movement.
The first can be solved by a lot of practice (hopefully not in STFE which i pug) and the second part i hope can be solved by resizing the Scimitar.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
For the moment i really dislike seeing Scimitars in PVE because people flying them don't seem to know what they're doing and they're slow and hinder other players in their movement.
Maneuvering with Scimitars can be a pain, particularly if you're in a large ship yourself, but I've found flying above or below them to work fairly well. If you're on the same Z-Axis position and have the same ideas for where to go, it's a constant bumping into each other.
As far as skill wise, most of the Scimitars I've seen in ESTF PuGs seem to be on par for other ship captains.
Well, the Scimitar is one of the bulkiest starships around, especially because of the huge wings
It is a pain to fly with other scimis, but that's more a question of paying attention when flying than with the ship itself
In fact, it is much easier with the Scimitar than with a beam array Ha'pax/Ha'nom/D'deridex and their Zen variants because these simply orbit around a target and aren't looking where they are going at all and have quite a large size as well
With the Scimitar, they at least know where they are going
About a good PVE loadout:
Well, stuff 4 of the best hard- hitting dual heavy cannons into the forward slots
(preferrably antiproton, but tetryon does as well if you can't get antiproton yet)
Additionally, put in some torpedo launcher of your choice (I prefer Chroniton because it can slow the enemy down while dealing decent damage)
In the back weapon slots you put in a kinetic cutting beam and a mine launcher (the tactical power "Dispersal pattern" for an explosive surprise behind you when using mines)
Fill the remaining back slots with the strongest turrets you can get your hands on
Consoles:
Well, we are talking about making it as strong as possible, so we'll take all 3 universal console (cloaked barrage, cloaked shields and secondary shields plus the bonus of the thrusters and the Thalaron pulse)
I've put them all into the science slots, the engineering slots got the 2 best RCS accelerators and the tacticals got the best stuff that makes you hit harder
Usage in PVE:
Make use of cloaked barrage whenever you can, it is one hell of a fun ability :P
AND:
Thalaron pulse:
It is limited to 10 targets only, a range of 10km and a 90 degrees cone
It takes 12 seconds to charge and in that time, you can't activate anything, but the abilities you have running, will keep on going, so it is a good idea to trigger "secondary shields along with it
How powerful is it? I don't know the exact numbers, but most smaller enemies will instapop when hit by it.
Oh, and don't bother using it against borg spheres as they often suddenly put everything into their engines and fly around, causing you to waste your shot
If a tholian catches you with a web, just use one of your teleportation abilities or ram through it
Secondary shields is a good panic button, but keep the cooldown in mind
One more thing about the Thalaron pulse:
If you trigger it, fire it and die AFTERWARDS, then you'll have the "normal" cooldown for it, but if you blow up while charging it, then you wil NOT have a cooldown timer
After using the scimitar for a while now with all 3 consoles:
Yes, it is quite OP, but well, that's free- to play, so deal with it
Among cruisers it is pretty much THE best damage- dealer that can match an escort dps- wise while having the tank of a cruiser
Ok I have flown the Scimitar since the day it was released, and I have tried several things. Here is what I have settled on currently, and my survivability has vastly increased.
Fore Weapons: x4 Rare Mk XI Caustic Plasma Beam Arrays (Will upgrade to Romulan at some
Deflector, Engines, and Sheilds: Mk XI Assimilated Borg (I know it has lower shield value, but
it works, and the set bonuses are extremely nice.)
Singularity Core: Rare Mk XI Overcharged with stuff (It's getting replaced as soon as I can
afford it)
Devices: Batteries, mostly I use shield and weapons
Hanger: Advanced Drones
Eng. Consoles: Borg Assimilated and Uncommon RCS Accelerator Mk XI (If I ever get the
Tulwar, Secondary shields are going here)
Sci. Consoles: Romulan Zero-Point Energy Conduit, Plasmonic Leech (I have flow caps
maxed out for this), Rare Mk XI Biofunction Monitor
Tac. Consoles: Cloaked Barrage and x4 Uncommon Mk XI Plasma Infusors (Will upgrade
these eventually)
BOFFS
Tac. Commander: Fire at Will I, Torpedo Spread II, Tac Team III, Attack Pattern Delta III
Ensign Uni (Tac): Tac Team I
Lt. Commander Uni (Eng): Eng Team I, Emergency to Shields II, Reverse Shield Polarity II
Lt. Eng: Emergency to Weapons I, Aux to Battery I
Lt. Sci: Polarize Hull I, Hazard Emitters II
Ok. So I what this allows, is for tactical team to be up almost all the time, even if you aren't a tactical captain or your tactical initiative is on cooldown. I keep Aux2Bat up as soon as it cools down. I alternate Emergency to weapons and emergency to shields so that my shield power stays high and healed up, and my weapon power stays extremely high. I run full power to weapons, but even then my shields are 125 when I go emergency to shields and aux2bat. The regenerative shield set bonus will periodically recharge my shields, and reverse polarity is always there in a pinch. I went with beams because I just cant turn fast enough to keep cannons (or even double beams, which I tried for a while) on target. As I increase in Rep, I intend to get the rest of the Romulan Singularity Harness set, and the rest of the Omega Adapted Borg set.
I see a lot of great Scimitar builds here. I'll throw my Polaron debuffing build into the mix:
Skills:
Energy Weapon focused/Max Flow Caps
Gear:
5xPhased Polaron DHC
2xPhased Polaron Turret
1xKinetic Cutting Beam
Jem'Hadar Set Mk XII <only 2 pieces needed, but I like matching>
Field Stablizing Singularity Core with [SingA] [OLoad]
Advanced Drone Ship
Tac Consoles:
5xPolaron Phase Modulator
Science Consoles:
Assimilated Module, Zero Point Energy Conduit, Shield Adaptive Frequency Generator
Maximize Weapons, Shields, and Engine Power Levels
Enhanced Turn Rate from APO, Tachyokinetic Converter, and EPtE
Damage Resists from ATB/HE1/Polarize Hull
Strong Hull Healing from ET3
TT1 is not used unless healing is not needed.
Singularity recharge maximized
Shield healing from weapon proc/EPtS
The omega weapon proc helps to keep weapon power from dropping too low.
The build has a little bit of play in it. Could possibly ditch the shield healing console and add TSS2. The science powers aren't really too important to overall survivability and should be optimized to counter whatever enemies you are fighting. I think that RSP should be avoided and would much rather have a solid hull heal not gimped by my lack of aux. If I run into trouble I can always Evasive Maneuvers/Singularity Jump/Singularity Shielding then Battle Cloak. Also, I try and stack Singularity Overload with CRF3/CSV3 as often as possible.
This is my Build. I am still trying to get the Adapted MACO Shield and Deflectoe for the sweet 25% Torpedo damage. With the Omega Plasma Torpedo and the Fleet Quantum Torpedo that should really melt faces.
It has taken me a while to master the Scimitar Slide but now I can keep the nose pointed at what ever needs some killin'.
No I just have to figure out how to get the Advanced Drones...
Nothing fancy, Aux2Batt build. I use the single romulan hyper plasma torpedo for the additional Beam overload on the plasma array, and usually use singularity for the beam overload power. Cloak whenever it's cooled off, coming out immediately to gain the ambush bonus again, and keep the turn rate bonus.
Hangar slot is the Advanced Drone Ships.
Duty Officers are 3x Technicians, Dlyrene, Exocomp. BOs are a mix of Romulans and Remans, all with Superior in their space traits.
Possible changes I've been considering:
Using Assimilated Engines and Deflector.
Removing the torpedo.
Swapping EptW3 to RSP2 (or DEM2).
Swapping EngTeam1 to EptW1.
Swapping EptA1 to EptS1.
Swapping out Valdore console, putting in Fleet science or engineering consoles.
Other notes:
I do PvE only, but I'm using [Acc] instead of [CritH] because seeing "Miss" makes me angry.
I know its tempting to use all those legacy pack consoles but that is why you are performing poorly, you have hardly any energy damage consoles, you need anywhere from 3 to 5 polaron damage consoles. You will have to decide whether you want to give up the 3 piece set or those legacy consoles and get more damage.
This is something I struggle with myself A LOT.
Generally, I keep the tac console slots free for tac consoles, but the other consoles are equally
important too. Sometimes, I have to be reminded of this.
SOMETIMES I only use the magic Mogi console. :eek:
Comments
Weapons:
Tholian Thermionic Torpedo
Spiral Wave Disruptor [Acc]x2 [Dmg]x2 *6
Kinetic Cutting Beam Mk XII [Dmg]x3
Tactical Consoles:
Universal - Cloaked Barrage
Tachyokinetic Converter
Assimilated Module
Science Consoles:
Singularity Distributor Unit
Field Generator Mk XII *2
Engineering Consoles:
Secondary Shields
Molecular Phase Inversion Field
RCS Accelerator Mk XII
Shield Absorptive Frequency Generator
Advanced Positron Deflector Array Mk XII [Inert] [CoSys] [SInt] [CMan]
Advanced Fleet Combat Impulse Engines Mk XII [Turn]x3 [Full]
Field Stabilizing Singularity Core Mk XI [SingC] [Jump] [ACap] [SST]
Advanced Fleet Resilient Shield Array Mk XII [Cap]x3 [ResB]
Advanced Romulan Drones in the hanger.
No offense meant with the snip just don't want a wall of text...
And I'm no ship/Boff Power expert by any stretch of the word...In fact after watching "Sharknado" I think my I.Q. dropped sharply......:D
A few questions/comments:
1) I'm planning on running an extremely similar build (just behind on the Reputation stuff)- with the dual Aux2Bat build wont the Technicians trigger CD redux on APO3? If so, does that not render Polarize Hull redundant? Since the amount of time they are both "on" is the same? [And I am unsure exactly as to the mechanics of how the Tech CD applies to Boff powers - a SME would have to comment on that]
2) Doffs- there is some data about a doff[namely this one] that does a debuff cleanse every time EmPT X is activated (similar to HE from what I can gather; I have not seen this doff personally), any thoughts on that?
3) No threat scaling science consoles - why?
4)If some of the above is true - then you could wedge in more Boff powers......what the powers would be I'm not sure myself...but again that is assuming my conclusion about technicians is correct (and I believe it is because the text says "bridge officer powers", so unless they mean something else.....)
I'm really not trying to nitpick but I'm more curious than anything....and if I'm wrong, I'm wrong...
My take:
1) PH is mainly for the resist buff on an Aux2Batt build, because a good chunk of the more used hull heal abilities (Aux2SIF, HE) are Aux using powers, so you want as much resist as you can get (RSP + PH reduces the damage you take quite a bit) instead.
2) Debuff cleanse had a very low percent chance last I checked, not worth it unless it's chance has been greatly improved.
3) No room with that many Universal consoles
4) n/a
Ship Hull -
Scimitar (Tactical)
Weapons -
Fore: [Phased Polaron Dual Heavy Cannon's Mk XII [CtH] [CtD]] x4, [Quantum Torpedo Launcher Mk XI [CtH] [CtD]x2]
Aft: [Phased Polaron Turret Mk XII [Acc] [CtH]] x3
Consoles -
Engineering: [Neutronium XI] x2
Science: [Shield Absorptive Frequency Generator], [Field Generator Mk XI] x2
Tactical: [Cloaked Barrage], [Singularity Distributor Unit], [Polaron Phase Modulator Mk XI] x3
Hanger: [Advanced Romulan Drone Ship]
Bridge Officers -
Lt Cmdr Uni: Tactical; TS1, APB1, TS3 (or THY1, APB1, THY3)
Ens Uni: Engineer; EPtS1
Cmdr Tactical: TT1, APB1, CSV2, CSV3 (or TT1, APB1, CRF2, CRF3)
Lt Engineer: EPtS1, AuxtSIF1
Lt Science: PH1, HE2
Duty Officers -
Tactical Conn Officer: Recharge time reduced for Tactical Team and Buff x2
Tactical Projectile Weapons Officer: Chance to reduce time to recharge torpedos
Engineering Technicion: Additional Auxiliary Power Buff While Cloaked
Engineering Warp Core Engineer: Chance of temporarily improving your ships power on use of any Emergency Power ability
Might not be the highest burst DPS build but it's very good DPS combined with very good survival and that usually turns out better in the long run. After all dead DPS is bad DPS.
Another important note to make that vet players should all know but newer players probably don't: Use keybind macros to chain powers and distribute shields while attacking.
/bind 1 "+power_exec Distribute_Shields $$ FireAll $$ +TrayExecByTray 1 3" = Shield Distribution + Fire All Weapons + Tactical Team (with TT in second tray 4th slot)
/bind 2 "+TrayExecByTray 2 6 $$ +TrayExecByTray 2 7" = chain Attack Pattern Beta 1 (with APB1 in tray 3 slots 7 & 8)
For more details on setting up keybind macros I recommend checking out GUIDE: Keybinds and Macros in STO (DETAILED)
Front: Romulan DHCx3 Romulan Torpedo Omega Torpedo
Back: Romulan Turrett X2, Cutting Beam
Shield: Adapted Maco/KHG
Deflector: Adapted Maco/KHG
Engine: Romulan Engine (Boosts radius by 45% and boost attach patterns 26.2%) (This engine is mack daddy of tac engines. To be honest, I can't see any reason to go with any of the other engines at this point.)
Consoles; 2 pieces of the Scimatar consoles, 2 Science Threat Consoles, 5 Plasma Energy Weapons consoles, 1 Console from the Shield Absorptive Frequency Generator.
This thing turns pretty good and seems to do reasonable amount of damage.
this is what my romulan character is flying when shes not in her tvaro.
The 3 empty console slots are for the scimitar consoles and the hanger is filled with the advanced droneships.
2 conn officers and 2 projectile officers and a damage controle officer fill the doff slots.
That ship is pure evil. extreme damage, stealthy , tanky and full of lethal gadjets.
It is alot of fun but totaly op.
For the moment i really dislike seeing Scimitars in PVE because people flying them don't seem to know what they're doing and they're slow and hinder other players in their movement.
The first can be solved by a lot of practice (hopefully not in STFE which i pug) and the second part i hope can be solved by resizing the Scimitar.
Maneuvering with Scimitars can be a pain, particularly if you're in a large ship yourself, but I've found flying above or below them to work fairly well. If you're on the same Z-Axis position and have the same ideas for where to go, it's a constant bumping into each other.
As far as skill wise, most of the Scimitars I've seen in ESTF PuGs seem to be on par for other ship captains.
It is a pain to fly with other scimis, but that's more a question of paying attention when flying than with the ship itself
In fact, it is much easier with the Scimitar than with a beam array Ha'pax/Ha'nom/D'deridex and their Zen variants because these simply orbit around a target and aren't looking where they are going at all and have quite a large size as well
With the Scimitar, they at least know where they are going
About a good PVE loadout:
Well, stuff 4 of the best hard- hitting dual heavy cannons into the forward slots
(preferrably antiproton, but tetryon does as well if you can't get antiproton yet)
Additionally, put in some torpedo launcher of your choice (I prefer Chroniton because it can slow the enemy down while dealing decent damage)
In the back weapon slots you put in a kinetic cutting beam and a mine launcher (the tactical power "Dispersal pattern" for an explosive surprise behind you when using mines)
Fill the remaining back slots with the strongest turrets you can get your hands on
Consoles:
Well, we are talking about making it as strong as possible, so we'll take all 3 universal console (cloaked barrage, cloaked shields and secondary shields plus the bonus of the thrusters and the Thalaron pulse)
I've put them all into the science slots, the engineering slots got the 2 best RCS accelerators and the tacticals got the best stuff that makes you hit harder
Usage in PVE:
Make use of cloaked barrage whenever you can, it is one hell of a fun ability :P
AND:
Thalaron pulse:
It is limited to 10 targets only, a range of 10km and a 90 degrees cone
It takes 12 seconds to charge and in that time, you can't activate anything, but the abilities you have running, will keep on going, so it is a good idea to trigger "secondary shields along with it
How powerful is it? I don't know the exact numbers, but most smaller enemies will instapop when hit by it.
Oh, and don't bother using it against borg spheres as they often suddenly put everything into their engines and fly around, causing you to waste your shot
If a tholian catches you with a web, just use one of your teleportation abilities or ram through it
Secondary shields is a good panic button, but keep the cooldown in mind
One more thing about the Thalaron pulse:
If you trigger it, fire it and die AFTERWARDS, then you'll have the "normal" cooldown for it, but if you blow up while charging it, then you wil NOT have a cooldown timer
After using the scimitar for a while now with all 3 consoles:
Yes, it is quite OP, but well, that's free- to play, so deal with it
Among cruisers it is pretty much THE best damage- dealer that can match an escort dps- wise while having the tank of a cruiser
Fore Weapons: x4 Rare Mk XI Caustic Plasma Beam Arrays (Will upgrade to Romulan at some
Aft Weapons: x2 Rare Mk XI Caustic Plasma Beam Arrays x1 Kinetic Cutting Beam
Deflector, Engines, and Sheilds: Mk XI Assimilated Borg (I know it has lower shield value, but
Singularity Core: Rare Mk XI Overcharged with stuff (It's getting replaced as soon as I can
Devices: Batteries, mostly I use shield and weapons
Hanger: Advanced Drones
Eng. Consoles: Borg Assimilated and Uncommon RCS Accelerator Mk XI (If I ever get the
Sci. Consoles: Romulan Zero-Point Energy Conduit, Plasmonic Leech (I have flow caps
Tac. Consoles: Cloaked Barrage and x4 Uncommon Mk XI Plasma Infusors (Will upgrade
BOFFS
Tac. Commander: Fire at Will I, Torpedo Spread II, Tac Team III, Attack Pattern Delta III
Ensign Uni (Tac): Tac Team I
Lt. Commander Uni (Eng): Eng Team I, Emergency to Shields II, Reverse Shield Polarity II
Lt. Eng: Emergency to Weapons I, Aux to Battery I
Lt. Sci: Polarize Hull I, Hazard Emitters II
Ok. So I what this allows, is for tactical team to be up almost all the time, even if you aren't a tactical captain or your tactical initiative is on cooldown. I keep Aux2Bat up as soon as it cools down. I alternate Emergency to weapons and emergency to shields so that my shield power stays high and healed up, and my weapon power stays extremely high. I run full power to weapons, but even then my shields are 125 when I go emergency to shields and aux2bat. The regenerative shield set bonus will periodically recharge my shields, and reverse polarity is always there in a pinch. I went with beams because I just cant turn fast enough to keep cannons (or even double beams, which I tried for a while) on target. As I increase in Rep, I intend to get the rest of the Romulan Singularity Harness set, and the rest of the Omega Adapted Borg set.
Skills:
Energy Weapon focused/Max Flow Caps
Gear:
5xPhased Polaron DHC
2xPhased Polaron Turret
1xKinetic Cutting Beam
Jem'Hadar Set Mk XII <only 2 pieces needed, but I like matching>
Field Stablizing Singularity Core with [SingA] [OLoad]
Advanced Drone Ship
Tac Consoles:
5xPolaron Phase Modulator
Science Consoles:
Assimilated Module, Zero Point Energy Conduit, Shield Adaptive Frequency Generator
Engineering Consoles:
Plasmonic Leech, Tachyokinetic Converter,
Bridge:
Tac[4] = TT1, ATB, ATO, CRF3/CSV3
Eng[3] = EPtS, Aux2Bat, ET3
Eng[2] = EPtE, Aux2Bat
Sci[2] = HE1, <any>
Sci[1] = Polarize Hull
Duty officers:
3xRare/Very Rare Technicians
1xVery Rare Warp Core Engineer <chance to reduce singularity lockout>
1x<whatever>
Considerations:
The build has a little bit of play in it. Could possibly ditch the shield healing console and add TSS2. The science powers aren't really too important to overall survivability and should be optimized to counter whatever enemies you are fighting. I think that RSP should be avoided and would much rather have a solid hull heal not gimped by my lack of aux. If I run into trouble I can always Evasive Maneuvers/Singularity Jump/Singularity Shielding then Battle Cloak. Also, I try and stack Singularity Overload with CRF3/CSV3 as often as possible.
It has taken me a while to master the Scimitar Slide but now I can keep the nose pointed at what ever needs some killin'.
No I just have to figure out how to get the Advanced Drones...
Here is my build: http://skillplanner.stoacademy.com/?build=jronsscimitar_4337
http://skillplanner.stoacademy.com/?build=voualsscimitar_0
Nothing fancy, Aux2Batt build. I use the single romulan hyper plasma torpedo for the additional Beam overload on the plasma array, and usually use singularity for the beam overload power. Cloak whenever it's cooled off, coming out immediately to gain the ambush bonus again, and keep the turn rate bonus.
Hangar slot is the Advanced Drone Ships.
Duty Officers are 3x Technicians, Dlyrene, Exocomp. BOs are a mix of Romulans and Remans, all with Superior in their space traits.
Possible changes I've been considering:
Using Assimilated Engines and Deflector.
Removing the torpedo.
Swapping EptW3 to RSP2 (or DEM2).
Swapping EngTeam1 to EptW1.
Swapping EptA1 to EptS1.
Swapping out Valdore console, putting in Fleet science or engineering consoles.
Other notes:
I do PvE only, but I'm using [Acc] instead of [CritH] because seeing "Miss" makes me angry.
Any thoughts?
4 nanite disruptor cannons mkxii
1 nanite DHC mkxii
Aft Weapons
3 nanite turrets mkxii
Shield:Maco mkxii
Deflector:Aegis
Engines:Aegis
Consoles
4 rare mkxi dic's
plasmonic leech
phaser point defense
Thetagas module
3 pc. Scimitar set
The rest is not to be mentioned!!!
Praetor of the -RTS- Romulan Tal Shiar fleet!
5 For Fleet plasma mk xii DHC
2 Aft Fleet plasma mk xii Turrets, Plasma Hyper Torpedo (mainly for the buff with console)
EPTE + Evasive maneuvers + 3 purple con officers + Keep this thing pointed forward almost constantly.
ACT showing around 6500 dps avg
This is something I struggle with myself A LOT.
Generally, I keep the tac console slots free for tac consoles, but the other consoles are equally
important too. Sometimes, I have to be reminded of this.
SOMETIMES I only use the magic Mogi console. :eek: