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Scimitar Pulse

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  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    p41nm4k3r wrote: »
    My Kumari's wing cannon overload can pull 200k shots easy, with barely any weapons downtime and no movement penalty, in an aoe. It also costs only 1 console slot and it boosts off my regular weapons.

    This thing essentially shuts my ship down, requires players to spec specifically for it, and does less damage? It's pretty poorly thought out, IMO.


    I think the chargeup should be lowered to 7 seconds and it needs a small damage boost.

    Or it should be completely redone to boost damage from weapon consoles, with a 3x increase to base damage .

    The Pulse Blast requires quite a bit of effort for very little payoff. Only The Tulwar version of the Scimitar can maximize the base Damage of the Pulse Blast and doing so pretty much means that you're building a one trick pony.

    The Charge up time for the blast needs to no more than 8 seconds and its Damage needs to be contributed to by a combination of Particle Generators + Auxiliary Power + Weapons Power.

    I mean we don't get to use our weapons while the blast is charging so why not put the weapons power to good use?

    We also need the Ability to be able to use at least our shield heals while the Pulse is Charging.

    If our pulse did 50% of the Damage that Dontras does I would not have any complaints about it but our Pulse pales in comparison to hers.

    I like the Pules but it's to weak to be a Boss killer and requires too much setup and is quite unpractical to use has a trash mob clearer.

    The base unspeced damage of the Pulse is something like 25k and that needs to be buffed to 40k just to make specing for the Pulse worthwhile.

    How would this work for the you guys?

    10 second charge up and you can use all shield heals or buffs while charging

    Base Damage 40k

    Boosted by Auxiliary Power + Weapons Power + Particle Generators
    [SIGPIC][/SIGPIC]
  • cidstormcidstorm Member Posts: 1,220 Arc User
    edited July 2013
    I don't even notice any damage with the numbers being turned off, and yes I am juicing my aux heavily. It's a terrible console and so is the secondary shielding.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    defalus wrote: »
    This feels like a stupid question, but I'd rather throw this out than keep it in:

    Thalaron Pulse, does it deal damage based on the users buffs when activated, or when the pulse actually fires 12 seconds later?

    Example - Cloak ambush lasts 5 seconds, Pulse requires 12 seconds to charge. If I decloak and use it do I get the ambush bonus or not? (Yes I'm aware of the bonus provided by certain Reman boffs, but making a point with why I'm asking here:))

    Also, when you say you can hit for 250k+, are you counting the DoT or just the initial blast?

    It's based off of when it fires. So if something runs out before it's done, you won't have access to the damage from is. Like if you only have base de-cloak bonus, it'll run out. But if you can stack BOFFs enough, you can have it last long enough.

    So the tier 5 Romulan rep power won't be that useful, because it won't last long enough.

    Also, when I say the big number, like my 199,100 hit I had, I mean the initial blast, not the DoT.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • defalusdefalus Member Posts: 4 Arc User
    edited July 2013
    mimey2 wrote: »
    It's based off of when it fires. So if something runs out before it's done, you won't have access to the damage from is. Like if you only have base de-cloak bonus, it'll run out. But if you can stack BOFFs enough, you can have it last long enough.

    That's what I thought too, makes me extra happy I got that a 15 second cloak ambush, especially with that 2 part scimitar console bonus. :D Thanks for the response.
    __________________________________________________
  • stongbadsstongbads Member Posts: 0 Arc User
    edited July 2013
    Overall I settled with the dread with my Tactical and Science captains, but I've given up on the so called signature Thalaron weapons so I leave the barrage console off. It's very situational weapon to use due to it's firing cycle and I'm not seeing the damage is a let down for gimping your overall DPS for an encounter. IMHO I get a better bang for the buck with my T'Varo packing the unstable plasma torp console. I see consistent unstable torp hits ranging from 90k-170k, it's AoE and it doesn't leave me defenseless while trying to fire.

    I see a lot of dread captains winding up for their big weapon pitch only to find the encounter cleared up of trash mob and the boss is 99.99% dead after the escorts cleared the field in seconds.

    Do we even need the console to fire weapons from cloak since we get a similar ability from the T5 Romulan rep? I don't think the T5 rep ability has the power crippling after effect.
  • stongbadsstongbads Member Posts: 0 Arc User
    edited July 2013
    cidstorm wrote: »
    I don't even notice any damage with the numbers being turned off, and yes I am juicing my aux heavily. It's a terrible console and so is the secondary shielding.

    Just curious but what don't you like about the secondary shielding? The coold down for it or just it's concept?
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    defalus wrote: »
    That's what I thought too, makes me extra happy I got that a 15 second cloak ambush, especially with that 2 part scimitar console bonus. :D Thanks for the response.

    Np there.

    I'm working on getting better crit-boosting BOFFs for my Scimitar, and work on rep for him, but one-step at a time I s'pose.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • voxiusvoxius Member Posts: 28 Arc User
    edited July 2013
    rovakiin wrote: »
    Could be worse - in the movie it took 7 minutes to charge the thalaron. :P
    Could you imagine a 7 minute wait time in game?

    Your drones would have cleared the field of battle long before your charge hit 50%, providing you're using drones (and why wouldn't you? They're amazing.)
  • voxiusvoxius Member Posts: 28 Arc User
    edited July 2013
    Also, I think it's pretty clear to state at this point that the thalaron pulse is a situational weapon. Even if you dropped charge time to 8 seconds, or specced up the butt to make it a planet killer, it's still not the kind of weapon you're going to be throwing out there each time it's off cooldown.

    It's a tactical weapon, with a tactical function. And I mean real tactical, not the STO class. For instance I was able to greatly help my group on a borg invasion when we flew up to the big ship. I buffed up and then unleashed the pulse followed by a torpedo spread and that took care of the regen probes in one shot as well started damage on the big ship's shields.

    It has limited application.
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    mimey2 wrote: »
    Np there.

    I'm working on getting better crit-boosting BOFFs for my Scimitar, and work on rep for him, but one-step at a time I s'pose.

    It appears that the Thalaron Blast is considered Exotic Damage since its base damage is boosted based on your Particle Generator Skill and you can test this by checking your current Thalaron stated damage and then slotting a Particle Generator boosting deflector or console and then rechecking your numbers.

    The cool thing with the Thalaron Blast being Exotic damage is that the Romulan Faction is the only faction that currently has a Deflector DOFF that boost all of your Exotic damage by 5% for 15 seconds each time you activate a singularity creating skill like Gravity Well or Tykens Rift and I just discovered by chance that you can slot 2 of them perhaps 3 since I only have 2 ATM and they stack.

    I'm not sure if the Exotic Damage boosting effects works with aftershock Gravity Wells.

    Slot has many of the Exotic Damage boosting Deflector Doffs that you can and activate Well or Rift and then follow it immediately with your Thalaron Blast to get a nice boost to its Exotic Damage.

    The reason that I keep putting this out there is that I'm hoping to get more players to test this to see if its worth using the DOFFs or not for the Thalaron Blast or not.
    [SIGPIC][/SIGPIC]
  • trenthowelltrenthowell Member Posts: 52 Arc User
    edited July 2013
    voxius wrote: »
    Also, I think it's pretty clear to state at this point that the thalaron pulse is a situational weapon. Even if you dropped charge time to 8 seconds, or specced up the butt to make it a planet killer, it's still not the kind of weapon you're going to be throwing out there each time it's off cooldown.

    It's a tactical weapon, with a tactical function. And I mean real tactical, not the STO class. For instance I was able to greatly help my group on a borg invasion when we flew up to the big ship. I buffed up and then unleashed the pulse followed by a torpedo spread and that took care of the regen probes in one shot as well started damage on the big ship's shields.

    It has limited application.

    Its applications are limited but as you put it, it is a tactical weapon. So how and when you apply it is more important than how often you apply it. Really only usable in PVE overall, but still a nice thing to have cause when you do land the shot, npcs won't clear the radiation which depending on your skills, can effectively double the damage.

    In pvp however, this skill is going to be useless unless a specific set up and team is made to utilize it. Granted it still requires a ton of set up in the CC area and timing to avoid Polarize/Omega hold preventions.

    Now what would be hilarious tho is someone actually charged up the Thalaron Pulse in pvp. Shot is going to be a clear miss, then a teammate uses Tractor Beam Repulsors to push them into the pulse right before its fired, bonus points if the whole team is near each other and all of them gets pushed in.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    errab wrote: »
    It appears that the Thalaron Blast is considered Exotic Damage since its base damage is boosted based on your Particle Generator Skill and you can test this by checking your current Thalaron stated damage and then slotting a Particle Generator boosting deflector or console and then rechecking your numbers.

    The cool thing with the Thalaron Blast being Exotic damage is that the Romulan Faction is the only faction that currently has a Deflector DOFF that boost all of your Exotic damage by 5% for 15 seconds each time you activate a singularity creating skill like Gravity Well or Tykens Rift and I just discovered by chance that you can slot 2 of them perhaps 3 since I only have 2 ATM and they stack.

    I'm not sure if the Exotic Damage boosting effects works with aftershock Gravity Wells.

    Slot has many of the Exotic Damage boosting Deflector Doffs that you can and activate Well or Rift and then follow it immediately with your Thalaron Blast to get a nice boost to its Exotic Damage.

    The reason that I keep putting this out there is that I'm hoping to get more players to test this to see if its worth using the DOFFs or not for the Thalaron Blast or not.

    Quite right, but because it is Exotic Damage, that also means that any crits are based off of current crit chance/severity (including tac buffs). So no weapon modifiers to add to it or anything.

    I actually bought a couple of those very DOFFs you are talking about though. I have 2 of them, though a third would be nice.

    Anyways, I have tried them out, and they do work, so far as I can tell.

    However, what I cannot tell is whether they are off the base damage, or final damage. I haven't tested it further, but they do seem to work.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    mimey2 wrote: »
    Quite right, but because it is Exotic Damage, that also means that any crits are based off of current crit chance/severity (including tac buffs). So no weapon modifiers to add to it or anything.

    I actually bought a couple of those very DOFFs you are talking about though. I have 2 of them, though a third would be nice.

    Anyways, I have tried them out, and they do work, so far as I can tell.

    However, what I cannot tell is whether they are off the base damage, or final damage. I haven't tested it further, but they do seem to work.

    That's great to hear! I'm going to pick up a 3rd Doff and have it on stand by if I decided to go back to my Gravity Well 3 Build with my Ha'Nom.
    [SIGPIC][/SIGPIC]
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    I've been doing a bit of testing to see how well the Exotic Damage Doff does and here's what I've found so far.

    With my skills and equipment @ Max Auxiliary power my base Thalaron Pulse damage is stated at 41,786

    Upon activation of my Gravity Well the Thalarons Stated damage jumped to 47,103.7 and then quickly settled down to 43,913.1 and stayed at the number for just about 15 seconds.

    It also appears that after shock Gravity Wells do trigger the Exotic Damage boost because I gotten some one offs that saw my stated damage clime from the 47,103.7 number and jumped to 57,600 but the numbers were hard to keep track of and I did not hold them for more than a few seconds.

    More testing is needed but it seems that we can slot up to 3 of the Exotic Damage Doff but I'm no longer sure if they stack.

    With 2 doffs my numbers came up the same has when I only slotted one but sometimes I got a boosted damage number of 48,167 with just one Exotic damage doff slotted and it was holding at that number for well over 15 seconds.

    More testing is clearly needed.
    [SIGPIC][/SIGPIC]
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    errab wrote: »
    I've been doing a bit of testing to see how well the Exotic Damage Doff does and here's what I've found so far.

    With my skills and equipment @ Max Auxiliary power my base Thalaron Pulse damage is stated at 41,786

    Upon activation of my Gravity Well the Thalarons Stated damage jumped to 47,103.7 and then quickly settled down to 43,913.1 and stayed at the number for just about 15 seconds.

    It also appears that after shock Gravity Wells do trigger the Exotic Damage boost because I gotten some one offs that saw my stated damage clime from the 47,103.7 number and jumped to 57,600 but the numbers were hard to keep track of and I did not hold them for more than a few seconds.

    More testing is needed but it seems that we can slot up to 3 of the Exotic Damage Doff but I'm no longer sure if they stack.

    With 2 doffs my numbers came up the same has when I only slotted one but sometimes I got a boosted damage number of 48,167 with just one Exotic damage doff slotted and it was holding at that number for well over 15 seconds.

    More testing is clearly needed.

    Agreed. If you want, maybe we can get into the game together sometime soon, maybe try and figure this out a bit more?
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    Romulans also have a very rare Gravimetric Scientist Doff named Xewbak that has a 50% chance to reduce the Cool Down of all Exotic Damage inflecting Abilities by 10% so it might be useful so shave a good chunk of time off of the Pulses Cool Down.

    You can only slot one Gravimetric Doff and I value the Gravity Well aftershock Gravimetric Doff over this one the one mentioned above but it could be quite useful to players that do not slot Gravity Well.
    [SIGPIC][/SIGPIC]
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    errab wrote: »
    Romulans also have a very rare Gravimetric Scientist Doff named Xewbak that has a 50% chance to reduce the Cool Down of all Exotic Damage inflecting Abilities by 10% so it might be useful so shave a good chunk of time off of the Pulses Cool Down.

    You can only slot one Gravimetric Doff and I value the Gravity Well aftershock Gravimetric Doff over this one the one mentioned above but it could be quite useful to players that do not slot Gravity Well.

    Very interesting indeed. Certainly worth keeping that in mind.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    mimey2 wrote: »
    Very interesting indeed. Certainly worth keeping that in mind.

    Sorry I have to correct myself 10 seconds not 10%, I misread it my 1st time through.
    [SIGPIC][/SIGPIC]
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    errab wrote: »
    Sorry I have to correct myself 10 seconds not 10%, I misread it my 1st time through.

    Still, if it acts like most CD DOFFs, that could be very effective if used with lots of sci-skills still.

    So, by all exotic damage, it probably means any non-tac skill that does damage? EWP, Aceton beam, tractor beam, TBR, gravity well, and so on?
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2013
    mimey2 wrote: »
    Still, if it acts like most CD DOFFs, that could be very effective if used with lots of sci-skills still.

    So, by all exotic damage, it probably means any non-tac skill that does damage? EWP, Aceton beam, tractor beam, TBR, gravity well, and so on?

    Exotic Damage is everything that is affected by Particle Generator. I believe EWP and Aceton Beam dont count here.
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    mimey2 wrote: »
    Still, if it acts like most CD DOFFs, that could be very effective if used with lots of sci-skills still.

    So, by all exotic damage, it probably means any non-tac skill that does damage? EWP, Aceton beam, tractor beam, TBR, gravity well, and so on?

    Here's the Text of the Officer:

    This Officer will reduce the remaining cool down on any damaging non-weapon bridge officer abilities when you activate Gravity well or Tyken's Rift.

    50% Chance: Reduce the remaining cool down on Exotic damage abilities by -10 seconds.

    I must have been tired when I read this the 1st and 2nd time...lol

    It could still be quite useful for a Science Captain but it will do nothing for the Pulse Blast :(
    [SIGPIC][/SIGPIC]
  • captainobvious09captainobvious09 Member Posts: 182 Arc User
    edited July 2013
    The Pulse is fine, I saw two Scimitars blow up a transformer in conduit with 3 re-generators still up (the 4th was also destroyed in the blast).

    Maybe it was a hack??? I dunno, but I watched them do it.

    The real issue is the phantom damage issue, at any random time, the Scimitar can take a warp core breach or torp directly to hull without even touching the shields, and cryptic says this is a "tooltip issue" and "non-gameplay impacting".

    once again I say DO NOT BUY THIS SHIP!!!
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    errab wrote: »
    Here's the Text of the Officer:

    This Officer will reduce the remaining cool down on any damaging non-weapon bridge officer abilities when you activate Gravity well or Tyken's Rift.

    50% Chance: Reduce the remaining cool down on Exotic damage abilities by -10 seconds.

    I must have been tired when I read this the 1st and 2nd time...lol

    It could still be quite useful for a Science Captain but it will do nothing for the Pulse Blast :(

    Aww, that is unfortunate. Though yeah, quite useful for a sci captain.
    woodwhity wrote: »
    Exotic Damage is everything that is affected by Particle Generator. I believe EWP and Aceton Beam dont count here.

    They are buffed by Particle Gens. I believe if you click on Particle Gen skill in the game, the box that appears should have both Aceton Beam and EWP in the list there.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
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