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Romulan Power Generation

raventomoeraventomoe Member Posts: 723 Arc User
edited July 2013 in Romulan Discussion
So, I am looking into solving the 40 base power of Romulan ships via the Singularity core. My solution is based on the idea of throwing six into these skills.

Starship Batteries
Warp Core Efficency
Power Insulators
Warp Core Potential
Starship Electro-Plasma Systems
Starship Shield Performance
Starship Engine Performance
Starship Weapon Performance
Starship Auxiliary Performance

So far it looks promising that you can do six in the Tac skills and still do this as well as six into the Hull and Armor skills at Captain and Admiral level. What I am curious about is what are the numbers that would come out for the power systems at each of the four settings (Balanced, Attack, Defense, Speed) and what would be optimal to get the best out of this build. Power Insulators should be rather obvious in why I would put six in it (power drain is more of a bane for Romulans than the other two factions).

Part of the reason by the way is that by the Admiral level, I will have a Ha'fef and Mirror Haa'pax to play with.

EDIT: By the way, I am a Tactical Romulan.
"The Multiverse, the ultimate frontier..."
Thus begins...Lyrical Trek
Post edited by raventomoe on

Comments

  • msk5msk5 Member Posts: 185 Arc User
    edited July 2013
    Honestly I would only throw three into Warp Core Potential, it only grants a very small boost, you can do better putting points elsewhere. Batteries is only really worthwhile for Eng captains, as well.

    Granted, I'm the sort of person who puts nine into Driver Coil because I must always be traveling as fast as will be allowed by this game lest my powerful need for stimuli drive me elsewhere while crossing a sector block. Still I do just fine with only three in Potential and none in Batteries, I do have a Red Matter Capacitor, though, that helps a lot.
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited July 2013
    Potential is not that bad but Warp Core Efficiency sadly is pretty pathetic. It barely makes a difference and any time you increase the power with a battery or anything else the small difference it makes dwindles down to nothing (of course).

    Do not forget the MACO shield or Plasmonic Leech for extra power or possibly Power Syphon.
  • kapla1755kapla1755 Member Posts: 1,249
    edited July 2013
    Batteries 10 secs of power in given system or systems if using the lobi dual system bats

    Red Matter 20 secs of power in all 4 systems
    Batteries skill points:

    1pt = 12secs vs 10secs, 22secs vs 20secs for RMC
    2pt = 14secs vs 10secs, 24secs vs 20secs for RMC
    3pt = 15secs vs 10secs, 25secs vs 20secs for RMC
    4pt = 16secs vs 10secs, 26secs vs 20secs for RMC
    5pt = 17secs vs 10secs, 27secs vs 20secs for RMC
    6pt = 18secs vs 10secs, 28secs vs 20secs for RMC
    7pt = 19secs vs 10secs, 29secs vs 20secs for RMC
    8pt = 19secs vs 10secs, 29secs vs 20secs for RMC
    9pt = 20secs vs 10secs, 30secs vs 20secs for RMC

    taken from:
    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    I have always specd 3 pts into batteries as it gives a 50% uptime increase to regular/Dual system batteries

    I spec 6pts for my engineers/sci characters as you get 80% boost to power uptime always nice for aux heals, especially nice for Romulan engineers with EPS manifold trait as battery skill adds to how long your trait bonus power lasts.

    Good Hunting
    [SIGPIC][/SIGPIC]
  • stirling191stirling191 Member Posts: 0 Arc User
    edited July 2013
    hasukurobi wrote: »
    Potential is not that bad but Warp Core Efficiency sadly is pretty pathetic. It barely makes a difference and any time you increase the power with a battery or anything else the small difference it makes dwindles down to nothing (of course).

    Unless they've radically altered the efficiency formula, Efficiency is based solely on the power setting, not the buffed power level.

    Which means it's actually much more powerful on warbirds than on any other ship. You're looking at roughly 14-16 bonus points at a setting of 15 from efficiency alone
  • caldannachcaldannach Member Posts: 485 Arc User
    edited July 2013
    I cant speak for all aspects of power on a warbird, but i always like to max weapons and then shields on my ships so i focused efforts on that and i think i have done ok. I usually have full weapons and between 110 and 125 shield power in combat. Mainly because high shield power gives greater shield damage resistance, which makes a HUGE difference in combat.

    I have an advanced fleet core to help but other than that i use the doffs that proc shield power when firing weapons, and i use 2 x EPTS (even EPTS 10) which means i can basically have EPTS up all the time which gives a large power increase. This would work for any EPTx ability.

    I have at least 6 points in all the power performance skills, and EPS system (EPS boosts EPTx boff abilities)

    Lastly i always try to spec ship gear that boosts what i want, despite set bonuses. Eg. Jem Hadar engines boost weapon power, Aegis deflector increases shield power, etc etc.

    Another good thing to do to help with power deficit is to set your presets for various situations and dont be afraid to change your power balance mid fight. It works wonders.

    Just a few insights from me. My scimitar is tough as an old boot in both PVE and PVP so i must be doing something right. :)
    " Experience is a hard mistress, she gives the tests first, and the lessons after... "
  • raventomoeraventomoe Member Posts: 723 Arc User
    edited July 2013
    Well...alternatively I could do Flow Capacitor to 6 and use Energy Syphon to mess with the opponent's power levels while boosting my own.
    "The Multiverse, the ultimate frontier..."
    Thus begins...Lyrical Trek
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2013
    caldannach wrote: »
    I cant speak for all aspects of power on a warbird, but i always like to max weapons and then shields on my ships so i focused efforts on that and i think i have done ok. I usually have full weapons and between 110 and 125 shield power in combat. Mainly because high shield power gives greater shield damage resistance, which makes a HUGE difference in combat.

    I have an advanced fleet core to help but other than that i use the doffs that proc shield power when firing weapons, and i use 2 x EPTS (even EPTS 10) which means i can basically have EPTS up all the time which gives a large power increase. This would work for any EPTx ability.

    I have at least 6 points in all the power performance skills, and EPS system (EPS boosts EPTx boff abilities)

    Lastly i always try to spec ship gear that boosts what i want, despite set bonuses. Eg. Jem Hadar engines boost weapon power, Aegis deflector increases shield power, etc etc.

    Another good thing to do to help with power deficit is to set your presets for various situations and dont be afraid to change your power balance mid fight. It works wonders.

    Just a few insights from me. My scimitar is tough as an old boot in both PVE and PVP so i must be doing something right. :)

    This is a good advice, though I would not really invest in engine power for PVE only builds.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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