I've been trying to implement a similar build on a Vesta (a.k.a. multi-mission surveillance exploration vessel). I've leaned more towards drain than lots of shield points. I found a way to keep ES III up without A2B and tech doffs. Using 3 VR Deflector Doffs and PO I, it's possible to reduce the CD to as low as 18 seconds on ES III.
Since it doesn't have as much shields as the Wells, it relies on resists to keep the damage down. Science captain and bridge officer abilities make up the bulk of the resists. I chose the Nukara deflector for the shield bonuses and defense in general. Alternatively, you could swap the 5 flow caps for field generators to get the greater shield capacity (about 27K), but it loses some capacity to strip shields. As it stands, the shields are about 17K per facing. By my math, the hull gets about 42k. Resists should be decent with APD, PH, HE, subspace field modulator, and scattering field.
It's entirely plausible to swap FBP and Tach Beam if you want more shield stripping rather than escort hate damage reflection. There's also a Tractor Beam officer to add drain and a warp theorist to add a snare to the Tach Beam. Clearly, they should be used together.
The skill tree is laid out to maximize drain and power. It has some minor investments for resists. This should keep the power levels maxed out while ES is active.
So that's what I have so far. Please, let me know of anything I can do to improve it. I can't test it yet because I don't have all the rarer gear. I have to rely on others to give me feedback.
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Your post and video were previously deleted by Cryptic in this thread. Attempting to re-insert them here and as well as posting them in the pvp forum = spamming. Did you not know posting the same thing in several places over and over = spamming? I guess you don't care. Stop using my thread for your self-promotion. You already have a dedicated thread in the pvp forum where you compiled all your video, I am sure your ego can receive the necessary massaging there.
I've been trying to implement a similar build on a Vesta (a.k.a. multi-mission surveillance exploration vessel). I've leaned more towards drain than lots of shield points. I found a way to keep ES III up without A2B and tech doffs. Using 3 VR Deflector Doffs and PO I, it's possible to reduce the CD to as low as 18 seconds on ES III.
This is intriguing. I thought the Deflector doff is broken wrt to Energy Siphon, no? Or has this been fixed? It was broken for so long, thanks for the info, I'll test it out.
Since it doesn't have as much shields as the Wells, it relies on resists to keep the damage down. Science captain and bridge officer abilities make up the bulk of the resists. I chose the Nukara deflector for the shield bonuses and defense in general. Alternatively, you could swap the 5 flow caps for field generators to get the greater shield capacity (about 27K), but it loses some capacity to strip shields. As it stands, the shields are about 17K per facing. By my math, the hull gets about 42k. Resists should be decent with APD, PH, HE, subspace field modulator, and scattering field.
The drain build is getting very popular and in some way, I think it may be preferable over very high shield capacity, especially on a Vesta. The reason being Vesta's shield modifier is lower to begin with but you can wear up to 5 Sci consoles on a Vesta, therefore, making it a strong drain build. Vesta has fairly weak hull so doing hull tanking isn't ideal in my view. Beware of proton weapons, they will make subspace field modulator work against you.
It's entirely plausible to swap FBP and Tach Beam if you want more shield stripping rather than escort hate damage reflection. There's also a Tractor Beam officer to add drain and a warp theorist to add a snare to the Tach Beam. Clearly, they should be used together.
For a dedicated drain build, that makes a lot of sense. Still, FBP can be very useful in 1 vs 1 situations against cruisers and their 8 beams + FAW.
The skill tree is laid out to maximize drain and power. It has some minor investments for resists. This should keep the power levels maxed out while ES is active.
So that's what I have so far. Please, let me know of anything I can do to improve it. I can't test it yet because I don't have all the rarer gear. I have to rely on others to give me feedback.
Your build is innovative and intriguing. I think you should replace your deflector with Adapted MACO as it gives +17.5 to Flow Capacitors, which helps your drain build and it gives 2 piece set bonus with your shields, along with boost to Aux power + lots of placating to your enemies. I would also recommend Jevonite Hardpoint as in one of the ship device slot as it gives +100 to Structural Integrity for 15 minutes. In terms of warp core, I would go for an Elite Fleet Warp Core with AMP to take advantage of your very high power level in all 4 subsystems as that adds another 15% to your overall damage. My concern is that your ship is slow without EptE or A2D. Also given 5 of your 6 weapons are cannon, you should consider CRF 1 in your Lt. Tactical slot.
The said poster went into a private PvP, in which you can see he cloaked in the middle of the battle. After being told doing so is considered forfeit, he continued to do so. You can see he has no regard for rules or fair play, therefore, breaking forum post rules would obviously be fairly low priority on his list.
He is obviously proud breaking rules and thinking doing so will gather him a lot of attention, that's why he chose to come to this thread. Suffice to say, he is wrong. He will get attention, just not the type he wants. Furthermore, I can confirm that the Combat Log and Parsing failed to show many of the hits that were supposed to be registering, which you can see in the youtube clip, I was already questioning after the first match. Draw whatever conclusion you want from this, I will no longer be playing with this person and I advise others to do the same - this person just wants attention, nothing more. We all know what will happen next so don't waste your time with this person, ignore him here and in game, this is the best course of action.
Iskandus, i've seen the youtube video. He beat you fair and square. Cloaking is a tactic, and its part of the game. This sillyness needs to stop. People going out of the 10km range, or cloaking is the same as forfeit? Why??
Why wont you fight him again? Because you lost once? Because you couldnt figure out how he did it? It is players like Dius that triggers people to think different, maybe then create better builds. That "waste of time" you are talking about, is the time you rather should learn from your loss, and rethink your build. And did you considder to try to -ask him how he did it`? - I chatted with Dius after our battle and learned alot, and I hope he learned alot from me as well. And he was polite the whole time, he even got excited that I beat him.
When you make a thread about one of your builds, you should accept that people will try to challenge it. You need to accept that there might be players out there that has a better build than yours.
PS. combatlog and parsers does not show everything btw... good examples are the refracting tetryon proc and the protonic proc. They just show up some of the time.
"Better were the days when mastery o' space came not from bargains struck with eldritch creatures... but from the sweat of a man's brow and the strength of his back alone. Ye all know thi's to be true!"
Iskandus, i've seen the youtube video. He beat you fair and square. Cloaking is a tactic, and its part of the game. This sillyness needs to stop. People going out of the 10km range, or cloaking is the same as forfeit? Why??
Why wont you fight him again? Because you lost once? Because you couldnt figure out how he did it? It is players like Dius that triggers people to think different, maybe then create better builds. That "waste of time" you are talking about, is the time you rather should learn from your loss, and rethink your build. And did you considder to try to -ask him how he did it`? - I chatted with Dius after our battle and learned alot, and I hope he learned alot from me as well. And he was polite the whole time, he even got excited that I beat him.
When you make a thread about one of your builds, you should accept that people will try to challenge it. You need to accept that there might be players out there that has a better build than yours.
PS. combatlog and parsers does not show everything btw... good examples are the refracting tetryon proc and the protonic proc. They just show up some of the time.
Hardly. RCK and I smack each other all the time, we are good friends. When I need to test something, I go to him to get smacked, like about 2 days ago when I was testing a prototype anti-cruiser build - it turned out, the concept was flawed so it helped me to put an end to the program. Likewise, when he gets too gridy, his cruiser goes kaboom as well and his reaction was : "I deserved to die". You know what the big difference is? RCK is actually a nice and respectful guy and we seek each others' feedback. The person you named, I have heard via PM more than once from well respected players that he puts many people on ignore for whatever reasons, most likely because they tell him something he doesn't like and notoriously, fleeing outside of the range in 1 vs 1. In 1 vs 1, I usually remove EPtE because otherwise, there is not a fat chance some of the cruisers will ever be able to catch up. You ask why? More than just rules, it's also about common sense and courtesy of fair play. Think about it, what kind of 1 vs 1 it would be if everytime I am in trouble, I just hit EPtE and run out to 40KM+ to recuperate and leave my opponent hanging there and who can't even see where I am? Arena matches is one thing, in 1 vs 1, such tactic is frawned upon for good reasons. Instead of asking me why, you need to reflect on that question yourself as only you can tell you what makes sense and what doesn't and ultimately, that's the only thing that matters.
This is intriguing. I thought the Deflector doff is broken wrt to Energy Siphon, no? Or has this been fixed? It was broken for so long, thanks for the info, I'll test it out.
I actually was unaware of any bug in deflector doffs. I have not had a chance to test it out with my blue doffs and I don't have any VR deflector doffs yet (they're expensive). They're not going to have 100% up-time either since they each only have a 25%, but it allows a more aux focused build.
The drain build is getting very popular and in some way, I think it may be preferable over very high shield capacity, especially on a Vesta. The reason being Vesta's shield modifier is lower to begin with but you can wear up to 5 Sci consoles on a Vesta, therefore, making it a strong drain build. Vesta has fairly weak hull so doing hull tanking isn't ideal in my view. Beware of proton weapons, they will make subspace field modulator work against you.
It's not so much about hull tanking as it is about having a variety of resists at your disposal to make the most of what hull and shields you have. For that purpose, I'd even consider switching to a fleet shield with adaptive resistances, possibly having more than one to swap out to match the damage being dealt. Subspace Field Modulator is a optional choice. If you don't feel comfortable with it, then bring a weapons satellite instead.
For a dedicated drain build, that makes a lot of sense. Still, FBP can be very useful in 1 vs 1 situations against cruisers and their 8 beams + FAW.
My thought about FBP is that it should be used along with APD. It would discourage escorts from attacking you with the return damage and added resistance buff/debuff. It would be like a porcupine crossed with an armadillo.
Your build is innovative and intriguing. I think you should replace your deflector with Adapted MACO as it gives +17.5 to Flow Capacitors, which helps your drain build and it gives 2 piece set bonus with your shields, along with boost to Aux power + lots of placating to your enemies. I would also recommend Jevonite Hardpoint as in one of the ship device slot as it gives +100 to Structural Integrity for 15 minutes. In terms of warp core, I would go for an Elite Fleet Warp Core with AMP to take advantage of your very high power level in all 4 subsystems as that adds another 15% to your overall damage. My concern is that your ship is slow without EptE or A2D. Also given 5 of your 6 weapons are cannon, you should consider CRF 1 in your Lt. Tactical slot.
If I were to seek more flow capacitors, I think I'd go with the Jem'Hadar deflector. Paired with the JH shield, it gives a similar bonus to the adapted MACO 2pc, but adds more flow caps. The placate is nice, but inconsistent. The deuterium surplus/Evasive is what I intend to use in place of EPtE. I was thinking of using it as a burst of speed to get a superior position (i.e. getting out of an escort's arc) rather than trying to be fast all the time. An elite warp core might be worth getting, but I thought the AMP would max out at 13.2% (i.e. 3.3 * 4 = 13.2). I just like the obelisk core because it's a decent core for science and very easy to get. I decided to pick up some Jevonite Hardpoints on the exchange. They're kind of expensive, but I think they're worth it.
Also, I thought up a pure shield eating build that should be able to hold a target down and burn off all of their shields while they scream impotently.
This design is too powerful to be distributed throughout Starfleet. We cannot risk it falling into enemy hands, or worse, assimilation by the Borg Collective. All Command Codes and primary control of U.S.S. Utopia must be transferred to her current Captain, effective immediately.
Sorry, sorry, okay, I'm done RPing over here. :rolleyes:
VERY impressive build, especially the 4 Mk XII very rare field generators, those must have cost a fortune.
Hi iskandus, I have been working towards your build you posted in the pve/pvp versions of this ship. Is that build on sto planner still current? Also what is the latest with your experiments on Aux2Bat as you said you were doing some tests to possibly get rid of it?
Hardly. RCK and I smack each other all the time, we are good friends. When I need to test something, I go to him to get smacked, like about 2 days ago when I was testing a prototype anti-cruiser build - it turned out, the concept was flawed so it helped me to put an end to the program. Likewise, when he gets too gridy, his cruiser goes kaboom as well and his reaction was : "I deserved to die". You know what the big difference is? RCK is actually a nice and respectful guy and we seek each others' feedback. The person you named, I have heard via PM more than once from well respected players that he puts many people on ignore for whatever reasons, most likely because they tell him something he doesn't like and notoriously, fleeing outside of the range in 1 vs 1. In 1 vs 1, I usually remove EPtE because otherwise, there is not a fat chance some of the cruisers will ever be able to catch up. You ask why? More than just rules, it's also about common sense and courtesy of fair play. Think about it, what kind of 1 vs 1 it would be if everytime I am in trouble, I just hit EPtE and run out to 40KM+ to recuperate and leave my opponent hanging there and who can't even see where I am? Arena matches is one thing, in 1 vs 1, such tactic is frawned upon for good reasons. Instead of asking me why, you need to reflect on that question yourself as only you can tell you what makes sense and what doesn't and ultimately, that's the only thing that matters.
Or maybe, just maybe, he has done like me, and turn off pm's from people that are not in your friend/fleet list?
It should not even matter if they go out of range, or cloak, because if they do, it also gives you the time needed to get ready again. And even so, if i can't "be ready for anything" and i loose because someone went out of range or cloaked on me, I deserve the loss. A good player should be ready for both situations. So what makes sense to me is that you still wont accept this, and because of this, my opinion is that you have alot to go on to become a better player.
You cannot make yourself up a rule that its frowned upon to cloak or go out of range, just because it does not suit your build or playing style, it just means that your build or playing style just was not good enough to handle those kind of builds.
If someone refuses to fight someone just because of their build or playing style.. for me, that is the same of admitting defeat.
"Better were the days when mastery o' space came not from bargains struck with eldritch creatures... but from the sweat of a man's brow and the strength of his back alone. Ye all know thi's to be true!"
this thread was never about pvp and all the TRIBBLE you just posted which occurred between two players, I've brought it up to query the original subject, why would you carry it back to that TRIBBLE to get the thread locked?
this thread was never about pvp and all the TRIBBLE you just posted which occurred between two players, I've brought it up to query the original subject, why would you carry it back to that TRIBBLE to get the thread locked?
Actually, the OP does suggest this is a build for PVP as well as PVE.
What I'm doing with my last post, is to answer a post that was directed to me.
And "all the TRIBBLE" you are refering to, is there to make a point.
So I find it in bad taste that you call my posts TRIBBLE, instead of reading what they are actually about, and that is to question OP build. And ask why one should make rules that are not a part of the game to defend that mentioned build/playstyle.
"Better were the days when mastery o' space came not from bargains struck with eldritch creatures... but from the sweat of a man's brow and the strength of his back alone. Ye all know thi's to be true!"
I missed the part in the Op where it was arguing about rules of pvp. Instead you have brought up an old argument which derailed the thread. If you didn't respond before why now...
and derailing the thread especially from the timeline it had ended should certainly be against the rules.
Or maybe, just maybe, he has done like me, and turn off pm's from people that are not in your friend/fleet list?
It should not even matter if they go out of range, or cloak, because if they do, it also gives you the time needed to get ready again. And even so, if i can't "be ready for anything" and i loose because someone went out of range or cloaked on me, I deserve the loss. A good player should be ready for both situations. So what makes sense to me is that you still wont accept this, and because of this, my opinion is that you have alot to go on to become a better player.
You cannot make yourself up a rule that its frowned upon to cloak or go out of range, just because it does not suit your build or playing style, it just means that your build or playing style just was not good enough to handle those kind of builds.
If someone refuses to fight someone just because of their build or playing style.. for me, that is the same of admitting defeat.
Actually the OP said it wasn't right to cloak in a 1v1 because it was a big waste of time waiting for the other player to decloak, if they do it at all.
If you have to cloak to avoid being destroyed, it's tacit admissions that you lost the battle. If you're using cloak to maintain a positional advantage, that's another story.
That said, there are numerous ways to disable an opponent's cloak such as AP Sweep, Target Auxiliary, Charged Particle Burst, and Gravity Well. Simply draining all of an opponent's auxiliary power will disable their cloak.
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I want to quickly share these two builds, one for Wells Pure Science and one for Voth Pure Science. Ludavix is in command of both ships as a Science Captain but you can see they are far from identical. I don't have the time to respond to all the questions and comments and PMs now but will definitely do so at a later time.
Please make sure you do check the skills tree and notes section, the latter contains the selection of the 6 active space doff choices and they are quite dissimilar between the two ships.
Cloaking and running away in 1v1 isn't allowed because a) you could stay cloaked forever, b) iskan could have out run you forever and never fight, even if he had a weaker build. That is why the gentlemans understanding, sees that cloaking or running in a 1v1 is just bleh, if you're going down, go down.
Ok iskan thanks! I am still working towards a wells ship. Hopefully before they all go off the exchange or the box no longer drops as I can see cryptic never bringing it back...crossing my fingers and grinding , but its slow.
Anxious to hear you again, is this a full switch from the utopia pve? Or can that be adapted? Or is it just two additional builds. So a sci captain in the wells uses this, and a tac in the wells uses the utopia?
Just want to add, the latest one looks like a full pvp build judging from the powers. Is there going to be a pve version for the sci in a wells?
Can this build also maintain full power in all systems? I know you were re-working the aux2bat. Instead going with photonic officer. Someone else had posted int his thread and you seemed to get some insight from the idea, that they use photonic officer with 3x deflector doffs and can keep their energy siphon running constantly, so as never to be without the power running or, ready to be turned on.
I guess this pretty much might do the same thing, with a photonic officer now and a doff reduction officer, will it keep it going 24/7? And in this instance you are able to do it with only one doff slot used, saving two other slots. (because you had to have 3 deflector doffs when doing what the other guy suggested).
Then you leave no room for the enemy to have any weapons power, just in case you don't drain away all, you have a doff which will drain enemy power when your science team, eng team or tac team is activated and you are being hit.
Cloaking and running away in 1v1 isn't allowed because a) you could stay cloaked forever, b) iskan could have out run you forever and never fight, even if he had a weaker build. That is why the gentlemans understanding, sees that cloaking or running in a 1v1 is just bleh, if you're going down, go down.
Ok iskan thanks! I am still working towards a wells ship. Hopefully before they all go off the exchange or the box no longer drops as I can see cryptic never bringing it back...crossing my fingers and grinding , but its slow.
Anxious to hear you again, is this a full switch from the utopia pve? Or can that be adapted? Or is it just two additional builds. So a sci captain in the wells uses this, and a tac in the wells uses the utopia?
Just want to add, the latest one looks like a full pvp build judging from the powers. Is there going to be a pve version for the sci in a wells?
Can this build also maintain full power in all systems? I know you were re-working the aux2bat. Instead going with photonic officer. Someone else had posted int his thread and you seemed to get some insight from the idea, that they use photonic officer with 3x deflector doffs and can keep their energy siphon running constantly, so as never to be without the power running or, ready to be turned on.
I guess this pretty much might do the same thing, with a photonic officer now and a doff reduction officer, will it keep it going 24/7? And in this instance you are able to do it with only one doff slot used, saving two other slots. (because you had to have 3 deflector doffs when doing what the other guy suggested).
Then you leave no room for the enemy to have any weapons power, just in case you don't drain away all, you have a doff which will drain enemy power when your science team, eng team or tac team is activated and you are being hit.
Quite nice thanks for sharing!
You're referring to this:
I've been trying to implement a similar build on a Vesta (a.k.a. multi-mission surveillance exploration vessel). I've leaned more towards drain than lots of shield points. I found a way to keep ES III up without A2B and tech doffs. Using 3 VR Deflector Doffs and PO I, it's possible to reduce the CD to as low as 18 seconds on ES III.
Since it doesn't have as much shields as the Wells, it relies on resists to keep the damage down. Science captain and bridge officer abilities make up the bulk of the resists. I chose the Nukara deflector for the shield bonuses and defense in general. Alternatively, you could swap the 5 flow caps for field generators to get the greater shield capacity (about 27K), but it loses some capacity to strip shields. As it stands, the shields are about 17K per facing. By my math, the hull gets about 42k. Resists should be decent with APD, PH, HE, subspace field modulator, and scattering field.
It's entirely plausible to swap FBP and Tach Beam if you want more shield stripping rather than escort hate damage reflection. There's also a Tractor Beam officer to add drain and a warp theorist to add a snare to the Tach Beam. Clearly, they should be used together.
The skill tree is laid out to maximize drain and power. It has some minor investments for resists. This should keep the power levels maxed out while ES is active.
So that's what I have so far. Please, let me know of anything I can do to improve it. I can't test it yet because I don't have all the rarer gear. I have to rely on others to give me feedback.
It wasn't constant. It was a 75% chance to reduce energy siphon's CD by 30 seconds. Potentially, with the help of photonic officer, it could keep energy siphon going for up to 96 seconds. Without the Doffs, it would only last 72 seconds before you were forced to wait 36 seconds.
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If you're using cloak to maintain a positional advantage, that's another story.
Well, thats the whole point here... Iskandus is going on about just cloaking, and its the same as admitting defeat. I don't care at about who the battle was between, I just get tired of the silly unwritten rules that are going around in this game.
It's the same with placate, i recently faught someone that told me they lost just because I placated alot. And because of this I was the actual looser...
My whole agenda here with these posts are to get people to understand that if you want to become a better player, one should learn to adapt to any situation, instead of making up rules that are not a part of this game to defend their playstyle/build. This game is so much fun just because you have a large diversity of builds and playingstyles, and I don't agree with the unhealthy attitude amongst alot of the players in this game that will effectivly remove alot of the diversity if cryptic ever listens to them.
"Better were the days when mastery o' space came not from bargains struck with eldritch creatures... but from the sweat of a man's brow and the strength of his back alone. Ye all know thi's to be true!"
Well, thats the whole point here... Iskandus is going on about just cloaking, and its the same as admitting defeat. I don't care at about who the battle was between, I just get tired of the silly unwritten rules that are going around in this game.
It's the same with placate, i recently faught someone that told me they lost just because I placated alot. And because of this I was the actual looser...
My whole agenda here with these posts are to get people to understand that if you want to become a better player, one should learn to adapt to any situation, instead of making up rules that are not a part of this game to defend their playstyle/build. This game is so much fun just because you have a large diversity of builds and playingstyles, and I don't agree with the unhealthy attitude amongst alot of the players in this game that will effectivly remove alot of the diversity if cryptic ever listens to them.
There is a point where it's going too far. If you cloak and kite every time you're on the brink so you can regenerate while waiting for all of your cool downs to recycle, you're retreating. Retreating is the same as losing. I can't think of any combat scenario where the enemy runs away because they will otherwise be wiped out that doesn't count as a win for the other side. If you retreat, that means you lost regardless of cloaking.
Anyway, this is way off topic so I'm going to leave it at that. If you disagree, well, you'll have to live with it. There's a line between being a better player and just wasting time because you don't want to lose.
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I actually was unaware of any bug in deflector doffs. I have not had a chance to test it out with my blue doffs and I don't have any VR deflector doffs yet (they're expensive). They're not going to have 100% up-time either since they each only have a 25%, but it allows a more aux focused build.
O.K., I tested this a while back after reading your post. Deflector doff remains bugged for Tachyon Beam and Energy Siphon, which means the proc never happens. They only work with Gravity Well, Tyken's Rift and Breen Energy Siphon. This bug has existed for a very long time but like many other issues in this game, they have not been fixed. In any event, each boff ability has a global cool down (GCD) where no reduction can fall below it no matter what. For Energy Siphon, the GCD is 30 seconds. Assuming your Energy Siphon lasts 24 seconds at Aux = 130, you will have a minimum gap of 6 seconds between each copy.
It's not so much about hull tanking as it is about having a variety of resists at your disposal to make the most of what hull and shields you have. For that purpose, I'd even consider switching to a fleet shield with adaptive resistances, possibly having more than one to swap out to match the damage being dealt. Subspace Field Modulator is a optional choice. If you don't feel comfortable with it, then bring a weapons satellite instead.
Many people like Elite Fleet shields, I personally do not and feel they are overrated. Not only you may be hit with more than one energy type at any given time, it's hard to tell which energy type will be hitting your shields so you can't always be swapping shields. Also, I don't like losing valuable set bonuses. One ability I really like lately is the Antiproton Sweep, which requires a 3 piece set but it's an ability that drain a stunning amount of shields in all facing when you are properly spec for drain, disable enemies' cloak for a wopping 12 seconds, and can hit up to 5 enemies at once. Its CD is only 1.5 minute but on my ships, they evaporate 6100 shield hit points per facing X 4 - that's over 24K of shielding shredded instantly. When an Elite Fleet Shield is hit by Antiproton Sweep, the shield has no resistance against this ability and because Elite Fleet Shields come at the expense of lower capacity, most enemies' shields just evaporate almost entirely and render Tactical Team useless. And if that ship is a battlecloaker - tough luck, cloak is disabled too. It's a very powerful ability that few people use unless they have a bug ship. I also suspect because this item has existed for many seasons, it was kept in its original state without all the tweaks that killed many of the Sci abilities in the last year or so. This is just one example. Others have liked other set bonuses such as Mask Energy Field, Tetryon Glider, Gravitic Anchor, Proton Barrage - just to name a few. In PvE, the combination of Gravity Well / Tyken's Rift + Antiproton Sweep can disable a cluster of Borg Nanite Spheres or Voth Frigates easily and quickly due to their AOE.
My thought about FBP is that it should be used along with APD. It would discourage escorts from attacking you with the return damage and added resistance buff/debuff. It would be like a porcupine crossed with an armadillo.
There is also a Development Lab Scientist for FBP, which lowers the attackers' damage resistance further while being hit with FBP. The purple version of this doff costs about 10 million ec, not cheap - it used to be cheaper when people didn't realize its value. APD that you suggest is a good idea, except Pure Science vessels typically don't use tactical stations though it can work for a Vesta with compulsory Tactical stations. FBP is best used as a surprise and in combination with a number of hull damage resistance debuffs. For one, an Escort who can anticipate your FBP will not be hit as hard. One that catches them by surprise will generally do far more damage. If Tactical Captain, suggest a combination of the following : APA + Max Aux (using an Aux battery if necessary), + Tactical Fleet + APD + Fire on my Mark + FBP doff (Purple). If Science Captain, use the following : Conservation of Energy (3 stacks) + Max Aux + APD + Sensor Scan + FBP Doff (Purple) + Subnuke to remove any hull damange resist such as Polarize hull, Auxiliary to Dampners, Auxiliary to Structural In either case, the hull damage resist should fall drastically while the FBP III is at maximum potency. Most ships wont' last very long if they alpha you under these conditions.
If I were to seek more flow capacitors, I think I'd go with the Jem'Hadar deflector. Paired with the JH shield, it gives a similar bonus to the adapted MACO 2pc, but adds more flow caps. The placate is nice, but inconsistent. The deuterium surplus/Evasive is what I intend to use in place of EPtE. I was thinking of using it as a burst of speed to get a superior position (i.e. getting out of an escort's arc) rather than trying to be fast all the time. An elite warp core might be worth getting, but I thought the AMP would max out at 13.2% (i.e. 3.3 * 4 = 13.2). I just like the obelisk core because it's a decent core for science and very easy to get. I decided to pick up some Jevonite Hardpoints on the exchange. They're kind of expensive, but I think they're worth it.
I'd say, don't skip EPtE, it's almost a mandatory requirement to have one because it lasts 30 seconds and can be kept on almost indefinitely. Both Deuterium Surplus and Evasive are too short in duration, only 8 seconds, after which you will be caught up. For some odd reason, I recalled seeing each amp gives 3.7% so I thought 3.7 X 4 = 15%. If that's incorrect, then by all means, use the correct numbers. I don't like the Obelisk Core. There are a number of exotic Warp Cores out there, but as many things that Cryptic does, the older one tend to better thought out while the newer stuff seemed more forced because they need to come up with new ideas but effectively run out of good idea. For Pure Science vessels, Elite Fleet Core with AMP remains the best option. You can fabricate your own Jevonite Hardpoint, or send me an e-mail in game, I will give you some and tell you how to fabricate them using the right doffs and natural Gamma Quadrant Jevonite. Beware, some Klingons cry foul when they see anyone using Jevonite Hardpoint.
That's all the time I have for now. I will continue to reply to messages in the order they are received.
Also, can we please just stay on topic and ignore the Off-Topic discussions? If we all ignore the OT posts, they will just go away. The fact somebody tried to hijack this thread in order to direct traffic to his youtube account to make $$$, all of which was promptly removed by Bran Flakes @ Cryptic, says it all. We should not feed them with any more of our attention and to keep this discussion on topic as they are far more people who are interested in reading and exchanging ideas about Sci ships builds. Thanks!
O.K., I tested this a while back after reading your post. Deflector doff remains bugged for Tachyon Beam and Energy Siphon, which means the proc never happens. They only work with Gravity Well, Tyken's Rift and Breen Energy Siphon. This bug has existed for a very long time but like many other issues in this game, they have not been fixed. In any event, each boff ability has a global cool down (GCD) where no reduction can fall below it no matter what. For Energy Siphon, the GCD is 30 seconds. Assuming your Energy Siphon lasts 24 seconds at Aux = 130, you will have a minimum gap of 6 seconds between each copy.
Many people like Elite Fleet shields, I personally do not and feel they are overrated. Not only you may be hit with more than one energy type at any given time, it's hard to tell which energy type will be hitting your shields so you can't always be swapping shields. Also, I don't like losing valuable set bonuses. One ability I really like lately is the Antiproton Sweep, which requires a 3 piece set but it's an ability that drain a stunning amount of shields in all facing when you are properly spec for drain, disable enemies' cloak for a wopping 12 seconds, and can hit up to 5 enemies at once. Its CD is only 1.5 minute but on my ships, they evaporate 6100 shield hit points per facing X 4 - that's over 24K of shielding shredded instantly. When an Elite Fleet Shield is hit by Antiproton Sweep, the shield has no resistance against this ability and because Elite Fleet Shields come at the expense of lower capacity, most enemies' shields just evaporate almost entirely and render Tactical Team useless. And if that ship is a battlecloaker - tough luck, cloak is disabled too. It's a very powerful ability that few people use unless they have a bug ship. I also suspect because this item has existed for many seasons, it was kept in its original state without all the tweaks that killed many of the Sci abilities in the last year or so. This is just one example. Others have liked other set bonuses such as Mask Energy Field, Tetryon Glider, Gravitic Anchor, Proton Barrage - just to name a few. In PvE, the combination of Gravity Well / Tyken's Rift + Antiproton Sweep can disable a cluster of Borg Nanite Spheres or Voth Frigates easily and quickly due to their AOE.
There is also a Development Lab Scientist for FBP, which lowers the attackers' damage resistance further while being hit with FBP. The purple version of this doff costs about 10 million ec, not cheap - it used to be cheaper when people didn't realize its value. APD that you suggest is a good idea, except Pure Science vessels typically don't use tactical stations though it can work for a Vesta with compulsory Tactical stations. FBP is best used as a surprise and in combination with a number of hull damage resistance debuffs. For one, an Escort who can anticipate your FBP will not be hit as hard. One that catches them by surprise will generally do far more damage. If Tactical Captain, suggest a combination of the following : APA + Max Aux (using an Aux battery if necessary), + Tactical Fleet + APD + Fire on my Mark + FBP doff (Purple). If Science Captain, use the following : Conservation of Energy (3 stacks) + Max Aux + APD + Sensor Scan + FBP Doff (Purple) + Subnuke to remove any hull damange resist such as Polarize hull, Auxiliary to Dampners, Auxiliary to Structural In either case, the hull damage resist should fall drastically while the FBP III is at maximum potency. Most ships wont' last very long if they alpha you under these conditions.
I'd say, don't skip EPtE, it's almost a mandatory requirement to have one because it lasts 30 seconds and can be kept on almost indefinitely. Both Deuterium Surplus and Evasive are too short in duration, only 8 seconds, after which you will be caught up. For some odd reason, I recalled seeing each amp gives 3.7% so I thought 3.7 X 4 = 15%. If that's incorrect, then by all means, use the correct numbers. I don't like the Obelisk Core. There are a number of exotic Warp Cores out there, but as many things that Cryptic does, the older one tend to better thought out while the newer stuff seemed more forced because they need to come up with new ideas but effectively run out of good idea. For Pure Science vessels, Elite Fleet Core with AMP remains the best option. You can fabricate your own Jevonite Hardpoint, or send me an e-mail in game, I will give you some and tell you how to fabricate them using the right doffs and natural Gamma Quadrant Jevonite. Beware, some Klingons cry foul when they see anyone using Jevonite Hardpoint.
That's all the time I have for now. I will continue to reply to messages in the order they are received.
Also, can we please just stay on topic and ignore the Off-Topic discussions? If we all ignore the OT posts, they will just go away. The fact somebody tried to hijack this thread in order to direct traffic to his youtube account to make $$$, all of which was promptly removed by Bran Flakes @ Cryptic, says it all. We should not feed them with any more of our attention and to keep this discussion on topic as they are far more people who are interested in reading and exchanging ideas about Sci ships builds. Thanks!
I am going disagree on idea that starship without any tactic console could not work very well. Simple fact tactic console only strength single kind of weapon you have available. If you going only us weapons from Omega Adapted Borg Technology Set,Romulan Singularity Harness,Protonic Arsenal,Nukara Appropriated Munitions sets. None weapon more powerful if you have tactic console. 8 separation types weapon since each set has two of them in their. Now tell me all the good tactic console well do you. I like using sets in practice simple because I feel add able combine fact I using different rates fire do more damage. If they design a starship that had 6 science console ,4 engineering console you practice you have no need tactic console.
I think we ignore him now, although you seemed to have missed my other post entirely asking you the various questions...here it is again
Ok iskan thanks! I am still working towards a wells ship. Hopefully before they all go off the exchange or the box no longer drops as I can see cryptic never bringing it back...crossing my fingers and grinding , but its slow.
Anxious to hear you again, is this a full switch from the utopia pve? Or can that be adapted? Or is it just two additional builds. So a sci captain in the wells uses this, and a tac in the wells uses the utopia?
Just want to add, the latest one looks like a full pvp build judging from the powers. Is there going to be a pve version for the sci in a wells?
Can this build also maintain full power in all systems? I know you were re-working the aux2bat. Instead going with photonic officer. Someone else had posted int his thread and you seemed to get some insight from the idea, that they use photonic officer with 3x deflector doffs and can keep their energy siphon running constantly, so as never to be without the power running or, ready to be turned on.
I guess this pretty much might do the same thing, with a photonic officer now and a doff reduction officer, will it keep it going 24/7? And in this instance you are able to do it with only one doff slot used, saving two other slots. (because you had to have 3 deflector doffs when doing what the other guy suggested).
Then you leave no room for the enemy to have any weapons power, just in case you don't drain away all, you have a doff which will drain enemy power when your science team, eng team or tac team is activated and you are being hit.
Quite nice thanks for sharing!
Also if you had a choice, would you use the temporal vessel on a sci or tact captain, (if you couldn't do both)
This design is too powerful to be distributed throughout Starfleet. We cannot risk it falling into enemy hands, or worse, assimilation by the Borg Collective. All Command Codes and primary control of U.S.S. Utopia must be transferred to her current Captain, effective immediately.
Sorry, sorry, okay, I'm done RPing over here. :rolleyes:
RP is welcome. Both Captains have their own backstory. It would be nice if Star Trek can feature some non-human Captains for a change, which is why neither of them is a human.
Hi iskandus, I have been working towards your build you posted in the pve/pvp versions of this ship. Is that build on sto planner still current? Also what is the latest with your experiments on Aux2Bat as you said you were doing some tests to possibly get rid of it?
I am not sure which version of the planner you were referring to but I will post the latest versions, including those for PvE shortly. My testing of A2B is that it's hard to replace it because it is so powerful. Therefore, my recommendation is to have A2B if your build allows it and have Auxiliary battery handy in your devices.
Ok iskan thanks! I am still working towards a wells ship. Hopefully before they all go off the exchange or the box no longer drops as I can see cryptic never bringing it back...crossing my fingers and grinding , but its slow.
I don't think Cryptic will ever eliminate the Temporal lock boxes so in this sense, you don't have much to worry about. However, the price of a Wells Timeship can be quite outrageous, depending on supply.
Anxious to hear you again, is this a full switch from the utopia pve? Or can that be adapted? Or is it just two additional builds. So a sci captain in the wells uses this, and a tac in the wells uses the utopia?
Just want to add, the latest one looks like a full pvp build judging from the powers. Is there going to be a pve version for the sci in a wells?
There are so many variations possible and not strictly divided along the lines of PvE or PvP per say. Instead of thinking them as purely PvE or PvP, it's probably more accurate to think of the style they represent. The two builds I posted yesterday are disable/drain/placate build. They are effective in PvP and PvE. Put it this way, a powerful Viral Matrix III can shut down a Tactical Cube or Unimatrix Ship or a Voth Citadel ship just as effective as a Scimitar in PvP. Similarly, the drain abilities are very effective against NPC and frustrating to PvP players when used smartly. I will re-organize the various builds into classification by style so that it is clearer and less confusing to the readers.
Can this build also maintain full power in all systems? I know you were re-working the aux2bat. Instead going with photonic officer. Someone else had posted int his thread and you seemed to get some insight from the idea, that they use photonic officer with 3x deflector doffs and can keep their energy siphon running constantly, so as never to be without the power running or, ready to be turned on.
Yes, absolutely, being able to maintain full power is a fundamental principle, it doesn't change. However, the idea of using several deflector officers is not feasible due to it being bugged currently and the global CD of the boff abilities.
I guess this pretty much might do the same thing, with a photonic officer now and a doff reduction officer, will it keep it going 24/7? And in this instance you are able to do it with only one doff slot used, saving two other slots. (because you had to have 3 deflector doffs when doing what the other guy suggested).
Photonic Officer has surprisingly been tweaked in favor of using this power now compared to before. In the past, if PO runs its course while a power affected by it is still on CD, the said power will simply revert the clock as though it was never affected by PO to begin with - not anymore. Now, the reduction by PO will stick even if PO finishes before the affected powers are completely off CD. Some powers like Aux to SIF, ST, TT, ET that have short CD may be affected more than once during the 1 minute duration of a single PO. The downside of using PO is of course its 1 minute downtime, which is why A2B remains the more reliable CD ability. However, on some ships, due to the limitations of Engineering slots, it is preferable to sacrifice A2B in favor of PO.
Explanation: Switching from Tetryon based weapons to Plasma based, this allows the ship to gain almost +40 in its energy weapon damage due to the Plasma infused effect of the Embassy consoles. Effectively, this is equivalent to gaining an extra Tactical console slot, thereby increasing the overall damage of its energy weapons. Instead of Tetryon proc, the shield drain is now taken care by Tetryon Glider from the 2 pieces Omega Force set. The Plasma Infused Embassy consoles also increase the plasma proc damage of the Plasma Beam Arrays, the Omega Torp's plasma fire damage and the plasma infused proc on the Kinetic Cutting beam. The overall dps of this ship will receive a major boost from almost +40 in its Energy Weapon damage and the Plasma proc which can be devastating as they bypass shields. Given that NPCs do not have shields that resist Plasma damage, the net increase in dps will be very apparent, making this ideal for PvE.
In lieu of multiple purple Field Generator consoles which can be terribly expensive, recommendation is to switch to the fastest regenerative shield type out there, which is the Omega Force Mk XII Shields. Its regeneration speed is about twice as fast the Adapted MACO shields. This will also take advantage of ship's very high shield power, making the shielding regenerate even faster. The Development Lab Scientist will stimulate Starship Shield Emitters, therefore, constant cycling of ST will help to regenerate the shields even faster. Shield repair will be further supported by EPtS, TSS and ST helping to keep the shields up.
Because Wells is a very fast ship without cloak, the Hyper Impulse engine is ideal and the Omega Force set would ensure even greater speed when under fire. This makes the ship ideal for speed tanking and in order to deliver the best damage output while constantly moving at extreme fast speed, Dual Beam Banks have been replaced in favor of Beam Arrays, which allows for constant broadsiding. Notice all the Plasma Beam Arrays are Acc X 3 + the Nukara Particle Converter, they are effectively Acc X 4. At such high accuracy, the beams will rarely miss, making each shot counts.
Hi great work iskan, and for the option of sci captain or tac captain, which would you go with if you could choose only one to put in the ship? Seems the tac is best because of the great damage boost he gets...
Also since the ship is so maneuverable, why not dual heavy plasma cannons? Just wondering your thoughts.
Once I build mine theoretically I will post it for you to look over!
I change the scramble sensors to tachyon beam, as I didn't really see the need for it in me with just PVE strictly. The tachyon beam given the flow caps on the ship would be good to help drain any shields I miss eh
I use GW3, because I feel we have enough power level already and GW 3 does more kinetic damage (although no power drain)
I am wondering about HE1 / ST2 variation for the LT. Science Officer(your thoughts on this?) I figure that with the ST Doff, science team will cycle often enough and therefore I am inclined to believe that mark 1 is ok, and mark 2 might be over kill?
And since this ship with its great shields is more in danger of bleed through (especially from the borg) this is the reason you go with ST 1 | HE2 am I correct?
You might want to correct the antimatter doff you have in the notes on your build. It increases the energy resistence to 23 and the length of Aux to Damp by 8 seconds. The way you wrote it it seems as tho it increases the length aux to damp will run by 23 seconds!
I can't get the shield you have yet due to reputation but I am stopping at 17k shields with an 8k covariant shield fitted and 4x mark 11 rare field gens, not sure they make that much of a difference? certainly not 10k (from the mark 12 very rare)
Comments
http://www.youtube.com/watch?v=ssyQTwUvehY
[SIGPIC][/SIGPIC]
Please keep the QQ to a minimum.
>>>PUNISH THE FEDs<<<
>>>Positive Feedback from a PvE HERO<<<
I've been trying to implement a similar build on a Vesta (a.k.a. multi-mission surveillance exploration vessel). I've leaned more towards drain than lots of shield points. I found a way to keep ES III up without A2B and tech doffs. Using 3 VR Deflector Doffs and PO I, it's possible to reduce the CD to as low as 18 seconds on ES III.
Since it doesn't have as much shields as the Wells, it relies on resists to keep the damage down. Science captain and bridge officer abilities make up the bulk of the resists. I chose the Nukara deflector for the shield bonuses and defense in general. Alternatively, you could swap the 5 flow caps for field generators to get the greater shield capacity (about 27K), but it loses some capacity to strip shields. As it stands, the shields are about 17K per facing. By my math, the hull gets about 42k. Resists should be decent with APD, PH, HE, subspace field modulator, and scattering field.
It's entirely plausible to swap FBP and Tach Beam if you want more shield stripping rather than escort hate damage reflection. There's also a Tractor Beam officer to add drain and a warp theorist to add a snare to the Tach Beam. Clearly, they should be used together.
The skill tree is laid out to maximize drain and power. It has some minor investments for resists. This should keep the power levels maxed out while ES is active.
So that's what I have so far. Please, let me know of anything I can do to improve it. I can't test it yet because I don't have all the rarer gear. I have to rely on others to give me feedback.
Your post and video were previously deleted by Cryptic in this thread. Attempting to re-insert them here and as well as posting them in the pvp forum = spamming. Did you not know posting the same thing in several places over and over = spamming? I guess you don't care. Stop using my thread for your self-promotion. You already have a dedicated thread in the pvp forum where you compiled all your video, I am sure your ego can receive the necessary massaging there.
This is intriguing. I thought the Deflector doff is broken wrt to Energy Siphon, no? Or has this been fixed? It was broken for so long, thanks for the info, I'll test it out.
The drain build is getting very popular and in some way, I think it may be preferable over very high shield capacity, especially on a Vesta. The reason being Vesta's shield modifier is lower to begin with but you can wear up to 5 Sci consoles on a Vesta, therefore, making it a strong drain build. Vesta has fairly weak hull so doing hull tanking isn't ideal in my view. Beware of proton weapons, they will make subspace field modulator work against you.
For a dedicated drain build, that makes a lot of sense. Still, FBP can be very useful in 1 vs 1 situations against cruisers and their 8 beams + FAW.
Your build is innovative and intriguing. I think you should replace your deflector with Adapted MACO as it gives +17.5 to Flow Capacitors, which helps your drain build and it gives 2 piece set bonus with your shields, along with boost to Aux power + lots of placating to your enemies. I would also recommend Jevonite Hardpoint as in one of the ship device slot as it gives +100 to Structural Integrity for 15 minutes. In terms of warp core, I would go for an Elite Fleet Warp Core with AMP to take advantage of your very high power level in all 4 subsystems as that adds another 15% to your overall damage. My concern is that your ship is slow without EptE or A2D. Also given 5 of your 6 weapons are cannon, you should consider CRF 1 in your Lt. Tactical slot.
Iskandus, i've seen the youtube video. He beat you fair and square. Cloaking is a tactic, and its part of the game. This sillyness needs to stop. People going out of the 10km range, or cloaking is the same as forfeit? Why??
Why wont you fight him again? Because you lost once? Because you couldnt figure out how he did it? It is players like Dius that triggers people to think different, maybe then create better builds. That "waste of time" you are talking about, is the time you rather should learn from your loss, and rethink your build. And did you considder to try to -ask him how he did it`? - I chatted with Dius after our battle and learned alot, and I hope he learned alot from me as well. And he was polite the whole time, he even got excited that I beat him.
When you make a thread about one of your builds, you should accept that people will try to challenge it. You need to accept that there might be players out there that has a better build than yours.
PS. combatlog and parsers does not show everything btw... good examples are the refracting tetryon proc and the protonic proc. They just show up some of the time.
Hardly. RCK and I smack each other all the time, we are good friends. When I need to test something, I go to him to get smacked, like about 2 days ago when I was testing a prototype anti-cruiser build - it turned out, the concept was flawed so it helped me to put an end to the program. Likewise, when he gets too gridy, his cruiser goes kaboom as well and his reaction was : "I deserved to die". You know what the big difference is? RCK is actually a nice and respectful guy and we seek each others' feedback. The person you named, I have heard via PM more than once from well respected players that he puts many people on ignore for whatever reasons, most likely because they tell him something he doesn't like and notoriously, fleeing outside of the range in 1 vs 1. In 1 vs 1, I usually remove EPtE because otherwise, there is not a fat chance some of the cruisers will ever be able to catch up. You ask why? More than just rules, it's also about common sense and courtesy of fair play. Think about it, what kind of 1 vs 1 it would be if everytime I am in trouble, I just hit EPtE and run out to 40KM+ to recuperate and leave my opponent hanging there and who can't even see where I am? Arena matches is one thing, in 1 vs 1, such tactic is frawned upon for good reasons. Instead of asking me why, you need to reflect on that question yourself as only you can tell you what makes sense and what doesn't and ultimately, that's the only thing that matters.
I actually was unaware of any bug in deflector doffs. I have not had a chance to test it out with my blue doffs and I don't have any VR deflector doffs yet (they're expensive). They're not going to have 100% up-time either since they each only have a 25%, but it allows a more aux focused build.
It's not so much about hull tanking as it is about having a variety of resists at your disposal to make the most of what hull and shields you have. For that purpose, I'd even consider switching to a fleet shield with adaptive resistances, possibly having more than one to swap out to match the damage being dealt. Subspace Field Modulator is a optional choice. If you don't feel comfortable with it, then bring a weapons satellite instead.
My thought about FBP is that it should be used along with APD. It would discourage escorts from attacking you with the return damage and added resistance buff/debuff. It would be like a porcupine crossed with an armadillo.
If I were to seek more flow capacitors, I think I'd go with the Jem'Hadar deflector. Paired with the JH shield, it gives a similar bonus to the adapted MACO 2pc, but adds more flow caps. The placate is nice, but inconsistent. The deuterium surplus/Evasive is what I intend to use in place of EPtE. I was thinking of using it as a burst of speed to get a superior position (i.e. getting out of an escort's arc) rather than trying to be fast all the time. An elite warp core might be worth getting, but I thought the AMP would max out at 13.2% (i.e. 3.3 * 4 = 13.2). I just like the obelisk core because it's a decent core for science and very easy to get. I decided to pick up some Jevonite Hardpoints on the exchange. They're kind of expensive, but I think they're worth it.
http://skillplanner.stoacademy.com/?build=vestaheavydrainv2_0
Revised the build based on feedback.
Also, I thought up a pure shield eating build that should be able to hold a target down and burn off all of their shields while they scream impotently.
http://skillplanner.stoacademy.com/?build=vestashieldeater_0
Sorry, sorry, okay, I'm done RPing over here. :rolleyes:
VERY impressive build, especially the 4 Mk XII very rare field generators, those must have cost a fortune.
Or maybe, just maybe, he has done like me, and turn off pm's from people that are not in your friend/fleet list?
It should not even matter if they go out of range, or cloak, because if they do, it also gives you the time needed to get ready again. And even so, if i can't "be ready for anything" and i loose because someone went out of range or cloaked on me, I deserve the loss. A good player should be ready for both situations. So what makes sense to me is that you still wont accept this, and because of this, my opinion is that you have alot to go on to become a better player.
You cannot make yourself up a rule that its frowned upon to cloak or go out of range, just because it does not suit your build or playing style, it just means that your build or playing style just was not good enough to handle those kind of builds.
If someone refuses to fight someone just because of their build or playing style.. for me, that is the same of admitting defeat.
Actually, the OP does suggest this is a build for PVP as well as PVE.
What I'm doing with my last post, is to answer a post that was directed to me.
And "all the TRIBBLE" you are refering to, is there to make a point.
So I find it in bad taste that you call my posts TRIBBLE, instead of reading what they are actually about, and that is to question OP build. And ask why one should make rules that are not a part of the game to defend that mentioned build/playstyle.
and derailing the thread especially from the timeline it had ended should certainly be against the rules.
Actually the OP said it wasn't right to cloak in a 1v1 because it was a big waste of time waiting for the other player to decloak, if they do it at all.
If you have to cloak to avoid being destroyed, it's tacit admissions that you lost the battle. If you're using cloak to maintain a positional advantage, that's another story.
That said, there are numerous ways to disable an opponent's cloak such as AP Sweep, Target Auxiliary, Charged Particle Burst, and Gravity Well. Simply draining all of an opponent's auxiliary power will disable their cloak.
I want to quickly share these two builds, one for Wells Pure Science and one for Voth Pure Science. Ludavix is in command of both ships as a Science Captain but you can see they are far from identical. I don't have the time to respond to all the questions and comments and PMs now but will definitely do so at a later time.
Wells Pure Science
Voth Pure Science
Please make sure you do check the skills tree and notes section, the latter contains the selection of the 6 active space doff choices and they are quite dissimilar between the two ships.
I will add commentary and explanations later.
Ok iskan thanks! I am still working towards a wells ship. Hopefully before they all go off the exchange or the box no longer drops as I can see cryptic never bringing it back...crossing my fingers and grinding , but its slow.
Anxious to hear you again, is this a full switch from the utopia pve? Or can that be adapted? Or is it just two additional builds. So a sci captain in the wells uses this, and a tac in the wells uses the utopia?
Just want to add, the latest one looks like a full pvp build judging from the powers. Is there going to be a pve version for the sci in a wells?
Can this build also maintain full power in all systems? I know you were re-working the aux2bat. Instead going with photonic officer. Someone else had posted int his thread and you seemed to get some insight from the idea, that they use photonic officer with 3x deflector doffs and can keep their energy siphon running constantly, so as never to be without the power running or, ready to be turned on.
I guess this pretty much might do the same thing, with a photonic officer now and a doff reduction officer, will it keep it going 24/7? And in this instance you are able to do it with only one doff slot used, saving two other slots. (because you had to have 3 deflector doffs when doing what the other guy suggested).
Then you leave no room for the enemy to have any weapons power, just in case you don't drain away all, you have a doff which will drain enemy power when your science team, eng team or tac team is activated and you are being hit.
Quite nice thanks for sharing!
You're referring to this:
It wasn't constant. It was a 75% chance to reduce energy siphon's CD by 30 seconds. Potentially, with the help of photonic officer, it could keep energy siphon going for up to 96 seconds. Without the Doffs, it would only last 72 seconds before you were forced to wait 36 seconds.
Well, thats the whole point here... Iskandus is going on about just cloaking, and its the same as admitting defeat. I don't care at about who the battle was between, I just get tired of the silly unwritten rules that are going around in this game.
It's the same with placate, i recently faught someone that told me they lost just because I placated alot. And because of this I was the actual looser...
My whole agenda here with these posts are to get people to understand that if you want to become a better player, one should learn to adapt to any situation, instead of making up rules that are not a part of this game to defend their playstyle/build. This game is so much fun just because you have a large diversity of builds and playingstyles, and I don't agree with the unhealthy attitude amongst alot of the players in this game that will effectivly remove alot of the diversity if cryptic ever listens to them.
There is a point where it's going too far. If you cloak and kite every time you're on the brink so you can regenerate while waiting for all of your cool downs to recycle, you're retreating. Retreating is the same as losing. I can't think of any combat scenario where the enemy runs away because they will otherwise be wiped out that doesn't count as a win for the other side. If you retreat, that means you lost regardless of cloaking.
Anyway, this is way off topic so I'm going to leave it at that. If you disagree, well, you'll have to live with it. There's a line between being a better player and just wasting time because you don't want to lose.
O.K., I tested this a while back after reading your post. Deflector doff remains bugged for Tachyon Beam and Energy Siphon, which means the proc never happens. They only work with Gravity Well, Tyken's Rift and Breen Energy Siphon. This bug has existed for a very long time but like many other issues in this game, they have not been fixed. In any event, each boff ability has a global cool down (GCD) where no reduction can fall below it no matter what. For Energy Siphon, the GCD is 30 seconds. Assuming your Energy Siphon lasts 24 seconds at Aux = 130, you will have a minimum gap of 6 seconds between each copy.
Many people like Elite Fleet shields, I personally do not and feel they are overrated. Not only you may be hit with more than one energy type at any given time, it's hard to tell which energy type will be hitting your shields so you can't always be swapping shields. Also, I don't like losing valuable set bonuses. One ability I really like lately is the Antiproton Sweep, which requires a 3 piece set but it's an ability that drain a stunning amount of shields in all facing when you are properly spec for drain, disable enemies' cloak for a wopping 12 seconds, and can hit up to 5 enemies at once. Its CD is only 1.5 minute but on my ships, they evaporate 6100 shield hit points per facing X 4 - that's over 24K of shielding shredded instantly. When an Elite Fleet Shield is hit by Antiproton Sweep, the shield has no resistance against this ability and because Elite Fleet Shields come at the expense of lower capacity, most enemies' shields just evaporate almost entirely and render Tactical Team useless. And if that ship is a battlecloaker - tough luck, cloak is disabled too. It's a very powerful ability that few people use unless they have a bug ship. I also suspect because this item has existed for many seasons, it was kept in its original state without all the tweaks that killed many of the Sci abilities in the last year or so. This is just one example. Others have liked other set bonuses such as Mask Energy Field, Tetryon Glider, Gravitic Anchor, Proton Barrage - just to name a few. In PvE, the combination of Gravity Well / Tyken's Rift + Antiproton Sweep can disable a cluster of Borg Nanite Spheres or Voth Frigates easily and quickly due to their AOE.
There is also a Development Lab Scientist for FBP, which lowers the attackers' damage resistance further while being hit with FBP. The purple version of this doff costs about 10 million ec, not cheap - it used to be cheaper when people didn't realize its value. APD that you suggest is a good idea, except Pure Science vessels typically don't use tactical stations though it can work for a Vesta with compulsory Tactical stations. FBP is best used as a surprise and in combination with a number of hull damage resistance debuffs. For one, an Escort who can anticipate your FBP will not be hit as hard. One that catches them by surprise will generally do far more damage. If Tactical Captain, suggest a combination of the following : APA + Max Aux (using an Aux battery if necessary), + Tactical Fleet + APD + Fire on my Mark + FBP doff (Purple). If Science Captain, use the following : Conservation of Energy (3 stacks) + Max Aux + APD + Sensor Scan + FBP Doff (Purple) + Subnuke to remove any hull damange resist such as Polarize hull, Auxiliary to Dampners, Auxiliary to Structural In either case, the hull damage resist should fall drastically while the FBP III is at maximum potency. Most ships wont' last very long if they alpha you under these conditions.
I'd say, don't skip EPtE, it's almost a mandatory requirement to have one because it lasts 30 seconds and can be kept on almost indefinitely. Both Deuterium Surplus and Evasive are too short in duration, only 8 seconds, after which you will be caught up. For some odd reason, I recalled seeing each amp gives 3.7% so I thought 3.7 X 4 = 15%. If that's incorrect, then by all means, use the correct numbers. I don't like the Obelisk Core. There are a number of exotic Warp Cores out there, but as many things that Cryptic does, the older one tend to better thought out while the newer stuff seemed more forced because they need to come up with new ideas but effectively run out of good idea. For Pure Science vessels, Elite Fleet Core with AMP remains the best option. You can fabricate your own Jevonite Hardpoint, or send me an e-mail in game, I will give you some and tell you how to fabricate them using the right doffs and natural Gamma Quadrant Jevonite. Beware, some Klingons cry foul when they see anyone using Jevonite Hardpoint.
That's all the time I have for now. I will continue to reply to messages in the order they are received.
Also, can we please just stay on topic and ignore the Off-Topic discussions? If we all ignore the OT posts, they will just go away. The fact somebody tried to hijack this thread in order to direct traffic to his youtube account to make $$$, all of which was promptly removed by Bran Flakes @ Cryptic, says it all. We should not feed them with any more of our attention and to keep this discussion on topic as they are far more people who are interested in reading and exchanging ideas about Sci ships builds. Thanks!
I am going disagree on idea that starship without any tactic console could not work very well. Simple fact tactic console only strength single kind of weapon you have available. If you going only us weapons from Omega Adapted Borg Technology Set,Romulan Singularity Harness,Protonic Arsenal,Nukara Appropriated Munitions sets. None weapon more powerful if you have tactic console. 8 separation types weapon since each set has two of them in their. Now tell me all the good tactic console well do you. I like using sets in practice simple because I feel add able combine fact I using different rates fire do more damage. If they design a starship that had 6 science console ,4 engineering console you practice you have no need tactic console.
Also if you had a choice, would you use the temporal vessel on a sci or tact captain, (if you couldn't do both)
RP is welcome. Both Captains have their own backstory. It would be nice if Star Trek can feature some non-human Captains for a change, which is why neither of them is a human.
I am not sure which version of the planner you were referring to but I will post the latest versions, including those for PvE shortly. My testing of A2B is that it's hard to replace it because it is so powerful. Therefore, my recommendation is to have A2B if your build allows it and have Auxiliary battery handy in your devices.
I don't think Cryptic will ever eliminate the Temporal lock boxes so in this sense, you don't have much to worry about. However, the price of a Wells Timeship can be quite outrageous, depending on supply.
There are so many variations possible and not strictly divided along the lines of PvE or PvP per say. Instead of thinking them as purely PvE or PvP, it's probably more accurate to think of the style they represent. The two builds I posted yesterday are disable/drain/placate build. They are effective in PvP and PvE. Put it this way, a powerful Viral Matrix III can shut down a Tactical Cube or Unimatrix Ship or a Voth Citadel ship just as effective as a Scimitar in PvP. Similarly, the drain abilities are very effective against NPC and frustrating to PvP players when used smartly. I will re-organize the various builds into classification by style so that it is clearer and less confusing to the readers.
Yes, absolutely, being able to maintain full power is a fundamental principle, it doesn't change. However, the idea of using several deflector officers is not feasible due to it being bugged currently and the global CD of the boff abilities.
Photonic Officer has surprisingly been tweaked in favor of using this power now compared to before. In the past, if PO runs its course while a power affected by it is still on CD, the said power will simply revert the clock as though it was never affected by PO to begin with - not anymore. Now, the reduction by PO will stick even if PO finishes before the affected powers are completely off CD. Some powers like Aux to SIF, ST, TT, ET that have short CD may be affected more than once during the 1 minute duration of a single PO. The downside of using PO is of course its 1 minute downtime, which is why A2B remains the more reliable CD ability. However, on some ships, due to the limitations of Engineering slots, it is preferable to sacrifice A2B in favor of PO.
http://www.stoacademy.com/tools/skillplanner/?build=ussutopiaupdated_0
Style : Drain focus / rapid regenerative defenses
Ideal for : PvE
Explanation: Switching from Tetryon based weapons to Plasma based, this allows the ship to gain almost +40 in its energy weapon damage due to the Plasma infused effect of the Embassy consoles. Effectively, this is equivalent to gaining an extra Tactical console slot, thereby increasing the overall damage of its energy weapons. Instead of Tetryon proc, the shield drain is now taken care by Tetryon Glider from the 2 pieces Omega Force set. The Plasma Infused Embassy consoles also increase the plasma proc damage of the Plasma Beam Arrays, the Omega Torp's plasma fire damage and the plasma infused proc on the Kinetic Cutting beam. The overall dps of this ship will receive a major boost from almost +40 in its Energy Weapon damage and the Plasma proc which can be devastating as they bypass shields. Given that NPCs do not have shields that resist Plasma damage, the net increase in dps will be very apparent, making this ideal for PvE.
In lieu of multiple purple Field Generator consoles which can be terribly expensive, recommendation is to switch to the fastest regenerative shield type out there, which is the Omega Force Mk XII Shields. Its regeneration speed is about twice as fast the Adapted MACO shields. This will also take advantage of ship's very high shield power, making the shielding regenerate even faster. The Development Lab Scientist will stimulate Starship Shield Emitters, therefore, constant cycling of ST will help to regenerate the shields even faster. Shield repair will be further supported by EPtS, TSS and ST helping to keep the shields up.
Because Wells is a very fast ship without cloak, the Hyper Impulse engine is ideal and the Omega Force set would ensure even greater speed when under fire. This makes the ship ideal for speed tanking and in order to deliver the best damage output while constantly moving at extreme fast speed, Dual Beam Banks have been replaced in favor of Beam Arrays, which allows for constant broadsiding. Notice all the Plasma Beam Arrays are Acc X 3 + the Nukara Particle Converter, they are effectively Acc X 4. At such high accuracy, the beams will rarely miss, making each shot counts.
Also since the ship is so maneuverable, why not dual heavy plasma cannons? Just wondering your thoughts.
Once I build mine theoretically I will post it for you to look over!
http://skillplanner.stoacademy.com/?build=ussredeption_0
Skills/Doffs mostly the same.
I change the scramble sensors to tachyon beam, as I didn't really see the need for it in me with just PVE strictly. The tachyon beam given the flow caps on the ship would be good to help drain any shields I miss eh
I use GW3, because I feel we have enough power level already and GW 3 does more kinetic damage (although no power drain)
I am wondering about HE1 / ST2 variation for the LT. Science Officer(your thoughts on this?) I figure that with the ST Doff, science team will cycle often enough and therefore I am inclined to believe that mark 1 is ok, and mark 2 might be over kill?
And since this ship with its great shields is more in danger of bleed through (especially from the borg) this is the reason you go with ST 1 | HE2 am I correct?
You might want to correct the antimatter doff you have in the notes on your build. It increases the energy resistence to 23 and the length of Aux to Damp by 8 seconds. The way you wrote it it seems as tho it increases the length aux to damp will run by 23 seconds!
I can't get the shield you have yet due to reputation but I am stopping at 17k shields with an 8k covariant shield fitted and 4x mark 11 rare field gens, not sure they make that much of a difference? certainly not 10k (from the mark 12 very rare)
thanks!