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DD R.R.W Deresolution

shoukokirishimashoukokirishima Member Posts: 0 Arc User
edited September 2013 in Romulan Discussion
hello i will like to get suggestions what to improve in my build of a dederdix.

http://skillplanner.stoacademy.com/?build=shoukodd_4825

what i like to do is use her gravity well to help me keep thing in place so i can kill them easy, especially that im a big slow cruiser, also have a tractor beam for the same idea, so i dont have to run behind those nimble escorts.

in the science consoles im missing 1 that dunno if i should go for another graviton generator, a particle generator or go all 3 sci consoles with graviton, and send the zero point to the eng consoles. In my skills i know i forget to get some points in graviton generators so probably i need to buy a token to fix it.

Eng. consoles, all depends of the configuration of the sci consoles, also the projected singularity console keep or trow away or get the 2 pieces bonus set from the console of d?ridthau, the only testing so far have been a little shake down cruise i did tonight.

engines those already had them, dunno if is better get the 2 pieces set of the reman or just keep them, atleast the efficient part of the engine is wasted my power lvls are almost always higher than 75% = no boost.

shields i probably need to get resilient elite the 10% bleedthrough is making my hull get hit pretty hard, im a eng so i can manage the dmg, just make me work so i dont blow to pieces

doffs
3x damage control very rare
2x projectile weapons very rare (this are just there cause didnt had any other to fill the spots, so can be replace for others)

the use of the ship is going to be 99% pve that build wont survive an alfa strike and if did, wont last long after it. after her shake down im actually impress with the ship the dmg i consider was good, just the trouble with the hull getting hit a lot, but is my first ship w/o 2 pieces borg set so i consider i did well.

turn rate is good i know is a whale no matter how many + turn consoles i use, is not going to behave like an escort, neither i want it to be one.

in boffs enginering the skill dem3, i dont have marion, if i wanted i can buy it even that im in kdf and last time i check was 50 millions, my trouble with that skill is my energy in weapons is maxed almost all the time, even after bo recovers fast, so if im going to buy it i need a really good argument to doit, cuase is a 2 mins cd on that skill and last 8 seconds, in my very personal opinion that skill and marion too little help and way to expensive.

i think that is all i can say about the build so time for u guys to break it apar, thanks in advance
Post edited by shoukokirishima on

Comments

  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited September 2013
    Approaching this from a purely PVE perspective, as you said...

    Do you own the Cmdr level C-Store D'Deridex? The console from that ship + your current Singularity Projector will provide extra Engine Power and +2 turn rate.

    From what it looks like, your intent is to use your Double-D as a Beamboat. If so, ditch the Dual Beam Bank and put another plasma beam array in there. Most of your Energy Weapons are Beam Arrays, showing an intent on broadsides, the Dual Beam Bank will be a waste.

    Deflector + SCI Consoles: You have to consider what you're really going for. Gravity Well needs Graviton Generators skill. Your Singularity Projector feeds off of Particle Generators.
    - Your Grav Well will be available more times, while the Singularity Projector has a long cooldown, but very effective.
    - My suggestion is giving both something to be more effective, but give the edge to Graviton Generators.
    --- Example 1: Keep your Reman Deflector as a stopgap, it provides good Graviton Gen bonus. Have 1 more Graviton Generator SCI Console + 2 Particle Generator SCI Consoles.
    --- Example 2: Grab OMEGA Deflector (has bonus to both Grav Gen & Part Gen), 2 Gravity Gen SCI Consoles + 1 Particle Gen SCI Console
    --- Example 3: Grab an Elite Fleet Deflector with Graviton Gen bonus on it. Have 2 Graviton Gen SCI Consoles + 1 Particle Gen SCI Console. The Elite Fleet Deflectors have a 10% SCI ability cooldown.

    Alternate Route: Since you already have the Reman Deflector at Mk XII, consider at least adding the Reman Engine and keep your Elite Fleet Shield if you want. The 2 piece bonus for the Reman Set gives a Particle Generator bonus, which you need, as well as more effective Plasma Torpedoes.

    Edited: FYI, if doing the Grav Well & Singularity Projector, Grav Well puts Singularity Projector on a short cooldown, so they cannot be used together.

    ENG Consoles: Fine with what you have, but if you have the Molecular Phase Inverter Console from the Cmdr level C-Store D'Deridex, replace your Neutronium with it. Otherwise, ensure you have decent Flow Capacitor Skill to make the most of the Plasmonic Leech Console.

    TAC Consoles: Fine with your selection.

    Devices: If you have Red Matter Capacitor, put one in. If not, stuff a Shield Battery in there. Your Subspace Field Modulator there will also help in resists when you need it.

    BOFF Abilities
    :

    Universal Ens: If you intend to do STFs / ESTFs, I suggest having a Polarize Hull in this to break from those Borg Tractors. Polarize Hull also gives a good resistance bonus, strongest among SCI abilities. Based off Aux Power.

    TAC Ens: Beam Fire at Will 1
    TAC LtCdr: High Yield Torp 1, Beam Fire At Will 2, Attack Pattern Beta 2
    Reasons: APB in PVE is outstanding in landing great resist debuffs on any target hit. APB2 will be superior in that regard. Having 2 BFAW abilities will let you be able to spam it quite frequently, and in conjunction with APB2, land debuffs on all targets hit, benefiting anyone on your team. You still have HYT1 for when you want to use your Romulan Plasma Torp with some punch to it.

    ENG Cmdr: Many different routes. Here are a few of them.

    - Alternate 1: Emergency Power to Weapons 1, Reverse Shield Polarity 2, Emergency Power to Shields 3, Auxiliary to Structural Integrity Field 3
    --- This route gives you RSP, a nice savior when your shields are collapsing. EPTW1 is there to put some push behind your beams. You will still have EPTS3 to help your shields out. ASIF3 is a self heal that has a pretty short cooldown and provides some resist bonuses. The hull repair from it isn't great like Engineering Team, but it's a favorite among many players. This approach gives you leeway for offense and defense.

    - Alternate 2: Engineering Team 1, Emergency Power to Shields 2, Emergency Power to Shields 3, Auxiliary to Structural Integrity Field 3 or Reverse Shield Polarity 3
    --- This is for survivability. EPTS 2 & 3, constantly cycling between the 2, will ensure your shields are being fed the power they need for strength and resistances. Engineering Team 1 for hull repairs. You can have ASIF3 for another self hull repair, or having RSP3 in the Cmdr position for emergency shield repairs. But with EPTS2 & 3 cycling all the time, there will be less of a need of RSP3, but its presence, if selected, will ensure your shields are maxed out in most PVE scenarios.

    SCI LtCdr: Pretty much fine for what you intend.
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  • alopenalopen Member Posts: 1 Arc User
    edited September 2013
    If you are just going to PvE, you could very easily go for dual cannon build. That would utilize the GW/projected singularity and torp much better. If you want to go beamboat, I would ditch the torp. Even with mulitple RCS and the 2 set bonus turning the D'D is a huge pain to turn. So suggestion is to cloak, sneak in and open up while in position to broadside with beams OR front side with cannons + torps. Trying to open up with beams and then squeeze in a turn to fire the torpedo is frustrating with this ship.

    Lastly, I'm not a huge DEM fan without AtB to reduce the cooldown. That 2 minute CD is really long. Furthermore, if you busted the tgts shield, then DEM will do nothing for you at all. Since most tgts in PvE suck at keeping their shields up, it seems unnecessary IMO. If I were you I would drop DEM, bump auxsif to level 3 and toss in a auxtoDamp in the lt. slot, Get the purple matter anitmatter doff that lengthens auxtD and go with a cannon build.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited September 2013
    alopen wrote: »
    If you are just going to PvE, you could very easily go for dual cannon build. That would utilize the GW/projected singularity and torp much better. If you want to go beamboat, I would ditch the torp. Even with mulitple RCS and the 2 set bonus turning the D'D is a huge pain to turn. So suggestion is to cloak, sneak in and open up while in position to broadside with beams OR front side with cannons + torps. Trying to open up with beams and then squeeze in a turn to fire the torpedo is frustrating with this ship.

    Lastly, I'm not a huge DEM fan without AtB to reduce the cooldown. That 2 minute CD is really long. Furthermore, if you busted the tgts shield, then DEM will do nothing for you at all. Since most tgts in PvE suck at keeping their shields up, it seems unnecessary IMO. If I were you I would drop DEM, bump auxsif to level 3 and toss in a auxtoDamp in the lt. slot, Get the purple matter anitmatter doff that lengthens auxtD and go with a cannon build.

    There is a concern with using Cannons... to make them matter, you need Cannon skills, which are more costly in acquiring. Example:

    Cannon Rapid Fire / Scatter Volley 1 is a Lt skills.
    Beam Overload / Fire At Will 1 are Ens skills.

    TAC ability slots are at a premium for Non-Escorts, even for a ship with a LtCdr TAC slot like the D'Deridex.
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