Why no kcb/assimilated module?
Why no zero point energy module?
Why epts/eptw with no damage control doffs? Really shooting yourself in the leg here
Why 3 projectile doffs when using only 1 torp?
Why no plasmonic leech? Big big issue for any serious warbird pilot
Why 2p honour guard for one torp slot?
Why crf and not csv?
Anyways...there's all that stuff to work for if you want...
Why no kcb/assimilated module?
Why no zero point energy module?
Why epts/eptw with no damage control doffs? Really shooting yourself in the leg here
Why 3 projectile doffs when using only 1 torp?
Why no plasmonic leech? Big big issue for any serious warbird pilot
Why 2p honour guard for one torp slot?
Why crf and not csv?
Anyways...there's all that stuff to work for if you want...
Ops, yeah, they are turrets not DHCs
================================
KCB / Assimilated Module -> I prefer normal turrets, KCB has no acc bonus, so its quite unueful in PVP.
Assimilated Module is quite wasted on my ship: I still have 125 weapon power, and a 1% critH is negligible.
================================
Zero Point Energy Conduit -> That's a good console, I still don't know if equip it or not.
================================
EPtS is good for shield reg, EPtW gives 10% to energy weapons damage ...
also, there are no good alternatives to that skills.
================================
3 Projectile Weapons Doffs: They are good to reducing Torp recharge speed and enhances my DPS, expecially when using photons *_*, I feel they are a bit wasted on my ship, but I see no good alternatives.
================================
Plasmonic Leech: another good console I'd like to have, along with the valdore console, I'm refining dil for that.
However, I don't like univ. consoles T_T
================================
I really like the 2p Honor Guard Bonus:
+7 Aux, Crew Resistance and Torp Damage Bonus.
================================
CRF vs CSV: I don't like CSV.
For PVPs, CRF is way better, while in PVE i don't have a real need of it.
all the things the other 2 posters already mentioned...
and, field generators...why not the dyson rep ones? those only have little less shield boost but a ton of extra stuff.
personally i'd say that omega and romulan hyper plasma torp launchers outperform fleet quantums and photons.
same goes with stacking armor consoles...rather get the one with turnrate boost and a little armor.
armor consoles are generally overrated by players in this game. once your shields are gone it isn't a good idea to hang in a fight anyway, regardless of how much armor you have (not even mentioning the numerous abilities this game offers to temporarily boost your hull resi)
AFT:
3x Elite Fleet Disruptor Dual Heavy Cannon
that is doubtfull
i guess now that you have shown us that you are capable of grinding fleet gear, your next step in STO would be to do it all over again on a different character.
2 eptX abilities with no way to reduce cd is a waste. They have individual cds of 45 seconds with buffs of 30 seconds. You will never have both at the same time, so it is advised to double up on one or the other.
You can do the 4 times trick to have it cycle properly but that's a meh suggestion
Kcb/assimilated. I gotcha, didn't know you were pvp. That omega amplifier is pretty sexy though
Why no marion and 3 shield distribution brace for impact doffs for an oh **** button? Turns brace for impact into reverse shield polarity. I guess marion is kinda pricy...which brings me back to why no kcb / assimilated. drain resistance on cannons is amazing
Transphasics may be better for you, kill the hull, put pressure on the shields...not sure how often you are bringing shields down...
For pvp...csv<crf, of course....once again my bad, didn't know it was pvp
I really like the 2p Honor Guard Bonus:
+7 Aux, Crew Resistance and Torp Damage Bonus.
While true, you're still using what are possibly the single worst endgame engines. If you're dead set on the 2-piece, go KHG shields and deflector while picking up a set of elite hyper-impulse engines. You can mimic everything except the hot-restart, while nearly doubling your speed and having access to transwarp all in one item.
The bonus you get from OWA is going to far, far outweigh what one turret can do dps-wise.
The problem is, you're going to have sizeable downtime without use of DCEs.
While true, you're still using what are possibly the single worst endgame engines. If you're dead set on the 2-piece, go KHG shields and deflector while picking up a set of elite hyper-impulse engines. You can mimic everything except the hot-restart, while nearly doubling your speed and having access to transwarp all in one item.
really don't know what game you play, but KHG engines are probably the best endgame engines.
transwarp? who gives a TRIBBLE about that?
you hit the defense cap anyway, and the KHG actually have excellent turnrate mod.
really don't know what game you play, but KHG engines are probably the best endgame engines.
transwarp? who gives a TRIBBLE about that?
you hit the defense cap anyway, and the KHG actually have excellent turnrate mod.
Speed is about far, far more than hitting the defense cap. Especially on a warbird.
Speed is about far, far more than hitting the defense cap. Especially on a warbird.
agreed, still can't see a weakness in the KHG engines that make them " the single worst endgame engines"
i'm not 100% sure but they are combat impulse engines [turn]x3...definately not "the single worst endgame engines"
Well I choose KHG Engines cause someone (don't remember who) told me that speed is not important on warbird, (he said Warbirds are good even with 15 eng power).
that's why i choose an Engine with good turn rate and a good 2p set bonus.
As for Dyson shield consoles ... mmah, I don't know.
I like them, but i'm not sure.
I have to try.
as for OWA ... bah, I don't like it:
1 - it require a console slot for the Assimilated Module.
2 - I don't need weapon power resistance, I use 1 fore torpedo to limit the power usage, and my DPS is always high.
don't really need it.
Also, If I have to remove a turret, I'd use Cloaking Tractor Mines.
That is good for Cruisers and Science Vessels.
PS: this is a PVE Build, in PVPs I use APO instead of APB.
as for OWA ... bah, I don't like it:
1 - it require a console slot for the Assimilated Module.
2 - I don't need weapon power resistance, I use 1 fore torpedo to limit the power usage, and my DPS is always high.
don't really need it.
Also, If I have to remove a turret, I'd use Cloaking Tractor Mines.
Now, you see, without it you won't really be seeing several hits on the trot doing crits of 10k+. It makes a difference. The cutting beam does more damage overall compared to a turret anyways, that's been discussed to death when it first came out.
But anyways, you go with what you prefer to use. Just don't feel miffed when someone else takes less than half the time to kill something.
Peacekeeper High Command
Scorpius - Zelbinion Mk II
Well I choose KHG Engines cause someone (don't remember who) told me that speed is not important on warbird, (he said Warbirds are good even with 15 eng power).
That person is utterly wrong. Warbirds, because of their battle cloak, can make use of high speed and maneuverability more than just about any other ship type. Moreso in the PvE realm where getting out of range of torpedoes that can instagib you if impacting bare hull.
agreed, still can't see a weakness in the KHG engines that make them " the single worst endgame engines"
i'm not 100% sure but they are combat impulse engines [turn]x3...definately not "the single worst endgame engines"
You've now stated it twice without even realizing it: combat impulse engines. Running on any ship with power of more than 50 in engines (which frankly is every single ship currently in STO with a halfway conscious pilot) that's a complete waste. They cap out speedwise at about 1/2 of what hyper-impulse engines are capable of achieving with the power levels that are currently available to players. There are elite fleet hyper-impulse engines that are functionally identical (with a roughly 3% total turn rate sacrifice) to KHG engines, minus the hot restart, but which also negate the need to engine swap in sector space to get around in a reasonable time frame.
Compared to the current endgame engines available (Maco, Borg, Omega, Dyson, Fleet) the only ones that are potentially on par or worse than KHG are the Dyson engines.
That's not to say you can't get the job done with them (KHG/Dyson), but rather that there are options available that can get said job done much better.
You've now stated it twice without even realizing it: combat impulse engines. Running on any ship with power of more than 50 in engines (which frankly is every single ship currently in STO with a halfway conscious pilot) that's a complete waste. They cap out speedwise at about 1/2 of what hyper-impulse engines are capable of achieving with the power levels that are currently available to players. There are elite fleet hyper-impulse engines that are functionally identical (with a roughly 3% total turn rate sacrifice) to KHG engines, minus the hot restart, but which also negate the need to engine swap in sector space to get around in a reasonable time frame.
KHG engines aren't about the speed. It's about the 2-piece set bonus. The extra 8 Aux power is actually pretty huge in my experience. (As in, even without putting down the cash for Plasmonic Leech, I'm sitting at 76 or so power on my low power levels when EPS Manifold Efficiency is active)
Also, I don't remember the numbers precisely, but I don't think the speed loss is quite as drastic as you're making it out to be.
130/25 combat vs 130/125 hyper. The hyper does circles around the combat. I don't have the exact number but it is almost an overlook on the design
Here's some exact numbers with 6 points in Thrusters, using the most convenient Hyper Impulse engine (my Omega Hyper-Impulse Mk XII) and my Adapted MACO Combat Engine, in a Fleet Assault Cruiser (Fortunately, the engine power levels didn't change noticeably between the two):
At Engine power 68/35: A-MACO 25.36, Omega 28.48
130/100, Strategic Maneuvering: A-MACO 35.16, Omega 49.49
52/15: A-MACO 23.46, Omega 23.81
Full Impulse, 3 points in Driver Coil: A-MACO ~148, Omega ~159
Even at the highest disparity listed there, the Omega engines only had about a 40% speed advantage over the Adapted MACO, and only about a 12% advantage at my typical unbuffed power setting (68/35). In return, the A-MACO engines had a slight turn rate advantage (14.7 vs 14.3 in my FACR's case for unbuffed power levels), an overall power level advantage, hot restart, and the 2-piece A-MACO set bonus.
Try full 125/100 for one test and 125/25 for the other. Then let me know the results...
Your testing heavily favored combat engines...very unfair test
Edit: even with that test, you've shown that hyper is about par with combat at low settings...supposedly this is where combat is suppose to shine through.
Just try to do a parsing when your on hyper's turf...I'll do it myself later as I have the same engines...I'm guessing hyper will beat combat by around 20
Try full 125/100 for one test and 125/25 for the other. Then let me know the results...
Your testing heavily favored combat engines...very unfair test
My testing should have been sufficient. The 130/100 shows that with the Combat Impulse engines at their worst efficiency (if your hypothesis is correct and it's based on power settings and not level) and the Hypers at their best (regardless of whether it's setting or level that affects efficiency), with no other changes to the build, the Hypers only have a 40% speed advantage, with a ship that runs at a high power level across the board even without Aux2Batt.
...As an aside, after pouring in enough Aux power to get 130/25 Engine power without shooting something with Plasmonic Leech, I found that I got the exact same speeds as I did when I had 130/100.
Try full 125/100 for one test and 125/25 for the other. Then let me know the results...
Your testing heavily favored combat engines...very unfair test
Edit: even with that test, you've shown that hyper is about par with combat at low settings...supposedly this is where combat is suppose to shine through.
Just try to do a parsing when your on hyper's turf...I'll do it myself later as I have the same engines...I'm guessing hyper will beat combat by around 20
The point is:
who would fly a ship with that power level ?
its a waste:
100 Engine Power means your weapons and shield are weaker.
in combat, a warbird may actually have a max of 50-55 engine power.
lets say 70 with plasmonic leech and something else.
ok, the Hyper-Impulse Engines are better, but the 2p set bonus of the Honor Guard Set is really useful.
As for shields, nobody, NOBODY will ever win a real PVP with KHG Shields.
Elite Fleet Shields are the best choice out there, and their adapt proc outperform any speed bonus.
Also, if I have to run before Cloaking, I still have Evasive Maneuvers, APO1 and APO3.
Not to talk about Singularity Jump.
You really need to make up your mind as to what realm you're talking about. One minute you're on a pve kick, the next you're rejecting pve oriented advice because of pvp. I'm going to let folks better versed in pvp than I speak to that, but the notion that you need the KHG engines to get the set's two piece bonus is unequivocally false.
Secondly, if you're only hitting 70 engine power in any ship, even at lower settings, you're doing a lot of things very, very wrong.
I'm going to let folks better versed in pvp than I speak to that, but the notion that you need the KHG engines to get the set's two piece bonus is unequivocally false.
You do need it, if you're set on running something else for your shield or deflector.
Secondly, if you're only hitting 70 engine power in any ship, even at lower settings, you're doing a lot of things very, very wrong.
Oh? 68/35 as a passive power setting (no buffs... no Plas Leech, no EPS Manifold Efficiency, no EPtE, no EPS Power Transfer, no Aux2Batt) is low, now? (I should possibly also note that the ship I used was a cruiser... specifically a Fleet Assault Cruiser Refit, one of the few cruisers without any built-in bonus to Engine power, and besides [AMP] kicking in at 75 power, I get rather little in return for pouring resources into Engine power, particularly compared to the other three)
I believe this is correct, they count what power you set, not the actual power. KHG engines are great in AtB builds that go weapon/aux power settings.
Nope. The efficiency is based on the power level, not the power setting. Tests at 130/25 and 130/100 (I didn't bother trying to bring it down to 130/15, though I'm sure there's someone out there that's done it) show the exact same results for max speed, though 130/25 is much harder to keep up than 130/100.
You really need to make up your mind as to what realm you're talking about. One minute you're on a pve kick, the next you're rejecting pve oriented advice because of pvp. I'm going to let folks better versed in pvp than I speak to that, but the notion that you need the KHG engines to get the set's two piece bonus is unequivocally false.
Secondly, if you're only hitting 70 engine power in any ship, even at lower settings, you're doing a lot of things very, very wrong.
I use the same build for PVPs and PVEs, the only thing I change when I do PVPs is the Cmd Boff.
The notion I need the KHG Engines to get the set bonus is TRUE: KHG Shields are TRIBBLE in PVPs.
They only have plasma resistance and no Adapt proc.
so the only 2 parts I can change are Dish and Engines.
Also, as I told you, I don't need 130 engine power to escape an assault: Evasive Maneuvers, APO1 and APO3 gives speed and turn rate buff.
@Mandoknight:
How did you get that Engine Power without giving up Weapons Power ?
@Mandoknight:
How did you get that Engine Power without giving up Weapons Power ?
Lots of surplus power going everywhere from skills (Efficiency, Warp Core Performance, Engine Performance), as well as an Elite Hyper-Charged core with a [S->E] modifier, which I prefer over [W->E] for consistency and sustainability. Weapon power is maxed out passively thanks to the FACR's +10 Weapon power, the Assimilated Module, Romulan Zero-Point Energy console (which also gives 1.8 Engine power), and the skills. I usually run 125/95 since I have absolutely no idea if any of those are subject to the overcap effect, and shifting the 5 power away from Weapons lets me put it somewhere else.
Lots of surplus power going everywhere from skills (Efficiency, Warp Core Performance, Engine Performance), as well as an Elite Hyper-Charged core with a [S->E] modifier, which I prefer over [W->E] for consistency and sustainability. Weapon power is maxed out passively thanks to the FACR's +10 Weapon power, the Assimilated Module, Romulan Zero-Point Energy console (which also gives 1.8 Engine power), and the skills. I usually run 125/95 since I have absolutely no idea if any of those are subject to the overcap effect, and shifting the 5 power away from Weapons lets me put it somewhere else.
You're aware we're talking warbirds here, right?
Peacekeeper High Command
Scorpius - Zelbinion Mk II
Also, even with every things you said, you can't have more than 80-90 Engine power (in a FED Cruiser), unless you don't use speed or balanced setting, giving up Shields and Weapons power.
The power levels I gave were for the ship that I was using to show that Combat Engines were not nearly as held back compared to Hypers as implied, using the ship that I had best equipped for testing things at various power levels (which happened to be a Federation cruiser). My point for listing the 68/35 as a passive power setting on an M/AM ship was to refute the assertion that 70 power at a low setting while sitting in Earth orbit was "doing things very wrong." Most of the design considerations still apply for a Warbird, you just don't get [X->Y] modifiers and need to compensate for the power loss from using a Singularity Core (even at charge level 5 with a Mine core you're -15 power from an M/AM ship with a white core, besides whatever your Efficiency level adds).
My Warbird only runs at something like 50/15 out of combat last I checked, but once I get a Vandal (it's a KDF-allied Reman) and hook everything up, it should run at higher levels in combat. If I set it to 35, it'll run at an even higher engine level than my FACR does due to how the singularity power level bonus works... but I'd need to pull power from weapons and/or shields to get that.
Comments
Peacekeeper High Command
Scorpius - Zelbinion Mk II
Why no kcb/assimilated module?
Why no zero point energy module?
Why epts/eptw with no damage control doffs? Really shooting yourself in the leg here
Why 3 projectile doffs when using only 1 torp?
Why no plasmonic leech? Big big issue for any serious warbird pilot
Why 2p honour guard for one torp slot?
Why crf and not csv?
Anyways...there's all that stuff to work for if you want...
My PvE/PvP hybrid skill tree
Ops, yeah, they are turrets not DHCs
================================
KCB / Assimilated Module -> I prefer normal turrets, KCB has no acc bonus, so its quite unueful in PVP.
Assimilated Module is quite wasted on my ship: I still have 125 weapon power, and a 1% critH is negligible.
================================
Zero Point Energy Conduit -> That's a good console, I still don't know if equip it or not.
================================
EPtS is good for shield reg, EPtW gives 10% to energy weapons damage ...
also, there are no good alternatives to that skills.
================================
3 Projectile Weapons Doffs: They are good to reducing Torp recharge speed and enhances my DPS, expecially when using photons *_*, I feel they are a bit wasted on my ship, but I see no good alternatives.
================================
Plasmonic Leech: another good console I'd like to have, along with the valdore console, I'm refining dil for that.
However, I don't like univ. consoles T_T
================================
I really like the 2p Honor Guard Bonus:
+7 Aux, Crew Resistance and Torp Damage Bonus.
================================
CRF vs CSV: I don't like CSV.
For PVPs, CRF is way better, while in PVE i don't have a real need of it.
[SIGPIC][/SIGPIC]
and, field generators...why not the dyson rep ones? those only have little less shield boost but a ton of extra stuff.
personally i'd say that omega and romulan hyper plasma torp launchers outperform fleet quantums and photons.
same goes with stacking armor consoles...rather get the one with turnrate boost and a little armor.
armor consoles are generally overrated by players in this game. once your shields are gone it isn't a good idea to hang in a fight anyway, regardless of how much armor you have (not even mentioning the numerous abilities this game offers to temporarily boost your hull resi)
that is doubtfull
i guess now that you have shown us that you are capable of grinding fleet gear, your next step in STO would be to do it all over again on a different character.
2 eptX abilities with no way to reduce cd is a waste. They have individual cds of 45 seconds with buffs of 30 seconds. You will never have both at the same time, so it is advised to double up on one or the other.
You can do the 4 times trick to have it cycle properly but that's a meh suggestion
Kcb/assimilated. I gotcha, didn't know you were pvp. That omega amplifier is pretty sexy though
Why no marion and 3 shield distribution brace for impact doffs for an oh **** button? Turns brace for impact into reverse shield polarity. I guess marion is kinda pricy...which brings me back to why no kcb / assimilated. drain resistance on cannons is amazing
Transphasics may be better for you, kill the hull, put pressure on the shields...not sure how often you are bringing shields down...
For pvp...csv<crf, of course....once again my bad, didn't know it was pvp
Cheers
My PvE/PvP hybrid skill tree
The bonus you get from OWA is going to far, far outweigh what one turret can do dps-wise.
The problem is, you're going to have sizeable downtime without use of DCEs.
While true, you're still using what are possibly the single worst endgame engines. If you're dead set on the 2-piece, go KHG shields and deflector while picking up a set of elite hyper-impulse engines. You can mimic everything except the hot-restart, while nearly doubling your speed and having access to transwarp all in one item.
really don't know what game you play, but KHG engines are probably the best endgame engines.
transwarp? who gives a TRIBBLE about that?
you hit the defense cap anyway, and the KHG actually have excellent turnrate mod.
Speed is about far, far more than hitting the defense cap. Especially on a warbird.
agreed, still can't see a weakness in the KHG engines that make them " the single worst endgame engines"
i'm not 100% sure but they are combat impulse engines [turn]x3...definately not "the single worst endgame engines"
that's why i choose an Engine with good turn rate and a good 2p set bonus.
As for Dyson shield consoles ... mmah, I don't know.
I like them, but i'm not sure.
I have to try.
as for OWA ... bah, I don't like it:
1 - it require a console slot for the Assimilated Module.
2 - I don't need weapon power resistance, I use 1 fore torpedo to limit the power usage, and my DPS is always high.
don't really need it.
Also, If I have to remove a turret, I'd use Cloaking Tractor Mines.
That is good for Cruisers and Science Vessels.
PS: this is a PVE Build, in PVPs I use APO instead of APB.
[SIGPIC][/SIGPIC]
This is why I thought it was pvp.
Ya...everything I first said would benefit you. I'd swap the quantum torp for a hyper rom if your dead set at using a torp
My PvE/PvP hybrid skill tree
Now, you see, without it you won't really be seeing several hits on the trot doing crits of 10k+. It makes a difference. The cutting beam does more damage overall compared to a turret anyways, that's been discussed to death when it first came out.
But anyways, you go with what you prefer to use. Just don't feel miffed when someone else takes less than half the time to kill something.
Peacekeeper High Command
Scorpius - Zelbinion Mk II
That person is utterly wrong. Warbirds, because of their battle cloak, can make use of high speed and maneuverability more than just about any other ship type. Moreso in the PvE realm where getting out of range of torpedoes that can instagib you if impacting bare hull.
You've now stated it twice without even realizing it: combat impulse engines. Running on any ship with power of more than 50 in engines (which frankly is every single ship currently in STO with a halfway conscious pilot) that's a complete waste. They cap out speedwise at about 1/2 of what hyper-impulse engines are capable of achieving with the power levels that are currently available to players. There are elite fleet hyper-impulse engines that are functionally identical (with a roughly 3% total turn rate sacrifice) to KHG engines, minus the hot restart, but which also negate the need to engine swap in sector space to get around in a reasonable time frame.
Compared to the current endgame engines available (Maco, Borg, Omega, Dyson, Fleet) the only ones that are potentially on par or worse than KHG are the Dyson engines.
That's not to say you can't get the job done with them (KHG/Dyson), but rather that there are options available that can get said job done much better.
My PvE/PvP hybrid skill tree
Also, I don't remember the numbers precisely, but I don't think the speed loss is quite as drastic as you're making it out to be.
130/25 combat vs 130/125 hyper. The hyper does circles around the combat. I don't have the exact number but it is almost an overlook on the design
My PvE/PvP hybrid skill tree
Here's some exact numbers with 6 points in Thrusters, using the most convenient Hyper Impulse engine (my Omega Hyper-Impulse Mk XII) and my Adapted MACO Combat Engine, in a Fleet Assault Cruiser (Fortunately, the engine power levels didn't change noticeably between the two):
At Engine power 68/35: A-MACO 25.36, Omega 28.48
130/100, Strategic Maneuvering: A-MACO 35.16, Omega 49.49
52/15: A-MACO 23.46, Omega 23.81
Full Impulse, 3 points in Driver Coil: A-MACO ~148, Omega ~159
Even at the highest disparity listed there, the Omega engines only had about a 40% speed advantage over the Adapted MACO, and only about a 12% advantage at my typical unbuffed power setting (68/35). In return, the A-MACO engines had a slight turn rate advantage (14.7 vs 14.3 in my FACR's case for unbuffed power levels), an overall power level advantage, hot restart, and the 2-piece A-MACO set bonus.
Try full 125/100 for one test and 125/25 for the other. Then let me know the results...
Your testing heavily favored combat engines...very unfair test
Edit: even with that test, you've shown that hyper is about par with combat at low settings...supposedly this is where combat is suppose to shine through.
Just try to do a parsing when your on hyper's turf...I'll do it myself later as I have the same engines...I'm guessing hyper will beat combat by around 20
My PvE/PvP hybrid skill tree
...As an aside, after pouring in enough Aux power to get 130/25 Engine power without shooting something with Plasmonic Leech, I found that I got the exact same speeds as I did when I had 130/100.
The point is:
who would fly a ship with that power level ?
its a waste:
100 Engine Power means your weapons and shield are weaker.
in combat, a warbird may actually have a max of 50-55 engine power.
lets say 70 with plasmonic leech and something else.
ok, the Hyper-Impulse Engines are better, but the 2p set bonus of the Honor Guard Set is really useful.
As for shields, nobody, NOBODY will ever win a real PVP with KHG Shields.
Elite Fleet Shields are the best choice out there, and their adapt proc outperform any speed bonus.
Also, if I have to run before Cloaking, I still have Evasive Maneuvers, APO1 and APO3.
Not to talk about Singularity Jump.
[SIGPIC][/SIGPIC]
Secondly, if you're only hitting 70 engine power in any ship, even at lower settings, you're doing a lot of things very, very wrong.
I believe this is correct, they count what power you set, not the actual power. KHG engines are great in AtB builds that go weapon/aux power settings.
I use the same build for PVPs and PVEs, the only thing I change when I do PVPs is the Cmd Boff.
Cmd PVE: TT1 - CRF1 - APB2 - APB3
Cmd PVP: TT1 - CRF1 - APO1 - APO3
that's all.
The notion I need the KHG Engines to get the set bonus is TRUE: KHG Shields are TRIBBLE in PVPs.
They only have plasma resistance and no Adapt proc.
so the only 2 parts I can change are Dish and Engines.
Also, as I told you, I don't need 130 engine power to escape an assault: Evasive Maneuvers, APO1 and APO3 gives speed and turn rate buff.
@Mandoknight:
How did you get that Engine Power without giving up Weapons Power ?
[SIGPIC][/SIGPIC]
Lots of surplus power going everywhere from skills (Efficiency, Warp Core Performance, Engine Performance), as well as an Elite Hyper-Charged core with a [S->E] modifier, which I prefer over [W->E] for consistency and sustainability. Weapon power is maxed out passively thanks to the FACR's +10 Weapon power, the Assimilated Module, Romulan Zero-Point Energy console (which also gives 1.8 Engine power), and the skills. I usually run 125/95 since I have absolutely no idea if any of those are subject to the overcap effect, and shifting the 5 power away from Weapons lets me put it somewhere else.
You're aware we're talking warbirds here, right?
Peacekeeper High Command
Scorpius - Zelbinion Mk II
exactly.
Also, even with every things you said, you can't have more than 80-90 Engine power (in a FED Cruiser), unless you don't use speed or balanced setting, giving up Shields and Weapons power.
[SIGPIC][/SIGPIC]
My Warbird only runs at something like 50/15 out of combat last I checked, but once I get a Vandal (it's a KDF-allied Reman) and hook everything up, it should run at higher levels in combat. If I set it to 35, it'll run at an even higher engine level than my FACR does due to how the singularity power level bonus works... but I'd need to pull power from weapons and/or shields to get that.
My PvE/PvP hybrid skill tree