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  • shinzonisbackshinzonisback Member Posts: 330
    edited January 2014
    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.

    That's the point:
    I never get at power level that high, cause in both, PVP and PVE, I'll be there to fight, not to enjoy the landscape.

    and to fight I need my weapons power to be maxed.
    the point is: with this power setting, what is the best set (my pwer levels are 125 - 60/70 - 30 - 40/50).

    I thought it was the KHG due to its awesome 2p bonus.

    @Dahmius, no, my build is not OP.
    I feel like I'm missing something.

    I'll get the 6th Active Space Slot as soon as I can, I'd like a single Damage Control Engineer (A2SIF Variant).
    Italian Player - Forgive my bad English

    [SIGPIC][/SIGPIC]
  • dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    Didn't say it was overpowered. Just trying to get the focus back onto it
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited January 2014
    That's the point:
    I never get at power level that high, cause in both, PVP and PVE, I'll be there to fight, not to enjoy the landscape.

    and to fight I need my weapons power to be maxed.
    the point is: with this power setting, what is the best set (my pwer levels are 125 - 60/70 - 30 - 40/50).

    I thought it was the KHG due to its awesome 2p bonus.
    KHG or Dyson would definitely be the best for you, then. My tests showed that at 50-ish power, the Hypers just barely pulled ahead of the KHG engine, but if you run at 30-ish instead, a Combat engine like the KHG would be preferred.

    The Dyson engine/deflector would get you similar results, if you didn't have the torpedo or didn't care for the added Aux power.
    I'll get the 6th Active Space Slot as soon as I can, I'd like a single Damage Control Engineer (A2SIF Variant).
    I would recommend standard DCEs, actually. The chance to run both EPtS and EPtW constantly would even (IMO) be better than running the projectile weapon doffs, if it came down to it.
  • shinzonisbackshinzonisback Member Posts: 330
    edited January 2014
    Thats a good point.
    DCE are very good DOffs, but again, I'm not sure they are the best for me.

    Projectile Weapons Officers are great with Photon Torpedoes, and a good pair of photon torpedoes on exposed hull deal serious damage.

    EPtS / EPtW instead, even being good skill for their levels, do not save you in a battle.
    Battle Cloak does, not them.

    A single A2SIF DME instead, would be a nice 6th DOff, with its 40% chance to trigger a Hull Heal Over Time.
    Italian Player - Forgive my bad English

    [SIGPIC][/SIGPIC]
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited January 2014
    EPtS / EPtW instead, even being good skill for their levels, do not save you in a battle.
    Battle Cloak does, not them.
    The shield power level and bonus resistance do save you, if it's run consistently. Battle Cloak will only save you if you've hardened your hull enough to survive taking direct hits between dropping your shields and entering stealth.

    EPtW also gives a fairly major damage bonus for being an Ensign power on a non-Tactical seat... greater, I'd reckon, than having torpedoes fire more frequently.
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