I am really liking the Dyson ship, but console space is tight.
Here is my build
http://www.stoacademy.com/tools/skillplanner/?build=alexandra4_0
I dont have the fleet RCS consoles or the Nukara mines. Its on a wishlist haha.
I fly in sci mode and drop into tac mode every min to use DPB III with Tricos, then swap back immediately.
Anyways, you can see there is one empty slot. The Skill planner doesn't have the images for the consoles or ship yet. I would like your opinions on the Shield Inversion, Shield Matrix and Proton Beam consoles.
If you could only keep 2, which would they be? If you could only keep one, which would it be?
Thanks
Comments
I'm running experimental weapon and protonic pols so I believe you can only afforded to drop 1 at the most. The 4 piece bonus is actually very nice for the team but I guess that can be dropped, beyond that you lose the bonus that makes them all a 3 minute cool down from 2 which IMO makes them worthless. I could just run one for the protonic bonus I guess.
However in your case I think its all or none since you are running tets.
In PvP I find all of them are good especially the shield debuffer.
If I had to pick one in a vacuum though it would probably be the protonic shield I'd keep.
All that said the ship would most likely be more powerful with none of them but where's the fun in that lol!
the full set adds team heals and regen to the activation of the 2 of the consoles, and makes that proton attack tic off faster, but room is an issue. personally, id just run the deflector and proton destabilizer for the + to proton damage, and use it as an alpha strikeing tactical ship, and pretty much ignore the sci ship part. as in, not get the 3 pack, and just the tac version. they have basic escort level hull, and the fed version has the highest shield mod in the game if i recall correctly.
the proton DHC wile CRF is on will be hotter then any other dhc no mater how good it and your fleet tac consoles are, so thats nice. what holds it back is the turn rate, its got like the lowest for a destroyer turn rate, probably just 2 eng console slots, and you are expected to run a 3 console set, on an offense ship with proboly 4 tac consoles. thus, why this should not have been a 3 pack, its particular stats put to much of a premium on console space.
this is the perspective from a tac guy's point of view, to a sci guy the ship could be a totally different animal.
All good here if he wants to make it turn with better resists he could go neutronium fleets with turn modifier, his resists should be about double over the RCS but his turning should be reduced also, if he really needs to turn throw in a tachy console that adds turn also it is about equal to teh fleet neutroniums turn rate buff.
With regards to turn I'm using 2 fleet neuts and auxtodamp. Turns well enough. I'm also using 3 piece dyson set with points in drivercoil so that helps also.
Does anyone know if cannon locators boost the dhc and experimental weapon? Might ditch one or 2 targeting mods for them.
and if that not kills, switch to tac mode and drop a nukara mine spread 3
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
driver coil does nothing in combat. it is a throw away for sector space.
Not to be a stick in the mud but wouldn't youy treat sesor scan sort of like how you would treat APA as the main debuff before damage boosters.
Dyson core gives boost to engine maneuver skill scaled off your driver coil.
for most builds you're right, but if you're in a cloaking vaper it lets you run at full impulse easier and it lets you regain power faster from full impulse. I don't recommend 6 points but 3 points can be nice.
It ain't a very good boost though. Bonus is too small.
i checked this out on tribble, and with 9 into drive coil its like a .7 turn rate boost. literal facepalms were had.
Didn't realise it was that bad. I have 6 points says I get a +16 maneuver bonus. I'll check in game. Besides secretly I only use this for barrage
Personal sci captain perspective. Too many people are making builds out of this ship with their brains stuck in DPS mode while ignoring the other ship's strengths.
Confirmed with 6 in driver coil +.7 turn +1 flight speed. Bad!
I noticed in the FE that the infocard for the destabilizer explicitly says that it doesnt benefit from any buffs. Is it the same for the pay consoles? Does it make any difference if you swap proton tac console (rep console)?
I like it as a sci boat. The shield inversion is great for team play. And the shield matrix is a nice padder too. But mostly just to keep the inversion at 2 mins.
This is the latest iteration. www.stoacademy.com/tools/skillplanner/?build=alexandra6_0
Doffs are 3x AP doffs for global Omega. 1x Tractor doff and 1x Tachyon beam doff. (ironically their doffs make each power a weaker version of the other)
Tet-glide is dependent on team mates. A full burst (TB, TYB, TKR, CPB, Inversion) does 8500k shield damage in 4 sec and has the 15% energy damage debuff for team mates (and you) to finish off. The shield damage number is against someone with 139 in PI. Thats higher than average isnt it?
Interesting read on the driver coil stuff.
I like the set of sci skills you're using more now, but I'd still tweak them. Polaron weapons sadly are so misunderstood in this game and they are frankly quite good.