After a herculean EC grind I got 1 yesterday for my J Trill sci.
1. Is there any benefit to also having the Mobius? (Manheim console)
2. Can this ship really be used at Lvl 40? (currently lvl 33)
3. I intend to spam so many GWs that the universe just might collapse on itself so... Graviton Generators or Particle Generators?
4. Anyone have a good wells build that they don't mind sharing?
Well excuse me for having enormous flaws that I don't work on.
Check out this post (http://sto-forum.perfectworld.com/showthread.php?t=832281 read all the pages) as it contains a lot of info regarding a wells build and the impact of sci consoles on abilities. The OP claims that particle generators have diminishing returns after a certain point.
1. Is there any benefit to also having the Mobius? (Manheim console)
I've not found particularly useful situations (in PvE) where either console is useful. The set-bonus can be a life saver, it freezes everyone around you within 5km during the rewind. This could be pretty huge. The Manheim console is great, unless you're the the target of enemies, then it could be a dangerous power to use.
Aside from functionality, when you get the Mobius, you gain two window options, and two hull materials to choose from.
4. Anyone have a good wells build that they don't mind sharing?
[/QUOTE]
I don't have one myself, but I remember seen some in older threads on the forums, as well on the /r/stobuilds subreddit. The search function might bring up some decent results. Many of the builds might be old, simply because the Wells is not a particularly new vessel, so keep that in mind.
I've not found particularly useful situations (in PvE) where either console is useful. The set-bonus can be a life saver, it freezes everyone around you within 5km during the rewind. This could be pretty huge. The Manheim console is great, unless you're the the target of enemies, then it could be a dangerous power to use.
Aside from functionality, when you get the Mobius, you gain two window options, and two hull materials to choose from.
The time-rewind console can be life-saving. I even had a few extremely rare cases where I triggered it just before getting destroyed, and (not sure if it was lag-related or not) but my ship came back after exploding.
The Manheim console on the other hand has the dowside of having your past self get immediate aggro from nearby ships. This issue has been pointed out for a long time, but it seems to be intended.
So when you activate it, all threat is transfered to your past self, and damage dealt to your past self is transfered to you and you future self. It usually means you're dead before console expires.
The Graviton Generators skill has been described by developers as having an "admittedly tiny" effect on Gravity Well. Prior to Oct 3rd, 2013 the difference between 0 Levels (0 Skill) and 9 Levels (99 Skill) was +25% radius, which for Grav Well 3 meant going from a 3 km radius to a 3.75 km radius. Not worth it, as there's no noticeable affect on the Repel either.
For Particle Generators, the difference between 0 Levels (0 Skill) and 9 Levels (99 Skill) is 12% damage, so that can be worthwhile.
Personally, if Grav Well is the only ability I have that's affected by Particle Generators, I'd only grab 3 Levels (54 Skill) of Particle Generators and call it good. On the other hand, if you're carrying other abilities like Photonic Shockwave, Tractor Beam Repulsors, or Tyken's Rift, the difference between 0 Skill and 99 Skill is an additional 49% damage, so that would be worth maxing out Particle Generators.
As an aside, remember to use Grav DOffs so your Grav Wells spawn more Grav Wells. Then use Torp Spread with the Grav Torp for even more Grav Wells! It will be glorious.
After a herculean EC grind I got 1 yesterday for my J Trill sci.
1. Is there any benefit to also having the Mobius? (Manheim console)
2. Can this ship really be used at Lvl 40? (currently lvl 33)
3. I intend to spam so many GWs that the universe just might collapse on itself so... Graviton Generators or Particle Generators?
4. Anyone have a good wells build that they don't mind sharing?
1. there is a benefit but it also sucks away a console slot with a pretty horrid power
2.yes it can and it is a fun ship to use
3. Particle generators all the way
4. http://www.stoacademy.com/tools/skillplanner/?build=exoticcontrol_0 take a look at my Wells build its nice and you can really lay down the crowd control with it
The Graviton Generators skill has been described by developers as having an "admittedly tiny" effect on Gravity Well. Prior to Oct 3rd, 2013 the difference between 0 Levels (0 Skill) and 9 Levels (99 Skill) was +25% radius, which for Grav Well 3 meant going from a 3 km radius to a 3.75 km radius. Not worth it, as there's no noticeable affect on the Repel either.
For Particle Generators, the difference between 0 Levels (0 Skill) and 9 Levels (99 Skill) is 12% damage, so that can be worthwhile.
Personally, if Grav Well is the only ability I have that's affected by Particle Generators, I'd only grab 3 Levels (54 Skill) of Particle Generators and call it good. On the other hand, if you're carrying other abilities like Photonic Shockwave, Tractor Beam Repulsors, or Tyken's Rift, the difference between 0 Skill and 99 Skill is an additional 49% damage, so that would be worth maxing out Particle Generators.
As an aside, remember to use Grav DOffs so your Grav Wells spawn more Grav Wells. Then use Torp Spread with the Grav Torp for even more Grav Wells! It will be glorious.
If you want to parse the biggest possible damage numbers in PVE then graviton generators can get you more zeros then particle generators will.
That dose not mean that they always will. If there are three enemy ships within 5km of each other and you plop a gravity well 3 on them your going to get more damage out of particle generators, but in any situation in which a larger well results in a grater number of targets getting sucked in, graviton generators win out as your total damage is multiplied by the number of ships you can effect.
Gravity Well 3 with 125 aux power has a base radius of 3km.
For every 1 of graviton generators you get an additional 0.015 added to your radius.
With the correct equipment choices to maximize the graviton generator skill, it is possible to have a viable pve build that achieves 15km diameter gravity wells before factoring in the romulan reputation power (which brings it up to 18km). In fact you can produce a well of grater then 18km, but only if you get lucky with doff missions and go to exceptional lengths of investment.
And also a pve build for amping up personal and group Dps, while doing a lot of control and direct hull damage. In both beams target subsystems are highly recommended for regular use:
Looks like they've really buffed the effect on Grav Wells, then. The last time I used it was a long time ago.
There was a patch fixing gravity well and and tykens rift, which were not actually using their respective captain skills at all, a few months before Christmas last year.
You should be able to confirm my numbers by going into an arena with two friends. Use one as the target point for the gravity well, and have the other edge closer and further from the first to ascertain your wells radius. Then adjust your graviton generator skill level by equipping/unequiping graviton generator consoles.
If you do this it will be easiest to calculate the value of a single graviton generator skill point if you do not leave the arena and change ships. My testing found that a ship could be at the same distance from the well's center and be both effected, or not effected by the well depending upon its orientation. So changing to a ship with a different hit box can create anomalies on your scatter graph.
Welcome to the Wells Elite class. Beware some of these builds on the first page which look like nothing more than throwing almost every Reputation energy console and Lobi store temporal weapon onto the ship. I mean what's the point? Have fun!
It's just "Dr Doom" Roubini
Refugee from those other games!
Welcome to the Wells Elite class. Beware some of these builds on the first page which look like nothing more than throwing almost every Reputation energy console and Lobi store temporal weapon onto the ship. I mean what's the point? Have fun!
Ok I'll bite- you answered your own q. Fun is subjective, not something to denigrate.
OP..: go your own path after reviewing all available.
The guy above probably tells people to run torpedo builds too. Viable and effective are different things that sometimes happen together, but not always.
Anyone telling you To beware other people's post should safely be ignored for passively aggressively high horsing "their way" as the only way. Probably referring to my build.
And also a pve build for amping up personal and group Dps, while doing a lot of control and direct hull damage. In both beams target subsystems are highly recommended for regular use:
As much as I love this ship, I have to admit that I haven't been flying it much lately. Mainly because it's so over the top powerful that it makes everything too easy. Not that STO is a challenging game in the first place, but man, the Wells is just so strong when set up right.
After a herculean EC grind I got 1 yesterday for my J Trill sci.
1. Is there any benefit to also having the Mobius? (Manheim console)
2. Can this ship really be used at Lvl 40? (currently lvl 33)
3. I intend to spam so many GWs that the universe just might collapse on itself so... Graviton Generators or Particle Generators?
4. Anyone have a good wells build that they don't mind sharing?
Generally speaking, a Sci in Wells is ideal for PVP whereas a Tac is best for PVE. The reason being Subnuke and Sensor Scan are not very useful against NPC and you rarely get hit by massive energy DMG in PVE for Science Fleet and Scattering Field to be worthwhile. But those same skills worth more than their weight in gold in PVP. Nothing makes Escorts cry more than being Subnuked and Battlecloakers hate Sensor Scan. In PVE, Tact captain's skills are more relevant in a Wells. For example, you can dramatically boost your GW's damage with APA much more so than having 10 Mk XII particle gen consoles on your ship, which you can't anyway.
Great build really. I took it (pvp version) to Ker'rat and had rage directed my way.
Glad to hear Klingons QQ and cry due to your Wells build. Ludavix is OP. A Fed Cruiser who can take out 5 ~ 6 Klingons ganking him in Kerrat would be capitulated in less than 2 minutes in a 1 vs 1. It is truly made for PVP.
Glad to hear Klingons QQ and cry due to your Wells build. Ludavix is OP. A Fed Cruiser who can take out 5 ~ 6 Klingons ganking him in Kerrat would be capitulated in less than 2 minutes in a 1 vs 1. It is truly made for PVP.
And it rocks in pve too: I've found with my group the drains for survival just weren't needed. The balling it all up with TBR+GW then lobbing SS into the mix is crazy fun, not to mention strong straight-to-hull damage. I've parsed over 15k in ISE with the pve version (I've actually dropped the temporal set for another DBB up front and the gravimetric torp in the rear for 3pc Dyson) but its done as low as 4k in KASE on drone duty (enough to satisfy all pve requirements). Sure it's more squishy than the pvp version but its on demand burst is much greater for the way I play. The control makes it just crazy fun, sort of like a far sturdier but weaker escort with great control
It feels like a rodeo cowboy roundin everything up to lockdown: A2d, eptw, apa, APB, FAW (or TSS:shields), gw3, tbr2, wep battery/cap, fomm the hard target and reverse from the GW while hitting PH+TSS+HE as needed and everything melts.
Then again I scoured for days lookin for builds and the idea of a non tac BOFF layout, stellar pvp capability just rang out to me. Also reading the entire thread gave massive insight into how it works and why. Your build is killer that's why I give you credit anywhere I've posted it.
Comments
Check out this post (http://sto-forum.perfectworld.com/showthread.php?t=832281 read all the pages) as it contains a lot of info regarding a wells build and the impact of sci consoles on abilities. The OP claims that particle generators have diminishing returns after a certain point.
I've not found particularly useful situations (in PvE) where either console is useful. The set-bonus can be a life saver, it freezes everyone around you within 5km during the rewind. This could be pretty huge. The Manheim console is great, unless you're the the target of enemies, then it could be a dangerous power to use.
Aside from functionality, when you get the Mobius, you gain two window options, and two hull materials to choose from.
Sure can, every lock box & lobi ship is usable at Lvl 40.
I would go Particle Generators.
[/QUOTE]
I don't have one myself, but I remember seen some in older threads on the forums, as well on the /r/stobuilds subreddit. The search function might bring up some decent results. Many of the builds might be old, simply because the Wells is not a particularly new vessel, so keep that in mind.
Twitter! STO_JamJamz
It's known as the Suicide Console for a reason. You might have a reason to use it if you run a lot of [-Th] Embassy consoles.
The Manheim console on the other hand has the dowside of having your past self get immediate aggro from nearby ships. This issue has been pointed out for a long time, but it seems to be intended.
So when you activate it, all threat is transfered to your past self, and damage dealt to your past self is transfered to you and you future self. It usually means you're dead before console expires.
For Particle Generators, the difference between 0 Levels (0 Skill) and 9 Levels (99 Skill) is 12% damage, so that can be worthwhile.
Personally, if Grav Well is the only ability I have that's affected by Particle Generators, I'd only grab 3 Levels (54 Skill) of Particle Generators and call it good. On the other hand, if you're carrying other abilities like Photonic Shockwave, Tractor Beam Repulsors, or Tyken's Rift, the difference between 0 Skill and 99 Skill is an additional 49% damage, so that would be worth maxing out Particle Generators.
As an aside, remember to use Grav DOffs so your Grav Wells spawn more Grav Wells. Then use Torp Spread with the Grav Torp for even more Grav Wells! It will be glorious.
1. there is a benefit but it also sucks away a console slot with a pretty horrid power
2.yes it can and it is a fun ship to use
3. Particle generators all the way
4. http://www.stoacademy.com/tools/skillplanner/?build=exoticcontrol_0 take a look at my Wells build its nice and you can really lay down the crowd control with it
If you want to parse the biggest possible damage numbers in PVE then graviton generators can get you more zeros then particle generators will.
That dose not mean that they always will. If there are three enemy ships within 5km of each other and you plop a gravity well 3 on them your going to get more damage out of particle generators, but in any situation in which a larger well results in a grater number of targets getting sucked in, graviton generators win out as your total damage is multiplied by the number of ships you can effect.
Gravity Well 3 with 125 aux power has a base radius of 3km.
For every 1 of graviton generators you get an additional 0.015 added to your radius.
With the correct equipment choices to maximize the graviton generator skill, it is possible to have a viable pve build that achieves 15km diameter gravity wells before factoring in the romulan reputation power (which brings it up to 18km). In fact you can produce a well of grater then 18km, but only if you get lucky with doff missions and go to exceptional lengths of investment.
I have two load outs right now, one for pvp and just messing around with fleeties: drain based, slight modifications of a ludavix wells build:
http://www.stoacademy.com/tools/skillplanner/?build=potentwells_0
And also a pve build for amping up personal and group Dps, while doing a lot of control and direct hull damage. In both beams target subsystems are highly recommended for regular use:
http://www.stoacademy.com/tools/skillplanner/?build=potentwellspve_0
Should notes for doffs and stuff.
There was a patch fixing gravity well and and tykens rift, which were not actually using their respective captain skills at all, a few months before Christmas last year.
You should be able to confirm my numbers by going into an arena with two friends. Use one as the target point for the gravity well, and have the other edge closer and further from the first to ascertain your wells radius. Then adjust your graviton generator skill level by equipping/unequiping graviton generator consoles.
If you do this it will be easiest to calculate the value of a single graviton generator skill point if you do not leave the arena and change ships. My testing found that a ship could be at the same distance from the well's center and be both effected, or not effected by the well depending upon its orientation. So changing to a ship with a different hit box can create anomalies on your scatter graph.
Just started using it this more and have to say it is 1 powerful ship, even with just the standard weaps it comes with.
It's just "Dr Doom" Roubini
Refugee from those other games!
Ok I'll bite- you answered your own q. Fun is subjective, not something to denigrate.
OP..: go your own path after reviewing all available.
The guy above probably tells people to run torpedo builds too. Viable and effective are different things that sometimes happen together, but not always.
Anyone telling you To beware other people's post should safely be ignored for passively aggressively high horsing "their way" as the only way. Probably referring to my build.
I feel honoured people still refer to my old thread wrt to Wells build.
Wells is a majestic ship, in my view much better than the more expensive Bug ship.
For the OP, it would help if you tell us you intend this for PVE or PVP. Are you a Tac, Eng or Sci?
Mine Trap Supporter
Generally speaking, a Sci in Wells is ideal for PVP whereas a Tac is best for PVE. The reason being Subnuke and Sensor Scan are not very useful against NPC and you rarely get hit by massive energy DMG in PVE for Science Fleet and Scattering Field to be worthwhile. But those same skills worth more than their weight in gold in PVP. Nothing makes Escorts cry more than being Subnuked and Battlecloakers hate Sensor Scan. In PVE, Tact captain's skills are more relevant in a Wells. For example, you can dramatically boost your GW's damage with APA much more so than having 10 Mk XII particle gen consoles on your ship, which you can't anyway.
Great build really. I took it (pvp version) to Ker'rat and had rage directed my way.
Glad to hear Klingons QQ and cry due to your Wells build. Ludavix is OP. A Fed Cruiser who can take out 5 ~ 6 Klingons ganking him in Kerrat would be capitulated in less than 2 minutes in a 1 vs 1. It is truly made for PVP.
And it rocks in pve too: I've found with my group the drains for survival just weren't needed. The balling it all up with TBR+GW then lobbing SS into the mix is crazy fun, not to mention strong straight-to-hull damage. I've parsed over 15k in ISE with the pve version (I've actually dropped the temporal set for another DBB up front and the gravimetric torp in the rear for 3pc Dyson) but its done as low as 4k in KASE on drone duty (enough to satisfy all pve requirements). Sure it's more squishy than the pvp version but its on demand burst is much greater for the way I play. The control makes it just crazy fun, sort of like a far sturdier but weaker escort with great control
It feels like a rodeo cowboy roundin everything up to lockdown: A2d, eptw, apa, APB, FAW (or TSS:shields), gw3, tbr2, wep battery/cap, fomm the hard target and reverse from the GW while hitting PH+TSS+HE as needed and everything melts.
Then again I scoured for days lookin for builds and the idea of a non tac BOFF layout, stellar pvp capability just rang out to me. Also reading the entire thread gave massive insight into how it works and why. Your build is killer that's why I give you credit anywhere I've posted it.