Now that I have the Undine Nicor Bio-Warship, I wanted to share my build. However, I noticed a real treat when I first tested the new Counter-Command tactical console on my Fleet Galaxy-X. With this console and at least one other undine rep item you can score an additional 7.5% dmg using phasers or disruptors.
Thus, when you have 5 tactical slots, why not use both? I recall watching Captain Smirk playing his Jem'Hadar Dreadnought when he was giving us all a preview to the new season. He was running a rainbow build, at least three different weapon types, and the new set really encourages a new play style. I've seen too many people use the Nicor Bio-Warship with cannons, meh, everyone already uses cannons, but to see people running AntiProton builds on every new ship; well this design could bring that to an end.
With the limitations in place on stacking tactical consoles you're better off running two energy weapon types at full power benefiting from two different procs and some extra damage to go along with it.
http://www.stoacademy.com/tools/skillplanner/?build=undinenicoraux2bat_6129
Note: The descrition and note sections are filled in with additional details so be sure to check those out as well.
I'd also like to see this run on a JHAS if someone is willing to try it and give me some feed back, eventhough the boff layout for that ship is different.
Comments
You should really read that amazing tactical console perspective thread that was under discussion a week or so ago...it explains it perfectly
Also...one aux2bat with one technician? Even with another using the additional...that's a poor choice main...terrible utilization method.
Only one bfaw? Why are you neutering yourself?
I wonder if your aware of how set bonus to weapons work? In this case the modifier is final...but it's usually just base damage and thus terrible. just something to think about I suppose
No assimilated console? It seems like your rep would be there. Why skip on the 2p epic bonus?
No nukara console?
Why 2 eptw and one epts? With only one damage control doff?
I'd honestly make this beast of a ship the ultimate aux2bat torp boat. You can do ts3, beta3, csv1, tt1, gw1 and a few other abilities for fun...could easily make it a cannon boat as well...
I'd say, potential waste. But it's your ship. And as long as you enjoy it...that's what matters.
Cheers
My PvE/PvP hybrid skill tree
I'm sorry to people who I, in the past, insulted, annoyed, etc.
The key to siphon energy is to use when EPS Power Transfer III is on cooldown; drain some extra power from an enemy then hit A2B, works like a charm. I posted all my skills up there just for the heck of it, my engineer is a universal character, he plays most ship types well except for science vessels.
The main ships I run are the Fleet Tactical Escort Retrofit, Fleet Avenger, Fleet Galaxy-X, and the Elachi S'Golth; now the Undine Bio-Warship. This vessel is really my first play with A2B; and yes I've seen plenty of A2B builds using 3 technicans; or Drake's build which is a bit different if I recall. As I said in the build description, my focus on all my ships is power, more and more power. With the 20% power to all subsystems (from my Doffs) when using EPtX coupled with EPS Power Transfer III, all my subsystems run beyond 100 power and my power transfer rate climbes above 450%.
Remember too, I'm trying to encourage people to see that the traditional A2B build method has its limits and this breaks it. Running 5 vulnerability consoles is useless, running 4 is still useless, compared to running 3 of them with the counter-command console. If I wanted to copy a traditional AntiProton A2B build I would have done that, my focus is creating a build capable of sporting two completely different energy typs at a chance of running two procs. But when I finally unlock the Bio-Molecular beams I'll have the thrid proc, radiation damage.
The dyson reputation was a first approach at this and lets face it, the proton damage from the dyson weapons including the experimental weapon was laughable at best and the universal console from the dyson rep focused on proton damage, whereas the counter-command focuses on phaser and disruptor damage will boosting radiation damage.
and the skillstree...lets just say that i hope cryptic will revapm the skilltree better sooner than later for your sake, because clearly you have problems in that regard.
my advice: go for a traditional aux2batt layout or don't but never ever start to mix stuff around. You end up making the ship weaker than it needs to be.
also: why vulnerability exploiter consoles?? Allways the locators! And why even bother mixing in phasers? Go full disruptors.
NO, no, and just no...math has disproven that.
This is the A2B build I run on my Nicor with very good success. I have also substituted the Zero point with a MkXII fleet armor. Yes it drops power slightly but you get a nice defensive buff on this ship. Ive also changed PH to Sci Team and RSP to DEM2 as I find it more useful.
Not sure with all the current upgrades if the Nukara console is worth it. Has the ACC overflow been adjusted?
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
Imho you're overestimating the impact of those energy weapon procs. The value of the Phaser proc in PvE is almost non-existent, due to enemies being either immune or not being alive long enough for it to have any effect and the proc from those 3 disruptor beams is not enough to let the debuff have any noticable uptime.
If you desperately want 2 weapon procs, go with one of the hybrids.
What does that look like?
Please bring this to pvp I like blowing up the undine
EptS1 and EptW1
2x a2b (with atleast 2 or more (very) rare technician doffs)
DEM2 (preferably a marion doff for that)
PH1 or TSS or ST1
HE2
ST3 (or whatever goofy sci power you like, just not one that is 100% depending on aux power, something like TBR3 + doff would fit very well)
TT1
CSV1 (if you go cannon) or BFAW1
CRF2 (if you go cannon) or APbeta2
APomega 3
Agreed. Disruptors have so many procs, why would you halve your bonus from Tactical Consoles for an additional proc?
There are Nanite Disruptors, Elachi Disruptors, Spiral Wave Disruptors, Polarized Disruptors, and even Plasma-Disruptors. You could have six different procs while using Disruptors.
Dont forget elite disruptor turrets and crf..................lmao
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Please use a combatlog parser like combatlogreader, and post a link to your results, preferrably in a mission most are familiar with like Infected: The Conduit Elite. If possible, a run with the previous setup and links to that could be rather helpful too. Be prepared for the build to get torn apart and the resulting log files too.
My PvE/PvP hybrid skill tree
Agreed.
It's a place holder until I unlock the Undine Reputation Turret. I find it hilarous how agitated some people are getting in this forum. The goal was to encourage a coversation about diversiving A2B builds, guess most posters didn't understand that concept. As I said before, I'm not intersted in what you want me to run, cuz I'm running my own thing. If I wanted a pure copy/paste of someone elses build well then that would defeat the entire purpose of creating this thread now wouldn't it? :P
So why post it in the first place?
I doubt anyone would think that your build has any merit at all. You got 2 pages of people agreeing (which is a rare thing by itself) that your build is rather pointless.
Even if you want a ship that's going to "benefit" from multiple procs or a colourful beam setup, your build is still going to be worse compared to a ship using hybrid beams of the same base type or even a full rainbow-cruiser with all +energy damage tac consoles.
So if you want to run your strange setup (which still smells like an attempt to troll), by all means do so, but don't expect any support for it when you put it up for discussion.
This ^
Hi OP! You posted your build here, so obviously you did want some kind of discussion/feedback as to the effectiveness of said build. Among the shame, there really are some great points and ideas that you should consider, to help enhance this build. Let's see if we can put something together for you
"Note: Since I am an engineer I focus all my efforts on creating power, with the help of my doffs I can regularly max out my power in all systems."
Rotating your abilities (EPtX, EPS Transfer, Siphon, etc.) is good, since you want to have a full up-time on your power levels. However, many people have stated that flow caps will do you good. They are correct. Take away the Driver Coil, and spec at least 6 into Flow Caps. Your siphon will give you more power. Also, since you obviously focus on power in all of your ships, get a plasmonic leech console. With your Flow Caps spec'd, leech will give you 15-20 extra power per system. That's 80 total extra power to play with. You're an engy who likes power, so get as much as you can.
For damage, use one energy type, and use tac consoles that match it. Please listen to everyone on this. We've tested it. Many times. It works.
This is a great idea. You should consider this. You can have tons of procs, and still do your max-potential damage-wise.
emporordeslok is correct here. As someone who wants to be a Jack-of-all-Trades, you have to spec accordingly. If you're using Attack Patterns, at least put 6 points into that skill.
I feel like this would help you a lot when you go to re-spec your skills:
http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm
The above link will help you use your skill points way more efficiently. For most, 6 levels are great. Only spec a full 9 into skills that you really need the most out of/use all the time. This will vary depending on your playstyle, but a quick example:
For a sci drain build, you'd spec 9 into flow caps to max the drain potential. For a fast heavy-damage escort, you'd spec 9 into Weapons Training, Energy Weapons, and Impulse Thrusters. For a sci disable build, you'd probably spec 9 into Gravitons (holds) and 9 into Subspace Decompiler.
Also you can spec 9 into systems that help your ship if you lack shields, hull, resists, etc.
Be smart about how you spec your captain. 6 in most, 9 in essentials.
And remember that as a Jack-of-all-trades, you may have to give up being a Master of something.
Oh...and...
I don't want to kill your hope here, but...good luck finding someone. Honestly, any Bugship captain I know would not even try it like it is. They'd probably tweek it a lot first. I'd say, re-spec a bit, follow the good advice given in the thread, test it yourself, and then ask a Buggy to see how it fairs on the JHAS.
It's good that you are trying something new and different on your ship, but your build requires a re-work, as mentioned quite extensively in the previous posts.
Probably a bit of a thread derail. but now that I've gotten my Nicor, I've been kind of stuck trying to decide how to build it.
I already run two separate A2B builds on other characters. Not really looking to run another with this.
I run a Kumari cannon build on a third character. So I don't know if I really want a full fledged cannon build either.
I'm leaning toward disruptors so that I can as I get along in the rep make it a bio molecular disruptor boat. But what kind of build still eludes me.