test content
What is the Arc Client?
Install Arc

Best choice for a beam boat is...

goodscotchgoodscotch Member Posts: 1,680 Arc User
edited August 2014 in Klingon Discussion
Is there one type of energy that seems to be more effective than another? I went with standard Klingon Fleet disruptors throughout. But is Romulan Plasma more effective? Or anti-proton? Or something else?

Or is the question irrelevant and the answer really depends on the target?
klingon-bridge.jpg




Post edited by Unknown User on

Comments

  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited July 2014
    There are certain things to take into consideration. When considering the BEST, it's a matter of small percentages. Disruptor are GOOD by themselves. They are one of the better ones in general. AP has higher crit as its modifier. That means more damage, rather than "lower resistances" -- in the end that means this does a bit more damage than disruptor.

    However, then there's RomPlas. Good by themselves, but the plasma DoT adds damage. Here's the kicker, even if the weapons did exactly the same damage as any other, RomPlas wins because you get +pla damage consoles that fit in the sci console slots. That means you run your normal tac console setup and get a few more % points from the sci consoles, on top. I don't know if it comes out on top of AP, but I figure properly configured and with 2pc set bonus you'd give AP a really close run for its money.

    If you've already invested in disruptor, stick with it. One of the top-end choices, for sure.
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    edited July 2014
    There are certain things to take into consideration. When considering the BEST, it's a matter of small percentages. Disruptor are GOOD by themselves. They are one of the better ones in general. AP has higher crit as its modifier. That means more damage, rather than "lower resistances" -- in the end that means this does a bit more damage than disruptor.

    However, then there's RomPlas. Good by themselves, but the plasma DoT adds damage. Here's the kicker, even if the weapons did exactly the same damage as any other, RomPlas wins because you get +pla damage consoles that fit in the sci console slots. That means you run your normal tac console setup and get a few more % points from the sci consoles, on top. I don't know if it comes out on top of AP, but I figure properly configured and with 2pc set bonus you'd give AP a really close run for its money.

    If you've already invested in disruptor, stick with it. One of the top-end choices, for sure.

    Thanks for your advice. Interesting points. I'm loaded up with all Fleet gear, disruptors. I recently added a Hargh'peng torpedo launcher fore and aft. I have fleet photon torpedoes I could replace those with, but because I don't have any torpedo skills, I figured the Hargh'peng might be a good choice.
    klingon-bridge.jpg




  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited July 2014
    Chances are the Har is a terrible choice, let alone front AND back.

    Really depends on the ship and your build, but there are certain things that hold true for most builds. Har fires too slow and flies too slow to keep the damage up. Photons or Quantums are best. Why? Recharge rate. You're constantly pumping them out. Also and special THY or TS attacks don't even work with the Har.

    Slow ships like beam-boat cruisers that are trying to broadside a target often don't have their nose on target long enough to fire off a torpedo. If that's the case, you'll be lowering your damage output because that's a precious weapons slot devoted to a weapon that isn't firing.

    What ship do you have and what is your current boff setup?
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited July 2014
    You have various means of effective weapons for your beamboat. All are viably good.

    Antiproton (specifically Non-Voth, Undine)

    Disruptors

    Rom-Plasma

    Disruptors however need a bit more mention. This family of weapons has always been in at least decent to very favorable mentioning. 8472 Rep also has means to boost their damage even further.

    Either weapon type you choose from these 3, you'll be doing fine.
    XzRTofz.gif
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    edited July 2014
    Chances are the Har is a terrible choice, let alone front AND back.

    Really depends on the ship and your build, but there are certain things that hold true for most builds. Har fires too slow and flies too slow to keep the damage up. Photons or Quantums are best. Why? Recharge rate. You're constantly pumping them out. Also and special THY or TS attacks don't even work with the Har.

    Slow ships like beam-boat cruisers that are trying to broadside a target often don't have their nose on target long enough to fire off a torpedo. If that's the case, you'll be lowering your damage output because that's a precious weapons slot devoted to a weapon that isn't firing.

    What ship do you have and what is your current boff setup?

    Fleet K'tinga. I'd have to be in front of the screen to give you the layout of the BOFF.
    klingon-bridge.jpg




  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    edited July 2014
    8472 Rep also has means to boost their damage even further.

    Oh! That's interesting! I'll have to check that out. Have been leveling Romulan, Nukara and Borg rep. Will have to look at this more.
    klingon-bridge.jpg




  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    edited July 2014
    Chances are the Har is a terrible choice, let alone front AND back.

    Really depends on the ship and your build, but there are certain things that hold true for most builds. Har fires too slow and flies too slow to keep the damage up. Photons or Quantums are best. Why? Recharge rate. You're constantly pumping them out. Also and special THY or TS attacks don't even work with the Har.

    Slow ships like beam-boat cruisers that are trying to broadside a target often don't have their nose on target long enough to fire off a torpedo. If that's the case, you'll be lowering your damage output because that's a precious weapons slot devoted to a weapon that isn't firing.

    What ship do you have and what is your current boff setup?

    I have the Fleet Photon torpedoes. I'll stick them in and see if that seems to make a diference. I play PVE. Not much for PVP.
    klingon-bridge.jpg




  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited July 2014
    goodscotch wrote: »
    Fleet K'tinga.

    Good man!

    goodscotch wrote: »
    I'd have to be in front of the screen to give you the layout of the BOFF.

    If you can remember the setup, please let us know. For a Fleet K'Tinga I wouldn't use Har. I've got a habit of putting breen cluster torp in back for a free mine+DPB1 when I don't have many TAC boff slots. For the front there might be a few good ideas I have for you, but they depend on specific flying styles.


    EDIT: Oh, and all my comments are PvE-oriented.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited July 2014
    I am not in a fleet. My KDF toon is currently leveling up New Rom rep so for the moment I simply use plasmas-hybrid disruptors DHCs on my Hegh'ta Heavy BoP. I like them since the are basically free XI weapons.

    I like using the Harpeng torpedoes and have one fore and one aft. I primarily have devoted my Boff skills to focus on C:RF, C:SV, APA and APO. Since the Harpeng does not benefit from Boff abilities I simply use it for now. When I complete the New Rom rep then I will probably change things up.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2014
    When it comes to disuptors Fleet is better against Shields, but Biomolecular is better against hull and against your targets mobility, plus with the counter ordinance set you almost double the proc rate for Biomolecular incubation, it goes from 2.5 chance to 4.5%. Also if your going to go full bore on Counter Ordiance set making most or all your beams Biomolecular helps make up for Disuptor damage lost from using the tac console, because that console might not buff disuptor damage as much as other tac consoles, but it buffs radiantion damage, which you'll do more of.

    Also The Fleet Disuptors proc doesn't stack, so personally I'm changing all my energy weapons except one turret to Biomolecular when I get the chance.
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited July 2014
    Anything with a disruptor proc, especially in PvE, is always good. AP weapons are great too.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited July 2014
    goodscotch wrote: »
    Is there one type of energy that seems to be more effective than another? I went with standard Klingon Fleet disruptors throughout. But is Romulan Plasma more effective? Or anti-proton? Or something else?

    Or is the question irrelevant and the answer really depends on the target?

    Lot of depends.

    AP is nice IF you have a very high crit rating and accuracy. When you crit all the time for a large amount, it is significant. AP is also cheap; a free set (beam and core) gets you going at level 50 without any rep or dil, leaving only the weapons as an expense. Anything else takes a rep set AND a fleet core AND weapons. Also, until the new crafting is up and running, AP offers the only good 360 aft weapon (kinetic beam does not count as it is not tied to a damage type).

    However... looking forward, rom plasma gets you
    disruptor proc, which is sweet, rom plas set damage bonus, rom plas set damage zap dot, and a fleet core amp bonus. You can't get AP amp AND set bonus at the same time. With a more normal (read, not 5 SRO officers) crit chance, its a very good damage type. And it won't be long before we can craft a "omni plasma beam".

    There is not a thing wrong with disruptors. With the new set (undine), you get the same as rom plasma (set and amped) along with the disruptor proc. You lose the damage over time plasma effect, but you dont have to equip the lame beam array or deal with the destructible projectile launcher (which is good when the bombs land, but useless in aoe heavy areas, which is all areas these days). Still, its going to be slightly lower dps due to no plamsa dot. Same as above, soon we will have an omni disruptor beam.

    I think anything else is going to come in behind these three in terms of pure dps values. The other procs have merits, but damage is not increased by most of them.
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    edited July 2014
    Chances are the Har is a terrible choice, let alone front AND back.

    Really depends on the ship and your build, but there are certain things that hold true for most builds. Har fires too slow and flies too slow to keep the damage up. Photons or Quantums are best. Why? Recharge rate. You're constantly pumping them out. Also and special THY or TS attacks don't even work with the Har.

    Slow ships like beam-boat cruisers that are trying to broadside a target often don't have their nose on target long enough to fire off a torpedo. If that's the case, you'll be lowering your damage output because that's a precious weapons slot devoted to a weapon that isn't firing.

    What ship do you have and what is your current boff setup?

    Thanks for this advice. You were dead on. Fleet Photon's work much better. Removing the one from the rear and replacing it with a Fleet disruptor beam array also increased damage output.

    Peace be to you.
    klingon-bridge.jpg




  • potasssiumpotasssium Member Posts: 1,226 Arc User
    edited July 2014
    I use anti-protons on all energy builds, utilizing the Omni beam, and FE warp core for additional Assistance damage. Usually in conjunction with a Chroniton DBB and BO to punch shields, and DC and turrets to do the rest of my damage, but this is using a KDF battle cruiser or Temporal Destroyer.

    On me adapted Destroyer I use an all Energy Romulus Plasma Build, shaping beam or DC loadouts as needed, in a fashion similar to how I use AP weapons.

    Disruptors I like to use with Undine Rep gear, Undine Deflector, KHG shields and Engines, and a pair of front torpedoes on my Mogh (Gravimetric and Undine Rep Photons). I like the Elachi and Nanite Disruptors most, but run a mix of Disruptors types, skipping polarized Disruptors simply because they require a different skills setup.
    Thanks for the Advanced Light Cruiser, Allied Escort Bundles, Jem-Hadar Light Battlecruiser, and Mek'leth
    New Content Wishlist
    T6 updates for the Kamarag & Vor'Cha
    Heavy Cruiser & a Movie Era Style AoY Utility Cruiser
    Dahar Master Jacket

  • calexistacalexista Member Posts: 98 Arc User
    edited July 2014
    I did AP beam for my Bortasqu a few months back and really enjoying that setup almost as much I my Polaron Dual Heavy Cannons on the Raiders and Escorts. Other than that I also Run Disruptor or Plasma beams on my various other Cruiser type ships. Working on setting up a ship with the Protonic Polaron Beams to try on the Risian Cruiser as I get them from the Dyson Rep boxes.

    I am pretty fond of my Protonic Polaron for most of my ships on the various toons but I have always liked my Polaron Dual Heavy Cannons for my escorts, raptors and raiders. I still tend to reccomend the Disruptor, AP and Plasma to the friends tho since the polaron I know are more a personal taste than an optimal choice for most people.
  • chaosgod777chaosgod777 Member Posts: 237 Arc User
    edited July 2014
    Has anyone thought of Polarized Disruptor? I know you all are talking dps here but no one mentioned it yet. Polarized disruptor has the benifit of the normal disruptor proc and the polaron power drain. In most PvE situations I find my enemy is too weak on power to do anything, borg included.

    Flutidic Ap on its own is "Meh" ok. The real beauty comes when you combine regular ap, voth, and fluidic.

    Rom Plasma as everyone else said is rom plasma...its good. period.

    In other terms of disruptors, there are a multitude of types to choose from. Regular (fleet), Polarized, Bio-Dis, and (I'm surprised no one here mentioned yet) Elachi. Honestly If you proc alot like I do I suggest Elachi with at least one [acc]. watch things melt.

    So a K'tinga, I dont know the turn rate on it but I can say with confidence you should be able to keep your bow on any PvE target, with that I suggest a DBB build. regular ba build is fine if you plan to continue circling your enemy like a vulture. I like to stare them in the eyes personally. If you build it right and get the hang of flying it like that im sure you will excell in any pve...PvP is a different story all together.
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited August 2014
    In general I like polarized disruptors, but it does take some use of skill points in flow caps to make use of the power drain. Even fully spec'd, I never really notice the enemy slowing, stopping, draining shields, or firing less than a normal enemy. I don't think the proc really helps against AI as much as against human players (i.e. PvP).

    Because people don't often want to respec, and because it is a proc that doesn't show reliable results, I often don't recommend it.

    I WOULD recommend either Elachi disruptors or Nanite disruptors. Elachi have a proc with chance of bypassing shields 100% and a secondary proc. Nanites have a small chance (2%) of increasing shield bleedthrough after a hit -- which is useful in sustained fire where following hits would then do more damage.

    Nothing wrong with disruptor, or romplas (which has disruptor proc but takes PLASMA consoles, be aware), but if price is no issue, Elachi disruptors seem on paper to be the most interesting.
  • rezkingrezking Member Posts: 1,109 Arc User
    edited August 2014
    I use Polarized Disruptors and I see the drain effect on the Probes in KASE.
    Of course, it must help to have 9 points in FlwC and a console...and the Leech.

    EDIT:
    If I had to choose 1 ship to use as a beamboat it would be the Tac Bort.
    NO to ARC
    RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
  • captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited August 2014
    rezking wrote: »
    I use Polarized Disruptors and I see the drain effect on the Probes in KASE.
    Of course, it must help to have 9 points in FlwC and a console...and the Leech.

    EDIT:
    If I had to choose 1 ship to use as a beamboat it would be the Tac Bort.

    I'd go with the sci bort, personally. 'Only' 4 tac consoles rather than 5, but has sensor analysis as well.
    I need a beer.

  • norobladnoroblad Member Posts: 2,624 Arc User
    edited August 2014
    goodscotch wrote: »
    Is there one type of energy that seems to be more effective than another? I went with standard Klingon Fleet disruptors throughout. But is Romulan Plasma more effective? Or anti-proton? Or something else?

    Or is the question irrelevant and the answer really depends on the target?

    Its not the weapon types, its what you can boost it with.

    Rom plasma tends to come out on top:
    - disruptor proc
    - plasma burn dps
    - set bonus
    - warp core amp bonus
    - fleet sci plasma consoles
    and I think there are some other plasma dot increasing tricks out there.

    Disruptors get
    undine set
    warp core
    proc
    but lack the plasma burn damage bonus.
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited August 2014
    Proc matters. You should consider your options carefully.

    Every damage type has about the same number of buffs that sets grant, with an edge going to phaser/disruptor (there are certain combinations that grant them an edge). Since the phaser proc is pretty sucky against NPCs (and against players, these days) Disruptor it is!

    As an FYI, the ebmassy sci consoles with +plasma actually ADD plasma damage to non-plasma types. They don't buff plasma type damage.
  • rezkingrezking Member Posts: 1,109 Arc User
    edited August 2014
    I'd go with the sci bort, personally. 'Only' 4 tac consoles rather than 5, but has sensor analysis as well.

    Super Cannon, baby...accept no substitute.
    NO to ARC
    RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited August 2014
    That cannon sucks pretty bad. About as bad as the phaser lance on the Gal-X (which I also have), but it hits more reliably. It sucks because the damage output is super low, because the console slot it takes up, and because of the super long CD tied to it. You might get to use it ONCE in an STF. For the low damage it makes it isn't worth it. It will rarely ever even take out a normal NPC ship, and it definitely won't scratch cubes, gates, transformers or anything like that.
Sign In or Register to comment.