hello fellow warbird commanders i'm lost as to how i should setup the Scimi tac variant to be a useful Dps contributor. i have always loved cannon based weaponry and im looking for build advice on an initial setup to begin rep grinds without annoying whoever i team with, as well as one to aim for once i get pretty far into the aforementioned grind.
i have access to the 3-piece set. and the t1,t2 warbird consoles.
fed side i got the oberth, nova, thunderchild universal toy consoles.
imp side i have the t1 and t3 zen B.O.Ps, t3 gorn shield, t4 aceton.
The Scim is basically OPness defined in STO - flown correctly. Equally, there are people out there who get one and fail to kill one KASE probe before it reaches the gate.
In PvE, a Scim is best with beams - It is a sad state of affairs that the ultimate vaper in ST canon works best as a beamboat in STO PvE. But, a cannon build is still OP for PvE, so it doesn't matter at this level.
Essentially, the Scim is so powerful basic green Mk XI gear will do comfortably as a starting point for what you want it to do. It wont be a record breaker like the ones on Youtube* but it will be enough for PvE.
What matters is using the right Boffs and player skill and knowledge.
Are you in a Fleet, and what budget do you have? While Mk XI green gear with 5 specific energy Tac consoles and knowing what to shoot will get your DPS where it needs to be, maneuvering the beast to use DHCs well in anything faster than Borg STFs is difficult, so Fleet and/or Crafted RCS (though you can have only one crafted) would be a nice help.
I recommend going for the 8472 Counter Command Rep first, as Tier 1 has a universal console that boosts turnrate that you could shove in a Sci slot, and if you're using Disruptor (or Phaser), you can combo it with the mission reward Tac console from the newer FE for a nice boost in damage without having to plunk down for Spire Tac consoles. The engines available at a later Tier are tied for the fastest turning in the game (along with KHG/AMACO and Advanced Fleet [Turn]x3) and help counter the inertia problems of the Scim.
As for all the mentioning of pilot skill/knowing what to kill being mentioned so much... I watched a video recently of a DHC Scim that managed to help loose the optional in an Infected: The Conduit Elite by just pivoting without engaging engines to change arc for targets and targeting the Spheres (Non-Nanites too!) instead of shooting the Transformer (which it could've easy 'sploded on it's own before the Nanites got in range).
Let me see if I can find the link for scimitar barbies pve build can so nearly do 40k (I can almost taste it). Will need to update it though, was an old set up for soloing STFs.
Congrats for not using the boring cookie-cutter FAW layout! *blows party horn*
Do you want to run a torp or not? (A fair number of people just aren't happy without at least one, myself included)
Also, do you have a Reman Boff with Superior Infiltrator? Extending the duration of your decloak bonus is extra handy on the Scimitar, not just for the DPS but also for helping your turning, especially if you intend to use cannons. Its pricey but well worth it for what you're looking to do.
One reason cannons are so bad at dps is because they are very hard to keep on target. Some of the best players switch to single cannons because of the increased time on target.
One reason cannons are so bad at dps is because they are very hard to keep on target. Some of the best players switch to single cannons because of the increased time on target.
Not really...more like Beams are the king of the "STO DPS for dummies" They're incredibly easy and all they take is just being there and spamming.
Most if not all of these so called records are against the Borg...if you made things immune to damage instead of instantly regenerating those numbers would drop like a boulder.
Can't have a honest conversation because of a white knight with power
1: i am still building up a fresh tactical character to fly the beast and my account bank fund at present is below 2mil, green consoles may provide basic firepower but ill be buying as many blue quality as i can afford once i reach 50.
2: i will be trying for a flexible skill point setup to potentially allow for a torp build if i want to give it a try but cannons are still preferred as i want it to feel like a scimitar.so as such i will be darned stubborn on avoiding beam setups to preserve the majesty of this beautiful warbird.
3: thank you for info on the undine console! normally i just go straight into borg pugs to grind out the khg/maco.
4: i do understand dual(heavy)cannons have a hard time keeping on target, so i may experiment with singles and check how much more consistent the dps is by comparison.
Let's start with a BO setup you can work in and rep grind gear and DOFFs into eventually. It sounds like you want to put a torp or two up front with DHCs, so try something like this as a start:
LCDR Uni - TT1, APB1, CRF2
Ens Uni - EPTS1
CDR Tac - HY1, HY2, APB2, CRF3
LT Eng - ET1, EPTW2
LT Sci - HE1, TSS2
Using CRF and HY should keep your threat generation to a single target in PvE which helps this ship stay alive.
You'll want a couple of conn officers to reduce tac team cooldown, and you'll want 3 damage control engineers to get EPTx abilities on cooldown. If you don't have at least 2 purple ones, double up on EPTS and use 2 maintenance engineers to lower ET cooldown until you can make the switch.
Cycle cloaks to help with maneuvering. If it isn't enough, you might try double APO1 with something like:
Biggest problem with the Scimitar and other's at lower gear levels is going to be power level's, my suggestion would be to get 2-3 of the highest rarity torpedo cooldown doff's you can get and run a minimum of 2 forward torpedos this will help you mitigate drain until your gear is better
thankfully im coming close to another 1k zen to buy a potentially useful power console from either fed or kdf depending on how i want to roll. been avoiding faction selection till i can gauge what side has a better yield of options for a rom.
thankfully im coming close to another 1k zen to buy a potentially useful power console from either fed or kdf depending on how i want to roll. been avoiding faction selection till i can gauge what side has a better yield of options for a rom.
Do you have the Valdore's console Rom side? I don't recall you mentioning it, so I highly recommend you pick that up if you haven't already for some nice shield heals for shooting things. If you have it already, the KDF side Plasmonic Leech is highly recommended to help you siphon power of stuff you're shooting into your systems to ofset the lower starting power of Romulan Warbirds. Plasmonic Leech is millions of energy credits for a single char Fed side versus the Zen for an account wide unlock KDF side.
As for deciding on a faction to ally with, it really comes down to what DOffing you like (I far prefer Marauding to Diplomacy) and what Fleet you're with. The KDF side fleet I'm in is just finishing up Tier 5, so a no barrier to going KDF for me.
The shield absorptive frequency generator from the Valdore is one of the best consoles in the game.
It's 1000 zen that very few people regret spending on the romulan side.
Comments
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
In PvE, a Scim is best with beams - It is a sad state of affairs that the ultimate vaper in ST canon works best as a beamboat in STO PvE. But, a cannon build is still OP for PvE, so it doesn't matter at this level.
Essentially, the Scim is so powerful basic green Mk XI gear will do comfortably as a starting point for what you want it to do. It wont be a record breaker like the ones on Youtube* but it will be enough for PvE.
What matters is using the right Boffs and player skill and knowledge.
* other video sites are available.
I recommend going for the 8472 Counter Command Rep first, as Tier 1 has a universal console that boosts turnrate that you could shove in a Sci slot, and if you're using Disruptor (or Phaser), you can combo it with the mission reward Tac console from the newer FE for a nice boost in damage without having to plunk down for Spire Tac consoles. The engines available at a later Tier are tied for the fastest turning in the game (along with KHG/AMACO and Advanced Fleet [Turn]x3) and help counter the inertia problems of the Scim.
As for all the mentioning of pilot skill/knowing what to kill being mentioned so much... I watched a video recently of a DHC Scim that managed to help loose the optional in an Infected: The Conduit Elite by just pivoting without engaging engines to change arc for targets and targeting the Spheres (Non-Nanites too!) instead of shooting the Transformer (which it could've easy 'sploded on it's own before the Nanites got in range).
Do you want to run a torp or not? (A fair number of people just aren't happy without at least one, myself included)
Also, do you have a Reman Boff with Superior Infiltrator? Extending the duration of your decloak bonus is extra handy on the Scimitar, not just for the DPS but also for helping your turning, especially if you intend to use cannons. Its pricey but well worth it for what you're looking to do.
Not really...more like Beams are the king of the "STO DPS for dummies" They're incredibly easy and all they take is just being there and spamming.
Most if not all of these so called records are against the Borg...if you made things immune to damage instead of instantly regenerating those numbers would drop like a boulder.
2: i will be trying for a flexible skill point setup to potentially allow for a torp build if i want to give it a try but cannons are still preferred as i want it to feel like a scimitar.so as such i will be darned stubborn on avoiding beam setups to preserve the majesty of this beautiful warbird.
3: thank you for info on the undine console! normally i just go straight into borg pugs to grind out the khg/maco.
4: i do understand dual(heavy)cannons have a hard time keeping on target, so i may experiment with singles and check how much more consistent the dps is by comparison.
LCDR Uni - TT1, APB1, CRF2
Ens Uni - EPTS1
CDR Tac - HY1, HY2, APB2, CRF3
LT Eng - ET1, EPTW2
LT Sci - HE1, TSS2
Using CRF and HY should keep your threat generation to a single target in PvE which helps this ship stay alive.
You'll want a couple of conn officers to reduce tac team cooldown, and you'll want 3 damage control engineers to get EPTx abilities on cooldown. If you don't have at least 2 purple ones, double up on EPTS and use 2 maintenance engineers to lower ET cooldown until you can make the switch.
Cycle cloaks to help with maneuvering. If it isn't enough, you might try double APO1 with something like:
TT1, CRF1, APO1
EPTS1
HY1, HY2, APO1, CRF3
ET1, EPTW2
HE1, TSS2
There aren't a lot of heals, so don't be afraid to use warp shadows to drop aggro or quantum absorption to let you disengage and heal up.
Do you have the Valdore's console Rom side? I don't recall you mentioning it, so I highly recommend you pick that up if you haven't already for some nice shield heals for shooting things. If you have it already, the KDF side Plasmonic Leech is highly recommended to help you siphon power of stuff you're shooting into your systems to ofset the lower starting power of Romulan Warbirds. Plasmonic Leech is millions of energy credits for a single char Fed side versus the Zen for an account wide unlock KDF side.
As for deciding on a faction to ally with, it really comes down to what DOffing you like (I far prefer Marauding to Diplomacy) and what Fleet you're with. The KDF side fleet I'm in is just finishing up Tier 5, so a no barrier to going KDF for me.
The shield absorptive frequency generator from the Valdore is one of the best consoles in the game.
It's 1000 zen that very few people regret spending on the romulan side.