Having headache again, and need some advice again:
I have
2x Advanced RCS MK XII +42.5 Turn consoles with +AllRes
My character is a Fed Sci and I am flying all kinds of ships. I have 6 points in the usual skills, with PartGen and Grav also having 6 each.
Usually, I slot the RCS consoles on the slower turning Cruisers and sometimes one console in Sci Ships.
I do have nearly enough for those fancy R&D consoles, and I have an eye on a Conductive RCS console with +85 Turn (console + additional Turn mod), to save one Engineer console slot.
Should I give the two Advanced RCS ones (each 42.5) up and stick to the Conductive one (85)?
I have never cared for Particle Generators, but now they are gaining more and more popularity, and I found an EPFE console with extra PartGen modifier (togethter about +60 PartGen).
How about this one? Should I also invest in this one or with an other modifier?
There are two consoles that are excellent for Sci captains right now. The first is the Exotic Particle Field Exciter. Not so much for it's mods, but for the fact that it can be [PrtG] mod, allowing +75 particle generators when you make it Mk XIV Epic. Another console is the conductive RCS, which can also come with [PrtG] flavor, essentially allowing you a free particle generator console mated to the RCS accelerator.
Even though you said you don't care much for particle generators, since they boost all your damaging science abilities, I say stack them as high as you can.
Sardak (Science Officer): Captain of a 23k DPS R'Mor Temporal Science Vessel, R.R.W. Vathos Odan Brota (Science Officer): Captain of a 28k DPS Scryer Intel Science Vessel, U.S.S. Kepler Patiently waiting for a Romulan Science Vessel
I wrote the post not correctly. I WOULD love to care for PartGen more, but my skill tree is more or less "balanced" between the skills. I might be able to remove points from some other skills to boost PartGen and Grav.
So you think that I should focus more on the exotic mods?
Maybe you are right, I think one RCS Console is enough for Cruisers with beams.
The SCI version of the console comes with varied mods, some of more use to certain builds than others (I have not really looked hard at the fancy ENG versions). PGen versions of the SCI Console however are easily among the most expensive purchases that you can make. You are laying down as much EC for a new ship as you would for a console. If your build is not based on PGen, Exotic Damage based attacks, don't go for it.
The Big + however is that these crafted consoles are account bound.
I am still a bit torn between the mods, but if time and money allows, I will go for the PartGen first.
I know that I can't do any real exotic magic when my active ship has only limited Sci stations. And those should be focused on heals.
Warmaker, reading all your posts makes me wonder if you will take over Virusdancer's role as game mechanic specialist
No way. He's way more in depth and he backs his stuff up with numbers. I've had assumptions I've operated off of somewhat recently that others have proven me wrong on... like I still believed Particle Generator Skill boosted Plasma DOTs, then Shadowfang showed me how off I was. That was as recent as a few months ago :cool:
No way. He's way more in depth and he backs his stuff up with numbers. I've had assumptions I've operated off of somewhat recently that others have proven me wrong on... like I still believed Particle Generator Skill boosted Plasma DOTs, then Shadowfang showed me how off I was. That was as recent as a few months ago :cool:
Comments
Even though you said you don't care much for particle generators, since they boost all your damaging science abilities, I say stack them as high as you can.
Odan Brota (Science Officer): Captain of a 28k DPS Scryer Intel Science Vessel, U.S.S. Kepler
Patiently waiting for a Romulan Science Vessel
I wrote the post not correctly. I WOULD love to care for PartGen more, but my skill tree is more or less "balanced" between the skills. I might be able to remove points from some other skills to boost PartGen and Grav.
So you think that I should focus more on the exotic mods?
Maybe you are right, I think one RCS Console is enough for Cruisers with beams.
The Big + however is that these crafted consoles are account bound.
I know that I can't do any real exotic magic when my active ship has only limited Sci stations. And those should be focused on heals.
Warmaker, reading all your posts makes me wonder if you will take over Virusdancer's role as game mechanic specialist
No way. He's way more in depth and he backs his stuff up with numbers. I've had assumptions I've operated off of somewhat recently that others have proven me wrong on... like I still believed Particle Generator Skill boosted Plasma DOTs, then Shadowfang showed me how off I was. That was as recent as a few months ago :cool:
Haha, I just read that thread