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I'm looking at mods

ret2023ret2023 Member Posts: 34 Arc User
Ok what types of mods should I be looking at when it comes to weapons, and warp core? And is there any mods towards beams or torpedos in the shield arrays?

this is the mods that I have on my ship

positron deflector: [ShdS] [Em] (I'm missing the [SIF] on this one)

Impulse Engines: [Spd] [Turn] (I'm missing the [Full] on this one)

Shields Array: [Cap] [Reg]
Post edited by ret2023 on

Comments

  • abystander0abystander0 Member Posts: 649 Arc User
    edited March 2015
    [Askray] [Bluegeek]?

    Heh, sorry. :D
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited March 2015
    [Askray] [Bluegeek]?

    Heh, sorry. :D

    I was thinking this as well.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
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  • ret2023ret2023 Member Posts: 34 Arc User
    edited March 2015
    Come on guys I need help in knowing what modifiers are there for the warp core, and what modifiers is there for weapons (beams, torpedos, etc). also if the modifiers that I have on my deflector, impulse engines, and shield are good choices.
  • sqwishedsqwished Member Posts: 1,475 Bug Hunter
    edited March 2015
    ret2023 wrote: »
    Come on guys I need help in knowing what modifiers are there for the warp core, and what modifiers is there for weapons (beams, torpedos, etc). also if the modifiers that I have on my deflector, impulse engines, and shield are good choices.

    Warp core mods will vary depending your build, the AMP proc from the fleet cores is a good all round choice for boosting DPS a bit, I think it grants 3/3.5% for each system with a power level of 75 or more, coupled with plasmonic leech this shouldn't be too hard for most if not all ships in game to get at least 3 if not all four subsystems to that requirement.

    I'd also look for either Weapons to Auxilisry, (W - A), or Shields/Auxiliary to weapons (S/A - W) depending on your build. Also the (Eff) proc is helpful. I would be careful if you upgrade the core, because I think there are issues with mods being lost.

    Deflectors, I'd look at the Nukara rep one, then the Assimilated one. Again if those aren't an option for you, I'd stick with the one you have but try to get the SIF proc on it.

    As for your impulse engines, There are few choices if you have access to the rep gear and are running attack patterns, look at the Romulan prototype impulse engines, the Assimilated engines make a nice set as well, even if they're a little out dated, by modern standards. if your looking at basic engines I'd recommend ones with Turnx3 mods on them especially if your flying cruisers.

    As for your shields, General purpose I'd go with resilient I think they are with 5% bleed through with as many Cap or Reg procs as you can get again depending on your taste, you'll need to decide on what you think is more important, shield capacity or high regeneration rates. Me personally I fail to see the point of sky high capacities if you cant get them back up and online when they fail, and it's not a case of if but when. If you've got access to the rep items again, My first choice would be the Nukara shield, coupled with the Deflector you benefit from a 2 piece set bonus. Or my next choice would be the Fleet Elite resiliant shield with Reg, ResB and Adapt procs on them. For certain builds th.e Counter command shield overs a nice little weapons subsystem energy drain to you target when the hit you

    If you want to boost torpedo damage look at the adapted MACO 2 piece set bonus, but you'll end up trading some of the survivability that the other options offer.
    Oh, it's not broken? We can soon fix that!

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