Hello folks!
Finally I'm in the position to equip my tactical Scimitar (T5-U) with some Fleet- and Reputation-gear.
Unfortunately, I have exactly the same problem as always: I can't tell which build would serve my desires best... I tried to read into some instructions but after my playtime of now over one year, I think I can finally give up (respectively: transfer the task to you
).
Here is the current status (weapons and fleet consoles are not yet bought):
http://skillplanner.stoacademy.com/?build=scimitar1_8227
Now I want to know which missing pieces of equipment from Reputation / Fleet Vendors to buy under following restrictions:
1. (not really a restriction, but) It should aim towards dealing as much damage in PvE as possible (under the other restrictions)
2. Weapons mustn't be changed, I want a pseudo-canon-ish look (but I still need the right Mods for them)
3. All gear must be (relatively) easy to obtain (under 10,000,000 EC at the Exchange; Reputation; Fleet Vendors)
Hope you can help me out (maybe some of you may even see it as a challenge! :rolleyes:).
Greetings, Krampas.
Comments
Fleet resilient shields are always good. Fleet sing core. The spire one the improves power transfer rate is often a good choice. Nukara deflecter and engine are good the dps. (I have also seen people use counter command deflector with romulan prototype engine.
I would take another rapid fire over a torp skill (For best dps don't use a torp.). I also hope you have some attack pattern cooldown reduction doffs with only 1 omega (if not try to get another attack pattern. this could be done by making the lt. com. a tact and the ensign a eng with eng team and epts 1 and eptw 2 on the lt.)
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moar pattern beta?
If it were me I would toss the torp aft, remove both torp skills, and focus on frontal cannons for my damage. I would have at least 2 copies of rapid fire and 1 scatter in there.
If it were me, I would have a bunch of turn rate, from the rep trait to the helmsman trait to the aft turrets having [turn] and everything else. Make that bad boy turn like an escort, it should be in the 20-25 or higher turn rate during combat. Over 30 would be even better, but don;t drop dps for it.
Now, on spending money, upgrade to critdx3 XIV frontal cannons. Also upgrade your tac consoles. Consider exchange or lobi store consoles, the one that helps turn & the one for critd are candidates (those might be the same one, my memory again). I personally liked the caustic plasma better than rom plasma but that means gambling on boxes to get at least critdx3. Might be best off just crafting a set.
If you want a frontal torp, that is OK, but IMHO you are wasting too many of your officer abilities for your torp. If you give up tac team, and maybe run with valdore, you could run Ts1, scatter 2, rapid 3, rapid 4, and a single copy of TT1 in the ensign slot. But if you skip the frontal torp, you can carry pattern beta.
Reverse polarity is kinda long cooldown and weakish. I would probably go for 2 science instead, grabbing a shield heal that does not share CD with your power to weapons, grabbing polarize hull, and a final GW 1 to make a GW pile for your scatter fire aoe goodness, because sometimes you can't count on the team to provide that GW that makes cannon aoe work.
I would go with Borg Deflector/Shield for 2 piece, Romulan Engine for Attack pattern Buff, Fleet Core. You'll need a Plasmonic Leech console, they are quite pricey unless you are klingon sided with access to the T3 Ship that comes equipped with it.
1. Yes, HY and TS do affect the Torp (wiki for reference)
2. Yes, I am KDF-aligned, so the Plasmonic Leech console is an option. But isn't 1000 ZEN a bit expensive for one single console? Or is it really worth it?
3. All the energy weapons I will use are Romulan Plasma, not normal Plasma; so I'll look for the ones with [CritD]x2 mod?
I have changed the Boff abilities and filled the empty equipment-places with some of your suggestions:
http://skillplanner.stoacademy.com/?build=scimitarfirsttest_0
1) KK do what you will with it then.
2) yes, its very worth it. It powers all 4 systems dramatically if you have some flow caps, even 6 points in your captain skills tree is huge. Leech makes having high power levels trivial. Also, the ship isnt bad for its level, and buying it once proides all kdf-roms and kdf with a copy. 1000 zen is not that difficult to earn, though prices are rather high right now.
3) I guess that might be the best you can do if you insist on using the rep guns. That also prevents using [turn] turrets. I get not max/min playing in order to role play, but you are going to be significantly weaker by using cannons in a cow and doubling up on that by using weak cannons. You ask for damage, then prevent most of the improvements... this might be one area to compromise a bit; the rep rom guns are not even faction provided: you have to buy them and earn them and anyone can get them. Im missing the role-play angle here, unless gluing the name romulan to the guns means that much to you.
While not exactly what I said your officers are much better now and looking very good. I would toss that eng power to shields over for haz emitters and omega for a second copy of rapid fire, but that is just me.
This depends largely on how many KDF toons you have/intend to have. Its 1000 zen but its claimable by each and every KDF or KDF aligned ROM you have or will ever have. If 1 KDF is all you ever intend to have, then maybe its not worth it. Though it still might be. Its a killer console if you have points in flow caps.
Yes, I am completely aware of the Romulan Rep weapons not being ideal for pure DPS. That is one of the "restrictions" I talked about earlier. I don't want to only use them for pure RP-elements, but think the colour of it looks much better than the ones of Plasma or Disruptor (some may barely recognize the difference; I do.)
The reason for this thread is that I am looking for a ship setup that provides the wished optical features and can be used (for example) in advanced space missions.
Else I could just have looked into any of the 200 "Tactical-Scimitar-DPS-Build"-Threads that already exist instead of starting a new one, restricted to what I am specificaly looking for...
I don't want to scare you away, I just want you to understand my point...
Well, in that case... I'll give it a miss. First, I didn't explicitely skill in Flow Cap and secondly, it took over one year of playing and the Delta Recruit event to make me start my second character, so a third one won't come too soon (if ever...).
http://www.stoacademy.com/tools/skillplanner/?build=feliscimdr3_8835
Ok here is where you cut corners to fit into your budget:
Weapons:
Dual Antiproton Beam Arrays: Buy the Level VII CrtDx3 Dmg, Acc, or Crth Epics Dual Antiproton beams or Crtdx2 pen Dmg or Acc, Or Crth. People have to build a ton of beam to get the top proc. The garbage gets dumped on the exchange and the epics are usually around 7 million or VR at around 1 million. Then you just have to upgrade to Level 14. The dirty little secret is that someone ran the numbers and found that they are on about 2% less dps than the high end beams of Crtdx4 and crdx3 Pen. So ton of value in the cheaper beams that people dump.
Back Beams: Ancient Antiproton Beam Array (Free from Mission). Omnidirectional Beam (Get Get for less than 10 million and the Cutting Beam you get from Rep.
Starship Traits:
Grind, Grind, Grind to get Predicted Algorithms and Pedal to the Medal. Use the free temporal free and the Kobali trait that was free. Space Flanking is awesome.
Consoles:
5x Spire Consoles, 1 Zero Point Console. 1 Assimilated Model 1 Nukara Console and 3 Embassy Consoles for Doping.
Plasmonic Leach: Either Buy the Klingon ship for 10 bucks and do Kling Allegiance or it is 40 million EC so you may need to skip it.
Doffs:
Warp Core Engineer, Hamlet, Damage Control Engineer. Energy Weapons Officers. (All should be less than 10 million ec)
Captains Traits:
Grind the R and D schools in Science and Beams and grab the traits. Other good cheap traits are Anchored, Feedback Loop, Momentum,
Skill Tree:
Follow the link above.
Have you even read my posts? I thought to have made clear that I wanted to dump all the power creep (Antiproton, Beams, Plasma-Doping) for my personal aestetics.
DPS is not the first priority of my build! I want to use the equipment that looks good to me! For example, a Scimitar (if it looks good is really a question of taste, yes...), firing with beam arrays does not look good; but even worse are Antiproton beams!
@all:
To make it clear, priorities for my build are:
First priority:
The weapons as I have chosen them shall be used. No discussion here, please.
Second priority:
Under this restriction the build should do as much damage as possible to be used in advanced space missions with it's "handicap". Therefor any gear that falls under one of these categories can be used:
1) Reputation gear
2) Fleet gear
3) "easy-to-get"-gear (price < 10,000,000 EC / from relatively cheap Zen-Store-items / mission awards)
Hope I was not too rude, if I have offended anyone of you, I apologise.
I would change around some BOff abilities to get the most bang for both your cannons and your torps:
Commander Tactical: TorpSpread - TorpSpread - CannonRapidFire - AttackPatternBETA
LtCommader Tac/Uni: TacTeam - AttackPatternBETA - CannonScatterVolley
Slot Conn DOffs to get TacTeam down to global cooldown and you have TacTeam, AttackPattern, Cannon ability and torp ability up as often as the game allows. Perfect for canon builds and no BOff station wasted!
The Engineering looks good, I'm guessing usage of Damage Control Engineers there.
At Science I would personally ditch Polarize Hull for Hazard Emitters.
Space Set:
Two pieces of Adapted Borg give HUGE heals, givenn that you are very light on healing I would definitely put them in. As you already have the Romulan Engines, I'd go for the Borg Shield and Deflector. Trust me, I usually build all my ships as glass cannons with hardly any heals, that 2 piece Borg is like 25% of my healing, definitely worth giving up that tiny damage boost from the nukara 2 piece!
Consoles:
Considering your budget that looks good to me. Nothing really wrong there, it may turn out you don't need the engineer consoles, but that depends on your trait choices among other things, fine for now. If you feel you don't need all that +turn and the Neutronium the next step would be to put your universal consoles into engineering and fill science with the romulan embassy consoles that add plasma explosion.
Weapons:
For your weapons try to get as much CrtD as possible.
Personally I would ditch the mine launcher aft for another turret. AFAIR the Scimitar was full on frontal assault anyway and your build reflects that, so you always want to face the enemy, if you can launch these mines, you did a piloting mistake.
If you are looking for players that fly canon looking builds like yours I recommend clicking on my signature picture. You pretty much nailed our build-rules spot-on with this Scimitar and we can give you additional advice on how to maximize your potential once you got a bit more in the bank to purchase some more expensive items
I get it... just saying you may find yourself to be a little weak in some advanced content. Regardless, your changes to your officers alone should have given you enough damage to "function" or better in advanced. I dunno, before making many more changes or suggestions... how is it working out for you currently? My actual biggest concern for you is that your turn may not quite be high enough to excel with cannon. But I don't know really....
@noroblad: Well, surprisingly the turn speed is currently not the biggest problem; As I have tested, it worked quite well in the Borg space missions, story missions and some others... no problem to keep the cannons towards the enemies...
The Hullpoints are more annoying at the moment... I get quite often hit too hard by warp core explotions and torpedos, my shields are offline mostly 10 seconds after joining the fight... That's why I will get the Borg-shields and deflector as fast as possible...
Warp core explosions... you gotta get out of there. Note that some NPC are bugged to blow up TWICE, once immediately upon hitting 0 hull and again 10 seconds later. That immediate explosion will KILL most players when the exploding ship is a cube or other significant enemy. When the enemy is at about 5% hull drop evasive and get out of there, either turn and finish it from afar or let your team finish it or whatever. A parting mine launcher might do it. The scim is a large ship with a great deal of inertia. It is difficult to avoid core breaches using cannons at point blank range: your large hull will catch explosions so you have to get farther away than a more normal sized ship, and your inertia makes a turn and burn strategy difficult for escape, best to go in a straight line past the enemy again using evasive move, or possibly at a 45 or so degree angle to the enemy, but don't try to 180 and escape. You can also reverse your engines and back away from a dying enemy, IF you have time to do that. Or you can jockey the throttle to stay at about 2-3 km distance by going forward/reverse in a pattern.
Torps from NPC are just OP. The ones that can be killed are easily kiled by tractor beam repulsors, gravity well, FAW spam, and similar tricks. The ones that can't be shot down, you just gotta brace for impact and hop to live thru it -- when some of those crit in a spread, you WILL die. NPC crit spreads are basically 1 shot kills and they hurt everyone... you can beef up against it, but that is going to hurt your damage in a scim....
Currently the plan is:
Assimilated Shields - Rom Rep Engines - Assimilated Deflector
for the two-set bonus on hull repair and the bonus on attack patterns.
Or would
(other shield) - Assimilated Engines - Assimilated Deflector
be better, and if yes, which would be said other shield?
I really don't want to open a whole new Thread just for asking this question... and explaining how my planned build is going to work.
This adds some offense and a lot of healing.