My gripe with the aftershock DOff is that the grav wells it creates isn't always where I want it to be. Sometimes the aftershock well opens away from the Entity pulling mobs away from my AOE HYs or out of my Subspace Vortex.
This is so very true. I recently killed myself in KSA when an aftershock well pulled Donatra's pulse onto me as I was trying to avoid it.
Extra wells are great when you've got a tonne of enemies stuck down in one place and everyone is pounding the hell out of them but sometimes they just mess things up. I'd like to see a doff that increases the duration of the well rather than make extra ones.
My gripe with the aftershock DOff is that the grav wells it creates isn't always where I want it to be. Sometimes the aftershock well opens away from the Entity pulling mobs away from my AOE HYs or out of my Subspace Vortex.
This is so very true. I recently killed myself in KSA when an aftershock well pulled Donatra's pulse onto me as I was trying to avoid it.
Extra wells are great when you've got a tonne of enemies stuck down in one place and everyone is pounding the hell out of them but sometimes they just mess things up. I'd like to see a doff that increases the duration of the well rather than make extra ones.
I'd had Nanites pulled closer to the transformer several times in ISA before.
Looking for feedback on my Temporal Sci build. I keep reading about "91K DPS" Sci ships in this thread and I'd like to know how I can tune my ship for better output. So far, my best is 24-25K in ISA as part of a PUG.
Note: I've tried to focus almost entirely on PartGen skills, using a combo of TBR2/3 (with the Reverse doff so I drag/pull stuff) to do most of my "weapon" damage. I also slot 5 different torp types in order to give my ship something to do while TBR is on CD. However, I don't run any Tac boffs so I just let them autofire as their CD cycles expire.
My "big gun" is the Isokinetic cannon, which I boost with QSM (when it's available) to get Crits in the 120-130K range. Useful for finishing off targets but the 60 sec CD is a bit long for sustained use.
Survivability is generally good as I'm constantly cycling EPtA and Aux2Damp in my WASD keybind. It sort of has to be since TBR's effective range is 5K, which means I have to walk right up to the enemy and "get in his/her face" to do significant damage - which is fine with me because I also get to spam them with lots of PartGen-boosted EWP.
Bottom Line: It's a fun way to fly and very different from the typical "beam-spamming" that I see in most of my PUGs (looks surreal as I drag and spin enemies all over the place). Still, I can't touch the numbers you guys are posting in this thread, and I wonder if there's something I can be doing better that also supports the play style outlined above.
Looking for feedback on my Temporal Sci build. I keep reading about "91K DPS" Sci ships in this thread and I'd like to know how I can tune my ship for better output. So far, my best is 24-25K in ISA as part of a PUG.
Note: I've tried to focus almost entirely on PartGen skills, using a combo of TBR2/3 (with the Reverse doff so I drag/pull stuff) to do most of my "weapon" damage. I also slot 5 different torp types in order to give my ship something to do while TBR is on CD. However, I don't run any Tac boffs so I just let them autofire as their CD cycles expire.
My "big gun" is the Isokinetic cannon, which I boost with QSM (when it's available) to get Crits in the 120-130K range. Useful for finishing off targets but the 60 sec CD is a bit long for sustained use.
Survivability is generally good as I'm constantly cycling EPtA and Aux2Damp in my WASD keybind. It sort of has to be since TBR's effective range is 5K, which means I have to walk right up to the enemy and "get in his/her face" to do significant damage - which is fine with me because I also get to spam them with lots of PartGen-boosted EWP.
Bottom Line: It's a fun way to fly and very different from the typical "beam-spamming" that I see in most of my PUGs (looks surreal as I drag and spin enemies all over the place). Still, I can't touch the numbers you guys are posting in this thread, and I wonder if there's something I can be doing better that also supports the play style outlined above.
Comments appreciated.
RCK
Looks closer to a PVP than a PVE build with all the heals and armor :P. I only say that because my speed build looks kinda like yours for PVP. I saw ernest last night in a ISA Pug (I think he was in a Dyson or a Galaxy..?). Anywho. Try out his build or mine.
I don't really play ISA anymore, but I don't dare use aftershock with my grav well in that place. One pops up in the wrong place.....
This is why you save it and throw it to the spheres coming out of the gate. If you have a high grav gens build, it sucks all the spheres over there. Add in grav torpedo spread for spinning sphere crazyness.
That reminds me, I need to finish maxing the grav gens on that build. I probably should try it on a Vesta with my Joined Trill.
Looking for feedback on my Temporal Sci build. I keep reading about "91K DPS" Sci ships in this thread and I'd like to know how I can tune my ship for better output. So far, my best is 24-25K in ISA as part of a PUG.
Note: I've tried to focus almost entirely on PartGen skills, using a combo of TBR2/3 (with the Reverse doff so I drag/pull stuff) to do most of my "weapon" damage. I also slot 5 different torp types in order to give my ship something to do while TBR is on CD. However, I don't run any Tac boffs so I just let them autofire as their CD cycles expire.
My "big gun" is the Isokinetic cannon, which I boost with QSM (when it's available) to get Crits in the 120-130K range. Useful for finishing off targets but the 60 sec CD is a bit long for sustained use.
Survivability is generally good as I'm constantly cycling EPtA and Aux2Damp in my WASD keybind. It sort of has to be since TBR's effective range is 5K, which means I have to walk right up to the enemy and "get in his/her face" to do significant damage - which is fine with me because I also get to spam them with lots of PartGen-boosted EWP.
Bottom Line: It's a fun way to fly and very different from the typical "beam-spamming" that I see in most of my PUGs (looks surreal as I drag and spin enemies all over the place). Still, I can't touch the numbers you guys are posting in this thread, and I wonder if there's something I can be doing better that also supports the play style outlined above.
Comments appreciated.
RCK
Looks closer to a PVP than a PVE build with all the heals and armor :P. I only say that because my speed build looks kinda like yours for PVP. I saw ernest last night in a ISA Pug (I think he was in a Dyson or a Galaxy..?). Anywho. Try out his build or mine.
Probably my Galaxy, since that is my go-to PUG ship. I also PUG on my Intrepid once in a while, but I enjoy tanking in the Galaxy more than DPS'ing in an Intrepid in a PUG scenario.
For an ISA run does anyone have opinions on whether going full partigen or full grav gens give them the best results?
Currently use partigens so my GW3 and emission torp do high damage with some crowd control. But with all the HP bloat these days sometimes I find that it's not the best action as it just enrages the spheres and doesn't always kill them. Then I get flattened by a swarm of angry Borg.
Swapping to full-on grav gens for a mega well would hold them better so possibly be more beneficial to the team?
Any opinions?
Either option seems to out-aggro even the heaviest DPS spam-boat, so having an escape plan is a must!
For an ISA run does anyone have opinions on whether going full partigen or full grav gens give them the best results?
Currently use partigens so my GW3 and emission torp do high damage with some crowd control. But with all the HP bloat these days sometimes I find that it's not the best action as it just enrages the spheres and doesn't always kill them. Then I get flattened by a swarm of angry Borg.
Swapping to full-on grav gens for a mega well would hold them better so possibly be more beneficial to the team?
Any opinions?
Either option seems to out-aggro even the heaviest DPS spam-boat, so having an escape plan is a must!
I went full-Partgens on my ship since there is no point in pulling the entire map into one point in ISA. I find that pulling everything to a single spot (say the gate) may make things more difficult for a team since you have a lot of enemy fire concentrated on one spot. I prefer smaller GWs (that's why I use GW1 for most maps) where I can control a group of opponents that are easy to handle rather than amassing a huge ball of death.
In CCA on the other hand I go for a PartGen/GravGen split so that I can pull the Tholians to the entity and use their warp core breaches to speed up the fight.
Looks closer to a PVP than a PVE build with all the heals and armor :P. I only say that because my speed build looks kinda like yours for PVP. I saw ernest last night in a ISA Pug (I think he was in a Dyson or a Galaxy..?). Anywho. Try out his build or mine.
Yeah, you got me. This ship was originally built for PvP. Hence the 2xA2D w/doff, the ET/HE/ST/TSS, the 2x neuts (I even throw in a Fleet RCS from time to time). It's tanky as hell for a relatively small (60K hull) ship - I can sit there and solo most end-game content without dying even once. However, it's clearly not going to win any DPS races, so...
Question:
1. Is Destabilizing Resonance Beam worth slotting? For example, as a boost for my TBR and Isokinetic shots?
2. I'm at 366 partgens now. I can get to ~380-385 by upgrading all my consoles to EPIC and also getting my Solonae deflector to Ultra Rare (for the +50 partgen boost). However, I'm not sure how to get it any higher. I'd like to get over 400 somehow (another player claims he hit 450 on this same ship), but the math doesn't add up. Anyone know of a way to boost partgens over 400 on a Romulan Temp Sci?
3. What is the relationship between partgens and FBP (thinking in PvP terms here)? My tooltip for the skill never goes above 1.6 reflected damage, but I know others have pushed it well beyond 2.0 (and someone supposedly hit 3.0 at one point). How can I, as a Sci with no GDF or APA3, improve on this skill? More partgens? Grav skills? Something else?
As always, thanks in advance for the comments/suggestions.
1. Is Destabilizing Resonance Beam worth slotting? For example, as a boost for my TBR and Isokinetic shots?
Yes. DRB is one of the highest damaging science skills right now. It's AOE (5 targets) and it debuffs. The only downside to it is it's a channeled attack so you need to keep your target within your arc for the full 10 secs for it to be worthwhile.
2. I'm at 366 partgens now. I can get to ~380-385 by upgrading all my consoles to EPIC and also getting my Solonae deflector to Ultra Rare (for the +50 partgen boost). However, I'm not sure how to get it any higher. I'd like to get over 400 somehow (another player claims he hit 450 on this same ship), but the math doesn't add up. Anyone know of a way to boost partgens over 400 on a Romulan Temp Sci?
This list though old, is a good starting point. That's the guide that got me started on my sci ship career.
3. What is the relationship between partgens and FBP (thinking in PvP terms here)? My tooltip for the skill never goes above 1.6 reflected damage, but I know others have pushed it well beyond 2.0 (and someone supposedly hit 3.0 at one point). How can I, as a Sci with no GDF or APA3, improve on this skill? More partgens? Grav skills? Something else?
When it comes to exotic damage (which FBP is), you'd want to stack up on crit severity. Remember, you are getting 50% critH with Particle Manipulator with your current PartGs plus your ship's total CritH stat. I'm about the same in terms of PartGens with your ship and my parses show about 75-80% crit rate on my exotic damage skills. Stacking CritD lets you take advantage of those crits.
Added that list to my opening post for easy reference. That thread got buried deep into the forums now and I don't want to necro it unless needed. I hope it's ok with @farseeridranel.
Thanks so much for those tips! And the guide! Didn't think about the conductive RCS. Just grabbed a Mk12 (+31.9 - all I could afford after blowing gobs trying in vain to upgrade the Solonae Deflector to UR) and swapped my Enhanced Plasma Manifold for Nukara at Mk14 (+20.6) and now I'm sitting at 398! Hitting 450 like my pal said seems eminently reachable!
As for the CrtH/D stats, I'm at 17.5/94.5%, respectively according to the Attack tab (I also have Part Manip. trait so those may be misleading). So clearly I need to refocus in that direction. Maybe time to re-slot the Borg console - but I hate giving up Tipler, and I can't dump Bio-Neural or I'll lose the Isokinetic. Decisions, decisions...
Note: Your "guide" indicates the Rom/Reman 2-piece Eng/Shield is the best option (+17.5). Is that still the case? I always thought of the Rommie engines in terms of Attack Pattern boosts (I don't run any Tac stations so never appealed to me). Is it still the best option for a pure Sci (I sense lots of Azure Nebula action in my future)?
Oh, and another gem from the guide: EptA! Pushes it to 408! I'm going to run 2x continuously in my keybind from now on.
Looks closer to a PVP than a PVE build with all the heals and armor :P. I only say that because my speed build looks kinda like yours for PVP. I saw ernest last night in a ISA Pug (I think he was in a Dyson or a Galaxy..?). Anywho. Try out his build or mine.
Yeah, you got me. This ship was originally built for PvP. Hence the 2xA2D w/doff, the ET/HE/ST/TSS, the 2x neuts (I even throw in a Fleet RCS from time to time). It's tanky as hell for a relatively small (60K hull) ship - I can sit there and solo most end-game content without dying even once. However, it's clearly not going to win any DPS races, so...
Question:
1. Is Destabilizing Resonance Beam worth slotting? For example, as a boost for my TBR and Isokinetic shots?
2. I'm at 366 partgens now. I can get to ~380-385 by upgrading all my consoles to EPIC and also getting my Solonae deflector to Ultra Rare (for the +50 partgen boost). However, I'm not sure how to get it any higher. I'd like to get over 400 somehow (another player claims he hit 450 on this same ship), but the math doesn't add up. Anyone know of a way to boost partgens over 400 on a Romulan Temp Sci?
3. What is the relationship between partgens and FBP (thinking in PvP terms here)? My tooltip for the skill never goes above 1.6 reflected damage, but I know others have pushed it well beyond 2.0 (and someone supposedly hit 3.0 at one point). How can I, as a Sci with no GDF or APA3, improve on this skill? More partgens? Grav skills? Something else?
As always, thanks in advance for the comments/suggestions.
RCK
My ships is also a PVE/PVP build..50k is what I do and thats all I care to do at this point...
1.) DRB...is my favorite sci tool in my arsenal.I use it in all of its forms depending on who/what im fighting..Typically drb1 or/and 2 followed by TBR3. It works very well for reducing resistances aaaand...If you got a player using the Zahl trait just hit em with this (keep it on them the whole time) and **boom** dead anyways..
**Side note...If you have Iso Kenetic and have subwarp sheath, it benefits from the scaling Armor Pen.
2.) I actually have about 9 loadouts i play with (Space set bonuses Engine, def ect).. Most run 397 prtg so i can maintain flexibility with the Space sets and Weapon sets.If I go Soloane deflector and Romulan 2 piece im at a flat 464 prtg (477 temporarily with 2 piece Quantum Phase engine and shield). My Romulan with the same Soloane/Rom set is over 500 prtg with a PG singularity core.
3.) FBP1 @ 397 prtg and 125 aux plus GDF,APA,TF3 (111% all dmg boost) is 2.2x (Starting from 1.1x). I can take my FBP1 to around 3.0. I dont always watch the numbers but mathing came out to around 3.0,before factoring criticals or crit sev.
However, Anything that boosts "ALL damage" or specifically "Exotic damage" will boost FBP.
Emitter Synergy Trait Stackable 7.5% (22.5% @3 stacks)
Improved Pedal to the Metal 20% all Damage at full throttle
Time to Kill 10% All Damage (30% at 3 stacks using Sci)
Positive Feedback loop 10% exotic using hull heal
Research Sci consoles 6% stacking (for 30% using either exotic or heals)
>(112.5%) without Tac Abilities
So yes, a tac could push FBP1 just beyond 3x(4x in FBP3)..But thats gonna take some doing..
Keep in mind you will have that 15 second gap where you cant activate an FBP even running 2..Skilled pilots will take advantage of this. (Qwhip blasted the hell outta me in that amount of time)...Lesser pilots will just complain you have FBP.
The only other thing that boosts FBP is Override subsystem safeties..Flying a Rmor..you wont have that..yet (Keep your fingers crossed for a T6 Wells/Rmor
Good stuff! And glad to hear from the PvP perspective since that's still my first love.
The problem I see with DRB is keeping it on target. Somebody like qwhip or corbin is nearly impossible to target consistently. They're just too damned fast. Though I'm glad to know DRB will overcome Zahl since I had corbin at 0% hull for like 10 seconds and he JUST WOULD NOT DIE!!!
BTW, how do you survive with the Romulan 2-piece? That shield looks like a piece of Covariant TRIBBLE - high cap but the regen is brutally slow. Or are you going with the Romulan/Reman deflector + eng?
One other question: Which Spec tree should be primary for PvP? Pilot or Intelligence? I was running Intel as primary, but a friend said go with Pilot for the resists. And for PvE?
Ever drop by Ker'rat? We could have a nice round of not shooting each other.
Good stuff! And glad to hear from the PvP perspective since that's still my first love.
The problem I see with DRB is keeping it on target. Somebody like qwhip or corbin is nearly impossible to target consistently. They're just too damned fast. Though I'm glad to know DRB will overcome Zahl since I had corbin at 0% hull for like 10 seconds and he JUST WOULD NOT DIE!!!
BTW, how do you survive with the Romulan 2-piece? That shield looks like a piece of Covariant TRIBBLE - high cap but the regen is brutally slow. Or are you going with the Romulan/Reman deflector + eng?
Ever drop by Ker'rat? We could have a nice round of not shooting each other.
RCK
Keeping DRB on target requires high turn rate and timing. Also helps if you are below say...70 impulse..Higher than that and drb against anyone, let alone speedsters is tough.
Best activated as they(opponents) are running from you worst when they are coming at ya.Alternatively if you miss time your DRB and are running the Q phase weapon set (you really should if your not for many reasons) Activate the Quantum destabilized beam. Basically the way to beat Zahl (not the other immunities) is a long duration attack like DRB,QSB and to some extent TBR...Basically just keep up the pressure and hope they aint got a regenerative integrity console :P
I like covariant shields. Havent used that set in a while (like august 2015..). Went to the Adapted Maco Covariant for the placate chance (man is that annoying).For me all Space sets are interchangeable for what they can give me, but I do favor Covariant even with the low recharge rate (Keeps Cruisers away longer).
Really liking the Terran set and Qphase space sets right now..But like, i said..I switch out entire sets for the benefits..(Omega is my fastest engine and has an interesting kenetic debuff clicky..)
I survive with placates,disables,armor/heal batteries/Full temp set (sometimes) and the Integrity console (sometimes)..Also use the Zahl trait (mostly for Vapers when I aint payin attention)..Its only 8 seconds with a long cool down..I mean I "could" stack immunizes but 2 is all i run..1 passive 1 active (RnR).
I drop by Ker'rat lots.Maybe you can add me in sto and if I see ya in Ker'rat ill message and we'll "Not" shoot at eachother
P.S are you KDF aligned? Either way I always welcome fly with or against a fellow timeship pilot.
Anybody here using the new Eng power from the Winter Event? Thinking of trying it out but I'm just too lazy to collect the necessary currencies needed to buy the manuals.
I've got it on one of my ships I think. It's not bad for ships with excess engineering slots to fill, you know those are never filled with anything useful anyway. I mean with sci ships you've got plenty of heals anyway so the higher up eng slots I find are wasted often. Seems to be a bit like aceton beam but I've not really paid enough attention yet to notice a difference. If I have time this week I'll run some parses and see what it does.
Both do the same amount of damage for the PrtG points for the same seating and both are Dots.
However...They are different..
Structural Integrity Collapse :
Physical (exotic) damage over time and is a Phys&Ken debuff and 360 degree use,Also 40 seconds recharge..Ability is active for 15 seconds.
Endothreimc Inhibitor Beam
Radiation damage overtime (exotic) adds 20% shield damage buff and is 135 degree use...Also 60 seconds recharge.Ability is active for 20 seconds.
I apologize if this has been talked about already, just did a quick search of the thread, but what is the overall feeling about the Scryer's console? I've been using it since the very beginning, and in principle it sounds good -- but I cannot help to think that a clicky ability with a 2 minute cooldown is not worth a console slot.
In my unending quest to find use for uncommon boff skills I spent some time at work today (work doesn't require a lot of brainpower) thinking about a [gra]/[SubD] build. The two key skills are PSW3 and GW1. First hit with GW to pull them in, then PSW to blast them back out. If I do it right the GW should pull them back in to face the tricobalt presents I leave behind, the yo-yo from hell maneuver. My nebula wont be of much use in this build as its too clunky, so I figure my daunltess would work best. Best used for places like the badlands or counterpoint, not sure of how much use the various doffs would be.
As Terran reputation items (well... mostly) finally appeared in stoacademy.com, going to post my build as well.
Vesta Multi-Mission Surveillance Explorer (T5U)
I tried to create something that would be a change from my usual BFAW or CSV boats and ended up with a PrtG-torp boat that I really grew fond of. I'm aware skill points are quite a mess mess since I refuse to pay 500 ZEN every time I want to try something different, so I had to compromise. However, ship is capable of dishing out respectable damage (best results have been around 60k in ISA and around 65k in CCA, so far) and does not blow up very quickly as well.
As Terran reputation items (well... mostly) finally appeared in stoacademy.com, going to post my build as well.
Vesta Multi-Mission Surveillance Explorer (T5U)
I tried to create something that would be a change from my usual BFAW or CSV boats and ended up with a PrtG-torp boat that I really grew fond of. I'm aware skill points are quite a mess mess since I refuse to pay 500 ZEN every time I want to try something different, so I had to compromise. However, ship is capable of dishing out respectable damage (best results have been around 60k in ISA and around 65k in CCA, so far) and does not blow up very quickly as well.
PS. Missing items are mentioned in "Notes" section, alongside power levels and doffs.
Interesting build, but I've got some questions:
Why do you have plasmonic leech when you've only got 2 energy weapons that'll affect it and one will be facing backwards most of the time?
Along the same lines, why the embassy consoles? The plasma explosion can't be that much help with only two weapons to proc it. I've decided to swap my embassy consoles for R&D ones and double up on things like [prtg] & [grav].
Why the turret? I'd think an omni-beam to match the beam array flavour would make more sense and allow for 360 degree subsystem targeting.
Along the same lines, why the embassy consoles? The plasma explosion can't be that much help with only two weapons to proc it. I've decided to swap my embassy consoles for R&D ones and double up on things like [prtg] & [grav].
I'm guessing here, but maybe to take threat off him. The Embassy Consoles also provide a good boost for the PEPT's plasma cloud (11.2% per console).
Along the same lines, why the embassy consoles? The plasma explosion can't be that much help with only two weapons to proc it. I've decided to swap my embassy consoles for R&D ones and double up on things like [prtg] & [grav].
I'm guessing here, but maybe to take threat off him. The Embassy Consoles also provide a good boost for the PEPT's plasma cloud (11.2% per console).
But the embassy plasma explosion does not affect kinetic weapons, so the only boost is from the partigen mod itself, which could be greater if found elsewhere. I mean the R&D consoles with the extra exotic damage would benefit all partigen based attacks, so that would include the PEP, GW, TBR and DRB.
I complete agree on wanting to lower threat gen though. My ships WITH embassy consoles seem to attract the entire battlefield, and those without them get absolutely flattened if they even think of dropping a grav well!
Science abilities seem to be way out of whack with regards to aggro generation to the extent a single grav well can easily pull the aggro off a much heavier hitting DPS-monster battlecruiser.
Along the same lines, why the embassy consoles? The plasma explosion can't be that much help with only two weapons to proc it. I've decided to swap my embassy consoles for R&D ones and double up on things like [prtg] & [grav].
I'm guessing here, but maybe to take threat off him. The Embassy Consoles also provide a good boost for the PEPT's plasma cloud (11.2% per console).
But the embassy plasma explosion does not affect kinetic weapons, so the only boost is from the partigen mod itself, which could be greater if found elsewhere. I mean the R&D consoles with the extra exotic damage would benefit all partigen based attacks, so that would include the PEP, GW, TBR and DRB.
I complete agree on wanting to lower threat gen though. My ships WITH embassy consoles seem to attract the entire battlefield, and those without them get absolutely flattened if they even think of dropping a grav well!
Science abilities seem to be way out of whack with regards to aggro generation to the extent a single grav well can easily pull the aggro off a much heavier hitting DPS-monster battlecruiser.
The exotic damage bonus from the Embassy Consoles affects the PEPT's plasma cloud proc. You can see this by switching between Embassy Consoles and R&D consoles (same PrtGs) and comparing tooltips. That's why I still keep at least one of these on my builds that run the PEPT torp.
Along the same lines, why the embassy consoles? The plasma explosion can't be that much help with only two weapons to proc it. I've decided to swap my embassy consoles for R&D ones and double up on things like [prtg] & [grav].
I'm guessing here, but maybe to take threat off him. The Embassy Consoles also provide a good boost for the PEPT's plasma cloud (11.2% per console).
But the embassy plasma explosion does not affect kinetic weapons, so the only boost is from the partigen mod itself, which could be greater if found elsewhere. I mean the R&D consoles with the extra exotic damage would benefit all partigen based attacks, so that would include the PEP, GW, TBR and DRB.
I complete agree on wanting to lower threat gen though. My ships WITH embassy consoles seem to attract the entire battlefield, and those without them get absolutely flattened if they even think of dropping a grav well!
Science abilities seem to be way out of whack with regards to aggro generation to the extent a single grav well can easily pull the aggro off a much heavier hitting DPS-monster battlecruiser.
The exotic damage bonus from the Embassy Consoles affects the PEPT's plasma cloud proc. You can see this by switching between Embassy Consoles and R&D consoles (same PrtGs) and comparing tooltips. That's why I still keep at least one of these on my builds that run the PEPT torp.
Right gotcha, my mistake. Totally misread the tooltip, what an idiot...
Comments
This is so very true. I recently killed myself in KSA when an aftershock well pulled Donatra's pulse onto me as I was trying to avoid it.
Extra wells are great when you've got a tonne of enemies stuck down in one place and everyone is pounding the hell out of them but sometimes they just mess things up. I'd like to see a doff that increases the duration of the well rather than make extra ones.
I'd had Nanites pulled closer to the transformer several times in ISA before.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Here's the build page link:
http://skillplanner.stoacademy.com/?build=rckrmorpve1_0
Note: I've tried to focus almost entirely on PartGen skills, using a combo of TBR2/3 (with the Reverse doff so I drag/pull stuff) to do most of my "weapon" damage. I also slot 5 different torp types in order to give my ship something to do while TBR is on CD. However, I don't run any Tac boffs so I just let them autofire as their CD cycles expire.
My "big gun" is the Isokinetic cannon, which I boost with QSM (when it's available) to get Crits in the 120-130K range. Useful for finishing off targets but the 60 sec CD is a bit long for sustained use.
Survivability is generally good as I'm constantly cycling EPtA and Aux2Damp in my WASD keybind. It sort of has to be since TBR's effective range is 5K, which means I have to walk right up to the enemy and "get in his/her face" to do significant damage - which is fine with me because I also get to spam them with lots of PartGen-boosted EWP.
Bottom Line: It's a fun way to fly and very different from the typical "beam-spamming" that I see in most of my PUGs (looks surreal as I drag and spin enemies all over the place). Still, I can't touch the numbers you guys are posting in this thread, and I wonder if there's something I can be doing better that also supports the play style outlined above.
Comments appreciated.
RCK
Looks closer to a PVP than a PVE build with all the heals and armor :P. I only say that because my speed build looks kinda like yours for PVP. I saw ernest last night in a ISA Pug (I think he was in a Dyson or a Galaxy..?). Anywho. Try out his build or mine.
Rouge Sto Wiki Editor.
This is why you save it and throw it to the spheres coming out of the gate. If you have a high grav gens build, it sucks all the spheres over there. Add in grav torpedo spread for spinning sphere crazyness.
That reminds me, I need to finish maxing the grav gens on that build. I probably should try it on a Vesta with my Joined Trill.
Probably my Galaxy, since that is my go-to PUG ship. I also PUG on my Intrepid once in a while, but I enjoy tanking in the Galaxy more than DPS'ing in an Intrepid in a PUG scenario.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Currently use partigens so my GW3 and emission torp do high damage with some crowd control. But with all the HP bloat these days sometimes I find that it's not the best action as it just enrages the spheres and doesn't always kill them. Then I get flattened by a swarm of angry Borg.
Swapping to full-on grav gens for a mega well would hold them better so possibly be more beneficial to the team?
Any opinions?
Either option seems to out-aggro even the heaviest DPS spam-boat, so having an escape plan is a must!
I went full-Partgens on my ship since there is no point in pulling the entire map into one point in ISA. I find that pulling everything to a single spot (say the gate) may make things more difficult for a team since you have a lot of enemy fire concentrated on one spot. I prefer smaller GWs (that's why I use GW1 for most maps) where I can control a group of opponents that are easy to handle rather than amassing a huge ball of death.
In CCA on the other hand I go for a PartGen/GravGen split so that I can pull the Tholians to the entity and use their warp core breaches to speed up the fight.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Yeah, you got me. This ship was originally built for PvP. Hence the 2xA2D w/doff, the ET/HE/ST/TSS, the 2x neuts (I even throw in a Fleet RCS from time to time). It's tanky as hell for a relatively small (60K hull) ship - I can sit there and solo most end-game content without dying even once. However, it's clearly not going to win any DPS races, so...
Question:
1. Is Destabilizing Resonance Beam worth slotting? For example, as a boost for my TBR and Isokinetic shots?
2. I'm at 366 partgens now. I can get to ~380-385 by upgrading all my consoles to EPIC and also getting my Solonae deflector to Ultra Rare (for the +50 partgen boost). However, I'm not sure how to get it any higher. I'd like to get over 400 somehow (another player claims he hit 450 on this same ship), but the math doesn't add up. Anyone know of a way to boost partgens over 400 on a Romulan Temp Sci?
3. What is the relationship between partgens and FBP (thinking in PvP terms here)? My tooltip for the skill never goes above 1.6 reflected damage, but I know others have pushed it well beyond 2.0 (and someone supposedly hit 3.0 at one point). How can I, as a Sci with no GDF or APA3, improve on this skill? More partgens? Grav skills? Something else?
As always, thanks in advance for the comments/suggestions.
RCK
Yes. DRB is one of the highest damaging science skills right now. It's AOE (5 targets) and it debuffs. The only downside to it is it's a channeled attack so you need to keep your target within your arc for the full 10 secs for it to be worthwhile.
This list though old, is a good starting point. That's the guide that got me started on my sci ship career.
When it comes to exotic damage (which FBP is), you'd want to stack up on crit severity. Remember, you are getting 50% critH with Particle Manipulator with your current PartGs plus your ship's total CritH stat. I'm about the same in terms of PartGens with your ship and my parses show about 75-80% crit rate on my exotic damage skills. Stacking CritD lets you take advantage of those crits.
I hope this helps.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Thanks so much for those tips! And the guide! Didn't think about the conductive RCS. Just grabbed a Mk12 (+31.9 - all I could afford after blowing gobs trying in vain to upgrade the Solonae Deflector to UR) and swapped my Enhanced Plasma Manifold for Nukara at Mk14 (+20.6) and now I'm sitting at 398! Hitting 450 like my pal said seems eminently reachable!
As for the CrtH/D stats, I'm at 17.5/94.5%, respectively according to the Attack tab (I also have Part Manip. trait so those may be misleading). So clearly I need to refocus in that direction. Maybe time to re-slot the Borg console - but I hate giving up Tipler, and I can't dump Bio-Neural or I'll lose the Isokinetic. Decisions, decisions...
Note: Your "guide" indicates the Rom/Reman 2-piece Eng/Shield is the best option (+17.5). Is that still the case? I always thought of the Rommie engines in terms of Attack Pattern boosts (I don't run any Tac stations so never appealed to me). Is it still the best option for a pure Sci (I sense lots of Azure Nebula action in my future)?
Oh, and another gem from the guide: EptA! Pushes it to 408! I'm going to run 2x continuously in my keybind from now on.
And with QSM I'm hitting 508! GAWD!
RCK
My ships is also a PVE/PVP build..50k is what I do and thats all I care to do at this point...
1.) DRB...is my favorite sci tool in my arsenal.I use it in all of its forms depending on who/what im fighting..Typically drb1 or/and 2 followed by TBR3. It works very well for reducing resistances aaaand...If you got a player using the Zahl trait just hit em with this (keep it on them the whole time) and **boom** dead anyways..
**Side note...If you have Iso Kenetic and have subwarp sheath, it benefits from the scaling Armor Pen.
2.) I actually have about 9 loadouts i play with (Space set bonuses Engine, def ect).. Most run 397 prtg so i can maintain flexibility with the Space sets and Weapon sets.If I go Soloane deflector and Romulan 2 piece im at a flat 464 prtg (477 temporarily with 2 piece Quantum Phase engine and shield). My Romulan with the same Soloane/Rom set is over 500 prtg with a PG singularity core.
3.) FBP1 @ 397 prtg and 125 aux plus GDF,APA,TF3 (111% all dmg boost) is 2.2x (Starting from 1.1x). I can take my FBP1 to around 3.0. I dont always watch the numbers but mathing came out to around 3.0,before factoring criticals or crit sev.
However, Anything that boosts "ALL damage" or specifically "Exotic damage" will boost FBP.
Emitter Synergy Trait Stackable 7.5% (22.5% @3 stacks)
Improved Pedal to the Metal 20% all Damage at full throttle
Time to Kill 10% All Damage (30% at 3 stacks using Sci)
Positive Feedback loop 10% exotic using hull heal
Research Sci consoles 6% stacking (for 30% using either exotic or heals)
>(112.5%) without Tac Abilities
So yes, a tac could push FBP1 just beyond 3x(4x in FBP3)..But thats gonna take some doing..
Keep in mind you will have that 15 second gap where you cant activate an FBP even running 2..Skilled pilots will take advantage of this. (Qwhip blasted the hell outta me in that amount of time)...Lesser pilots will just complain you have FBP.
The only other thing that boosts FBP is Override subsystem safeties..Flying a Rmor..you wont have that..yet (Keep your fingers crossed for a T6 Wells/Rmor
Rouge Sto Wiki Editor.
Good stuff! And glad to hear from the PvP perspective since that's still my first love.
The problem I see with DRB is keeping it on target. Somebody like qwhip or corbin is nearly impossible to target consistently. They're just too damned fast. Though I'm glad to know DRB will overcome Zahl since I had corbin at 0% hull for like 10 seconds and he JUST WOULD NOT DIE!!!
BTW, how do you survive with the Romulan 2-piece? That shield looks like a piece of Covariant TRIBBLE - high cap but the regen is brutally slow. Or are you going with the Romulan/Reman deflector + eng?
One other question: Which Spec tree should be primary for PvP? Pilot or Intelligence? I was running Intel as primary, but a friend said go with Pilot for the resists. And for PvE?
Ever drop by Ker'rat? We could have a nice round of not shooting each other.
RCK
Keeping DRB on target requires high turn rate and timing. Also helps if you are below say...70 impulse..Higher than that and drb against anyone, let alone speedsters is tough.
Best activated as they(opponents) are running from you worst when they are coming at ya.Alternatively if you miss time your DRB and are running the Q phase weapon set (you really should if your not for many reasons) Activate the Quantum destabilized beam. Basically the way to beat Zahl (not the other immunities) is a long duration attack like DRB,QSB and to some extent TBR...Basically just keep up the pressure and hope they aint got a regenerative integrity console :P
I like covariant shields. Havent used that set in a while (like august 2015..). Went to the Adapted Maco Covariant for the placate chance (man is that annoying).For me all Space sets are interchangeable for what they can give me, but I do favor Covariant even with the low recharge rate (Keeps Cruisers away longer).
Really liking the Terran set and Qphase space sets right now..But like, i said..I switch out entire sets for the benefits..(Omega is my fastest engine and has an interesting kenetic debuff clicky..)
I survive with placates,disables,armor/heal batteries/Full temp set (sometimes) and the Integrity console (sometimes)..Also use the Zahl trait (mostly for Vapers when I aint payin attention)..Its only 8 seconds with a long cool down..I mean I "could" stack immunizes but 2 is all i run..1 passive 1 active (RnR).
I drop by Ker'rat lots.Maybe you can add me in sto and if I see ya in Ker'rat ill message and we'll "Not" shoot at eachother
P.S are you KDF aligned? Either way I always welcome fly with or against a fellow timeship pilot.
Jacobs@odinforever20000
Rouge Sto Wiki Editor.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
I mean with sci ships you've got plenty of heals anyway so the higher up eng slots I find are wasted often.
Seems to be a bit like aceton beam but I've not really paid enough attention yet to notice a difference. If I have time this week I'll run some parses and see what it does.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
However...They are different..
Structural Integrity Collapse :
Physical (exotic) damage over time and is a Phys&Ken debuff and 360 degree use,Also 40 seconds recharge..Ability is active for 15 seconds.
Endothreimc Inhibitor Beam
Radiation damage overtime (exotic) adds 20% shield damage buff and is 135 degree use...Also 60 seconds recharge.Ability is active for 20 seconds.
Rouge Sto Wiki Editor.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Rouge Sto Wiki Editor.
Vesta Multi-Mission Surveillance Explorer (T5U)
I tried to create something that would be a change from my usual BFAW or CSV boats and ended up with a PrtG-torp boat that I really grew fond of. I'm aware skill points are quite a mess mess since I refuse to pay 500 ZEN every time I want to try something different, so I had to compromise. However, ship is capable of dishing out respectable damage (best results have been around 60k in ISA and around 65k in CCA, so far) and does not blow up very quickly as well.
skillplanner.stoacademy.com/?build=scitorpvesta_0
PS. Missing items are mentioned in "Notes" section, alongside power levels and doffs.
U.S.S. Buteo Regalis - Brigid Multi-Mission Surveillance Explorer build
R.R.W. Ri Maajon - Khopesh Tactical Dreadnought Warbird build
My Youtube channel containing STO videos.
Interesting build, but I've got some questions:
I'm guessing here, but maybe to take threat off him. The Embassy Consoles also provide a good boost for the PEPT's plasma cloud (11.2% per console).
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
But the embassy plasma explosion does not affect kinetic weapons, so the only boost is from the partigen mod itself, which could be greater if found elsewhere. I mean the R&D consoles with the extra exotic damage would benefit all partigen based attacks, so that would include the PEP, GW, TBR and DRB.
I complete agree on wanting to lower threat gen though. My ships WITH embassy consoles seem to attract the entire battlefield, and those without them get absolutely flattened if they even think of dropping a grav well!
Science abilities seem to be way out of whack with regards to aggro generation to the extent a single grav well can easily pull the aggro off a much heavier hitting DPS-monster battlecruiser.
The exotic damage bonus from the Embassy Consoles affects the PEPT's plasma cloud proc. You can see this by switching between Embassy Consoles and R&D consoles (same PrtGs) and comparing tooltips. That's why I still keep at least one of these on my builds that run the PEPT torp.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Right gotcha, my mistake. Totally misread the tooltip, what an idiot...