So I got the last of the Quantum 3 piece set and while many will agree this is just a ripoff of the Vesta beam (it totally is with a power drain slapped on) this is a wonderful new addition to PartG builds. I have already tested it and it does work with particle manipulator and does benefit from phaser boosting consoles. Even better you can fire the beam and use skills like gravity well and destabilizing resonance beam AT THE SAME TIME! I think we can call the DRB and QDB combo Doom Laser cause it looks amazing.
If you haven't tried it out yet please do it works great with a tykes rift too!
PS. Forgot to mention if you have the temporal 3 piece set for the Temporal Inversion Field you can fire the QDB and get its cooldown immediately to 30 seconds so when your inversion field ends you can fire it again! Enjoy!
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That would be interesting to pull off. Are you using the Terran rep console to drop the shared cooldown time?
You beat me too it, had to run my Vesta using char through Sunrise three times to get it. Very nice combo, but I was in a very short PuG run of CCA when I tested it, not sure how impressive it is DPS wise when I only got to fire it off once.
Probably going through the mission a fourth time, as I didn't register that there was a DHC option that'd fit my AuxDHC Vesta better (not as nice as a turret would, though).
Sensor Analysis + Gravity Well + Sensor Scan + DRB + TS3 + Quantum Beam + Tachyon Beam + Tetyron weapons = a dead Mirror Dreadnought on Advanced difficulty.
Tactical and their pitiful AP weapons now have a new master.
Science Master Race.
Source: http://forum.arcgames.com/startrekonline/discussion/comment/12777698/#Comment_12777698
here here, a round of nerfs for the whole bar.
I'm using it with my part gen Aventine, complete with said phase beam
Looks like a change to how the torp itself works with spread. That... I'm ok with that. Seems they'll boost the AoE range from the main target, as well as the damage, so it's less a nerf and more a balancing shift.
I might switch to HY instead of TS, and fire it when I've got enough enemies in a control situation like a rift or grav well. Although the torp itself is a fairly solid damage-dealer even without the drain and AoE.
There aren't many blue phasers(Phased Biomatter, Retrofit), and the only phaser omni is yellow, so being able to mix in other types (Tet, Coalition Disruptor, other blue beams) and keep the death beam 3 piece buffed would be nice.
I've been waiting a long time to put Andorian phasers on my Vesta...but they looked funny with the Aux cannon, and a Vesta without at least one aux cannon doesn't feel like a Vesta to me. But I could mount the quantum phase cannon in the aux cannon's place and call it a tech upgrade.
Oh I know and it's not sharing a cooldown timer with the Vesta's 3-Piece Console Phaser Beam Drill. I used both these beams, gravity well, that ability that goes bright and flashy (it's early in the morning and my brain isn't working :P), and turret barrage in MIU and dropped the Mirror Dreadnought to 30 percent health. This new set they added is awesome. Welcome place on my vesta.
Live Long And Suck It. - Wil Weaton
First, there are a lot of posts on the fora about the Vesta being a solid ship, more than there have been in a while, and somewhat unexpected given the T6 excitement.
Second, science seems to be getting some serious love from some of these mission reward items.
All good things!
I wonder if part gen will boost any damage. Can you imagine what this will do with some VR Mark XII Phasers Crtd x3s. Another exciting build to play with.
--Red Annorax
Part gen and flow caps boost the set something fierce.
Yeah, but Tacs can utilize FlowCaps and PartGens to a greater degree then Science Captains...so not necessarily a science captains domain, or forte.
Just by ability name and category, not necessarily by career.
With the vesta already extremely capable of unrelenting destruction, does it really matter if the enemy can see you? They really can't do much about it when they can.
By the way, do you guys still recommend using the Aux cannons? I like to run the ship at full aux power at the sacrifice of wep power because of them, but that leaves my aft weapons pretty much useless. Any suggestions with weapon layout with associated tac boff seating?
I like that guy, he's funny, and I don't think he deserved that. NO matter how great this set is for shield drainers and phaser users.
that's why the aft weapons on my fed sci guy's wells are there for set bonuses and not pew-pewing
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Slot more torpedoes (or that kinetic borg beam), forget regular energy weapons. You don't really need them on a Science Vessel with a torpedo/kinetic/exotic damage build. I slot energy weapons just for the set bonuses and the occassional (extremely rare) beam target subsystem shot. THe damage they inflict at the energy levels I run is marginal.