What
Starship traits
Doffs
Space Traits
Consoles
Would I need to start acquiring if I wanted to max out my damage on some dual heavy cannons with pen mods? I have some really nice ones, and as it is my Romulan character, I wanted them to be plasma. So I really want to make a ship that can vape with plasma, even though everyone says plasma stinks, I want to be that guy.
I’m considering getting the miracle worker scort.
Thx in advance.
0
Comments
Romulan Singularity Harness - Reputation
Set 2:
Plasma Conductive Circuitry
+10% Plasma Energy Weapon Damage
+20 Starship Electro-Plasma System Flow: (Improves Power Transfer Rate)
Set 3:
Plasma Hyperflux
Targets Self
2 min recharge
Enables a special firing mode on your Experimental Romulan Plasma Beam Array
Deals increased direct damage
Applies a high damage Plasma Burn DoT for 10 sec
Decreases damage resistance for 10 sec on target
When activated, It must be fired within 30 sec. When fired:
Romulan Plasma Hull Melt
1,364.5 Plasma damage (1,364.5 DPS)
-35 Physical Damage for 10 Seconds
-35.2 All Damage Resistance for 10 seconds
To Target: 470 Plasma Damage per second for 10 seconds (Ignores shields)
This attack will ALWAYS critically hit
Sensor Modifications Set - Lobi Store
Set 2: Enhanced Subspace Armaments
+25% Tricobalt Projectile Damage
+25% Plasma Directed Energy Weapon Damage
Set 3: Advanced Hull Technologies
+40 Kinetic Damage Resistance Rating
+40 Starship Weapon Specialization
(Improves Critical Hit Chance with Weapons)
+40 Starship Hull Penetration
(Improves Hull Penetration for Starship Weapons)
- [ ] Advanced Isolytic Plasma Cannon
- [ ] Advanced Isolytic Tricobalt Torpedo Launcher
- [ ] Universal - Weapon Sensor Enhancer
Council Defense Pact - Lobi
Set 2: Plasmatic Infusion
+ 13.3% Plasma damage
+ 8.9 Kinetic damage resistance rating
+ 8.9 Physical damage resistance rating
- [ ] Plasmatic Biomatter Auto-Turret
- [ ] Plasmatic Biomatter Torpedo Launcher
Synergistic Retrofitting Set:
Set 2: Alliance Weaponry
+33% Phaser Damage for Directed Energy Weapons
+33% Disruptor Damage for Directed Energy Weapons
+33% Plasma Damage for Directed Energy Weapons
- [ ] Universal - Dynamic Power Redistributor Module (aka - [Console Pack - Hull Ionization Module / Secondary Shield Projector (Klingon)])
Acquired by: Undiscovered Lockbox
- [ ] Universal - Point Defense Bombardment Warhead ([Cross-Faction Bundle: NX Escort Refit Equipment] (Lobi Crystal Consortium, 450 Lobi)
Or consider going with the mission rewarded plasma-disruptor hybrids so you can take advantage of all the disruptor enhancing consoles and weapons sets.
- Withering Barrage - Extends Cannon Scatter Volley by 4 seconds.
https://sto.gamepedia.com/Malem_Light_Warbird
- Emergency Power Cycle - When using emergency power to weapons (EptW) weapon power cost is reduced by 25% for 30 seconds and applies a 20% weapon haste when firing energy weapons
https://sto.gamepedia.com/Morrigu_Heavy_Warbird
- Super Charged Weapons - Energy weapons gets +10% damage +1.5% critical chance and +6.6% critical severity when a torpedo is launched for 20 seconds. Stacks up to 3 times. Use something that can fire torpedoes quickly the the Romulan Hyper-Plasma Torpedo Launcher, but torpedo spread can work just as well.
https://sto.gamepedia.com/Khopesh_Tactical_Dreadnought_Warbird_(T6)