After taking my trusted science-speed tank T5U Adapted Destroyer out of storage and going kaboom too many times, i removed the old space Omega Force set
https://sto.gamepedia.com/Omega_Force_(Space) and replaced it with a 3 piece competitive set
https://sto.gamepedia.com/Prevailing_Regalia#Bolstered. Kept the Borg Warp Core.
And with that it is performing a lot better, but i feel i am letting a lot of potential slide with the traits.
I am using a mixed Cannon/torpedo build (Elachi/Nausican).
Got access to most of the federation C-ships with the exception of the Discovery, Agents of Yesterday and Vanguard ship. No access to Lobi Ships.
Still at some point the amount of traits is just dazzling.
For a Tal Shiar T5U Adapted Destroyer which space traits would you folks recommend?
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Comments
-Super Charged Weapons
- Cold Hearted
- Emergency Weapon Cycle
- Advanced Firing Solutions
- Withering barrage
B.t.w my character is an federation engineer.
Everything but Advanced Firing Solutions is a solid DPS trait, so that's the main one to look into replacing, particularly with it kinda being redundant with the Competitive Engines. Do you have the Cardassian ships? If you do, 'Calm before the Storm' from the Cardie Intel Flightdeck is pretty nice.
Also, when it comes to main sets, a Colony Deflector with [ColCrit] and [EPS] (mods Re-Engineered besides those) is usually preferred over the Competitive. Extra crit from it is really helpful DPS wise, and the offensive version of the Colony deflector adds a bunch of small DPS affecting enhancements to that.
For reference:
https://sto.gamepedia.com/Starship_traits
I use Advanced Firing Solution primarily for the accuracy boost which is even more important with cannons than it is for beams.
Calm before the storm is a trait i have access to, but its effect (weapon haste) depends on a long periods outside of combat so for PVE it would not be my first choice.
Looking at All Hands on Deck because it allows me to fire off my GW and Subspace vortex a bit faster. Harrying Maneuvers, History Will Remember and Promise of Ferocity are also in the picture.
Any suggestions why i should/should not use one of these or why Trait "X" is a better choice?
Edit: Also have access to Honored Dead, but with current testing survivability is less of an issue to this is more of a backup. Same goes for The Best Defense.
https://skillplanner.stoacademy.com/7e9a35d7e7aff3d0251f6d072d060d95
Haven't done anything with skills etc, whatever is in there is a leftover from the build i used as a template.
B.t.w Specialization is Temporal/miracle worker. Odd, but it works on an engineer.
Some notes on the rest of the build though:
Three-piece Tal Shiar Borg got nerfed pretty hard. It used to be half the damage as a Mk XII Deteriorating Secondary Deflector's proc with roughly the same EPG, but with 100% shield Penetration vs. 50% kinda made it up. However, there was a bug where an interaction of this proc and the Indoctronation Dispersal console where it'd basically clear a map of PvP enemies or PvE Hive Elite, and now it's a low smaller amount of damage (and the issue was fixed to). You could probably get more damage than it gives by changing over the consoles that form it to Exotic Particle Generators and going with a core that is [W->A].
Elachi weapons depending on when you last used might not proc as much. Energy weapon procs were bugged to be going off multiple during firing enhancements, then made deliberately to be per-shot, and now back down to once per-cycle. On top of that, the proc isn't going to do as much in PvE due to the HP of enemies post-50.
Dual Heavy Cannons do a lot more damage than Single Cannons, so unless you're dead-set on using those singles, switching would give you a fair bit of extra damage.
Additionally, the devs have all but stated that 60+ is balanced for MK XV (they were waiting for people to upgrade their shields to MK XV prior evaluating if the damage post-60 was too much as an example,) and upgrading past MK XII gives a fairly large boost in Cat. 1 to the weapon. Epic is still optional, with an optimized setup only gaining ~12% final over Very Rare, but Mk XII is going to take a while to chew through through things without a lot of other things behind it.
Note: Skills are very important, but I'm not sure personally where I'd go with your setup. Duty Officers can give quite a bit of enhancements too.
Not looking for build advice since most people don't know squat about SC and it's somewhat aggravating to dig through the misguided build advice and tropes time and time again. This is also the reason why i did not post my build from the start.
Any other suggestions about traits?
All Hands on Deck I use on many science-oriented builds. It's also neat in that its one of the more rarer ways to reduce Captain Power cooldowns.
If you hold aggro or play solo a lot, Reciprocity is still a pretty neat trait, too, since it lowers cooldowns nicely, too. But only if people keep shooting at you.
Also remember that you might have access to cross-faction traits via reward packs available on the Exchange. Some aren't that expensive (a few million EC). Admittedly, those might also be the ones that aren't that good.
From the ones you listen, I'd say only Super Charged Weapons and Advanced Firing Solutions might be worth changing (though you layed out why you want AFS, so feel free to ignore me). If you adopt a different strategy for cooldown reductions, I suppose you don't need Cold-Hearted. (Aux2Bat seems a poor fit if you like to use Gravity Wells.)
In my experience it can be hard to change traits in isolation from the rest, because sometimes there are multiple ways to cover similar goals, but combining them all either leaves holes, or is just overkill.
For example, All Hands on Deck + Reciprocity have good synergy and you might not need Aux2Bat anymore, which frees up Duty Officer slots (maybe some Damage Control officers and a Gravimetric Scientist for aftershocks) and Cold-Hearted. Issues with speed and turn rate can also be helped with Competitive Fortified Engines (but maybe you're using a different set for specific bonuses?), and could free the room for Improved Gravity Well.
If you want to run SCs and speed tank, that's fine. No skin off my back, seeing as I run a Single Canon D'Deridex just because it's closer to canon myself. No insult was intended, just thought that since you were had a question about better traits for damage, you might be interested in possibly having a look at your gear to gain more damage.
I'll do some additional testing this weekend. Promise of ferocity is a trait which i was aware of, but never found the sweet spot for its use. Perhaps this is that spot. I'll know more once i have tested it some.
With the jungle of traits it is sometimes difficult to see the individual trees.