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Feedback on RSV Energy Drain Build

igorvalentineigorvalentine Member Posts: 0 Arc User
edited January 2013 in Federation Discussion
Hi All! I'm pretty much done with an energy drain build for the RSV. I am looking for your feedback. Please leave any constructive feedback you can or what has worked for you.

RSV Energy Drain Build:

Commander Sci: TrctB1, TSS2, ES2, ES3
Lt Cmdr Sci: HE1, ST2, TR2
Lt Eng: EPtS1, EptW2
Lt Tac: TT1, CRF1
Ensign Tac: BO1

Here is my skill planner:

http://www.stoacademy.com/tools/skillplanner/index.php?build=RSVPowerDrain_2670

Weapons:
3 Polaron Turrets Aft
3 Polaron DBB Forward or 1 Polaron DBB forward & 2 torpedo launchers

Sci Consoles: Flow Capacitors
Eng Consoles: not sure
Tac Consoles: Polaron damage or torpedo damage if using torpedo launchers

Devices:
Red Matter Capacitor
Weapons Battery
Shield/Aux Battery

doffs: Purple Warp Core Engineer- 20% chance for +25 all power levels when using EPtX
Purple Deflector Officer- 25% chance for reducing recharge time of all deflector abilities to 50% of recharge time. (Includes TB, ES, TR,GW)
Blue Deflector Officer- 20% chance for 60% of recharge time
Exocomp-Unique Purple Maintenance Engineer- Very nice battery buffs
Purple Tractor Beam Officer- Drains shields

I've been experimenting with 3 DBBs. This build helps me keep my weapons power close to 125. At 125, the DBB dps is over 1k. I'm not sure I'm sold on it though. That's why the build is flexible for torpedo launchers. I could take out TT1 and BO1 and insert 2 copies of THY1. I want to keep one DBB for Subsystem targeting, because it works so well with the build. Shields subsystems drains 30 power, the other three drain 50 power.

Currently, at the Rear Admiral Lower Half rank, ES3 does 47.7 power drain for 23 secs at 125 aux. ES2 does 37.7. Between EPtW2, Warp Core engineer, ES3/ES2, RMC and Weapon battery, I should be close to a constant 125 Weapon Power. Also, my shields would be very high all of the time, giving me a good regen rate. Extra engine power to help me fly better and high aux most of the time if I don't keep it at 100.

How is my build?
Post edited by igorvalentine on

Comments

  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2013
    It's a pretty decent drain build. It's a little different from the one I run, but mine is more of a troll ship than anything else XD. But I would recommend you swap to either full cannons or full BAs so you don't have that ability mix-up. And then you can cycle two TTs for maximum defensive ability, since right now it looks like you have a 20 second window in which something can ruin your day. Would be much better if it were only 5 seconds methinks.

    Here's an unusual recommendation that my friend and I perfected, and it works quite well:

    Weapons:
    2x Dominion BA, 1x Chroniton Torp (me)/Hyper Plasma Torp (my friend) Fore
    3x Dominion BA (me), 2x Dominion BA, 1x Omega Torp (my friend) Rear

    I like the Chronitons because if I use ES and combine it with Chroniton proc, my target isn't going anywhere anytime soon. My friend uses the hyper plasma because he likes lighting things on fire. But the full BA setup is slightly weaker weapon power wise, but it's still very effective. I can usually average around 1100-1200 per hit with each BA, and that's with the mk XI freebie BAs and mk XI blue tac consoles. If I upgraded to real mk XII BAs (something I am considering doing) I could probably hit closer to 1250-1300.

    But that's just me. Your build's only weakness is that you need to be facing your target to do the most damage. Other than that, as drain builds go, it's decent.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • igorvalentineigorvalentine Member Posts: 0 Arc User
    edited January 2013
    Thanks, Heretic! I knew I could count on your response! You have answered a lot of my other forum questions. We seem to have a similar thought process/playstyle. As this is my first captain and I'm only a Rear Admiral Lower Half, any stats I posted are based off of Mk X. I hope this build will get better.

    As you are much more seasoned, could you tell me where the 20sec window is? I'm not able to see things like that yet.

    The three dbb do require me to face forward and I'm not that good of a pilot yet, lol. I have to work on that. I like the CRF1 and turrets to apply the polaron proc, which is about -52 power. I took BO1 for lack of a better option. I could drop it for another TT1.

    I'm trying to find a way to drain power while doing max dps for a sci.
  • jadensecurajadensecura Member Posts: 660 Arc User
    edited January 2013
    Mostly it looks good. The 2 problems I see are the gap in your EPtS and the fact that you're using two different weapon type abilities. It's very, very difficult to stay alive without continuous EPtS, its resistance is just insanely valuable, so I would either drop EPtW for a second EPtS or run the cooldown reduction doffs (damage control engineers). For weapons, you really need to pick boosting either your beams or your turrets, you'll get the most out of boosting your beams. Or you could go for single cannons instead of the DBBs, that will also get you more procs, but you lose subsystem targeting. Otherwise, nicely done.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2013
    Thanks, Heretic! I knew I could count on your response! You have answered a lot of my other forum questions. We seem to have a similar thought process/playstyle. As this is my first captain and I'm only a Rear Admiral Lower Half, any stats I posted are based off of Mk X. I hope this build will get better.

    As you are much more seasoned, could you tell me where the 20sec window is? I'm not able to see things like that yet.

    The three dbb do require me to face forward and I'm not that good of a pilot yet, lol. I have to work on that. I like the CRF1 and turrets to apply the polaron proc, which is about -52 power. I took BO1 for lack of a better option. I could drop it for another TT1.

    I'm trying to find a way to drain power while doing max dps for a sci.

    Wall of Text Alert!!

    That 20 second window is the downtime on your tactical team. A regular TT1 lasts 10 seconds and has a 30 second CD (provided you have it maxed out on your BOff). Those 10 20 seconds while it's not active and on CD is the window I was referring to. If you have two copies of TT1 or two very expensive DOffs you can do what is referred to as cycling tac teams, where you have TT almost constantly active. In other words, you activate it, it puts the other TT on a 15 second cd, lasts 10 seconds, then goes offline. Then you have 5 seconds while the other TT is still on cd during which you are vulnerable, then you hit that other TT, which protects you for another 10 seconds, then 5 seconds of downtime again while your first TT comes off CD, then so on and so forth.

    The 3 DBBs is a pretty common thing, but with your BOff slots available on the RSV, I personally would go again with the two TT1s and either an APB1 or BFAW2/CRF1 (depends on if you are running cannons or beams).

    IMO effectively using DBBs takes too much practice, and since I am lazy I just go with BAs (large firing arc, and if you have 5 of them hitting a target it's almost better than 3 DBBs, plus I started off as a cruiser captain, so broadsiding is second nature to me now).

    However maximizing DPS as a sci is not easy with a drain build. Max DPS sci's tend to run with gravity wells instead. Full torp boats are also somewhat commonplace (torps don't require weapons power for damage, and as a result you can have your power settings at 25/50/25/100 and not lose any damage from weapons while still maintaining full aux for your science abilities).

    One science build I have seen that my friend uses on a vesta and I always get a kick out of is as follows:

    Weapons:
    Hyper Plasma Torp, Omega Torp, Aux Phaser DHC Fore
    Romulan Experimental BA, Transphasic Cluster Torp, Tric Mine Launcher Rear

    Not entirely sure what he was going for when he did this, but his forward damage output is interestingly high, and he often swings around and uses his rear as a weapon too. He somehow does as much damage as a lot of competent DPS cruisers despite his somewhat... whacked build. Course he also craps out GW3s and TR2s like a madman.

    My build on my FRSV is a drain build as well, but it's sub-optimal atm. Still quite effective, but not as good as it could be.

    Weapons: 2x Dominion BA 1x Chroniton Torp Launcher Fore
    3x Dominion BA Aft

    Deflector, Shield, and Engines all Jem'Hadar mk XI.

    Tac Consoles: Polaron Phase Modulator x4
    Engineering Consoles: Neutronium Alloy x2
    Science Consoles: 4x Flow Capacitor

    Boff Abilities:
    Lt. Tac: TT1, APB1
    Ens Tac: TS1
    Lt. Engi: EPtS1, EPtW2
    Cmdr Sci: HE1, TB2, ES2, ES3
    LtCmdr Sci: HE1, TSS2, TR2

    DOffs:
    WCE x1
    DCE x2
    Conn Officer x2
    (all purple)

    Reasons Behind Build:
    I originally had this on a MURSV as an ESTF troll boat. But instead it turned out to be pretty effective, so I upped the ante and went with the Fleet version. I use the Dominion BAs because they synergize well with the Jem'hadar set (who would have guessed?), and have the 10% tetryon proc which has it's uses (yes yes, I know, not many), and the Polaron Proc (self explanatory), AND it was a free mission reward (yes I know it involves playing the same mission 5 times, but hey, who doesn't enjoy beating the snot out of the Jem'hadar fleet?).

    The Neutronium is just for basic survivability, the Flow Capacitors are to maximize my drains from both the Polaron proc and drain abilities.

    As for the BOffs? They were originally built for my cruiser, which is why they aren't completely sciencey (as the sci BOffs go). However their higher level abilities were still quite sciencey, and my officer came with an ES3, so I figured heck, let's go drain. And it works pretty well, since I have a 66% uptime on drains and with over 100 flow cap power (4 consoles) they are quite powerful. The TR is just to add insult to injury (and is actually quite powerful at 125 aux power, something easily done by being an engi XD), and combined with TB is quite cruel.

    As for DOffs? Again, cruiser setup. But those two Conn Officers are mostly to allow me to run just one copy of TT. The DCEs are for EPtX, and the WCE is self explanatory.

    As I said, far from optimal (due to mostly mk XI equipment), but the build works quite well together, and the ship performs decently in most end-game PvE content. I have tested it in a few duels, and it does very well, esp since the ship also comes with SST. Drains + SST are a rather nasty combination.

    However this build has a few major weaknesses, the largest to me being that it's a single target build for the most part. Almost no AoE abilities (other than TS1 and TR2). However if there is a single target boss class enemy (like Donatra, Tac Cube, Gateway, Queen, Unimatrix), this ship does very well against them.

    However if I were to optimize this build, I would change out the Dominion BAs for real polaron BAs, change the DOffs to things more conducive to deflector abilities, and probably add in that TR DOff as well. I would change out a few abilities on my Science BOffs (most likely give one of them a TR1 so I can cycles TR), and probably alter my engi BOff to a more hull heal as opposed to EPtX. I would leave my Tac BOffs the same though. And I would probably take off the Jem'hadar set and maybe put on a set that compliments science better, like the Reman/Romulan Set, or maybe the Borg Set.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • igorvalentineigorvalentine Member Posts: 0 Arc User
    edited January 2013
    Mostly it looks good. The 2 problems I see are the gap in your EPtS and the fact that you're using two different weapon type abilities. It's very, very difficult to stay alive without continuous EPtS, its resistance is just insanely valuable, so I would either drop EPtW for a second EPtS or run the cooldown reduction doffs (damage control engineers). For weapons, you really need to pick boosting either your beams or your turrets, you'll get the most out of boosting your beams. Or you could go for single cannons instead of the DBBs, that will also get you more procs, but you lose subsystem targeting. Otherwise, nicely done.

    Thanks, Jaden! I think i will take out one deflector officer and the tractor beam officer. In their place, I will try 2 damage control engineers and see how that turns out.

    Also, based on Heretic's feedback, I'm going to try 2 copies of TT1. Hopefully this will help with the shield taking damage. To get 2 copies of TT1 though, I have to drop ST2, which is nice for shields. I may pick up a second copy of TSS2. We'll see. I'm having a lot of fun thinking about all this. Thank you for your input!

    One more thing, I will trade in CRF1 for APB/APD and see how well that works.
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