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Scimitar Pulse

hasukurobihasukurobi Member Posts: 1,421 Arc User
edited July 2013 in Romulan Discussion
I have to say I am somewhat disappointed in the Thelaron Pulse from the Scimitar.

The Bortasqu' Auto Cannon barrage and the Vesta super Deflector Beam thing both deal more damage than it does and require WAAAAAY less prep time. I understand it hits an AoE and that factors in but with the fact that you cannot tank or move while firing it and it takes forever to fire I would expect it to nearly OHK ANYTHING in its path much more like what Donatra unleashes. Instead it deals about as much as a critical hit from a single fleet Qunatum torp and then some burn.

I would not like to see the charge up reduced as that would be highly contrary to Nemesis but I would like to see the damage kicked up a fair bit more than that. Even if just the burn heavy upped.

Also... Like the Quantum Focus Beam (I believe it is called from the Vesta) the Thetaron Pulse is disabled when the Tholians knock your weapons offline even though it is not a weapon power based attack.
Post edited by hasukurobi on
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Comments

  • trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited July 2013
    Emergency Power to Aux before you trigger it and you shall be surprised how much dmg it can cause to multiple targets. The big problem with the pulse is that it relies on Aux power and particle gen, while the second isn't that big of an issue, since the 2 piece from the Rom and Reman already grand +26 particle gen, the Aux part hurts. With the Romulan ships innate -40 power, most ships run Aux at 15. Now 2 of the Scimitars abilities are based on Singularity power, I don't see why this one shouldn't be either.
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
  • corvallecorvalle Member Posts: 254 Arc User
    edited July 2013
    hasukurobi wrote: »
    I have to say I am somewhat disappointed in the Thelaron Pulse from the Scimitar.

    The Bortasqu' Auto Cannon barrage and the Vesta super Deflector Beam thing both deal more damage than it does and require WAAAAAY less prep time. I understand it hits an AoE and that factors in but with the fact that you cannot tank or move while firing it and it takes forever to fire I would expect it to nearly OHK ANYTHING in its path much more like what Donatra unleashes. Instead it deals about as much as a critical hit from a single fleet Qunatum torp and then some burn.

    I would not like to see the charge up reduced as that would be highly contrary to Nemesis but I would like to see the damage kicked up a fair bit more than that. Even if just the burn heavy upped.

    Also... Like the Quantum Focus Beam (I believe it is called from the Vesta) the Thetaron Pulse is disabled when the Tholians knock your weapons offline even though it is not a weapon power based attack.

    There is nothing wrong with the pulse. I run 125 to weps, 55 engines and shields and 45 aux as well as use a plasmonic leech specced into flow cap and Partigens and when i use the thaloron pulse, i hit every target in its arc for over 40K, one time i crit everything and was in the 70k range. One shotted an entire group of klingons in a Fleet Alert straight out of a gravity well.

    Works just fine, l2p i guess?
  • neok182neok182 Member Posts: 551 Arc User
    edited July 2013
    I have two fleet mates who get 40-60k out of it easily. at pretty much point blank range, but still.

    I've tested it a few different times including at 125 aux power with EPTA and a aux battery, AND red matter. and still only did 34k damage.

    So i'm not sayin L2P or anything like that but we've yet to figure out why mine is doing so much less damage than theirs. Though for me it also doesn't really matter since i'm not planning on really using it. Not really anything against it just have other consoles i rather use and kinda want to follow the 'canon' of the weapon being banned.
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  • reximuzreximuz Member Posts: 1,172 Arc User
    edited July 2013
    neok182 wrote: »
    I have two fleet mates who get 40-60k out of it easily. at pretty much point blank range, but still.

    I've tested it a few different times including at 125 aux power with EPTA and a aux battery, AND red matter. and still only did 34k damage.

    So i'm not sayin L2P or anything like that but we've yet to figure out why mine is doing so much less damage than theirs. Though for me it also doesn't really matter since i'm not planning on really using it. Not really anything against it just have other consoles i rather use and kinda want to follow the 'canon' of the weapon being banned.

    Is it exotic damage? Maybe they have better boosts to that, and/or are stacking other buffs?
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    In some controlled testing earlier I pushed the damage up to 199,100 damage. Even without that controlled test, I could almost always hit 30-40k per target.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited July 2013
    reximuz wrote: »
    Is it exotic damage? Maybe they have better boosts to that, and/or are stacking other buffs?

    I did not know of Aux Power buffing this attack, but Particle Generator is another factor in its effectiveness.
    XzRTofz.gif
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited July 2013
    I have found that APA3 and APO3 do boost the damage of the pulse. Not by much, but by some. I push all my power to aux, hit those two, and my Thalaron does about 50k. I have no points in particle gens, so that's probably why it's so low.
    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)
  • defalusdefalus Member Posts: 4 Arc User
    edited July 2013
    Hitting for around 40k on average with mine. Against a Tac Cube I got a 90k hit in an STF (tac fleet and ap:betas present, among other debuffs on targets) with a dot dealing 8k per tick after the initial blast. I have 6 in gens and I always use the pulse coming out of cloak with an aux bat used to give max aux power to buff my sensor scan before triggering the pulse.

    I'm thinking or retraiting and adding the Conservation of Energy trait (+10% exotic damage, stacks 3 times). Problem is, i'm not too keen on using the pulse, that 12 sec of charging up is 12 seconds of no pew pew, not counting hangar pets.
    __________________________________________________
  • valkery1991valkery1991 Member Posts: 10 Arc User
    edited July 2013
    im a tac and pulse has 65k base with aux at full and radiation at 5 k a sec for 12 secs
    i tried it on the talshiar destroyed it and when he used shield abilities took more than half of his hull off and the radiation destroyed him :)
  • yargomeshyargomesh Member Posts: 179 Arc User
    edited July 2013
    It's hard to use but it certainly does a lot of damage for what it is.

    I usually average around 25k with a 2k dot (unbuffed) which comes out to about 50k total damage.

    For comparison my average BO III does 40k damage and tends to crit for 50-60k.

    Thalaron Pulse can crit too. (Got a 66k on a poor Bortas Siege Dreadnaught in Fleet Defense, couldn't see the dot for the lag though.)

    As far as I've found, there is no target limit aside from the 90 degree cone. So multiply that by every target you hit. Need to see if it's a one-crit all-crit shot however, which would put it's damage up to insane numbers if you can manage to hit lots of things with it. (Such as shooting through the Gate and hitting the derp'd out spheres in ISE)

    Unshielded targets take a bit more damage from it too.

    In short, it certainly wrecks whatever you can manage to hit with it. (Plus counter-thalaroning Donatra is fun.)
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    I'm iffy on what works to boost the Pulse Blast.

    I more or less just transferred my Science Ha'Nom build over to the Tulwar Scimitar and I have max particle Generator skill and pop auxiliary batteries to max out my Aux when I fire the Pulse and I'm only seeing about 40 ? 50k hits with it.

    I've seen the Pulse hit for insane damage twice from the same player while teaming in KASE last night and I'm talking about 80k -90k per shot but the Player would not respond to my requests about their build.

    The Pulse Blast is a fun toy to play with but the fact that all your other skills cannot be used while charging the blast makes it a little unappealing to use.

    I'd suggest hitting Tactical Team just before you charge up your blast, I'm not sure if it will work because I never thought to try it while I was testing last night.

    Another question is can we use the Subspace Jump Console while the Blast is charging?; I was planning on loading up the console last night but once again forgot all about it once I started flying the Scimitar.
    [SIGPIC][/SIGPIC]
  • voxiusvoxius Member Posts: 28 Arc User
    edited July 2013
    Personally I enjoy the tactical nature of this skill. It's not something you unleash lightly especially in larger maps (too much aggro) and it requires some set up to use.

    As for damage, I dunno. Seemed high enough to me but I don't have experience with a ton of ships. The only other faction I've ever played is Fed and I got my prometheus, played around for a few days then quit playing for a year. Came back just as Legacy of Rom came out and have been going at it hardcore. But my damage is consistently 30-40k (not sure of the dot) and that seems like quite a good amount to me, especially as this will demolish mid size vessels and smaller.

    My favorite tactic however which I've employed in a few borg invasions is to let my group drop on the enemies, build up a bit of threat, de-cloak and unleash the pulse and then clean up whatever's left.

    It's a very fun skill, with a great animation to it. I didn't think I'd be using it very often at first, if at all but I usually use it at least once a map, if not more.
  • stongbadsstongbads Member Posts: 0 Arc User
    edited July 2013
    hasukurobi wrote: »
    I have to say I am somewhat disappointed in the Thelaron Pulse from the Scimitar.

    I second that statement. I get hits up to 170k against Tact cubes with my Unstable Plasma Torp with my tiny T'Varo Warbird and I don't need to cease my DPS when I activate the torp console. I would gladly trade in that Thelaron Pulse for a second hangar bay.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    The thalaron pulse isn't bad in damage, especially considering it's a large AoE cone in front of you.

    But the thing is, within those 12 seconds of charging, you could've still be spending said time actually firing weapons normally, including stuff like TS, CSV, etc.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited July 2013
    mimey2 wrote: »
    The thalaron pulse isn't bad in damage, especially considering it's a large AoE cone in front of you.

    But the thing is, within those 12 seconds of charging, you could've still be spending said time actually firing weapons normally, including stuff like TS, CSV, etc.

    This basically.

    You said you hit just under 200k with that controlled shot right?

    In 12 seconds, you can deal 200k with ease using just regular weapons, torps, APs and other skills. The only catch there is that the Thalaron blast seems to ignore shields, which is nice.

    However, the pulse is still somewhat lackluster.
    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)
  • jtoney3448jtoney3448 Member Posts: 642 Arc User
    edited July 2013
    I found the pulse to work quite well against npcs, the main thing isnt nessarily the big blast but the dot and crew death after. Use it on a tac cube, transformer etc. Once they are hit they utterly melt, i use it on donatra and on any tac cube/gate/transformer/wave spawn.

    Incredibly useful when firing at a gate, if you time it right it will blast whole wave of probes just as they warp in reducing them to ash in a 1/2 second. Each of the 3 consoles are actually insanely useful for a change and the 2 and 3 piece set is awesome.

    12 sec charge is a bit long should have been 8. 8 would still be suicide in pvp but much more pve friendly. Burn aux bat + partical generators to get the dmg up. Its especially good for knocking out all 4 generators on a transformer at once so you can trap a cube above it to blow it up on the transformer for extra dmg.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    This basically.

    You said you hit just under 200k with that controlled shot right?

    In 12 seconds, you can deal 200k with ease using just regular weapons, torps, APs and other skills. The only catch there is that the Thalaron blast seems to ignore shields, which is nice.

    However, the pulse is still somewhat lackluster.

    Quite right, nearly 200k. In fact, could've had more debuffs (beta 1, beta 2, beta 3, and the plasma hyperflux) if I had actually thought about it. It was still a non-crit as well.

    I bet the damage could easily be pushed up to 250k, probably 300k. I'd love to try and hit 500,000 damage (crit or otherwise) some day.

    Anyways, I find your signature to be strangely fitting in regards to the Thalaron weapon.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited July 2013
    mimey2 wrote: »
    Quite right, nearly 200k. In fact, could've had more debuffs (beta 1, beta 2, beta 3, and the plasma hyperflux) if I had actually thought about it. It was still a non-crit as well.

    I bet the damage could easily be pushed up to 250k, probably 300k. I'd love to try and hit 500,000 damage (crit or otherwise) some day.

    Anyways, I find your signature to be strangely fitting in regards to the Thalaron weapon.

    Well, when you do, please screenshot the combat log, I'd love to see it.

    And my sig was stolen straight from the first Iron Man movie XD. But it does work when used to describe thalaron XD.
    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)
  • johankreigjohankreig Member Posts: 449 Arc User
    edited July 2013
    The pulse works fine, u just gota work out when to triger it (Still not cracked this one as i tend to die shortly after), once u master that it can be devastating, esspecialy against groups, granted its still naff compared to Donatra's, but her one is borg enhanced more than likely.
    Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
  • procompsagnathusprocompsagnathus Member Posts: 4 Arc User
    edited July 2013
    I'm having trouble figuring out something. I bought the dreadnought and I don't see the option for the big blast at all. Do you have to buy the three pack of ships or do they all have the big blast?
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    Well, when you do, please screenshot the combat log, I'd love to see it.

    And my sig was stolen straight from the first Iron Man movie XD. But it does work when used to describe thalaron XD.

    Gladly. It'll take awhile until that happens. Gotta get my Reman up through the rep systems, mostly Romulan, and partially Omega so I can get some of the bonuses from that. Especially Romulan because of the tier 5 power, and the 3% crit chance bonus. Also need to get a better set of DOFFs and BOFFs for him, especially Romulan BOFFs for better crit chance/severity.
    I'm having trouble figuring out something. I bought the dreadnought and I don't see the option for the big blast at all. Do you have to buy the three pack of ships or do they all have the big blast?

    You have to buy the three-pack and equip all three consoles.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • trygvar13trygvar13 Member Posts: 697 Arc User
    edited July 2013
    I wasn't a big fan of the idea of having the Scimitar as a playable ship but I have to admit I love it. The Thalaron Pulse is very useful in Fleet Alert and Fleet Defense. Not only will it do serious damage to the flagship it will also destroy several of the nearby ships.

    It is deadly to the dreadnoughts in Fleet Defense.

    It not so useful in the ISE however. The spheres move too fast.

    KASE is another story. As was metioned by someone else it is incredibly useful against gates and probers emerging from the gates. And using it on Donatra's Scimitar sometimes has unexpected results...
    Dahar Master Qor'aS
  • corvallecorvalle Member Posts: 254 Arc User
    edited July 2013
    mimey2 wrote: »
    Quite right, nearly 200k. In fact, could've had more debuffs (beta 1, beta 2, beta 3, and the plasma hyperflux) if I had actually thought about it. It was still a non-crit as well.

    I bet the damage could easily be pushed up to 250k, probably 300k. I'd love to try and hit 500,000 damage (crit or otherwise) some day.

    Anyways, I find your signature to be strangely fitting in regards to the Thalaron weapon.

    Sorry, this post made me LOL. GL
  • corvallecorvalle Member Posts: 254 Arc User
    edited July 2013
    trygvar13 wrote: »
    I wasn't a big fan of the idea of having the Scimitar as a playable ship but I have to admit I love it. The Thalaron Pulse is very useful in Fleet Alert and Fleet Defense. Not only will it do serious damage to the flagship it will also destroy several of the nearby ships.

    It is deadly to the dreadnoughts in Fleet Defense.

    It not so useful in the ISE however. The spheres move too fast.

    KASE is another story. As was metioned by someone else it is incredibly useful against gates and probers emerging from the gates. And using it on Donatra's Scimitar sometimes has unexpected results...

    Ya, there is nothing wrong the pulse generator. The people complaining in this thread are just clueless, and either do not own the ship because they are poor and want to talk bad about it or they own it and have a terrible build, and no idea what they are doing :P
  • mimey2mimey2 Member Posts: 0 Arc User
    edited July 2013
    corvalle wrote: »
    Sorry, this post made me LOL. GL

    I fully expect to be able to hit at least 350k when I get better gear, BOFFs, etc for my Reman tac. That 200k hit was with junk gear, terrible BOFFs, and no Rep at ALL.

    I've seen huge numbers obtained by players with other 'super weapons', like 100k Guramba lances, 150k Destabilized Plasma torp hits, 75k BO shots, etc. Most of these are crits, but they do happen, and they can hurt quite a bit. So 200k (and I will say that my damage, even if the target hadn't been debuffed would've been about 98,000 damage anyways), on a not-crit with terrible gear is pretty realistic actually.

    So to get up in the ranges of 300k, 350k, or more, is probably not all that far-fetched.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • defalusdefalus Member Posts: 4 Arc User
    edited July 2013
    This feels like a stupid question, but I'd rather throw this out than keep it in:

    Thalaron Pulse, does it deal damage based on the users buffs when activated, or when the pulse actually fires 12 seconds later?

    Example - Cloak ambush lasts 5 seconds, Pulse requires 12 seconds to charge. If I decloak and use it do I get the ambush bonus or not? (Yes I'm aware of the bonus provided by certain Reman boffs, but making a point with why I'm asking here:))

    Also, when you say you can hit for 250k+, are you counting the DoT or just the initial blast?
    __________________________________________________
  • marcthe000001marcthe000001 Member Posts: 46 Arc User
    edited July 2013
    I agree with you, They need to buff that attack up immensely and they need to buff up the ship's shields and hull so that you can survive while the attack charges up.

    But at least you can still turn while the attack charges.... just at a snail's place. Unless you have a few turn rate buff consoles installed at the time.
  • vonhellstingvonhellsting Member Posts: 543 Arc User
    edited July 2013
    Yeah it's pretty much a death sentence to use with no pay off given you can do more damage just firing normally for the amount of time it takes to fire.
    The Lobi Crystals are Faaaakkkkee!
  • rovakiinrovakiin Member Posts: 107 Arc User
    edited July 2013
    Could be worse - in the movie it took 7 minutes to charge the thalaron. :P
    Could you imagine a 7 minute wait time in game?
  • p41nm4k3rp41nm4k3r Member Posts: 3
    edited July 2013
    My Kumari's wing cannon overload can pull 200k shots easy, with barely any weapons downtime and no movement penalty, in an aoe. It also costs only 1 console slot and it boosts off my regular weapons.

    This thing essentially shuts my ship down, requires players to spec specifically for it, and does less damage? It's pretty poorly thought out, IMO.


    I think the chargeup should be lowered to 7 seconds and it needs a small damage boost.

    Or it should be completely redone to boost damage from weapon consoles, with a 3x increase to base damage .
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