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  • thumpyechothumpyecho Member Posts: 298 Arc User
    edited July 2013
    My Scimitar Dreadnought Warbird Build (with Optimal Equipment and colour coded.) (This is an Aux2Bat Build)

    Fore Weapons: 5x [Romulan Plasma Dual Beam Bank Mk XII [Acc]x2].

    No Torpedoes so skill points can be allocated elsewhere. Beam Banks over DHC because this ship is pretty wide and can be harder to judge the exact point in which DHC or DC will start firing. < snip >

    No offense meant with the snip just don't want a wall of text...

    And I'm no ship/Boff Power expert by any stretch of the word...In fact after watching "Sharknado" I think my I.Q. dropped sharply......:D

    A few questions/comments:

    1) I'm planning on running an extremely similar build (just behind on the Reputation stuff)- with the dual Aux2Bat build wont the Technicians trigger CD redux on APO3? If so, does that not render Polarize Hull redundant? Since the amount of time they are both "on" is the same? [And I am unsure exactly as to the mechanics of how the Tech CD applies to Boff powers - a SME would have to comment on that]

    2) Doffs- there is some data about a doff[namely this one] that does a debuff cleanse every time EmPT X is activated (similar to HE from what I can gather; I have not seen this doff personally), any thoughts on that?

    3) No threat scaling science consoles - why?

    4)If some of the above is true - then you could wedge in more Boff powers......what the powers would be I'm not sure myself...but again that is assuming my conclusion about technicians is correct (and I believe it is because the text says "bridge officer powers", so unless they mean something else.....)

    I'm really not trying to nitpick but I'm more curious than anything....and if I'm wrong, I'm wrong...
  • tom61stotom61sto Member Posts: 3,669 Arc User
    edited July 2013
    thumpyecho wrote: »
    No offense meant with the snip just don't want a wall of text...

    And I'm no ship/Boff Power expert by any stretch of the word...In fact after watching "Sharknado" I think my I.Q. dropped sharply......:D

    A few questions/comments:

    1) I'm planning on running an extremely similar build (just behind on the Reputation stuff)- with the dual Aux2Bat build wont the Technicians trigger CD redux on APO3? If so, does that not render Polarize Hull redundant? Since the amount of time they are both "on" is the same? [And I am unsure exactly as to the mechanics of how the Tech CD applies to Boff powers - a SME would have to comment on that]

    2) Doffs- there is some data about a doff[namely this one] that does a debuff cleanse every time EmPT X is activated (similar to HE from what I can gather; I have not seen this doff personally), any thoughts on that?

    3) No threat scaling science consoles - why?

    4)If some of the above is true - then you could wedge in more Boff powers......what the powers would be I'm not sure myself...but again that is assuming my conclusion about technicians is correct (and I believe it is because the text says "bridge officer powers", so unless they mean something else.....)

    I'm really not trying to nitpick but I'm more curious than anything....and if I'm wrong, I'm wrong...

    My take:

    1) PH is mainly for the resist buff on an Aux2Batt build, because a good chunk of the more used hull heal abilities (Aux2SIF, HE) are Aux using powers, so you want as much resist as you can get (RSP + PH reduces the damage you take quite a bit) instead.

    2) Debuff cleanse had a very low percent chance last I checked, not worth it unless it's chance has been greatly improved.

    3) No room with that many Universal consoles

    4) n/a
  • k0undarrk0undarr Member Posts: 2 Arc User
    edited July 2013
    Reman Tactical Captain with 5 Superior Romulan Operative boff's

    Ship Hull -
    Scimitar (Tactical)

    Weapons -
    Fore: [Phased Polaron Dual Heavy Cannon's Mk XII [CtH] [CtD]] x4, [Quantum Torpedo Launcher Mk XI [CtH] [CtD]x2]
    Aft: [Phased Polaron Turret Mk XII [Acc] [CtH]] x3

    Consoles -
    Engineering: [Neutronium XI] x2
    Science: [Shield Absorptive Frequency Generator], [Field Generator Mk XI] x2
    Tactical: [Cloaked Barrage], [Singularity Distributor Unit], [Polaron Phase Modulator Mk XI] x3

    Hanger: [Advanced Romulan Drone Ship]

    Bridge Officers -
    Lt Cmdr Uni: Tactical; TS1, APB1, TS3 (or THY1, APB1, THY3)
    Ens Uni: Engineer; EPtS1
    Cmdr Tactical: TT1, APB1, CSV2, CSV3 (or TT1, APB1, CRF2, CRF3)
    Lt Engineer: EPtS1, AuxtSIF1
    Lt Science: PH1, HE2

    Duty Officers -
    Tactical Conn Officer: Recharge time reduced for Tactical Team and Buff x2
    Tactical Projectile Weapons Officer: Chance to reduce time to recharge torpedos
    Engineering Technicion: Additional Auxiliary Power Buff While Cloaked
    Engineering Warp Core Engineer: Chance of temporarily improving your ships power on use of any Emergency Power ability

    Might not be the highest burst DPS build but it's very good DPS combined with very good survival and that usually turns out better in the long run. After all dead DPS is bad DPS.

    Another important note to make that vet players should all know but newer players probably don't: Use keybind macros to chain powers and distribute shields while attacking.

    /bind 1 "+power_exec Distribute_Shields $$ FireAll $$ +TrayExecByTray 1 3" = Shield Distribution + Fire All Weapons + Tactical Team (with TT in second tray 4th slot)
    /bind 2 "+TrayExecByTray 2 6 $$ +TrayExecByTray 2 7" = chain Attack Pattern Beta 1 (with APB1 in tray 3 slots 7 & 8)

    For more details on setting up keybind macros I recommend checking out GUIDE: Keybinds and Macros in STO (DETAILED)
  • amaresh1amaresh1 Member Posts: 188 Arc User
    edited July 2013
    I think that my Scimatar is built. Here it is

    Front: Romulan DHCx3 Romulan Torpedo Omega Torpedo
    Back: Romulan Turrett X2, Cutting Beam
    Shield: Adapted Maco/KHG
    Deflector: Adapted Maco/KHG
    Engine: Romulan Engine (Boosts radius by 45% and boost attach patterns 26.2%) (This engine is mack daddy of tac engines. To be honest, I can't see any reason to go with any of the other engines at this point.)

    Consoles; 2 pieces of the Scimatar consoles, 2 Science Threat Consoles, 5 Plasma Energy Weapons consoles, 1 Console from the Shield Absorptive Frequency Generator.

    This thing turns pretty good and seems to do reasonable amount of damage.
  • erhardgrunderhardgrund Member Posts: 167 Arc User
    edited July 2013
    http://skillplanner.stoacademy.com/?build=scimitardeeris_0

    this is what my romulan character is flying when shes not in her tvaro.

    The 3 empty console slots are for the scimitar consoles and the hanger is filled with the advanced droneships.

    2 conn officers and 2 projectile officers and a damage controle officer fill the doff slots.

    That ship is pure evil. extreme damage, stealthy , tanky and full of lethal gadjets.
    It is alot of fun but totaly op. ;)
    Cruisers ftw!
  • questeriusquesterius Member Posts: 8,462 Arc User
    edited July 2013
    Funny enough these Builds suit the Scimitar just fine with the difference that Romulans use Plasma instead of Phaser because of their racial trait.

    For the moment i really dislike seeing Scimitars in PVE because people flying them don't seem to know what they're doing and they're slow and hinder other players in their movement.

    The first can be solved by a lot of practice (hopefully not in STFE which i pug) and the second part i hope can be solved by resizing the Scimitar.
    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.
  • tom61stotom61sto Member Posts: 3,669 Arc User
    edited July 2013
    questerius wrote: »
    For the moment i really dislike seeing Scimitars in PVE because people flying them don't seem to know what they're doing and they're slow and hinder other players in their movement.

    Maneuvering with Scimitars can be a pain, particularly if you're in a large ship yourself, but I've found flying above or below them to work fairly well. If you're on the same Z-Axis position and have the same ideas for where to go, it's a constant bumping into each other.

    As far as skill wise, most of the Scimitars I've seen in ESTF PuGs seem to be on par for other ship captains.
  • yeswecantyeswecant Member Posts: 74 Arc User
    edited July 2013
    Well, the Scimitar is one of the bulkiest starships around, especially because of the huge wings

    It is a pain to fly with other scimis, but that's more a question of paying attention when flying than with the ship itself
    In fact, it is much easier with the Scimitar than with a beam array Ha'pax/Ha'nom/D'deridex and their Zen variants because these simply orbit around a target and aren't looking where they are going at all and have quite a large size as well
    With the Scimitar, they at least know where they are going :D

    About a good PVE loadout:

    Well, stuff 4 of the best hard- hitting dual heavy cannons into the forward slots
    (preferrably antiproton, but tetryon does as well if you can't get antiproton yet)

    Additionally, put in some torpedo launcher of your choice (I prefer Chroniton because it can slow the enemy down while dealing decent damage)

    In the back weapon slots you put in a kinetic cutting beam and a mine launcher (the tactical power "Dispersal pattern" for an explosive surprise behind you when using mines)
    Fill the remaining back slots with the strongest turrets you can get your hands on


    Consoles:
    Well, we are talking about making it as strong as possible, so we'll take all 3 universal console (cloaked barrage, cloaked shields and secondary shields plus the bonus of the thrusters and the Thalaron pulse)
    I've put them all into the science slots, the engineering slots got the 2 best RCS accelerators and the tacticals got the best stuff that makes you hit harder ;)



    Usage in PVE:
    Make use of cloaked barrage whenever you can, it is one hell of a fun ability :P
    AND:
    Thalaron pulse:
    It is limited to 10 targets only, a range of 10km and a 90 degrees cone
    It takes 12 seconds to charge and in that time, you can't activate anything, but the abilities you have running, will keep on going, so it is a good idea to trigger "secondary shields along with it
    How powerful is it? I don't know the exact numbers, but most smaller enemies will instapop when hit by it.
    Oh, and don't bother using it against borg spheres as they often suddenly put everything into their engines and fly around, causing you to waste your shot
    If a tholian catches you with a web, just use one of your teleportation abilities or ram through it

    Secondary shields is a good panic button, but keep the cooldown in mind

    One more thing about the Thalaron pulse:
    If you trigger it, fire it and die AFTERWARDS, then you'll have the "normal" cooldown for it, but if you blow up while charging it, then you wil NOT have a cooldown timer


    After using the scimitar for a while now with all 3 consoles:
    Yes, it is quite OP, but well, that's free- to play, so deal with it
    Among cruisers it is pretty much THE best damage- dealer that can match an escort dps- wise while having the tank of a cruiser :D
  • gilgalad195gilgalad195 Member Posts: 0 Arc User
    edited July 2013
    Ok I have flown the Scimitar since the day it was released, and I have tried several things. Here is what I have settled on currently, and my survivability has vastly increased.

    Fore Weapons: x4 Rare Mk XI Caustic Plasma Beam Arrays (Will upgrade to Romulan at some
    point) x1 Rare Mk XII Plasma Torpedo

    Aft Weapons: x2 Rare Mk XI Caustic Plasma Beam Arrays x1 Kinetic Cutting Beam

    Deflector, Engines, and Sheilds: Mk XI Assimilated Borg (I know it has lower shield value, but
    it works, and the set bonuses are extremely nice.)

    Singularity Core: Rare Mk XI Overcharged with stuff (It's getting replaced as soon as I can
    afford it)

    Devices: Batteries, mostly I use shield and weapons

    Hanger: Advanced Drones

    Eng. Consoles: Borg Assimilated and Uncommon RCS Accelerator Mk XI (If I ever get the
    Tulwar, Secondary shields are going here)

    Sci. Consoles: Romulan Zero-Point Energy Conduit, Plasmonic Leech (I have flow caps
    maxed out for this), Rare Mk XI Biofunction Monitor

    Tac. Consoles: Cloaked Barrage and x4 Uncommon Mk XI Plasma Infusors (Will upgrade
    these eventually)

    BOFFS

    Tac. Commander: Fire at Will I, Torpedo Spread II, Tac Team III, Attack Pattern Delta III

    Ensign Uni (Tac): Tac Team I

    Lt. Commander Uni (Eng): Eng Team I, Emergency to Shields II, Reverse Shield Polarity II

    Lt. Eng: Emergency to Weapons I, Aux to Battery I

    Lt. Sci: Polarize Hull I, Hazard Emitters II


    Ok. So I what this allows, is for tactical team to be up almost all the time, even if you aren't a tactical captain or your tactical initiative is on cooldown. I keep Aux2Bat up as soon as it cools down. I alternate Emergency to weapons and emergency to shields so that my shield power stays high and healed up, and my weapon power stays extremely high. I run full power to weapons, but even then my shields are 125 when I go emergency to shields and aux2bat. The regenerative shield set bonus will periodically recharge my shields, and reverse polarity is always there in a pinch. I went with beams because I just cant turn fast enough to keep cannons (or even double beams, which I tried for a while) on target. As I increase in Rep, I intend to get the rest of the Romulan Singularity Harness set, and the rest of the Omega Adapted Borg set.
  • zanzal0zanzal0 Member Posts: 0 Arc User
    edited July 2013
    I see a lot of great Scimitar builds here. I'll throw my Polaron debuffing build into the mix:

    Skills:
    Energy Weapon focused/Max Flow Caps

    Gear:
    5xPhased Polaron DHC
    2xPhased Polaron Turret
    1xKinetic Cutting Beam
    Jem'Hadar Set Mk XII <only 2 pieces needed, but I like matching>
    Field Stablizing Singularity Core with [SingA] [OLoad]
    Advanced Drone Ship

    Tac Consoles:
    5xPolaron Phase Modulator

    Science Consoles:
    Assimilated Module, Zero Point Energy Conduit, Shield Adaptive Frequency Generator

    Engineering Consoles:
    Plasmonic Leech, Tachyokinetic Converter,

    Bridge:
    Tac[4] = TT1, ATB, ATO, CRF3/CSV3
    Eng[3] = EPtS, Aux2Bat, ET3
    Eng[2] = EPtE, Aux2Bat
    Sci[2] = HE1, <any>
    Sci[1] = Polarize Hull

    Duty officers:
    3xRare/Very Rare Technicians
    1xVery Rare Warp Core Engineer <chance to reduce singularity lockout>
    1x<whatever>

    Considerations:
    • Maximize Weapons, Shields, and Engine Power Levels
    • Enhanced Turn Rate from APO, Tachyokinetic Converter, and EPtE
    • Damage Resists from ATB/HE1/Polarize Hull
    • Strong Hull Healing from ET3
    • TT1 is not used unless healing is not needed.
    • Singularity recharge maximized
    • Shield healing from weapon proc/EPtS
    • The omega weapon proc helps to keep weapon power from dropping too low.

    The build has a little bit of play in it. Could possibly ditch the shield healing console and add TSS2. The science powers aren't really too important to overall survivability and should be optimized to counter whatever enemies you are fighting. I think that RSP should be avoided and would much rather have a solid hull heal not gimped by my lack of aux. If I run into trouble I can always Evasive Maneuvers/Singularity Jump/Singularity Shielding then Battle Cloak. Also, I try and stack Singularity Overload with CRF3/CSV3 as often as possible.
  • veritech05veritech05 Member Posts: 0 Arc User
    edited July 2013
    This is my Build. I am still trying to get the Adapted MACO Shield and Deflectoe for the sweet 25% Torpedo damage. With the Omega Plasma Torpedo and the Fleet Quantum Torpedo that should really melt faces.

    It has taken me a while to master the Scimitar Slide but now I can keep the nose pointed at what ever needs some killin'.

    No I just have to figure out how to get the Advanced Drones...

    Here is my build: http://skillplanner.stoacademy.com/?build=jronsscimitar_4337
  • ghetsumghetsum Member Posts: 0 Arc User
    edited July 2013
    Here's my current build:

    http://skillplanner.stoacademy.com/?build=voualsscimitar_0

    Nothing fancy, Aux2Batt build. I use the single romulan hyper plasma torpedo for the additional Beam overload on the plasma array, and usually use singularity for the beam overload power. Cloak whenever it's cooled off, coming out immediately to gain the ambush bonus again, and keep the turn rate bonus.

    Hangar slot is the Advanced Drone Ships.

    Duty Officers are 3x Technicians, Dlyrene, Exocomp. BOs are a mix of Romulans and Remans, all with Superior in their space traits.

    Possible changes I've been considering:
    Using Assimilated Engines and Deflector.
    Removing the torpedo.
    Swapping EptW3 to RSP2 (or DEM2).
    Swapping EngTeam1 to EptW1.
    Swapping EptA1 to EptS1.
    Swapping out Valdore console, putting in Fleet science or engineering consoles.

    Other notes:
    I do PvE only, but I'm using [Acc] instead of [CritH] because seeing "Miss" makes me angry.

    Any thoughts?
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2013
    For Weapons
    4 nanite disruptor cannons mkxii
    1 nanite DHC mkxii

    Aft Weapons
    3 nanite turrets mkxii

    Shield:Maco mkxii
    Deflector:Aegis
    Engines:Aegis

    Consoles
    4 rare mkxi dic's
    plasmonic leech
    phaser point defense
    Thetagas module
    3 pc. Scimitar set

    The rest is not to be mentioned!!!
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • jdskjflkjdfklsjfjdskjflkjdfklsjf Member Posts: 63 Arc User
    edited July 2013
    Schim

    5 For Fleet plasma mk xii DHC

    2 Aft Fleet plasma mk xii Turrets, Plasma Hyper Torpedo (mainly for the buff with console)

    EPTE + Evasive maneuvers + 3 purple con officers + Keep this thing pointed forward almost constantly.

    ACT showing around 6500 dps avg
  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited July 2013
    marc8219 wrote: »
    I know its tempting to use all those legacy pack consoles but that is why you are performing poorly, you have hardly any energy damage consoles, you need anywhere from 3 to 5 polaron damage consoles. You will have to decide whether you want to give up the 3 piece set or those legacy consoles and get more damage.

    This is something I struggle with myself A LOT.

    Generally, I keep the tac console slots free for tac consoles, but the other consoles are equally
    important too. Sometimes, I have to be reminded of this.

    SOMETIMES I only use the magic Mogi console. :eek:
    tumblr_o2aau3b7nh1rkvl19o1_400.gif








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