I'm going to be tweaking the weapons load out and definatly the consoles over time.
And undoubtably there are those out there who can tune one of these up right now.
I just threw this together with what I had availible. She's a Gun ship because I never bothered to put points into torpedo's or mines. Fund I had better places to toss those on my captains skill point tree.. Same same Traits... all about survivability for the ship, and damage output.
how do you mean? 1. who do you RP a starship? 2. WHats wrong with a shot gun the fires sledgehammers... I got this sweet Ithica 12 guage pump with a 9 round mag.. so.. yer saying this is more like an 8 guage... I'm like good with that... Likely I'll fight in DD mode..
as I said, I used what I had laying around spare and wasn't using...
I dont know what youre going for but i can tell you youre doing it wrong. I have seen the fed version rip apart cudes in kerrat like tissue paper. And it looked like he ran the proton ex. weapon, and maybe two polaron DHC and tact consoles boosting polaron. i would consider that.
to start with: tt (2x), et, st all have a shared cooldown.
polaron, tetyon, disruptor, anti-proton and proton (in tac mode) weapons on your ship... you like skittles ?
577 posts and you never seen other peoples builds ?
yes, it was what I had laying arounf in my inventory and slapped on my ships.. and.. I was quite easily able to solo a tac cube all by myself... in a science ship...
I was able to shrug off everything It threw at me and tore it apart in a red alert...
not to shabby for a frankinstien build...
bear in mind this is NOT an escort, and its flown by a SCIENCE.
Half of what a ship can do, and how well it does is the payrs spec, not the ship, and the traits selected...
and, for the record, I hate cookie cutter builds..
SO post your Dyson Science Destroyer builds... assuming you have the ship.. I've seen a few romping around.. also, bear in mind that this is the KDF Version.. so cloak bonus
Theory craft is well and good, eventually I'll ahve all the sweet goodeies on this ship but for now, it easily holds its own in PvE
edit, additional note..
I fight this ship in Destroyer mode so I have the Proton DHC's forward in addition to whats listed and can still bring 4 weps to bear outside the forward cannon arcs.... And in destroyer mode you LOOSE the subsystem targetting anyway. SO mounting a raft of beams would be a waste.
Instead of specializing I've did spread the joy around on weapon types.. a chance of a proc is just that, a chance.. and you can only have so many procs in a given time period. I'f I'm going to gamble for a proc, what nerk around? I still have all of the effects of the of the secondary deflector, and the over powered shields of a science ship. Dear in mind the only Science ship ability I loose in Destroyer mode is the subsystem targetting!
If I were a fed, I'd likely go for a beam boat build, but I'm not.. This is a KLINGON ship.
The 8.5 patch gave turrets the benifit of the prefire chambers so they're doing a bit more damage then stock values.. Makes turrets a bit more combat worthy then they've previously been. the 360 beam is there because its a 360 mount... and if could mount more then one i would...
My previous two main ships are a Fleet Tor'Khat battle cruiser, and a Risaian Corvette, and they are both packed nose to tail in FLEET gear...
I posted what I did for the giggles.. (and if you had read the post you would know that....really guys it s GAME!)
yes, it was what I had laying arounf in my inventory and slapped on my ships.. and.. I was quite easily able to solo a tac cube all by myself... in a science ship...
I was able to shrug off everything It threw at me and tore it apart in a red alert...
not to shabby for a frankinstien build...
bear in mind this is NOT an escort, and its flown by a SCIENCE.
Half of what a ship can do, and how well it does is the payrs spec, not the ship, and the traits selected...
and, for the record, I hate cookie cutter builds..
SO post your Dyson Science Destroyer builds... assuming you have the ship.. I've seen a few romping around.. also, bear in mind that this is the KDF Version.. so cloak bonus
Theory craft is well and good, eventually I'll ahve all the sweet goodeies on this ship but for now, it easily holds its own in PvE
First off, no i do not yet have the ship. I plan on getting enough lobi on monday to get buy the bloody thing. That said, i have biult nearly every w arbird in game. (i know yours is KDF but there is little difference.) that said, i pretty much know what i am goingto put on it and i think mine will out dps yours.
First idea(probley wont do this one....)
Fore:
1 Protonic polaron DHC Accx2
Protonic experimental weapon (this would allow the ship to continue using subsystem target AND it will work with cannon BOFF abilities.)
grav torpedo
hybrid deflector, engines, sheilds, core.
Aft:
KCB
2 polaron turrets accx2
eng slots: 2 dil mine RCS
Sci slots: borg console, valdore console, protonic dyson console, (fourth slot not yet decided)
Tactical slots: 3 polaron DMG boosting.
The problem with this build is DPS. the tac consoles are only boosting ONE cannon by 93% tops. Forward weapond are two diverse to boost with consoles. With the other gear, this set up boosts proton Dmg by +30%. proton projectiles boosted further.
Second set up. (all listed gear i already have)
fore:
2 Nantie disruptor DHC accx2 (at least. one or two that i have are x3)
grav torp.
hybrid deflector, engines, sheilds, core.(while i dont have the core, it comes with ship.)
Aft:
KCB
2 nanite turrets accx2
ng slots: 2 dil mine RCS
Sci slots: borg console, valdore console, protonic dyson console, (fourth slot not yet decided)
Tactical slots: 3 disruptor DMG boosting.
This build does more Dmg than the first but loses subsystem targeting (no beam weapons.) i am considering two Nanite DBB in place of the DHC. but i believe this will lower dps.
Now, i know this is a sci ship. DPS shouldnt be its focus but i am using this on a Tac/Rom. I didnt want to start all over because i thing i would waste time tring to level a new toon. if i only went to 10, then tried to get the ship and gear, the gear would not be XII, like i have on my Tac/Rom. Also, this is a Science DESTROYER. my Tac toon should be able to get some use out of it. you can try out any of these biuld for rather cheap. and i think you will get better DPS than what you have now. you can call this all theory sll you want, but i back it up with experiance of building nearly every warbird in game. (i think i am only missing 3. 4 counting the newest one we are discussing.) and that doesnt mention the fed ships ive biult.
Cannon consoles effect the Built in Proton DHC... there are no Proton Cosoles.
Options are Dyson Rep consoles + a weapon type and sticking to it.
Or running Cannon dmg consoles....
Or running Dyson rep consoles with +cannon and + proton. (a good option if you are also going to run the Experimental proton weapon, and perhaps load the proton barage from the rep set... and we know the cstore version is going to have a proton dmg console.).
Its an odd ship that locks you into 2 weapon types from the start... so running general cannon consoles isn't that crazy... and running fleet ones is another option where you wouldn't loose much in terms of dmg.
Not 100% sure if Cannon consoles effect the experimental rep wepaon or not... will have to test that.
Bottom line its one ship that it might not only be sane to be rainbowing in ... it may in fact parse the largest overall numbers.
Cannon consoles effect the Built in Proton DHC... there are no Proton Cosoles.
Are you saying i can put anything in the tactical slots that boost a specific energy type and it will boost the built in proton cannons?
Options are Dyson Rep consoles + a weapon type and sticking to it.
wouldnt this give you the least boost to weapons but the most boost to proton, boosting the built in cannon the more but boosting other wepaons, namely the polaron protonic, PART of the time?
Or running Cannon dmg consoles....
would this mean less than medium boosting to ALL cannons? still no subsystem targeting?
Or running Dyson rep consoles with +cannon and + proton. (a good option if you are also going to run the Experimental proton weapon, and perhaps load the proton barage from the rep set... and we know the cstore version is going to have a proton dmg console.).
Its an odd ship that locks you into 2 weapon types from the start... so running general cannon consoles isn't that crazy... and running fleet ones is another option where you wouldn't loose much in terms of dmg.
Not 100% sure if Cannon consoles effect the experimental rep wepaon or not... will have to test that.
Bottom line its one ship that it might not only be sane to be rainbowing in ... it may in fact parse the largest overall numbers.
I must say builds like the ops are the exact thing i expect from ppl buying a ship for lobi now that they could have had for free anyways. Totally inefficient nonesense.
Cannon consoles effect the Built in Proton DHC... there are no Proton Cosoles.
Options are Dyson Rep consoles + a weapon type and sticking to it.
Or running Cannon dmg consoles....
Or running Dyson rep consoles with +cannon and + proton. (a good option if you are also going to run the Experimental proton weapon, and perhaps load the proton barage from the rep set... and we know the cstore version is going to have a proton dmg console.).
Its an odd ship that locks you into 2 weapon types from the start... so running general cannon consoles isn't that crazy... and running fleet ones is another option where you wouldn't loose much in terms of dmg.
Not 100% sure if Cannon consoles effect the experimental rep wepaon or not... will have to test that.
Bottom line its one ship that it might not only be sane to be rainbowing in ... it may in fact parse the largest overall numbers.
Not true, there is the Console - Universal - Proton Particle Stabilizer, and the Elite Fleet tac consoles each add proton damage (+15 i think) to weapons....
Not true, there is the Console - Universal - Proton Particle Stabilizer, and the Elite Fleet tac consoles each add proton damage (+15 i think) to weapons....
It's the Dyson reputation half-consoles that give proton damage.
I think the important part for the ship is deciding whether you're going to fly it primarily as a sci ship or as a destroyer. If you're going to fly it as a sci ship, you can even forget about transforming since Sensor Analysis on your console-boosted weapons will probably be better than getting an off-type DHC. If you're going to fly it as a destroyer, optimizing your forced mix of normal + proton weapons will be your best choice. I recommend at least the Proton Particle Stabilizer, and probably mixing in some Spire Prefire Chambers or Reputation +Proton consoles (the exact ratios I'm not sure of, though).
For weapon type in the Destroyer case, I'm inclined to think that Protonic Polaron is the best bet since it will take the lowest penalty for switching to the +Proton consoles. Polaron will also benefit from the Flow Caps heavy build that the Secondary Deflector encourages.
...Actually, I think that building for a Protonic Polaron-based Destroyer could actually be the key to making the ship work at least competently in both modes.
Those are the consoels we are talking about... they are random drops from the Dyson Rep system or you can buy them for lobi when you hit tier 5 dyson.
The question with the destroyer becomes how much do you want to boost the BUILT in Polaron DHC.
It would get bonuses from 2 mods
1) Proton Dmg consoles... the Auto Targeting Mods all boost +15 proton (purple). Yes there are some uni consoles and some set bonuses that also boost proton dmg.
2) General Cannon dmg cnosoles... The only other way to boost it is with +Cannon general dmg consoles (it is a DHC).
The question becomes does it make more sense to run Auto targeting consoles that split dmg with say Polaron + Proton.... or does it make more sense to run +Cannon +Polaron and double boost the built in DHC cannon.
The answer is I don't know yet... untill someone really looks over the numbers and even then it may be hard to tell as which one you want higher is really going to depend on how much resist your targets have... and in general people tend to have lower resistance to proton dmg.
The inclusion of a new weapon type and forcing you to rainbow no matter what you do make the choice of consoles on this ship more difficult.
Also we all know there is a Cstore version coming... and 2 of the consoles seem to provide Proton Damaging abilities... and I think we can assume these auto target consoles will also boost the dmg on those... not sure about the +cannon dmg effecting the Console. Likely it won't but so far we don't know for sure.
As for sub targeting like chrisbrown asked... to use sub targeting you would still have to load some kind of beam... and your right runnnig +cannon dmg consoles wouldn't help it out at all. Likely running +polaron +proton Auto targets will make the most sense because of that... I simply wanted to point out that I don't think the OP is that crazy for considering +cannon dmg consoles and rainbowing a bit... you do loose some dmg on any turrets or other dmg type DHC you load... however the already pretty high dmg Proton DHC would be boosted by them so its not completely silly... as rainbowing was in the past.
but the dyson rep tac consoles do not boost very much and only thr proton cannon will just both sides of it. you could add the proton ex. weapon and the grav trop, the console to go with all that for more proton boosting, but you still would have one open weapon slot.....what goes there?
but the dyson rep tac consoles do not boost very much and only thr proton cannon will just both sides of it. you could add the proton ex. weapon and the grav trop, the console to go with all that for more proton boosting, but you still would have one open weapon slot.....what goes there?
The Dyson rep boost the proton + one other type...
That was the point about cannon dmg consoles... if you ran any type of DHC it would be boosted by cannon type as well as the Proton DHC...
The numbers would honestly need to be looked over depending on your build.
Also depending if you are just doing PvE or PvP.
For pvp one advantage to Proton is not many people have much resistance to it. So it may end up that only boosting your proton say +30 in total is better then racking up a weapon type that people are heavy resistant to. Last I checked things like fleet shields don't help you at all vs proton for instance.
Another Alternative is going 3 antiproton DHCs in the front, 2 antiproton turrets in the back and the omnidirectional antiproton beam, and the rift core, with prefire chambers. The omni beam allows subsystem targeting and adds 10% antiproton damage.
Also remember that the Proton DHC has an embedded damage boost equilvant to a purple tac console, embedded which means consoles boost that enchanced damage, so enhanced by the prefire chambers it will kick like a mule.
Only downside is the omnidirectional antiproton beam is not enhanced by the prefire chambers, but the other benifits of the build out weigh that given its a rear slot, it buffs your other weapons, it allows you to use subsystem targeting and beam overload (if you have it), and its cheap, it doesn't require Dyson Rep, Fleet Membership or anything like that.
Likely going to be plugging in dyson rep and fleet modules.. Boosting over all cannon damage...
And of course anything that I can to boost "Proton" damage for the built in weapon...
I'm SCI but I intend to fly this ship primarily in destroyer mode. As of yet I'm really undecided about where I want to go with the rest of the weapons other then I'm not going to bother with torpedo's of any kind.
I'll be getting the C-store 3 pack of this ship when it comes out so I will be giving up 3 console slots for the 3 consoles from the pack for their set bonus (look at the ships consoles from the FE if you want to know what they are)
the c-store pack will also give me some other skins for the hull, possibly some variations in hull form also. Each "Hull" will have a different secondary deflector.. each optimized for either Healing, exotic damage and I think the other option was a DPS enhance...I'll be going for either the exotic damage or the DPS booster. (I belive cannon, proton damage specific)
Going to have to go to work on Dyson rep to get the others and seriously kick into spire rep for the fleet base for a number of other goodies that unlock.
This ship is going to be great fun.. and getting the three pack will give me the option of different builds and capabilities..
i have gotten the Romulan version and i can say that boosting the Proton DMG with the dyson consoles is shooting yourself in the foot. you will be gimping your other weapons to boost the one.
Dont do this.
In my AP biuld, i have 1000DPS and i am only boosting the cannon by 13%. When the C store ship release, i can boost the proton cannon by another 17% for +1100 DPS. This is normal DPS without skills like Atk patterns, CRF or CSV. I am not even using ANY tac slot to boost proton.....
AFT Weapon
3x Protonic etc Turrets
Optionally I may keep the Omnidirectional anti proton beam (I just like that weapon)
Solonae 4 piece set (warp core, engine, scanner, shields)
I expect I'll be able to maintain 100% to weapons and Aux, and still keep SHield and engine power at better then 50% when all the bonus's kicked in... STill putting the number together.. but the math looks pretty good, and should be able to bring the turn rate up into the high 20's which will allow me to make best use of the ships cannon armarment.
ENG Consoles:
Fleet Enhanced Nutronium Mk XII [Hull HP]
Fleet Enhanced RCS Console Mk XII [All Res]
SCI Consoles:
Shield Refrequencer MK XII [+Pwr Ins]
Assimilater Module (Borg Set)
Uni Proton Particle Stablizer (Photonic Arsenal set)
Uni Proton Destabilzer (C-store Dyson Sci DD set)
TAC Consoles:
Uni Shield Inversion Projector (C-store Dyson Sci DD set)
Uni Photonic SHield Matrix (C-store Dyson Sci DD set)
TAC Prefire Chamber MK XII (going to look around for the most enhance version of this avalible)
I'm going to end up with the effects of 3 entire set bonuses with this set up with big boosts to hull HP, Shield HP, and pretty much across the board enhancements to science abilities, both my own, and my BOFF's. I'm also going to end up with some VERY credible weapons damage out of it also, plus a number of special attacks. In pure science mode it won't be a joke, switching over to Destroyer mode and bringing the Proton DHC into play will substantially increase DPS.
With the spec on my Captain and her traits I'm looking at around a base 8% crit chance base, before adding any additional weapon crit bonuses. One of the consoles adds +3 crit chance, and +10% crit damage. WHat ever I touch with this build will notice it's been touched.. IT looks like I won't need to resped my capatain skills though I may switch out some traits.. Still undecided. I will have to respec my SCI and TAC BOFF's that have the hot seat though.
When I have it kitted out.. you might might see me in PvP *grin* I'll be the one complaining my fingers hurt from all the button mashing I'll be doing.
Primarily a PvE ships that can do a respecatable job in PvP as a team player. Going to have to go find myself a Fleet Vo'qov to be a buddy buddy with.
what i am about to say is NOT meant to troll or flame. I intention is to help you make a good build so you have a good biuld that makes ME make a better build.....and gives me a good game/fight...because thats fun to me. that said.....
if you use the set up youre talking about when you see the R.R.W. Kestrel, the **** is coming. And i will show you why.......
SO did a bunch of digging, digging, and more digging.. er "Research"
SO here's what I'm thinking as the "final" version of this build...(going to a be a month or two putting it together)
FWD Weapon.
1x Protonic Tetryon (or Tacyon.. I forget which) DHC
Experimental Proton Weapon (photonic aresenal set) Does NOT work with subsystem targeting. DPS is poor.
Gravametric Photon Torpedo Launcher (Photonic Arsenal set)
AFT Weapon
3x Protonic etc Turrets
Optionally I may keep the Omnidirectional anti proton beam (I just like that weapon)
Why no KCB??????? you want the KCB!!! i will get into why in a minute.
Solonae 4 piece set (warp core, engine, scanner, shields)
this is a lackluster set which looks good on paper only. you will get more hull heals from the borg 2 piece. shields are ok, but elite fleet are WAY better. so are the maco/honorgaurd resilient.
I expect I'll be able to maintain 100% to weapons and Aux, and still keep SHield and engine power at better then 50% when all the bonus's kicked in... STill putting the number together.. but the math looks pretty good, and should be able to bring the turn rate up into the high 20's which will allow me to make best use of the ships cannon armarment.
ENG Consoles:
Fleet Enhanced Nutronium Mk XII [Hull HP]
Fleet Enhanced RCS Console Mk XII [All Res] <
two of this for the resist AND +turn rate
SCI Consoles:
Shield Refrequencer MK XII [+Pwr Ins]
Assimilater Module (Borg Set) If you are running this, the USE THE KCB!!! for the omega weapon proc.
Uni Proton Particle Stablizer (Photonic Arsenal set)this alone brings the proton DHC's DPS in the 1000 range.
Uni Proton Destabilzer (C-store Dyson Sci DD set)
TAC Consoles:
Uni Shield Inversion Projector (C-store Dyson Sci DD set)
Uni Photonic SHield Matrix (C-store Dyson Sci DD set)
TAC Prefire Chamber MK XII (going to look around for the most enhance version of this avalible)No this. pick an energy type and stay with it. Hint: proton is NOT it.
I'm going to end up with the effects of 3 entire set bonuses with this set up with big boosts to hull HP, Shield HP, and pretty much across the board enhancements to science abilities, both my own, and my BOFF's. I'm also going to end up with some VERY credible weapons damage out of it also, plus a number of special attacks. In pure science mode it won't be a joke, switching over to Destroyer mode and bringing the Proton DHC into play will substantially increase DPS.
With the spec on my Captain and her traits I'm looking at around a base 8% crit chance base, before adding any additional weapon crit bonuses. One of the consoles adds +3 crit chance, and +10% crit damage. WHat ever I touch with this build will notice it's been touched.. IT looks like I won't need to resped my capatain skills though I may switch out some traits.. Still undecided. I will have to respec my SCI and TAC BOFF's that have the hot seat though.
When I have it kitted out.. you might might see me in PvP *grin* I'll be the one complaining my fingers hurt from all the button mashing I'll be doing.
Primarily a PvE ships that can do a respecatable job in PvP as a team player. Going to have to go find myself a Fleet Vo'qov to be a buddy buddy with.
Now. I use the Aves class. Again, R.R.W. Kestrel. You will see me in Ker'rat.
I use AP weapons, all my tac console slots boost AP. when the C store version comes out, i will use ONE of the included consoles....the more useful one, for the TWO piece bonus of 17.5% to proton. that will give the proton cannon 1100DPS which is just under the DPS of my AP DHC. i use the AP 360 degree beam for subsystem targeting, something your build CAN NOT do. (the proton ex. weapon cant subsystem target.) i have less passive heals, NO(except Valdore console...which is OP.) passive shield heals, but my hull heals are stronger than yours. i use BOFFs to heal shields....Elite fleet shields.....
This is my build:
Two AP fleet DHC
One Grav torp (Dyson Rep)
One Proton DHC
Borg XII deflector
Solanae Secondary Deflector
Borg XII impulse engine
Solanae core (For Aux buff. But might switch this to Elite fleet when i can.)
Elite Fleet adaptive Resilient shields ResB
Aft:
One Fleet AP turrent (Tried bio neural here and didnt like it.)
360 AP beam (for subsystem targeting)
KCB
Eng:
Two Engineering enhanced RCS (+10 kinectic resist +10 All energy Resist +40% turn rate)
Sci console:
One Valdore Console
P. Leech
Borg Console
Proton console (Dyson rep) ((adds 13.1% proton DMG))
tac console:
AP mag regulator (Will switch these for Spire consoles when i can.)
Now i know i am in a Warbird.....with a sing core. so you might say, i have MORE power than you to start with....OK youre right.....AT FIRST. your biuld doesnt include leech and mine does. I got my ship today fitting here out with all the above and when to ker'rat. while power was low to start, once i started firing that changed...FAST. my lowest power level (engines) were above 50. i clocked speeds of +26. not fast, but not slow either. my turn rate in sci mode was in the 30's. weapon power BEFORE leech was 121(in sci mode). after....who knows.....but it had to be at 125. and Tac mode ADDS 15 to weapons. in sci mode, my AUX got as high as 90 when firing.....
You can use the setup youre talking about.....but for the sake of having a good opponent, i hope you dont.
what i am about to say is NOT meant to troll or flame. I intention is to help you make a good build so you have a good biuld that makes ME make a better build.....and gives me a good game/fight...because thats fun to me. that said.....
if you use the set up youre talking about when you see the R.R.W. Kestrel, the **** is coming. And i will show you why.......
Now. I use the Aves class. Again, R.R.W. Kestrel. You will see me in Ker'rat.
I use AP weapons, all my tac console slots boost AP. when the C store version comes out, i will use ONE of the included consoles....the more useful one, for the TWO piece bonus of 17.5% to proton. that will give the proton cannon 1100DPS which is just under the DPS of my AP DHC. i use the AP 360 degree beam for subsystem targeting, something your build CAN NOT do. (the proton ex. weapon cant subsystem target.) i have less passive heals, NO(except Valdore console...which is OP.) passive shield heals, but my hull heals are stronger than yours. i use BOFFs to heal shields....Elite fleet shields.....
This is my build:
Two AP fleet DHC
One Grav torp (Dyson Rep)
One Proton DHC
Borg XII deflector
Solanae Secondary Deflector
Borg XII impulse engine
Solanae core (For Aux buff. But might switch this to Elite fleet when i can.)
Elite Fleet adaptive Resilient shields ResB
Aft:
One Fleet AP turrent (Tried bio neural here and didnt like it.)
360 AP beam (for subsystem targeting)
KCB
Eng:
Two Engineering enhanced RCS (+10 kinectic resist +10 All energy Resist +40% turn rate)
Sci console:
One Valdore Console
P. Leech
Borg Console
Proton console (Dyson rep) ((adds 13.1% proton DMG))
tac console:
AP mag regulator (Will switch these for Spire consoles when i can.)
Now i know i am in a Warbird.....with a sing core. so you might say, i have MORE power than you to start with....OK youre right.....AT FIRST. your biuld doesnt include leech and mine does. I got my ship today fitting here out with all the above and when to ker'rat. while power was low to start, once i started firing that changed...FAST. my lowest power level (engines) were above 50. i clocked speeds of +26. not fast, but not slow either. my turn rate in sci mode was in the 30's. weapon power BEFORE leech was 121(in sci mode). after....who knows.....but it had to be at 125. and Tac mode ADDS 15 to weapons. in sci mode, my AUX got as high as 90 when firing.....
You can use the setup youre talking about.....but for the sake of having a good opponent, i hope you dont.
Ok, let me give you the rebuttle.
The Solonae Science Destroyer is a SCIENCE ship first, and a destroyer second. It specifically buffs with the Solonae set Particle generators, flow capacitors, shield emitters, aux power and subsystem repair and more.. On top of which when you toss in set bonuses. you get some respecatble effects.
Weapon types.. There is no current equipment which provides resistance to Proton damage types. The big bonus for Protonic damage is a 1 in 4 chance per damage tic to bypass shields and directly damage the targets hull with a signigificant portion of the weapons damage. That's the magic bullet with this particular weapons type. The specific reason for mounting the Protonic arsenal set is it the only gear that buff protnic weapon damages. All of the rest of the weapons will benefit from the prefire chamber damage chamber buff.
Thats the turrets, the experimental proton weapon (very flexible weapon), and both the built in DHC, and the dyson DHC weapons. If nothing else I may drop the experimental Proton weapon, and its torp and simply toss two more DHC protonic whatevers up there and just stick with a tried and true pure gun ships build while retaining the console from the set which also buffs weapon, engines, and electro plasma system. If I only get a over all maybe 20 t0 25% increase in damage to the weapons suite it'll be sufficient.
The only resists to this weapons suite any one else is going to have for a while yet is going to be general energy based weapons resistance. Going with cannon based weapons actually gives me more options for the maximim of 5 possible TAC boff powers I have if I don't bother with beam weapons types or Torpedo's, or Mines.
I have 11 BOFF power to play with. That's 4+1 TAC, or 5+1 SCI and 2 ENG to play with.. remember that +1 is either a Cmdr SCI -OR- Cmdr TAC Boff power. There's BOP Raiders that have more BOFF power menu to play with. Most Tier 5 and up ships will have more to play with.
I have to make up the difference somewhere, and that means greater specialization then most players would consider. I really have a very small menu of TAC Abilities and builds to choose from.
I don't want to bother with Antiproton because first and formost.. EVERYONE USES IT. It is currently THE weapons type of choice in PvP.
With only 2 engineering console slots being able to adequately have specific defenses against them is just a "not going to Happen" The console choices are "Nuff to do the Job" and no more.
The 3 pieces C-store set will give me 4 additional special powers which this small ship desperately needs, of which 1 is offence, 1 is defense, one provides greater defense while reducing offence, and one is offence that provide a defenseive boost to near by ships via shield healing while damaging its target.
This is a unique ship, with some fairly unique one off abilities. Any build needs to build to its strengths. Any build that cuts and pastes from other ships, no matter how effective those builds are are not going to make the best use of what this ship can do.
I'm an old gamer.. and old tabletop gamer.. and amateur military historian. and ships.. blue water, or starships are a gestalt of everything they have.. A combinations of systems, and, they're all specialized.
The Solonae build needs to stand on its own, but it's still primarily a science ship, though in this particular case a very offensively minded one. It's very.."Klingon" in lay out. Read "quirky". If I try to turn it into a fancy escort with science abilities I'm better off using a Raptor or Raider. My build is unconcerned with subsystem targeting because this build is Cannon weapon type oriented as all KDF ships. The Feds players will use beam builds primarily i expect, and the Romulan version will be more generalized, as they have those wonderfull singularity powers to back their play.
Again.. The emphasis is not countering the strengths of other ship types but bypassing their strengths and defenses entirely. Ask any melee fighter.. hitting a target where its defense is strongest just makes your arm tired.
The build is very heavy on hidden defensive abilities, not to go out and pretend its a tank, because its not.. It's to keep the ship alive so it can do its damage.
High DPS is a good thing... but if you can't stay alive to deliver that DPS then its a waste of resources..
I've finished the build math by the way. I've managed to increase base shield strength ti 160% of normal and base hull strength to 127% or normal.. This is going to give this ship parity with many cruiser and battle cruisers, while being very nearly able to maneuver with at least the more nimble raptors.
The niche I see the ship filling is that of a traditional "Assult" ship, delivering high damage, and pinning the enemy force, and and opening the door for other ships to follow and finish the job.
What it cant kill out right, it can hurt and pin. Ideally I'll be delivering a death of 10,000 paper cuts that simbply overwhelm the ability of the chosen target to deal with. Those targets that aren't overwhelmed and destroyed out right.
The rest will be a small matter of piloting.
Every starship is a specialist. This ones specialty is limited but potent science abilitys, optimized for science specialty captains, with a side line in having very high "potential"
damage out put.
Now that I've written this much consider the thought of dropping the experimental weapon and the torp now a given.. two more DHC's up forward.. with all of them receiving the protonic effects I've got a very real chance of slapping the bejezus out of someone right through their shields. In Destroyer mode I'll still have the effect of a sci ships ability to get more accurate on a given target over time, with weapons which are expected to bypass the targets shields with 25% of their damage over time..
I honestly wouldn't be to surprised to see some ships die in the first firing pass coming out of cloak. There is nothing more I can do to increase the ships survive-ability without giving up significant other abilities with the build.. Like all ships its a compromise (which is defined as something no one likes, but that that they can live with). Highly unusuall self defence abilities with uncoomon "Throw the Book out the airlock" offensive abilities should be a potent mix. The good news, is there wont be that many truely effective builds for this ship, the bad news is the best builds are going to require a use of Fleet equipment and high end rep equipment.
I can go with a more conventional build of course, as you HAVE pointed out... But whats the fun in that?
I must admit you DO have some good points. I would like to say that i didnt choose AP because everyone lese uses it. I know it may seem that way but as i said, AP has the 360 beam that i could add to the rear. THAT is why i went AP, the 360 beam allows me to KEEP a sci ability many others, yourself included, have thrown away. You see, ive been testing my set up for that pass two days in practical application. I have found the weaknesses(low hull and a lack of Eng heals.) in my set up, and honestly, they can be covered with the right BOFF set up. I realize it is a SCIENCE destroyer, but it is also a Science DESTROYER, or more to my point, a SCIENCE DESTROYER and i found a build that fully allows both. you are saying the Solenae gear was made for this ship and you are 100% right but does that mean it is the BEST gear for this ship? i dont think so. lets compare.
Engines you and i use:
Me:
Assimilated Subtranswarp Engines Mk XII
Very Rare Impulse Engine
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+5 Engine Power Setting
+16.6 Flight Speed
+5.9 Flight Turn Rate
49 Sector Space Transwarp (Approx Warp 14). Max speed modified by Driver Coil skill.
Full Impulse
All Power to Engines
+110.2 Flight Speed
Diverts all power to engines
Value: 200,000 Energy credit icon.png
you:
Solanae Hyper-Efficient Impulse Engines Mk XII
Very Rare Hyper-Efficient Engine
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+17.8 Flight Speed
+5.6 Flight Turn Rate
+1.2 Weapon Power Setting
(Bonus increases with low power levels)
+1.2 Auxiliary Power Setting
(Bonus increases with low power levels)
25% chance to gain +3.5% Turn Rate and +0.52 Flight Speed for 15 seconds
This effect can stack up to 5 times.
Full Impulse
Thrusters: 25% speed when engines are disabled
All Power to Engines
+110.2 Flight Speed
Diverts all power to engines
Value: 110,000
Flight speed: you have better
turn rate: I have better
BUT
you have:
a 25% change to to have, at MAX these stats: +20.4 flight speed and +23.1 turn rate which are normally +17.8 and 5.6 respectively. the boosted numbers only last for 15 seconds. +1.2 Aux power.
yours help aux power, mine helps engines and yours procs good bonuses. i have to admit the bonus speed and turn is DAMN good, but how does that help you live? it doesnt. Mine at least is one in a two piece set for healing. I know yours heal too but NO WHERE NEAR AS much. but this is a moot point because with just engines, neither of us have the heals yet.
Conclusion: you move better. 25% of the time. otherwise, i turn better you are faster period. Ill give you this one.
Deflectors:
Me:
Assimilated Deflector Array Mk XII
Very Rare Ship Deflector Dish
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+5 Auxiliary Power Setting
+26.2 Starship Structural Integrity
+17.5 Starship Inertial Dampeners
+17.5 Starship Graviton Generators
+26.2 Starship Power Insulators
you:
Solanae Deflector Array Mk XII
Very Rare Ship Deflector Dish
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+1.8% Accuracy
(Improves Starship Weapon Accuracy)
+35 Starship Structural Integrity
(Improves Ship Hit Points)
+35 Starship Power Insulators
(Resists Shield Drain and Energy Drain)
+35 Starship Particle Generators
(Improves Exotic Damage)
Now...Bloody hell. ALL your scimoves DO hit harder. some TWICE as hard as mine. but there is something to note. You are weaker to Hold, Disable, Knock, and Slow effects than i am. that mean other ships can hold you better while i may escape. this means i may live longer because where i can escape, you may not. I also now get those heals i spoke about before.(two piece bonus.) I need to confirm how offen this happens. you only get the plus shield power which i get from leech. (we wont count the leech.) you DO also get a +1.8 to Accuracy.
Conclusion: You hit harder but GET hit harder. I get passive heals and thus live longer.
this winner here is a matter of taste but i will say that you cant hurt anyone if youre dead and i DO live longer.
i will call this a tie with a note: I live longer.
Core:
me:
Solanae Overcharged Singularity Core Mk XII
Very Rare Singularity Core
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+5 to 15 Auxiliary Power, based on your Singularity charge level
Maximum Warp Factor 10
Subspace Fold
This special ability will instantly transport the starship approximately 2 Light Years forward instantly.
This ability is only available for use while in Sector Space.
+17.5 Starship Subsystem Repair
(Resists Subsystem Offline Status)
Singularity Auxiliary Capacitor
Auxiliary Power Buff
Drains your Singularity power to augment your Auxiliary Power.
Gives up to 30 Auxiliary Power based on your Singularity level.
Repairs disabled auxiliary systems
you:
Solanae Overcharged Warp Core Mk XII
Very Rare Warp Core
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+7.5 additional Auxiliary Power
(Bonus increases at low Auxiliary Power)
+5 additional Auxiliary Power
(Allows your Auxiliary Power to exceed 125)
Maximum Warp Factor 10
Adds 7.5% of your Weapon Power to your Auxiliary Power as bonus power
+17.5 Starship Subsystem Repair
(Resists Subsystem Offline Status)
Subspace Fold
This special ability will instantly transport the starship approximately 2 Light Years forward instantly.
This ability is only available for use while in Sector Space.
Auxiliary Capacitor
Auxiliary Power Buff
+15 Auxiliary Power Setting for 10 sec
Repairs disabled auxiliary systems
we are BOTH using the Solenae cores only i have to use the sing core while youre useing the warp core and there ARE some differences.
there is no point mentioning the -40 power. i get that no matter what. but my core gives MORE power. How? Well all i have to do is get to full sing power and then i have a +45 to Aux power while your warp core, at max bonuses, only gets +36.875 to Aux and even then, only for 15 seconds AND if your Aux is low, which it shouldnt be... I keep my bonus for as long as i keep my sing at full.
conclusion: my build gets stronger Sci the longer i fight. Yours maintains at least a constant +20 aux and at most +36.875 and only for 15 seconds.
it is worth noting that you also get the three piece bonus:
Set 3: Structural Integrity Leech
Passive
Grants all of your Energy Weapon attacks a 1% chance to repair your hull for 100% of the damage they deal.
May only trigger once every 5 seconds
Max 1020.4 Hull Restored
Min 255.1 Hull Restored
Which i note, is LESS than mine.
This means, i can stay in the fight longer and the longer i fight, the stronger my Sci gets.
I think i win this one.
Score so far, tied up.
Shields:
you:
Solanae Resilient Shield Array Mk XII
Very Rare Ship Shields
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
6,865.6 Maximum Shield Capacity
(5% Absorption, 5% Bleedthrough)
190.7 Shield Regeneration every 6 seconds
Reduces All Energy Damage to Shields by 10%
1% chance to reflect 33% of incoming energy damage back at attackers
This effect cannot trigger more than once every 2 seconds.
Me:
honestly i cant find the stats....
Both are resilient.
but i DO know i have a high capasity and i can get a plus 20 resist to whatever is shooting at me. i get this as a +2 increase to resists stack up to 10 times. I am using resB which is not accounted for. (people could be using what isnt coverd and thus i wont count.) But the resB doesnt matter. your shields only give you a flat 10% across the board. the adaptive proc of my shilds can get to double that. again, the longer i fight, the stronger i get. It IS worth noting that 1% of the time you reflect a third of DMG. and you also get this:
Set 4: Advanced Metaphasic Shields
Toggle (15 second duration)
Outgoing damage is reduced by 20%
Flight Speed and Turn Rate is reduced
Large Bonus Damage Resistance Rating
+50 Shield Power
Converts 50% of incoming energy damage into shield healing
Immunity to Teleport
your bonus only last for 15 seconds while my procs last as long as i am under fire. Sure you have a shield heal that i dont have which may save you but after 15 seconds, if youre not safe, youre dead. granted i have to survive the alpha and i realize that could be hard, but not as hard as you surviving one because i have higher resists.
Winner?
This is a matter of taste but again, the longer i fight the stronger i get while you have heals to which only last 15 seconds at most and at this point, if you arent safe your dead. What kills you may not kill me due to my higher resists. What holds you may not hold me. (see deflector again.) your moves hit harder than mine. and you move better sometimes in 15 second spurts otherwise youre faster all the time and i turn better.
Over all conclusion:
I am going to say its a matter of taste, what youre going for but its clear my build will last longer and as i said, you cant help the team, of fight back/hurt/kill others if youre dead or running, something your build will do more than mine. All my gear, leech included, makes my build have more power and more resists the longer i fight.
I have not given up on the science side and i didnt run the Solenae Set because honestly, i stay alive longer with the gear ive used. Sure it has a set up which provide defense. I see the set bonses of that set like this:
Set 2: Cyclical Shield Conduits
Passive
+Shield Power Setting
+Shield Power (Bonus increased at low power)
Thats great but leech does the same thing, give me power, only leech gives power(up to 20 points) to ALL systems...a total of 80 points.
Set 3: Structural Integrity Leech
Passive
Grants all of your Energy Weapon attacks a 1% chance to repair your hull for 100% of the damage they deal.
May only trigger once every 5 seconds
Max 1020.4 Hull Restored
Min 255.1 Hull Restored
I know that 1% is a lot MORE than other think, but the two piece set bonus of the borg gear still gives more hull healing and for less pieces, 2 vs 3.
Set 4: Advanced Metaphasic Shields
Toggle (15 second duration)
Outgoing damage is reduced by 20%
Flight Speed and Turn Rate is reduced
Large Bonus Damage Resistance Rating
+50 Shield Power
Converts 50% of incoming energy damage into shield healing
Immunity to Teleport
This IS nice. the plus +50 shield power can and WILL save you WHILE healing you....for exactly 15 seconds.... My shield choice geive me more Shield cap and more resists, which means i take less dmg 100% of the time, not just for 15 seconds.
You see, i dont have the type of fleet that is online a lot. Hell, usually i am alone when i PVP. i need to fly like i am. but because its a SCIENCE ship, i can both fly alone, because of my gear AND fly helping others with my sci moves.
My ship has disabled many others with her GW and TR. ive dropped TR, then TB to hold them while pounding them with my weapons or while others do it for me. Ive watched my Kestrel fight its way out of things even my Scimitar would of died to. Science is FAR from forsaken in my build, i just didnt focus on it like your build has. My build is closer to a Self sufficent ship while, it appears to me, that your ship NEEDS a team to survive because if you come under heavy fire, you must heal and run being gone in 15-30 seconds or death and might i add, one of your heals SLOWS you down....
As for the Protonic "Magic Bullet," youve gimped overall DPS to boost the 25% proc, A porc that is 25% OF CIRTS, not 25% of your shoots....a HUGE difference. My AP is boosted 100% of the time and being romulan, i crit A LOT, which only adds DPS. as for my proton damage, again, it is hitting fine at 1100 DPS.
As for sci mode, I still dish out good DPS. in a team setting, something rare for me, i was able to hold people for the team vaper to vape. on a 1v1 bases, the worst thing to happen was a stalemate. otherwise, my alphas, even in sci mode have killed. VM2, subsystem engines, TR to kill their power, and TB to help hold them there. I DO still use the solenae core for the AUX boost. in sci mode with leech going, ive never been lower than 80 aux. Might i add that i am a Tactical Captain. so i have moves to aid in the alpha. i dont have the spire consoles...yet. my fleet's spire hasnt even completed lvl 1 yet....... We have nearly NO provisions......its sad really but my point in saying that is that, my ship STILL isnt maxed out. it can and will be stronger.
Judging by your build it looks like youre a sci captain. is this true? If so, i can kind of understand your build. I also understand your wanted to do something different. i know LOVE originality but what works, WORKS. People run AP because AP kills. People use the adaptive fleet shields because they keep you alive. people use the borg two piece because it heals you and thus, keeps you alive. i will admit, the KCB and the borg console arent manditory. even i am thinking of taking them out when the i get the 10 console Aves, but the other gear ive spoken about is too good to not run but ill suggest a deal, you run your build through some ESTF and then run my biuld through some ESTF and then see which keeps you alive longer.
You are correct, "Kui" is a science captain. And that is where specific skill tree items kick into play. Along with Trait effects.
One thing I'm constantly trying to get through other players heads is the ship is only about 2/3 rds of the build.. The Character is the rest of the builld, and a rather significant force multiplier.
So let me give you the run down starting with traits:
Accurate: +10% accuracy
Photonic Capacitor: +2- seconds to photonic fleet cooldown when using science powers (captains powers) Can only trigger once per ten second (note.. unsure if this is a cumulative effect or a once only effect)
As you can see, it's all space powers and no ground combat traits. I am a specialist.
Now to skills.
Lt.
Starship weapons training 9
Driver Coils 9
Starship hull repair 9
Starship shield emmitters 9
The traits I currently have I like.. Unlikely to see any real change there thougha few bonus traits from reps may sneak in (I didn't include quite everything, but I did note the Helmsman traid as it pretty critical to my build.)
Now I may switch some points out in the tier 5 skills into Starship Auxillury performance but I'm still undecided on that.
As you noted I likely have it all over your build for exotic damage... Um, well, it's even worse. When I call for photonic fleet theres always at least 3 to 4 Neg'vars. and I can hide behind a photic neg'var...While I'm not as effective with tossing scramble sensors on a target as most other science captains, it's sufficient to distract and give be room to breath before I end up at a spawn point... most of the time.
You noted you appear to have a very substantial edge in manuverability over my build. But with traits its not quite as clear cut, though I may want to tweak it a bit more where i can. Running that fleet RCS module is going to boost matter significantly, and I could use a fleet Nutronium hall armor module that gives me a [+Turn]. I'll just have to take a good look at the numbers and decide if the trade of is that much better.
The ability to manuver is critical with a cannon armed ship. I have to get the guns pointed at the target and keep them pointed there as often as possible. Dedicated escorts and raiders are more nimble, but I have better passives then they do and heavier shield and hull by a significant amount. As you can see I've put no points what so ever into skills involving torpedo's and mines. I'm all about the cannons, so getting on target and staying on target is critical. How much emphisis to put on turn rate though is a big question.
I could go with a beam build for less burst damage, and gain the defensive benefit of generating misses on incoming fire through high speed and keeping a high movement vector off set. But right now in STO DPS is king. I'm un-sure how beneficial the trade off would be. My gut tells me causing the most damage first is going to keep me alive. But then in PvP.... everything is conditionable.. and there are an frightening number of variables to stir into the pot. My experience is simplify as much as possible. To quote an now ancient military axiom "In war the easy is difficult"
The most favorite weapons "traits" I've seen are [Acc] and those weapons with [Acc]x2 or x3 are the highest selling ship weapons on the exchange. Generating misses has become very very problematic. So my emphisis is on generating hit's, and will of course due to The weapons selection being on generating a higher chance of a critical ((oh heck yea, I'm still looking are tuning and fit there)). I may have to consider paying some attention to holds abilitys, but I've noticed that what will be my most likely targets, which will be the oppositions tankers are going to be specced to resist holds as much as possible.. I don't want to charge into where they're going to be strongest. So many decisions, and so little to play with. I just cannot do everything. I could possibly have several BOFF speced up and ready to take the hot seat so I can "switch" my ships combat role on the fly a bit more easily to give myself more versatility in combat... (ma head 'Splode!) But thats a tactical on the fly decision.
Like any SCI captain i really have far to many jobs to do...Oh well, If I didn't like a challange I'd be running a TAC. And if all else fails I can always go back to my Fleet Mogh, or Fleet Tor'khat. I am a bit of a monster with those ships *grin*
In a "real world" situation I'd like to think my ship would act as the flag for an attack wing of Raiders or Raptors. Or take the place of an escort for larger ships.
I disagree that this ship is not a "team" ship.. It is and it isn't, but its a different orientation. Part of it is to get "Outside of the Box" Your ship is Romulan and you do have some decided advanatges. Mine is best to be described as a "Striker" Get in hit get out.. rinse and repeat. (as long as I don't run into an arm bar specialist I should be good... As you noted I am going to be vulnerable to holds.
None the less, It's going to be a strong build, how strong depends entirely on me, and how i use it..
A small matter of Helmsman-ship.
Thanks for the feed back, it's been valuable... and no doubt caused some other folk some serious consideration on how.."Useless" the new Science Destroyers" are.
They are a niche ship. Fed players have plenty of Science ships to choose from. The Romulan selection I believe has far more utility then what the KDF has had. I've never been impressed with the Gorn ships, though they do have their place they are far outclassed by the federation line up. I suspect I'm not alone in that opinion. I see very few of them flying about.
The Nov class science destroyer on the other hand fill a great big gaping hole in the KDF line up and is quite flexible. When the c-store pack for the Nov appears we who get it will have a few more choices and a greater degree of specialization available.
We all ready know that these ships will get that 10th console slot, and that they will have a different console on each of the three sets that can be used together on one hull for a special set bonus that as you have noted is significant. If there will be any other significant differences in the ships besides the specialized secondary deflector is of course at this time, unknown. The 10th console slot could be very significant if it's type changes from ship to ship, as could and changes in BOFF officer lay outs if any. The reality is if the 10th slots type changes depending on the secondary deflector orientation it would literally create 3 entirely new classes. and not simply a variant.
We'll just have to wait and see what they trot out for us 3 weeks from now.
For me, this conversation has been valuable too. These type if converstaion help me by not only pounting out my weaknesses and strengths, but also by pointing out the weaknesses and strenghts of others, namely you and your build. I am on my phone now so i cant really five a detailed but once i get home, i will edit this post.
You are correct, "Kui" is a science captain. And that is where specific skill tree items kick into play. Along with Trait effects.
One thing I'm constantly trying to get through other players heads is the ship is only about 2/3 rds of the build.. The Character is the rest of the builld, and a rather significant force multiplier.
I completely agree and i think the remaining 1/3 is why our strategies for this ship are so different
So let me give you the run down starting with traits:
Accurate: +10% accuracy
Photonic Capacitor: +2- seconds to photonic fleet cooldown when using science powers (captains powers) Can only trigger once per ten second (note.. unsure if this is a cumulative effect or a once only effect)
As you can see, it's all space powers and no ground combat traits. I am a specialist.
Wow. I should get around to making a sci captain.... But honestly, my Traits are just as good.
Now to skills.
Lt.
Starship weapons training 9
Driver Coils 9
Starship hull repair 9
Starship shield emmitters 9
My skills are honestly similar, but only because i respeced for this ship.
The traits I currently have I like.. Unlikely to see any real change there thougha few bonus traits from reps may sneak in (I didn't include quite everything, but I did note the Helmsman traid as it pretty critical to my build.)
Now I may switch some points out in the tier 5 skills into Starship Auxillury performance but I'm still undecided on that.
As you noted I likely have it all over your build for exotic damage... Um, well, it's even worse. When I call for photonic fleet theres always at least 3 to 4 Neg'vars. and I can hide behind a photic neg'var...While I'm not as effective with tossing scramble sensors on a target as most other science captains, it's sufficient to distract and give be room to breath before I end up at a spawn point... most of the time.
Now the photonic fleet is something i didnt consider but i ask you, what if you are PVPing? usually a person ignores the P. Fleet and guns for the person who summoned it....i know i do. Also, you dont "appear to have better exotic damage. you DO have better.
You noted you appear to have a very substantial edge in manuverability over my build. But with traits its not quite as clear cut, though I may want to tweak it a bit more where i can. Running that fleet RCS module is going to boost matter significantly, and I could use a fleet Nutronium hall armor module that gives me a [+Turn]. I'll just have to take a good look at the numbers and decide if the trade of is that much better.
While this maybe true i was purposely not considering curtain traits and consoles because while you could have traits to boost something, so can i. It the case of turnrate, i in fact DO.
The ability to manuver is critical with a cannon armed ship. I have to get the guns pointed at the target and keep them pointed there as often as possible. Dedicated escorts and raiders are more nimble, but I have better passives then they do and heavier shield and hull by a significant amount. As you can see I've put no points what so ever into skills involving torpedo's and mines. I'm all about the cannons, so getting on target and staying on target is critical. How much emphisis to put on turn rate though is a big question.
I too disnt put points into torps, but only because i knew i would be using a build which already boost the trop i would be using in more ways than one. Namely the Grav torp.
I could go with a beam build for less burst damage, and gain the defensive benefit of generating misses on incoming fire through high speed and keeping a high movement vector off set. But right now in STO DPS is king. I'm un-sure how beneficial the trade off would be. My gut tells me causing the most damage first is going to keep me alive. But then in PvP.... everything is conditionable.. and there are an frightening number of variables to stir into the pot. My experience is simplify as much as possible. To quote an now ancient military axiom "In war the easy is difficult"
Honestly if i were you i would test a beam build. this WOULD allow you to generate some misses maybe. I dont really know.
The most favorite weapons "traits" I've seen are [Acc] and those weapons with [Acc]x2 or x3 are the highest selling ship weapons on the exchange. Generating misses has become very very problematic. So my emphisis is on generating hit's, and will of course due to The weapons selection being on generating a higher chance of a critical ((oh heck yea, I'm still looking are tuning and fit there)). I may have to consider paying some attention to holds abilitys, but I've noticed that what will be my most likely targets, which will be the oppositions tankers are going to be specced to resist holds as much as possible.. I don't want to charge into where they're going to be strongest. So many decisions, and so little to play with. I just cannot do everything. I could possibly have several BOFF speced up and ready to take the hot seat so I can "switch" my ships combat role on the fly a bit more easily to give myself more versatility in combat... (ma head 'Splode!) But thats a tactical on the fly decision.
Like any SCI captain i really have far to many jobs to do...Oh well, If I didn't like a challange I'd be running a TAC. And if all else fails I can always go back to my Fleet Mogh, or Fleet Tor'khat. I am a bit of a monster with those ships *grin*
In a "real world" situation I'd like to think my ship would act as the flag for an attack wing of Raiders or Raptors. Or take the place of an escort for larger ships.
I disagree that this ship is not a "team" ship.. It is and it isn't, but its a different orientation. Part of it is to get "Outside of the Box" Your ship is Romulan and you do have some decided advanatges. Mine is best to be described as a "Striker" Get in hit get out.. rinse and repeat. (as long as I don't run into an arm bar specialist I should be good... As you noted I am going to be vulnerable to holds.
Yes, those holds may get you, i was thinking, you should use polarize hull to get around/out of them. Just a thought.
Well now, i am not saying this ship as a whole isnt a team ship. The nature of ANY science ship is team oriented. What meant was that MY build is able to at times operate alone. I felt i must be able to becuase most of the time, i AM alone online. very, VERY few of my fleet is every on IF they are ever even on.....They are lucky i know then in real life otherwise i would have left the fleet already. About yours Ship, you never mentioned its name, being a striker, if that is what you are going for, with a sci captain, then i fulling understand your build. you are planning to even be in the fight for very long to begin with while my ship, being alone, might get stuck alone and have to fight its way out. Its a shame we are on different sides....i think youd make a good wing mate....you SURE you dont want to roll a rom? lol
None the less, It's going to be a strong build, how strong depends entirely on me, and how i use it..
A small matter of Helmsman-ship.
Thanks for the feed back, it's been valuable... and no doubt caused some other folk some serious consideration on how.."Useless" the new Science Destroyers" are.
Who said this ship is useless!!!!
1. the Ship, at least the Romulan one, is beautiful.
2. Ive been ganking and draining people all day. its FAR from useless. and this is coming from a TACTICAL captain.
They are a niche ship. Fed players have plenty of Science ships to choose from. The Romulan selection I believe has far more utility then what the KDF has had. I've never been impressed with the Gorn ships, though they do have their place they are far outclassed by the federation line up. I suspect I'm not alone in that opinion. I see very few of them flying about.
The Nov class science destroyer on the other hand fill a great big gaping hole in the KDF line up and is quite flexible. When the c-store pack for the Nov appears we who get it will have a few more choices and a greater degree of specialization available.
think vesta without the hanger.....
We all ready know that these ships will get that 10th console slot, and that they will have a different console on each of the three sets that can be used together on one hull for a special set bonus that as you have noted is significant. If there will be any other significant differences in the ships besides the specialized secondary deflector is of course at this time, unknown. The 10th console slot could be very significant if it's type changes from ship to ship, as could and changes in BOFF officer lay outs if any. The reality is if the 10th slots type changes depending on the secondary deflector orientation it would literally create 3 entirely new classes. and not simply a variant.
We'll just have to wait and see what they trot out for us 3 weeks from now.
For sure they're on MY shopping list.
My 5000 Zen is ALREADY on stand by.
TAKE MY MONEY!!!!
See red.
Considering I am in Ker'rat A LOT, it would be a shame to run into you on the battle field but it would most likely be fun.
...Are you SURE you dont wanna roll a Romulan? We have battle cloak on EVERYTHING.....and cookies.....shaped like Scimitars...
Comments
My PvE/PvP hybrid skill tree
as I said, I used what I had laying around spare and wasn't using...
to start with: tt (2x), et, st all have a shared cooldown.
polaron, tetyon, disruptor, anti-proton and proton (in tac mode) weapons on your ship... you like skittles ?
577 posts and you never seen other peoples builds ?
This is the best part: Captain: Science, specialization DAMAGE.
loooooooool
I was able to shrug off everything It threw at me and tore it apart in a red alert...
not to shabby for a frankinstien build...
bear in mind this is NOT an escort, and its flown by a SCIENCE.
Half of what a ship can do, and how well it does is the payrs spec, not the ship, and the traits selected...
and, for the record, I hate cookie cutter builds..
SO post your Dyson Science Destroyer builds... assuming you have the ship.. I've seen a few romping around.. also, bear in mind that this is the KDF Version.. so cloak bonus
Theory craft is well and good, eventually I'll ahve all the sweet goodeies on this ship but for now, it easily holds its own in PvE
edit, additional note..
I fight this ship in Destroyer mode so I have the Proton DHC's forward in addition to whats listed and can still bring 4 weps to bear outside the forward cannon arcs.... And in destroyer mode you LOOSE the subsystem targetting anyway. SO mounting a raft of beams would be a waste.
Instead of specializing I've did spread the joy around on weapon types.. a chance of a proc is just that, a chance.. and you can only have so many procs in a given time period. I'f I'm going to gamble for a proc, what nerk around? I still have all of the effects of the of the secondary deflector, and the over powered shields of a science ship. Dear in mind the only Science ship ability I loose in Destroyer mode is the subsystem targetting!
If I were a fed, I'd likely go for a beam boat build, but I'm not.. This is a KLINGON ship.
The 8.5 patch gave turrets the benifit of the prefire chambers so they're doing a bit more damage then stock values.. Makes turrets a bit more combat worthy then they've previously been. the 360 beam is there because its a 360 mount... and if could mount more then one i would...
My previous two main ships are a Fleet Tor'Khat battle cruiser, and a Risaian Corvette, and they are both packed nose to tail in FLEET gear...
I posted what I did for the giggles.. (and if you had read the post you would know that....really guys it s GAME!)
First off, no i do not yet have the ship. I plan on getting enough lobi on monday to get buy the bloody thing. That said, i have biult nearly every w arbird in game. (i know yours is KDF but there is little difference.) that said, i pretty much know what i am goingto put on it and i think mine will out dps yours.
First idea(probley wont do this one....)
Fore:
1 Protonic polaron DHC Accx2
Protonic experimental weapon (this would allow the ship to continue using subsystem target AND it will work with cannon BOFF abilities.)
grav torpedo
hybrid deflector, engines, sheilds, core.
Aft:
KCB
2 polaron turrets accx2
eng slots: 2 dil mine RCS
Sci slots: borg console, valdore console, protonic dyson console, (fourth slot not yet decided)
Tactical slots: 3 polaron DMG boosting.
The problem with this build is DPS. the tac consoles are only boosting ONE cannon by 93% tops. Forward weapond are two diverse to boost with consoles. With the other gear, this set up boosts proton Dmg by +30%. proton projectiles boosted further.
Second set up. (all listed gear i already have)
fore:
2 Nantie disruptor DHC accx2 (at least. one or two that i have are x3)
grav torp.
hybrid deflector, engines, sheilds, core.(while i dont have the core, it comes with ship.)
Aft:
KCB
2 nanite turrets accx2
ng slots: 2 dil mine RCS
Sci slots: borg console, valdore console, protonic dyson console, (fourth slot not yet decided)
Tactical slots: 3 disruptor DMG boosting.
This build does more Dmg than the first but loses subsystem targeting (no beam weapons.) i am considering two Nanite DBB in place of the DHC. but i believe this will lower dps.
Now, i know this is a sci ship. DPS shouldnt be its focus but i am using this on a Tac/Rom. I didnt want to start all over because i thing i would waste time tring to level a new toon. if i only went to 10, then tried to get the ship and gear, the gear would not be XII, like i have on my Tac/Rom. Also, this is a Science DESTROYER. my Tac toon should be able to get some use out of it. you can try out any of these biuld for rather cheap. and i think you will get better DPS than what you have now. you can call this all theory sll you want, but i back it up with experiance of building nearly every warbird in game. (i think i am only missing 3. 4 counting the newest one we are discussing.) and that doesnt mention the fed ships ive biult.
Options are Dyson Rep consoles + a weapon type and sticking to it.
Or running Cannon dmg consoles....
Or running Dyson rep consoles with +cannon and + proton. (a good option if you are also going to run the Experimental proton weapon, and perhaps load the proton barage from the rep set... and we know the cstore version is going to have a proton dmg console.).
Its an odd ship that locks you into 2 weapon types from the start... so running general cannon consoles isn't that crazy... and running fleet ones is another option where you wouldn't loose much in terms of dmg.
Not 100% sure if Cannon consoles effect the experimental rep wepaon or not... will have to test that.
Bottom line its one ship that it might not only be sane to be rainbowing in ... it may in fact parse the largest overall numbers.
See teal color.
Not true, there is the Console - Universal - Proton Particle Stabilizer, and the Elite Fleet tac consoles each add proton damage (+15 i think) to weapons....
It's the Dyson reputation half-consoles that give proton damage.
I think the important part for the ship is deciding whether you're going to fly it primarily as a sci ship or as a destroyer. If you're going to fly it as a sci ship, you can even forget about transforming since Sensor Analysis on your console-boosted weapons will probably be better than getting an off-type DHC. If you're going to fly it as a destroyer, optimizing your forced mix of normal + proton weapons will be your best choice. I recommend at least the Proton Particle Stabilizer, and probably mixing in some Spire Prefire Chambers or Reputation +Proton consoles (the exact ratios I'm not sure of, though).
For weapon type in the Destroyer case, I'm inclined to think that Protonic Polaron is the best bet since it will take the lowest penalty for switching to the +Proton consoles. Polaron will also benefit from the Flow Caps heavy build that the Secondary Deflector encourages.
...Actually, I think that building for a Protonic Polaron-based Destroyer could actually be the key to making the ship work at least competently in both modes.
Those are the consoels we are talking about... they are random drops from the Dyson Rep system or you can buy them for lobi when you hit tier 5 dyson.
The question with the destroyer becomes how much do you want to boost the BUILT in Polaron DHC.
It would get bonuses from 2 mods
1) Proton Dmg consoles... the Auto Targeting Mods all boost +15 proton (purple). Yes there are some uni consoles and some set bonuses that also boost proton dmg.
2) General Cannon dmg cnosoles... The only other way to boost it is with +Cannon general dmg consoles (it is a DHC).
The question becomes does it make more sense to run Auto targeting consoles that split dmg with say Polaron + Proton.... or does it make more sense to run +Cannon +Polaron and double boost the built in DHC cannon.
The answer is I don't know yet... untill someone really looks over the numbers and even then it may be hard to tell as which one you want higher is really going to depend on how much resist your targets have... and in general people tend to have lower resistance to proton dmg.
The inclusion of a new weapon type and forcing you to rainbow no matter what you do make the choice of consoles on this ship more difficult.
Also we all know there is a Cstore version coming... and 2 of the consoles seem to provide Proton Damaging abilities... and I think we can assume these auto target consoles will also boost the dmg on those... not sure about the +cannon dmg effecting the Console. Likely it won't but so far we don't know for sure.
As for sub targeting like chrisbrown asked... to use sub targeting you would still have to load some kind of beam... and your right runnnig +cannon dmg consoles wouldn't help it out at all. Likely running +polaron +proton Auto targets will make the most sense because of that... I simply wanted to point out that I don't think the OP is that crazy for considering +cannon dmg consoles and rainbowing a bit... you do loose some dmg on any turrets or other dmg type DHC you load... however the already pretty high dmg Proton DHC would be boosted by them so its not completely silly... as rainbowing was in the past.
The Dyson rep boost the proton + one other type...
That was the point about cannon dmg consoles... if you ran any type of DHC it would be boosted by cannon type as well as the Proton DHC...
The numbers would honestly need to be looked over depending on your build.
Also depending if you are just doing PvE or PvP.
For pvp one advantage to Proton is not many people have much resistance to it. So it may end up that only boosting your proton say +30 in total is better then racking up a weapon type that people are heavy resistant to. Last I checked things like fleet shields don't help you at all vs proton for instance.
I'm a sci flying this ship btw.
Trying to decide between polarized tetryon, protonic polaron, or perhaps some other weapon type I haven't thought of yet.
Any advice would be lovely.
Also remember that the Proton DHC has an embedded damage boost equilvant to a purple tac console, embedded which means consoles boost that enchanced damage, so enhanced by the prefire chambers it will kick like a mule.
Only downside is the omnidirectional antiproton beam is not enhanced by the prefire chambers, but the other benifits of the build out weigh that given its a rear slot, it buffs your other weapons, it allows you to use subsystem targeting and beam overload (if you have it), and its cheap, it doesn't require Dyson Rep, Fleet Membership or anything like that.
Likely going to be plugging in dyson rep and fleet modules.. Boosting over all cannon damage...
And of course anything that I can to boost "Proton" damage for the built in weapon...
I'm SCI but I intend to fly this ship primarily in destroyer mode. As of yet I'm really undecided about where I want to go with the rest of the weapons other then I'm not going to bother with torpedo's of any kind.
I'll be getting the C-store 3 pack of this ship when it comes out so I will be giving up 3 console slots for the 3 consoles from the pack for their set bonus (look at the ships consoles from the FE if you want to know what they are)
the c-store pack will also give me some other skins for the hull, possibly some variations in hull form also. Each "Hull" will have a different secondary deflector.. each optimized for either Healing, exotic damage and I think the other option was a DPS enhance...I'll be going for either the exotic damage or the DPS booster. (I belive cannon, proton damage specific)
Going to have to go to work on Dyson rep to get the others and seriously kick into spire rep for the fleet base for a number of other goodies that unlock.
This ship is going to be great fun.. and getting the three pack will give me the option of different builds and capabilities..
You can purchase them with Dilithium, via the 'Store Tab' on you're Dyson reputation.
Dont do this.
In my AP biuld, i have 1000DPS and i am only boosting the cannon by 13%. When the C store ship release, i can boost the proton cannon by another 17% for +1100 DPS. This is normal DPS without skills like Atk patterns, CRF or CSV. I am not even using ANY tac slot to boost proton.....
SO did a bunch of digging, digging, and more digging.. er "Research"
SO here's what I'm thinking as the "final" version of this build...(going to a be a month or two putting it together)
FWD Weapon.
1x Protonic Tetryon (or Tacyon.. I forget which) DHC
Experimental Proton Weapon (photonic aresenal set)
Gravametric Photon Torpedo Launcher (Photonic Arsenal set)
AFT Weapon
3x Protonic etc Turrets
Optionally I may keep the Omnidirectional anti proton beam (I just like that weapon)
Solonae 4 piece set (warp core, engine, scanner, shields)
I expect I'll be able to maintain 100% to weapons and Aux, and still keep SHield and engine power at better then 50% when all the bonus's kicked in... STill putting the number together.. but the math looks pretty good, and should be able to bring the turn rate up into the high 20's which will allow me to make best use of the ships cannon armarment.
ENG Consoles:
Fleet Enhanced Nutronium Mk XII [Hull HP]
Fleet Enhanced RCS Console Mk XII [All Res]
SCI Consoles:
Shield Refrequencer MK XII [+Pwr Ins]
Assimilater Module (Borg Set)
Uni Proton Particle Stablizer (Photonic Arsenal set)
Uni Proton Destabilzer (C-store Dyson Sci DD set)
TAC Consoles:
Uni Shield Inversion Projector (C-store Dyson Sci DD set)
Uni Photonic SHield Matrix (C-store Dyson Sci DD set)
TAC Prefire Chamber MK XII (going to look around for the most enhance version of this avalible)
I'm going to end up with the effects of 3 entire set bonuses with this set up with big boosts to hull HP, Shield HP, and pretty much across the board enhancements to science abilities, both my own, and my BOFF's. I'm also going to end up with some VERY credible weapons damage out of it also, plus a number of special attacks. In pure science mode it won't be a joke, switching over to Destroyer mode and bringing the Proton DHC into play will substantially increase DPS.
With the spec on my Captain and her traits I'm looking at around a base 8% crit chance base, before adding any additional weapon crit bonuses. One of the consoles adds +3 crit chance, and +10% crit damage. WHat ever I touch with this build will notice it's been touched.. IT looks like I won't need to resped my capatain skills though I may switch out some traits.. Still undecided. I will have to respec my SCI and TAC BOFF's that have the hot seat though.
When I have it kitted out.. you might might see me in PvP *grin* I'll be the one complaining my fingers hurt from all the button mashing I'll be doing.
Primarily a PvE ships that can do a respecatable job in PvP as a team player. Going to have to go find myself a Fleet Vo'qov to be a buddy buddy with.
if you use the set up youre talking about when you see the R.R.W. Kestrel, the **** is coming. And i will show you why.......
Now. I use the Aves class. Again, R.R.W. Kestrel. You will see me in Ker'rat.
I use AP weapons, all my tac console slots boost AP. when the C store version comes out, i will use ONE of the included consoles....the more useful one, for the TWO piece bonus of 17.5% to proton. that will give the proton cannon 1100DPS which is just under the DPS of my AP DHC. i use the AP 360 degree beam for subsystem targeting, something your build CAN NOT do. (the proton ex. weapon cant subsystem target.) i have less passive heals, NO(except Valdore console...which is OP.) passive shield heals, but my hull heals are stronger than yours. i use BOFFs to heal shields....Elite fleet shields.....
This is my build:
Two AP fleet DHC
One Grav torp (Dyson Rep)
One Proton DHC
Borg XII deflector
Solanae Secondary Deflector
Borg XII impulse engine
Solanae core (For Aux buff. But might switch this to Elite fleet when i can.)
Elite Fleet adaptive Resilient shields ResB
Aft:
One Fleet AP turrent (Tried bio neural here and didnt like it.)
360 AP beam (for subsystem targeting)
KCB
Eng:
Two Engineering enhanced RCS (+10 kinectic resist +10 All energy Resist +40% turn rate)
Sci console:
One Valdore Console
P. Leech
Borg Console
Proton console (Dyson rep) ((adds 13.1% proton DMG))
tac console:
AP mag regulator (Will switch these for Spire consoles when i can.)
Now i know i am in a Warbird.....with a sing core. so you might say, i have MORE power than you to start with....OK youre right.....AT FIRST. your biuld doesnt include leech and mine does. I got my ship today fitting here out with all the above and when to ker'rat. while power was low to start, once i started firing that changed...FAST. my lowest power level (engines) were above 50. i clocked speeds of +26. not fast, but not slow either. my turn rate in sci mode was in the 30's. weapon power BEFORE leech was 121(in sci mode). after....who knows.....but it had to be at 125. and Tac mode ADDS 15 to weapons. in sci mode, my AUX got as high as 90 when firing.....
You can use the setup youre talking about.....but for the sake of having a good opponent, i hope you dont.
Ok, let me give you the rebuttle.
The Solonae Science Destroyer is a SCIENCE ship first, and a destroyer second. It specifically buffs with the Solonae set Particle generators, flow capacitors, shield emitters, aux power and subsystem repair and more.. On top of which when you toss in set bonuses. you get some respecatble effects.
Weapon types.. There is no current equipment which provides resistance to Proton damage types. The big bonus for Protonic damage is a 1 in 4 chance per damage tic to bypass shields and directly damage the targets hull with a signigificant portion of the weapons damage. That's the magic bullet with this particular weapons type. The specific reason for mounting the Protonic arsenal set is it the only gear that buff protnic weapon damages. All of the rest of the weapons will benefit from the prefire chamber damage chamber buff.
Thats the turrets, the experimental proton weapon (very flexible weapon), and both the built in DHC, and the dyson DHC weapons. If nothing else I may drop the experimental Proton weapon, and its torp and simply toss two more DHC protonic whatevers up there and just stick with a tried and true pure gun ships build while retaining the console from the set which also buffs weapon, engines, and electro plasma system. If I only get a over all maybe 20 t0 25% increase in damage to the weapons suite it'll be sufficient.
The only resists to this weapons suite any one else is going to have for a while yet is going to be general energy based weapons resistance. Going with cannon based weapons actually gives me more options for the maximim of 5 possible TAC boff powers I have if I don't bother with beam weapons types or Torpedo's, or Mines.
I have 11 BOFF power to play with. That's 4+1 TAC, or 5+1 SCI and 2 ENG to play with.. remember that +1 is either a Cmdr SCI -OR- Cmdr TAC Boff power. There's BOP Raiders that have more BOFF power menu to play with. Most Tier 5 and up ships will have more to play with.
I have to make up the difference somewhere, and that means greater specialization then most players would consider. I really have a very small menu of TAC Abilities and builds to choose from.
I don't want to bother with Antiproton because first and formost.. EVERYONE USES IT. It is currently THE weapons type of choice in PvP.
With only 2 engineering console slots being able to adequately have specific defenses against them is just a "not going to Happen" The console choices are "Nuff to do the Job" and no more.
The 3 pieces C-store set will give me 4 additional special powers which this small ship desperately needs, of which 1 is offence, 1 is defense, one provides greater defense while reducing offence, and one is offence that provide a defenseive boost to near by ships via shield healing while damaging its target.
This is a unique ship, with some fairly unique one off abilities. Any build needs to build to its strengths. Any build that cuts and pastes from other ships, no matter how effective those builds are are not going to make the best use of what this ship can do.
I'm an old gamer.. and old tabletop gamer.. and amateur military historian. and ships.. blue water, or starships are a gestalt of everything they have.. A combinations of systems, and, they're all specialized.
The Solonae build needs to stand on its own, but it's still primarily a science ship, though in this particular case a very offensively minded one. It's very.."Klingon" in lay out. Read "quirky". If I try to turn it into a fancy escort with science abilities I'm better off using a Raptor or Raider. My build is unconcerned with subsystem targeting because this build is Cannon weapon type oriented as all KDF ships. The Feds players will use beam builds primarily i expect, and the Romulan version will be more generalized, as they have those wonderfull singularity powers to back their play.
Again.. The emphasis is not countering the strengths of other ship types but bypassing their strengths and defenses entirely. Ask any melee fighter.. hitting a target where its defense is strongest just makes your arm tired.
The build is very heavy on hidden defensive abilities, not to go out and pretend its a tank, because its not.. It's to keep the ship alive so it can do its damage.
High DPS is a good thing... but if you can't stay alive to deliver that DPS then its a waste of resources..
I've finished the build math by the way. I've managed to increase base shield strength ti 160% of normal and base hull strength to 127% or normal.. This is going to give this ship parity with many cruiser and battle cruisers, while being very nearly able to maneuver with at least the more nimble raptors.
The niche I see the ship filling is that of a traditional "Assult" ship, delivering high damage, and pinning the enemy force, and and opening the door for other ships to follow and finish the job.
What it cant kill out right, it can hurt and pin. Ideally I'll be delivering a death of 10,000 paper cuts that simbply overwhelm the ability of the chosen target to deal with. Those targets that aren't overwhelmed and destroyed out right.
The rest will be a small matter of piloting.
Every starship is a specialist. This ones specialty is limited but potent science abilitys, optimized for science specialty captains, with a side line in having very high "potential"
damage out put.
Now that I've written this much consider the thought of dropping the experimental weapon and the torp now a given.. two more DHC's up forward.. with all of them receiving the protonic effects I've got a very real chance of slapping the bejezus out of someone right through their shields. In Destroyer mode I'll still have the effect of a sci ships ability to get more accurate on a given target over time, with weapons which are expected to bypass the targets shields with 25% of their damage over time..
I honestly wouldn't be to surprised to see some ships die in the first firing pass coming out of cloak. There is nothing more I can do to increase the ships survive-ability without giving up significant other abilities with the build.. Like all ships its a compromise (which is defined as something no one likes, but that that they can live with). Highly unusuall self defence abilities with uncoomon "Throw the Book out the airlock" offensive abilities should be a potent mix. The good news, is there wont be that many truely effective builds for this ship, the bad news is the best builds are going to require a use of Fleet equipment and high end rep equipment.
I can go with a more conventional build of course, as you HAVE pointed out... But whats the fun in that?
Engines you and i use:
Me:
Assimilated Subtranswarp Engines Mk XII
Very Rare Impulse Engine
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+5 Engine Power Setting
+16.6 Flight Speed
+5.9 Flight Turn Rate
49 Sector Space Transwarp (Approx Warp 14). Max speed modified by Driver Coil skill.
Full Impulse
All Power to Engines
+110.2 Flight Speed
Diverts all power to engines
Value: 200,000 Energy credit icon.png
you:
Solanae Hyper-Efficient Impulse Engines Mk XII
Very Rare Hyper-Efficient Engine
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+17.8 Flight Speed
+5.6 Flight Turn Rate
+1.2 Weapon Power Setting
(Bonus increases with low power levels)
+1.2 Auxiliary Power Setting
(Bonus increases with low power levels)
25% chance to gain +3.5% Turn Rate and +0.52 Flight Speed for 15 seconds
This effect can stack up to 5 times.
Full Impulse
Thrusters: 25% speed when engines are disabled
All Power to Engines
+110.2 Flight Speed
Diverts all power to engines
Value: 110,000
Flight speed: you have better
turn rate: I have better
BUT
you have:
a 25% change to to have, at MAX these stats: +20.4 flight speed and +23.1 turn rate which are normally +17.8 and 5.6 respectively. the boosted numbers only last for 15 seconds. +1.2 Aux power.
mine: 16.6 flight speeds and +5.9 turn rate. +5 engine power.
yours help aux power, mine helps engines and yours procs good bonuses. i have to admit the bonus speed and turn is DAMN good, but how does that help you live? it doesnt. Mine at least is one in a two piece set for healing. I know yours heal too but NO WHERE NEAR AS much. but this is a moot point because with just engines, neither of us have the heals yet.
Conclusion: you move better. 25% of the time. otherwise, i turn better you are faster period. Ill give you this one.
Deflectors:
Me:
Assimilated Deflector Array Mk XII
Very Rare Ship Deflector Dish
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+5 Auxiliary Power Setting
+26.2 Starship Structural Integrity
+17.5 Starship Inertial Dampeners
+17.5 Starship Graviton Generators
+26.2 Starship Power Insulators
you:
Solanae Deflector Array Mk XII
Very Rare Ship Deflector Dish
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+1.8% Accuracy
(Improves Starship Weapon Accuracy)
+35 Starship Structural Integrity
(Improves Ship Hit Points)
+35 Starship Power Insulators
(Resists Shield Drain and Energy Drain)
+35 Starship Particle Generators
(Improves Exotic Damage)
Now...Bloody hell. ALL your scimoves DO hit harder. some TWICE as hard as mine. but there is something to note. You are weaker to Hold, Disable, Knock, and Slow effects than i am. that mean other ships can hold you better while i may escape. this means i may live longer because where i can escape, you may not. I also now get those heals i spoke about before.(two piece bonus.) I need to confirm how offen this happens. you only get the plus shield power which i get from leech. (we wont count the leech.) you DO also get a +1.8 to Accuracy.
Conclusion: You hit harder but GET hit harder. I get passive heals and thus live longer.
this winner here is a matter of taste but i will say that you cant hurt anyone if youre dead and i DO live longer.
i will call this a tie with a note: I live longer.
Core:
me:
Solanae Overcharged Singularity Core Mk XII
Very Rare Singularity Core
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+5 to 15 Auxiliary Power, based on your Singularity charge level
Maximum Warp Factor 10
Subspace Fold
This special ability will instantly transport the starship approximately 2 Light Years forward instantly.
This ability is only available for use while in Sector Space.
+17.5 Starship Subsystem Repair
(Resists Subsystem Offline Status)
Singularity Auxiliary Capacitor
Auxiliary Power Buff
Drains your Singularity power to augment your Auxiliary Power.
Gives up to 30 Auxiliary Power based on your Singularity level.
Repairs disabled auxiliary systems
you:
Solanae Overcharged Warp Core Mk XII
Very Rare Warp Core
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
+7.5 additional Auxiliary Power
(Bonus increases at low Auxiliary Power)
+5 additional Auxiliary Power
(Allows your Auxiliary Power to exceed 125)
Maximum Warp Factor 10
Adds 7.5% of your Weapon Power to your Auxiliary Power as bonus power
+17.5 Starship Subsystem Repair
(Resists Subsystem Offline Status)
Subspace Fold
This special ability will instantly transport the starship approximately 2 Light Years forward instantly.
This ability is only available for use while in Sector Space.
Auxiliary Capacitor
Auxiliary Power Buff
+15 Auxiliary Power Setting for 10 sec
Repairs disabled auxiliary systems
we are BOTH using the Solenae cores only i have to use the sing core while youre useing the warp core and there ARE some differences.
there is no point mentioning the -40 power. i get that no matter what. but my core gives MORE power. How? Well all i have to do is get to full sing power and then i have a +45 to Aux power while your warp core, at max bonuses, only gets +36.875 to Aux and even then, only for 15 seconds AND if your Aux is low, which it shouldnt be... I keep my bonus for as long as i keep my sing at full.
conclusion: my build gets stronger Sci the longer i fight. Yours maintains at least a constant +20 aux and at most +36.875 and only for 15 seconds.
it is worth noting that you also get the three piece bonus:
Set 3: Structural Integrity Leech
Passive
Grants all of your Energy Weapon attacks a 1% chance to repair your hull for 100% of the damage they deal.
May only trigger once every 5 seconds
Max 1020.4 Hull Restored
Min 255.1 Hull Restored
Which i note, is LESS than mine.
This means, i can stay in the fight longer and the longer i fight, the stronger my Sci gets.
I think i win this one.
Score so far, tied up.
Shields:
you:
Solanae Resilient Shield Array Mk XII
Very Rare Ship Shields
Bind On Pickup
Vice Admiral
Values do not reflect skills or other modifiers
6,865.6 Maximum Shield Capacity
(5% Absorption, 5% Bleedthrough)
190.7 Shield Regeneration every 6 seconds
Reduces All Energy Damage to Shields by 10%
1% chance to reflect 33% of incoming energy damage back at attackers
This effect cannot trigger more than once every 2 seconds.
Me:
honestly i cant find the stats....
Both are resilient.
but i DO know i have a high capasity and i can get a plus 20 resist to whatever is shooting at me. i get this as a +2 increase to resists stack up to 10 times. I am using resB which is not accounted for. (people could be using what isnt coverd and thus i wont count.) But the resB doesnt matter. your shields only give you a flat 10% across the board. the adaptive proc of my shilds can get to double that. again, the longer i fight, the stronger i get. It IS worth noting that 1% of the time you reflect a third of DMG. and you also get this:
Set 4: Advanced Metaphasic Shields
Toggle (15 second duration)
Outgoing damage is reduced by 20%
Flight Speed and Turn Rate is reduced
Large Bonus Damage Resistance Rating
+50 Shield Power
Converts 50% of incoming energy damage into shield healing
Immunity to Teleport
your bonus only last for 15 seconds while my procs last as long as i am under fire. Sure you have a shield heal that i dont have which may save you but after 15 seconds, if youre not safe, youre dead. granted i have to survive the alpha and i realize that could be hard, but not as hard as you surviving one because i have higher resists.
Winner?
This is a matter of taste but again, the longer i fight the stronger i get while you have heals to which only last 15 seconds at most and at this point, if you arent safe your dead. What kills you may not kill me due to my higher resists. What holds you may not hold me. (see deflector again.) your moves hit harder than mine. and you move better sometimes in 15 second spurts otherwise youre faster all the time and i turn better.
Over all conclusion:
I am going to say its a matter of taste, what youre going for but its clear my build will last longer and as i said, you cant help the team, of fight back/hurt/kill others if youre dead or running, something your build will do more than mine. All my gear, leech included, makes my build have more power and more resists the longer i fight.
I have not given up on the science side and i didnt run the Solenae Set because honestly, i stay alive longer with the gear ive used. Sure it has a set up which provide defense. I see the set bonses of that set like this:
Set 2: Cyclical Shield Conduits
Passive
+Shield Power Setting
+Shield Power (Bonus increased at low power)
Thats great but leech does the same thing, give me power, only leech gives power(up to 20 points) to ALL systems...a total of 80 points.
Set 3: Structural Integrity Leech
Passive
Grants all of your Energy Weapon attacks a 1% chance to repair your hull for 100% of the damage they deal.
May only trigger once every 5 seconds
Max 1020.4 Hull Restored
Min 255.1 Hull Restored
I know that 1% is a lot MORE than other think, but the two piece set bonus of the borg gear still gives more hull healing and for less pieces, 2 vs 3.
Set 4: Advanced Metaphasic Shields
Toggle (15 second duration)
Outgoing damage is reduced by 20%
Flight Speed and Turn Rate is reduced
Large Bonus Damage Resistance Rating
+50 Shield Power
Converts 50% of incoming energy damage into shield healing
Immunity to Teleport
This IS nice. the plus +50 shield power can and WILL save you WHILE healing you....for exactly 15 seconds.... My shield choice geive me more Shield cap and more resists, which means i take less dmg 100% of the time, not just for 15 seconds.
You see, i dont have the type of fleet that is online a lot. Hell, usually i am alone when i PVP. i need to fly like i am. but because its a SCIENCE ship, i can both fly alone, because of my gear AND fly helping others with my sci moves.
My ship has disabled many others with her GW and TR. ive dropped TR, then TB to hold them while pounding them with my weapons or while others do it for me. Ive watched my Kestrel fight its way out of things even my Scimitar would of died to. Science is FAR from forsaken in my build, i just didnt focus on it like your build has. My build is closer to a Self sufficent ship while, it appears to me, that your ship NEEDS a team to survive because if you come under heavy fire, you must heal and run being gone in 15-30 seconds or death and might i add, one of your heals SLOWS you down....
As for the Protonic "Magic Bullet," youve gimped overall DPS to boost the 25% proc, A porc that is 25% OF CIRTS, not 25% of your shoots....a HUGE difference. My AP is boosted 100% of the time and being romulan, i crit A LOT, which only adds DPS. as for my proton damage, again, it is hitting fine at 1100 DPS.
As for sci mode, I still dish out good DPS. in a team setting, something rare for me, i was able to hold people for the team vaper to vape. on a 1v1 bases, the worst thing to happen was a stalemate. otherwise, my alphas, even in sci mode have killed. VM2, subsystem engines, TR to kill their power, and TB to help hold them there. I DO still use the solenae core for the AUX boost. in sci mode with leech going, ive never been lower than 80 aux. Might i add that i am a Tactical Captain. so i have moves to aid in the alpha. i dont have the spire consoles...yet. my fleet's spire hasnt even completed lvl 1 yet....... We have nearly NO provisions......its sad really but my point in saying that is that, my ship STILL isnt maxed out. it can and will be stronger.
Judging by your build it looks like youre a sci captain. is this true? If so, i can kind of understand your build. I also understand your wanted to do something different. i know LOVE originality but what works, WORKS. People run AP because AP kills. People use the adaptive fleet shields because they keep you alive. people use the borg two piece because it heals you and thus, keeps you alive. i will admit, the KCB and the borg console arent manditory. even i am thinking of taking them out when the i get the 10 console Aves, but the other gear ive spoken about is too good to not run but ill suggest a deal, you run your build through some ESTF and then run my biuld through some ESTF and then see which keeps you alive longer.
One thing I'm constantly trying to get through other players heads is the ship is only about 2/3 rds of the build.. The Character is the rest of the builld, and a rather significant force multiplier.
So let me give you the run down starting with traits:
Accurate: +10% accuracy
Astrophysicist: +10star ship sensors, +10 Starship flow capacitors, +10 Starship particle generators
Conservation of Energy: +1-% damage on Exotic damage Powers, stack 3 times
Elusive: +1-% Defence
Helmsman: +1-% flight turn rate (this is a biggie) Evasive manuver cooldown -10 seconds.
Techie: +30 Starship hull repair
Warp Theorist: +10 starship warp core potential, +10 starship electro plasma-systems
Photonic Capacitor: +2- seconds to photonic fleet cooldown when using science powers (captains powers) Can only trigger once per ten second (note.. unsure if this is a cumulative effect or a once only effect)
As you can see, it's all space powers and no ground combat traits. I am a specialist.
Now to skills.
Lt.
Starship weapons training 9
Driver Coils 9
Starship hull repair 9
Starship shield emmitters 9
LtC:
Starship Energy Weapons: 9
Structural Integrity: 9
Starship warp core efficiency: 5
Starship shield systems: 9
Cmdr:
Starship manuvers: 9
Starship Targetting systems: 9
Starship Impulse Thrusters: 9
Starship warp core potential: 9
Starshi[ Particle Generators: 9
Captain:
Starship Hull Plating: 9
Starship shield performance: 9
General:
Starship Energy Weapons specialization 9
Starship Armor Reinforcement: 9
Starship Weapons performance:9
The traits I currently have I like.. Unlikely to see any real change there thougha few bonus traits from reps may sneak in (I didn't include quite everything, but I did note the Helmsman traid as it pretty critical to my build.)
Now I may switch some points out in the tier 5 skills into Starship Auxillury performance but I'm still undecided on that.
As you noted I likely have it all over your build for exotic damage... Um, well, it's even worse. When I call for photonic fleet theres always at least 3 to 4 Neg'vars. and I can hide behind a photic neg'var...While I'm not as effective with tossing scramble sensors on a target as most other science captains, it's sufficient to distract and give be room to breath before I end up at a spawn point... most of the time.
You noted you appear to have a very substantial edge in manuverability over my build. But with traits its not quite as clear cut, though I may want to tweak it a bit more where i can. Running that fleet RCS module is going to boost matter significantly, and I could use a fleet Nutronium hall armor module that gives me a [+Turn]. I'll just have to take a good look at the numbers and decide if the trade of is that much better.
The ability to manuver is critical with a cannon armed ship. I have to get the guns pointed at the target and keep them pointed there as often as possible. Dedicated escorts and raiders are more nimble, but I have better passives then they do and heavier shield and hull by a significant amount. As you can see I've put no points what so ever into skills involving torpedo's and mines. I'm all about the cannons, so getting on target and staying on target is critical. How much emphisis to put on turn rate though is a big question.
I could go with a beam build for less burst damage, and gain the defensive benefit of generating misses on incoming fire through high speed and keeping a high movement vector off set. But right now in STO DPS is king. I'm un-sure how beneficial the trade off would be. My gut tells me causing the most damage first is going to keep me alive. But then in PvP.... everything is conditionable.. and there are an frightening number of variables to stir into the pot. My experience is simplify as much as possible. To quote an now ancient military axiom "In war the easy is difficult"
The most favorite weapons "traits" I've seen are [Acc] and those weapons with [Acc]x2 or x3 are the highest selling ship weapons on the exchange. Generating misses has become very very problematic. So my emphisis is on generating hit's, and will of course due to The weapons selection being on generating a higher chance of a critical ((oh heck yea, I'm still looking are tuning and fit there)). I may have to consider paying some attention to holds abilitys, but I've noticed that what will be my most likely targets, which will be the oppositions tankers are going to be specced to resist holds as much as possible.. I don't want to charge into where they're going to be strongest. So many decisions, and so little to play with. I just cannot do everything. I could possibly have several BOFF speced up and ready to take the hot seat so I can "switch" my ships combat role on the fly a bit more easily to give myself more versatility in combat... (ma head 'Splode!) But thats a tactical on the fly decision.
Like any SCI captain i really have far to many jobs to do...Oh well, If I didn't like a challange I'd be running a TAC. And if all else fails I can always go back to my Fleet Mogh, or Fleet Tor'khat. I am a bit of a monster with those ships *grin*
In a "real world" situation I'd like to think my ship would act as the flag for an attack wing of Raiders or Raptors. Or take the place of an escort for larger ships.
I disagree that this ship is not a "team" ship.. It is and it isn't, but its a different orientation. Part of it is to get "Outside of the Box" Your ship is Romulan and you do have some decided advanatges. Mine is best to be described as a "Striker" Get in hit get out.. rinse and repeat. (as long as I don't run into an arm bar specialist I should be good... As you noted I am going to be vulnerable to holds.
None the less, It's going to be a strong build, how strong depends entirely on me, and how i use it..
A small matter of Helmsman-ship.
Thanks for the feed back, it's been valuable... and no doubt caused some other folk some serious consideration on how.."Useless" the new Science Destroyers" are.
They are a niche ship. Fed players have plenty of Science ships to choose from. The Romulan selection I believe has far more utility then what the KDF has had. I've never been impressed with the Gorn ships, though they do have their place they are far outclassed by the federation line up. I suspect I'm not alone in that opinion. I see very few of them flying about.
The Nov class science destroyer on the other hand fill a great big gaping hole in the KDF line up and is quite flexible. When the c-store pack for the Nov appears we who get it will have a few more choices and a greater degree of specialization available.
We all ready know that these ships will get that 10th console slot, and that they will have a different console on each of the three sets that can be used together on one hull for a special set bonus that as you have noted is significant. If there will be any other significant differences in the ships besides the specialized secondary deflector is of course at this time, unknown. The 10th console slot could be very significant if it's type changes from ship to ship, as could and changes in BOFF officer lay outs if any. The reality is if the 10th slots type changes depending on the secondary deflector orientation it would literally create 3 entirely new classes. and not simply a variant.
We'll just have to wait and see what they trot out for us 3 weeks from now.
For sure they're on MY shopping list.
Edit: Now that i am home:
See red.
Considering I am in Ker'rat A LOT, it would be a shame to run into you on the battle field but it would most likely be fun.
...Are you SURE you dont wanna roll a Romulan? We have battle cloak on EVERYTHING.....and cookies.....shaped like Scimitars...