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Dyson Destroyer: Proposed Build

unangbangkayunangbangkay Member Posts: 10 Arc User
Hey everyone, I don't have a Dyson Science Destroyer yet (though I'm close), and I've been thinking about a build for it. No plans to pick up the C-store version as of yet (I'm happy with my Vesta), and if I do it'll probably be Romulan or Klingon for the cloak and science love, but in the meantime, I'm hoping you have a word or two about my Solanae build:

I've been trying to work on one that emphasizes protonic polaron and proton damage. I've been doing Dyson a lot lately in the Plesh Brek raider and have been impressed with the proc damage (melting bulwarks like a boss).

I don't have access to fleet weapons (too poor), but I could buy a fleet console or two, especially once this dilithium event is over. This build isn't fully optimized, and based on what I've got at the moment.


Dyson Science Destroyer (Solanae):
(All items Mk XII unless stated otherwise)

Captain: Engineering (Liberated Borg)

Fore Weapons:
Protonic Polaron DHC , Experimental Proton Weapon, Gravimetric Torpedo x1, Proton DHC (permanent)
Aft weapons:
Protonic Polaron Turret x2, Kinetic Cutting Beam OR Antiproton Omni-Array

Shield/Deflector/Engines/Warp Core/Secondary Deflector:
Solanae Hybrid Technologies (4/4 set + Solanae Secondary Deflect) OR STF Mk XI set

Devices:
Subspace Field Modulator, Auxiliary Battery, Weapons Battery

Consoles:
Eng:
Proton Particle Stabilizer, Tachyokinetic Converter

Sci:
Field Generator Mk XI (Rare) x2, Tachyokinetic Converter, Zero Point Energy Conduit

Tac:
Polaron Phase Modulator Mk X (rare), Polaron Phase Modulator Mk XI (rare), Auto-Targeting Module (+Polaron) OR Polaron Phase Modulator Mk XI (uncommon)

Boff Powers (in order of rank):
(treating the transform slots as Cdr since modes can be changed)
Tac Cdr:
Tactical Team, Attack Pattern Beta, Cannon Scatter Volley, Cannon Rapid Fire III
Sci Cdr:
Hazard Emitters, Transfer Shield Strength, Gravity Well I, Tyken's Rift III OR Gravity Well III (if I find a friendly sci captain somewhere to teach)
En Tac:
Tac Team OR Beam Overload I OR Torpedo Spread I OR Torpedo High Yield I
Lt Sci:
Tractor Beam, Polarize Hull OR Tractor Beam Repulsors OR Transfer Shield Strength
Lt Eng:
Emergency Power Shields, Aux Power to SIF

Doffs (Blue unless stated otherwise)
Cannon Cooldown
Evasive Maneuvers (Purple) OR Cannon Cooldown
Emergency Power Boost
Emergency Power Cooldown
Aftershock Gravity Well

As you can see I've more or less ditched subsystem targeting. I've never found it useful in PVE, so I'd rather have some extra DPS in science mode. I plan on flying in tac mode most of the time, changing to science to throw out a Tyken's Rift (or bitchin grav well) on occasion, and boosting my power thanks to power bonuses from batteries, doffs, and EPS Manifold efficiency.

I also have an alternate beam-sci setup, but I'm waiting to get more PRotonic polaron arrays from the free Dyson boxes before I try that.

Any advice is welcome!
Post edited by unangbangkay on

Comments

  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited February 2014
    Dyson Science Destroyer (Solanae):
    (All items Mk XII unless stated otherwise)

    Captain: Engineering (Alien)

    Fore Weapons:
    Protonic Polaron DBB , Experimental Proton Weapon, Gravimetric Torpedo x1, Proton DHC (permanent)
    Aft weapons:
    Protonic Polaron BA x2, Protonic Polaron Turret
    Shield/Deflector/Engines/Warp Core/Secondary Deflector:
    Solanae Hybrid Technologies (4/4 set + Solanae Secondary Deflect)

    Devices:
    Subspace Field Modulator, Auxiliary Battery, Weapons Battery

    Consoles:
    Eng:
    Proton Particle Stabilizer, Place Holder

    Sci:
    Emitter Array(Embassy), Emiiter Array, Nukara Particle Converter, Place Holder

    Tac:
    Auto-Targeting Module(Polaron) x3, Place Holder

    Boff Powers (in order of rank):
    (treating the transform slots as Cdr since modes can be changed)
    Tac Cdr:
    Tactical Team, Beam Fire at Will, Attack Pattern Omega, Cannon Rapid Fire III
    Sci Cdr:
    Hazard Emitters, Transfer Shield Strength, Tractor Beam Repulsors, Gravity Well III En Tac:
    Torpedo Spread I
    Lt Sci:
    Tachyon Beam, Polarize Hull
    Lt Eng:
    Emergency Power Shields, Emergency Power to Weapons

    Doffs
    Tactical Team Cooldown + Increased Buff
    Evasive Maneuvers
    Emergency Power Boost
    Emergency Power Cooldown
    Tractor Beam Repulsor reversal
    6th Coming Soon*

    All Place Holders are going to be the Consoles off of the Dyson C-Store Ships, andf the build is based on using one of those ships, but will work on the free one rather easily as it has the right consoles because of the placeholders.

    Now for the placeholders i suggest something that can be easily replaced without suffering too much.

    This build is focused on how i usually do my own builds, and this will most likely BE my build.

    Side note i am testing it with the 3 pieces i have from the FE and bits i have collected in protonic polarons, on my Recon Vesta because minus the deflector i can replicate the whole build there (also minus the Tac switch) works nicely.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited February 2014
    Sci:
    Emitter Array(Embassy), Emiiter Array, Nukara Particle Converter, Place Holder

    Are emitter arrays better than Field Gens these days?
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited February 2014
    Are emitter arrays better than Field Gens these days?

    Not necessarily, Gens increase the capacity of a shield where emitter arrays increase your shield healing abilities.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • tom61stotom61sto Member Posts: 3,674 Arc User
    edited February 2014
    You can have only one Tachyokinetic Converter mounted to a ship AFAIK, and you have one listed in both Eng and Sci consoles. I wouldn't bother with getting one anymore, back when it was only one of two consoles (along with the Borg console) that boosted Crits, it was pretty awesome. However, in S8 with 2 more Universals(Romulan and Elachi Lobi) being added prior to S8, set bonuses (Dyson Protonic Arsenal), and Spire Tac consoles that boost crit, it really boils down to a Universal RCS of a low mark.

    If you want your Gravity Wells to do even more damage, you should consider some Shield Refrequencers from the Dyson rep, purple Particle Gens being the best, as quality and particle gen effect the damage proc.

    I would focus down your DOffs for two complementary functions, as it is, you'll only very rarely get EPtS on cooldown (even with 3x purples, there's still a fair bit of misses on the Kar'fi build I use a single EPtS on), rarely get a CSV or CRF choice (two blues minimum, purples perfered to see any real effect). Not sure on the Emergency Power Boost. Gravity Well Aftershocks is limited to one, otherwise I'd want to stack more. Without being able to stack those, you could get more Grav Wells out with Deflector Ability Cooldown DOffs and alternating with Taykens Rift and Tachyon Beam.
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited February 2014
    tom61sto wrote: »
    You can have only one Tachyokinetic Converter mounted to a ship AFAIK, and you have one listed in both Eng and Sci consoles. I wouldn't bother with getting one anymore, back when it was only one of two consoles (along with the Borg console) that boosted Crits, it was pretty awesome. However, in S8 with 2 more Universals(Romulan and Elachi Lobi) being added prior to S8, set bonuses (Dyson Protonic Arsenal), and Spire Tac consoles that boost crit, it really boils down to a Universal RCS of a low mark.

    If you want your Gravity Wells to do even more damage, you should consider some Shield Refrequencers from the Dyson rep, purple Particle Gens being the best, as quality and particle gen effect the damage proc.

    I would focus down your DOffs for two complementary functions, as it is, you'll only very rarely get EPtS on cooldown (even with 3x purples, there's still a fair bit of misses on the Kar'fi build I use a single EPtS on), rarely get a CSV or CRF choice (two blues minimum, purples perfered to see any real effect). Not sure on the Emergency Power Boost. Gravity Well Aftershocks is limited to one, otherwise I'd want to stack more. Without being able to stack those, you could get more Grav Wells out with Deflector Ability Cooldown DOffs and alternating with Taykens Rift and Tachyon Beam.

    Whoops, I forgot about that extra TC. That in mind, I do have some extra space for a Shield Refrequencer, so I'll definitely try that out. And good point on how it can boost the proc and the quality of my Sci abilities (which is the point of a Science Vessel after all).

    Regarding alternatives to the Tachyokinetic converter, what would you recommend as the alternate? Is the Elachi lobi console worth it if I don't have an Elachi ship or use Elachi weapons? I'm hoping to conserve my lobi as I'm saving up for a Lobi ship to sell on the exchange.

    What would you recommend for my doffs?
  • ragnar0xragnar0x Member Posts: 296 Arc User
    edited February 2014
    Does Cannon Rapid Fire skill works with dyson cannon?
  • baudlbaudl Member Posts: 4,060 Arc User
    edited February 2014
    ragnar0x wrote: »
    Does Cannon Rapid Fire skill works with dyson cannon?

    if you mean the build in DHC, then yes. atleast the scatter volley worked within the mission.
    if you mean the experimental dyson cannon from the weapon set, then no, only if you have 2 or 3 pieces equipped.
    Go pro or go home
  • wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited February 2014
    ragnar0x wrote: »
    Does Cannon Rapid Fire skill works with dyson cannon?

    With all 3 of the dyson console weapon set Csv crf BO n FAW. beam targetx does not work with it might be a over sight might not. The gravimetric torps make a ace op combo with spread n a GW on mobs if ur speced for GW that is.
    gs9kwcxytstg.jpg
  • baudlbaudl Member Posts: 4,060 Arc User
    edited February 2014
    wilbor2 wrote: »
    With all 3 of the dyson console weapon set Csv n crf both work and BO n FAW beam targetx does not work with it might be a over sight might not. The gravimetric torps make a ace op combo with spread n a GW on mobs if ur speced for GW that is.

    pretty sure that BO functions just right. tested it yesterday. However if activated with a cannon ability, the BO will fire AFTER the cannon ability is finished, not inbetween.
    might not work with FAW though, havent tested that.
    Go pro or go home
  • wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited February 2014
    baudl wrote: »
    pretty sure that BO functions just right. tested it yesterday. However if activated with a cannon ability, the BO will fire AFTER the cannon ability is finished, not inbetween.
    might not work with FAW though, havent tested that.

    Ups im on my phone missed full stop after FAW.
    gs9kwcxytstg.jpg
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited February 2014
    here is what i have on mine been doing well

    captain engineer trill

    fore: 2x voth AP DHC mkxi accx2 critH, advance fleet quantum acc dmg x3, proton DHC

    aft: breen cluster torp (will get an AP turret just had no funds), AP 360* beam, KCB

    defector: borg mk xii
    engines: borg: mk xii
    warp core: obalisk rift warp core (for the 10% AP bonus damage plus the extra aux power and 130 aux power cap)
    secondary deflector: solenea
    shields: MACO mk xii

    devices: subspace field modualtor, aux battery, sheild battery

    eng: mine RCS res-all mk x, mine neutronium +turn mk x
    sci: embassy particle gen plasma -th mk xi x3, borg modual
    tac: AP damage console rare mk xi x3

    commander tac: torp spread 1, cannon rapid fire 1, attack pattern beta 2, cannon scatter volley 3

    ens tac: tac team

    lt eng: emergancy power to shields 1 and 2

    commander sci: transfer shield strength 1, hazard emitter 2, tachyon beam 2, grav well 3

    lt sci: hazard emitter 1, tractor beam 2
    victoriasig_zps23c45368.jpg
  • mt268mt268 Member Posts: 43 Arc User
    edited February 2014
    gpgtx wrote: »
    here is what i have on mine been doing well

    captain engineer trill

    fore: 2x voth AP DHC mkxi accx2 critH, advance fleet quantum acc x3, dmg, proton DHC

    aft: breen cluster torp (will get an AP turret just had no funds), AP 360* beam, KCB

    You cant get a fleet quantum with [Acc]x3
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited February 2014
    good catch i transposed the dmg and acc when i typed it
    victoriasig_zps23c45368.jpg
  • tom61stotom61sto Member Posts: 3,674 Arc User
    edited February 2014
    Whoops, I forgot about that extra TC. That in mind, I do have some extra space for a Shield Refrequencer, so I'll definitely try that out. And good point on how it can boost the proc and the quality of my Sci abilities (which is the point of a Science Vessel after all).

    Regarding alternatives to the Tachyokinetic converter, what would you recommend as the alternate? Is the Elachi lobi console worth it if I don't have an Elachi ship or use Elachi weapons? I'm hoping to conserve my lobi as I'm saving up for a Lobi ship to sell on the exchange.

    What would you recommend for my doffs?

    The Elachi Lobi console is pretty nice, adds basically another Positron Deflector's worth of Hull HP, +17.2 Starship Subspace Decompiler (handy if you might run a disable build), and +15.2% Crit Severity. I rather liked the survivability improvement it gave my Kar'fi when I bolted it on, and the extra Crit damage is nice.

    DOffs I'm still thinking on myself, but here's a couple ships I've played with and will likely base off one of the two: On my Vesta I'm running stacked Deflector cooldown DOffs and the aftershock GW DOff to give it the most chance to spam 4x Shield Refrequencers boosted GW3s, but that has 2x EPtS1 and Aux2SIF1 for healing and dropping one copy of EPtS can drop survivability a surprising bit. On my Kar'fi, which has pretty close to the Sci mode's layout, I'm running 3x Purple DCEs for EPtS cooldown, and then 2x Purple Conn Officers to be able to fit a Torp ability in the freed up Ensign spot from not needing a second Tac Team.

    Another idea I had is going with EPtA1 and EPtS2 in the Engineering, 3x DCEs (very good chance of cooldown reduction when running 2x different EPtx), and the DOff that gives +Hull Repair on use of EPtA, and the chance for +20 power on EPt or another EPtA boosting one depending on stacking. To help make up for the loss of Aux2SIF, have two copies of HE, and a [+HuH] Embassy console (hull repairing proc, like the borg set has). Hopefully, with all that with the three-piece Hull Leech proc, things wouldn't be too fragile.
  • blitzy4blitzy4 Member Posts: 839 Arc User
    edited February 2014
    Fore Weapons:
    Dual Photonic Beam Array MK XII, Romulan Torpedo, Photonic Beam Array MK XII (to be replaced with the experimental photonic weapon, and the dual cannons

    Aft Weapons:
    Experimental Romuland beam array, Gravemetric Photon torpedo, KCB

    Full set of Solanae parts.

    Bridge Officer (12 total)
    THY 1, TSP 2, APO 1, CRF 3
    BFAW 1

    ET, RSP 1
    ST 1, FP 1, RSS 3, GW 3
    HE 1, TR 1


    Device Slots: Red Matter Capacitor, Weapons battery, Shield battery

    Consoles
    Enhanced RCS (+ALL RES), Enhanced Neutronium (+ Turn)
    Emitter Array (Huh, -TH), Photon Stabilizer console, Borg Console, Tak Console
    Plasmotic Leech, Zero Point Console, Rule 62 console

    And to round it off, 3 torpedo recharge, one aftershock, and another DOFF I can't remember.
    jKixCmJ.jpg
    "..and like children playing after sunset, we were surrounded by darkness." -Ruri Hoshino



  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited February 2014
    This is my current thinking. Not sure if I'll go for the full C-store set.

    Captain: Science Officer

    - Bridge Officer Abilities -

    Tactical Commander:
    Tactical Team I
    Torpedo High Yield II
    Attack Pattern Omega
    Cannon Rapid Fire III

    Science Commander:
    Hazard Emitters I
    Energy Siphon I
    Tyken's Rift II
    Gravity Well III

    Science Lieutenant:
    Hazard Emitters I
    Transfer Shield Strength II

    Engineering Lieutenant:
    Emergency Power to Shields I
    Emergency Power to Shields II

    Ensign Tactical:
    Torpedo Spread I

    - Equipment -

    Fore Weapons:
    Gravimetric Photon Torpedo Launcher
    Experimental Proton Weapon
    Protonic Polaron Dual Heavy Cannons Mk XII
    Proton Dual Heavy Cannons

    Deflector: Solanae Deflector Array

    Secondary Deflector: Solanae Secondary Deflector

    Engines: Solanae Hyper-Efficient Impulse Engines

    Warp Core: Solanae Overcharged Warp Core

    Shields: Solanae Resiliant Shield Array

    Aft Weapons:
    Protonic Polaron Turret Mk XII
    Protonic Polaron Turret Mk XII
    Protonic Polaron Turret Mk XII

    - Consoles -

    Engineering Consoles (2):
    Neutronium Armor Mk XII
    Proton Destablizer Module

    Science Consoles (4):
    Protonic Shield Matrix
    Shield Inversion Projector
    Shield Refrequencer Mk XII (+ShHP)
    Shield Refrequencer Mk XII (+PartGen)

    Tactical Consoles (4):
    Auto Targeting Module Mk XII (+Pol)
    Auto Targeting Module Mk XII (+Pol)
    Auto Targeting Module Mk XII (+Pol)
    Auto Targeting Module Mk XII (+Pol)
  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited March 2014
    None of these builds worked for me so just went back to my star cruiser as my number 1 rule is new is not always better
    NO TO ARC
    Vice Admiral Volmack ISS Thundermole
    Brigadier General Jokag IKS Gorkan
    Centurion Kares RRW Tomalak
    [SIGPIC][/SIGPIC]
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