Yes it is. On every character, even if you ever only do PvE, spec into ID. At least 3 points, but up to 6 if you can spare it is what I usually tell people.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Grav Gen spec is useless for Tractor beam. It really doesn't make much difference as far as I see.
For gravity well its a minor difference. I don't think I would suggest putting 9 points int here or something. Also consider you get Grav Gen points form lots of gear so you might have the = of 6 or 7 points already for free if you have things like borg consoels and deflectors on.
I do like to put 6 points into Grav on my scis... 1) it lets me trait GW 3 lol... 2) yes it does improve GW nicely but it also improves the rift procs from the Graviton Photon torpedo.
Combo of GW + Tractor... + Spread pattern Grav torps with 6 points in Graviton is very deadly to anyone that isn't running a bunch of anit hold skills.
Aux to Damp will make people immune to a GW and torp rifts but not a tractor. PH will work the other way around... omega does make you immune, but if you can land all that stuff on an omega running player they do still take all the dmg while there in them, and you can manage to get a good amount of hull dmg off on someone with GW + torp rifts... some people tend to hang out in them to long because they aren't feeling the tug right away.
Is speccing into Graviton Generators (with hold abilities) worth it?
Is speccing into Inertial Dampers worth it?
I find that using higher level tractor beams has an effect, though I couldn't say just how much of a difference it is.
There is definitely a difference between the different Gravity Well levels and their hold strength/damage dealing.
Yes, speccing into Inertial Dampeners is worth it. As mimey2 said, get it up to 3 or 6 points. One of the easiest ways to kill people is to hold them in place with a hold ability and then unload a major burst attack. It removes their speed-based defense boost and enables torpedoes to hit more effectively. ID will make this harder to do against you.
hold are kind of a joke anymore. you can escape any GW with 3 points in dampners, anything with EPtE wont stop moving if its tractored, and the ships that holds would be the most effective on are ships with EPtE, APO and AtD more then likely. grav gens only appear to increase pull range, thats still pretty nice.
Graviton Generators is worth it for Gravity Well. Ever seen a 10km wide Gravity Well? Yeah...someone went overboard on Graviton Generators.
300 grav gen skill plus assignment buff, throw in some insp leader and romulan T5 for good measure. You get a massive gravity well and cloakers don't have anywhere to hide but way out of it. Oh yeah, throw in the aftershock doff for good measure.
I am trying to min max my skills. I think I will drop graviton generators to 3 if it only increases range on GW, and has no effect on TB. And 3 out out ID since I do typically run 3 AP doffs with omega. I suppose it also helps with stuns.
Graviton Generators is worth it for Gravity Well. Ever seen a 10km wide Gravity Well? Yeah...someone went overboard on Graviton Generators.
A 10km diameter gravity well is not overboard on graviton generators. The widest well it is possible to achieve is 18km (t5 romulan power, 5 console science ship, 9 investments in the captain skill, universal consoles with +gravgens skill and deflector with highest +gravgens.)
A 10km diameter gravity well is not overboard on graviton generators. The widest well it is possible to achieve is 18km (t5 romulan power, 5 console science ship, 9 investments in the captain skill, universal consoles with +gravgens skill and deflector with highest +gravgens.)
Now that's overboard.
Ooo....I haven't gotten my guy to 18, yet. I'm behind! Must. Have. Moar. Generators!
(doffed) Eject warp plasma is also a good (semi-)hold.
Less people are using hazard emitters since they removed shared cooldown from team abilities. When the doff doesnt proc, you always have reduced turn and speed
In my opinion points going into Particle Generators are more useful than in Graviton Generators. Holds can be easily broken or negated with a little skill but exotic damage can be a nasty surprise. Personally, I like to use a combo of GW3 and TBR2 or 3 with the Voth DOFF that makes them pull. Add in PS3 with the multi shockwave DOFF and an Isometric charge and many things will go "POP".
I like my Sci guy & I like my Sci ship & that's that.
Now that Tachyon Beam is on it's way to getting it's 10th tick enabled again, I might start using the turn rate debuff warp theorist and swap out the space nurse doff.
Now that Tachyon Beam is on it's way to getting it's 10th tick enabled again, I might start using the turn rate debuff warp theorist and swap out the space nurse doff.
Please elaborate I haven't heard about this fix, in fact I didn't realise it was broken!
Comments
Yes it is. On every character, even if you ever only do PvE, spec into ID. At least 3 points, but up to 6 if you can spare it is what I usually tell people.
For gravity well its a minor difference. I don't think I would suggest putting 9 points int here or something. Also consider you get Grav Gen points form lots of gear so you might have the = of 6 or 7 points already for free if you have things like borg consoels and deflectors on.
I do like to put 6 points into Grav on my scis... 1) it lets me trait GW 3 lol... 2) yes it does improve GW nicely but it also improves the rift procs from the Graviton Photon torpedo.
Combo of GW + Tractor... + Spread pattern Grav torps with 6 points in Graviton is very deadly to anyone that isn't running a bunch of anit hold skills.
Aux to Damp will make people immune to a GW and torp rifts but not a tractor. PH will work the other way around... omega does make you immune, but if you can land all that stuff on an omega running player they do still take all the dmg while there in them, and you can manage to get a good amount of hull dmg off on someone with GW + torp rifts... some people tend to hang out in them to long because they aren't feeling the tug right away.
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Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I find that using higher level tractor beams has an effect, though I couldn't say just how much of a difference it is.
There is definitely a difference between the different Gravity Well levels and their hold strength/damage dealing.
Yes, speccing into Inertial Dampeners is worth it. As mimey2 said, get it up to 3 or 6 points. One of the easiest ways to kill people is to hold them in place with a hold ability and then unload a major burst attack. It removes their speed-based defense boost and enables torpedoes to hit more effectively. ID will make this harder to do against you.
300 grav gen skill plus assignment buff, throw in some insp leader and romulan T5 for good measure. You get a massive gravity well and cloakers don't have anywhere to hide but way out of it. Oh yeah, throw in the aftershock doff for good measure.
I am trying to min max my skills. I think I will drop graviton generators to 3 if it only increases range on GW, and has no effect on TB. And 3 out out ID since I do typically run 3 AP doffs with omega. I suppose it also helps with stuns.
A 10km diameter gravity well is not overboard on graviton generators. The widest well it is possible to achieve is 18km (t5 romulan power, 5 console science ship, 9 investments in the captain skill, universal consoles with +gravgens skill and deflector with highest +gravgens.)
Now that's overboard.
Ooo....I haven't gotten my guy to 18, yet. I'm behind! Must. Have. Moar. Generators!
Less people are using hazard emitters since they removed shared cooldown from team abilities. When the doff doesnt proc, you always have reduced turn and speed
@rudiefix Feds: Rudiefix / Thron / Opa
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Please elaborate I haven't heard about this fix, in fact I didn't realise it was broken!