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Cannon Mogh Advice (PVE)

scargarthscargarth Member Posts: 5 Arc User
edited April 2014 in Klingon Discussion
http://skillplanner.stoacademy.com/?build=plasmadpsmogh2_0

I need some advice regarding tweaking my mogh to full DPS potential. My current crit chance is around 17%. I feel like I should swap the A2B for something else but it helps to boost the 3 other systems enough for the AMP bonus to kick in and also helps recharging the boff skills. On the other hand I want to also keep both CRF and CSV to use in different situations. Since I'm using plasma this is currently a PVE only build, but I'm willing to lose it if a different setup with different weapon type does the job better. I'm most unsure about the A2B and the doffs.

Any help on the matter is much appreciated. :)
Post edited by scargarth on

Comments

  • dahminusdahminus Member Posts: 0 Arc User
    edited April 2014
    http://skillplanner.stoacademy.com/?build=somechanmogh_0

    3 techs and 3 pwo doffs

    Give this a whirl. You will have more fun(much better dps)

    Dropping the torp means freeing up 3 doff slots and gain another fore weapon...should consider it.

    Cheers, enjoy the crack that is epte
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • scargarthscargarth Member Posts: 5 Arc User
    edited April 2014
    Thanks for the quick reply. I was thinking about getting another cannon on fore, but then I wouldn't have Plasma Circuitry set bonus which gives about 7% bonus for all plasma damage. Do you suggest that I should swap anyway for full dmg from cannon?

    Also, I assume the Nukara t4 dmg bonus from aux power level is negligible compared to instant skill uptime, right?


    Another thing I was thinking about: is rom plasma still the best for pve? Or am I better off with swapping to ap/disruptor altogether? For ap I'd have to lose the fleet warp core for obelisk, but it would mean more crit severity. With disruptor however I could use the quad cannons and still would have the plasma proc from embassy console with higher base damage.
    Any thoughts?
  • nobletnoblet Member Posts: 0 Arc User
    edited April 2014
    scargarth wrote: »
    Thanks for the quick reply. I was thinking about getting another cannon on fore, but then I wouldn't have Plasma Circuitry set bonus which gives about 7% bonus for all plasma damage. Do you suggest that I should swap anyway for full dmg from cannon?

    Also, I assume the Nukara t4 dmg bonus from aux power level is negligible compared to instant skill uptime, right?


    Another thing I was thinking about: is rom plasma still the best for pve? Or am I better off with swapping to ap/disruptor altogether? For ap I'd have to lose the fleet warp core for obelisk, but it would mean more crit severity. With disruptor however I could use the quad cannons and still would have the plasma proc from embassy console with higher base damage.
    Any thoughts?

    Fun fact: Romulan torp with torp spread III and zero tac consoles far outdps 2 dhcs with csv III and 5 tac consoles. Unless they get shot down, of course. So unless you're fighting npcs like thoilans, don't drop the torp. Romulan torp is in a different league compared to other torps.

    Yes, Rom plasma is the best for pve. For embassy consoles, dmg bonus adds more dmg than plasma proc. Neither is a lot though.

    I further refined dahminus's a2b fit.
    http://skillplanner.stoacademy.com/?build=nobletmogh_0

    Btw, you want a core that give bonus based on a system with high power to benefit one that has low power. A2b drains aux, so use something else, like weapon or shield. For a2b fit, avoid skills that's based on aux power when possible. For example, science team would be better than tss.
  • scargarthscargarth Member Posts: 5 Arc User
    edited April 2014
    Thank you both for the great responses I'm already working on swapping my warp core for a better one :D

    Now I was researching a bit and found an argument that romplasm related bonuses actually boost the base damage of the weapon while the ap set bonus boosts the final stats with console bonus calculated in, thus along with bonus severity gives better burst damage potential. Does this theory hold any ground?

    Regarding the team boff powers, doesnt having 3 of them on the same cd cycle conflict? Or aux2bat solves that little problem too?:confused:
  • nobletnoblet Member Posts: 0 Arc User
    edited April 2014
    scargarth wrote: »
    Thank you both for the great responses I'm already working on swapping my warp core for a better one :D

    Now I was researching a bit and found an argument that romplasm related bonuses actually boost the base damage of the weapon while the ap set bonus boosts the final stats with console bonus calculated in, thus along with bonus severity gives better burst damage potential. Does this theory hold any ground?

    Regarding the team boff powers, doesnt having 3 of them on the same cd cycle conflict? Or aux2bat solves that little problem too?:confused:

    Team power shared cd had been removed.

    That theory fell apart when tested in practice. On timed stf runs, team of 5x rom plasma finished consistantly quicker than team of 5x ap.
  • tom61stotom61sto Member Posts: 3,674 Arc User
    edited April 2014
    scargarth wrote: »
    Now I was researching a bit and found an argument that romplasm related bonuses actually boost the base damage of the weapon while the ap set bonus boosts the final stats with console bonus calculated in, thus along with bonus severity gives better burst damage potential. Does this theory hold any ground?

    Embassy [Pla] and Romulan Singularity two-set bonus do affect base damage, whereas the Ancient Obelisk two-piece applies to damage after weapon power is factored in. While the Ancient Obelisk is much bigger for a single two-piece, you can stack the Romulan Singularity set, one or more Embassy [Pla] consoles, along with a Elite Fleet [AMP] warp core (with 3 or 4 systems above 75) and be able to get ahead of it, particularly with a well-chosen core.
  • scargarthscargarth Member Posts: 5 Arc User
    edited April 2014
    I tried out the changes you guys suggested and it works perfectly thanks again :D
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited April 2014
    You will do even better if you switch out your engine for the Romulan impulse engine which gives bonus to attack patterns.

    Also you only have one shield heal (RSP doesn't need boosting even RSP 1 will fill you up quick smart) and using 2 emitters to boost it. To be honest, drop the sci consoles and put in leech to achieve x4 AMP boost and a flow cap or a tachyokinetic.

    If you can, get a fleet shield on it asap with adapt
    AFMJGUR.jpg
  • jnohdjnohd Member Posts: 5 Arc User
    edited April 2014
    Been flying an Elite Fleet DHC build for a while now, and I tend to hover at the top of the meter when I remember to run ACT. That said, I have not yet retooled for the recent changes, and I'm even more curious how Undine gear will impact my build...



    http://www.stoacademy.com/tools/skillplanner/?build=wampaq_6657


    I've actually made some tweaks since posting that, iirc. TSS1 and EP2E were swapped out for Sci Team 1 and Engineering Team 1 - I too keep forgetting they changed the various Team abilities to play nicely together.
    Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond [SIGPIC][/SIGPIC] 'Iw HaH je Hoch!
    ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
    A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
    Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
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