Hello!
Since the new patch and getting a free upgrade for my R'Mor Temporal Ship to make it T5-U I'm looking for some advice to make it better than it already is.
Link to current build:
http://skillplanner.stoacademy.com/?build=rmort5ucurrent_0
I'm a Science Captain doing PvE.
Overview:
As you can probably see straight away I'm mostly CC focused and debuffing with good self-healing shield skills. Along with this I have the Advanced Fleet Polaron beams to help with debuffs as well.
I used to equip the Mk XII Jem'Hadar space set which worked well with things like GW3 and TR but switching to the Counter-Command set seems to make my ship a lot more resilient overall.
Space Doffs:
Here is what I have assigned to active space doffs:
- 2x Deflector Officer (25% chance of set recharge time to 50% of normal)
- Gravimetric Scientist
- 25% chance of creating additional Gravity Well after 12 sec
- 20% chance create additional anomaly after 14 sec
- 15% chance create additional anomaly after 16 sec
- 10% chance create additional anomaly after 18 sec
- Development Lab Scientist (reduces Science Team recharge by 8 sec)
- Development Lab Scientist (reduces Science Team recharge by 6 sec)
I do have a sixth space doff slot available but I'm unsure what to put in it.
So yes, any suggestions would be great. I'm slowly trying to improve items with upgrades (such as the Graviton Generators only being Mk X right now) and only have 3 of the beams upgraded to Mk XIII.
Cheers!
Comments
1 - Graviton generator consoles are useless, the effect on GW pull is negible. Swap them for more particle generators
2 - Change sci team for tractor repulsors with a inversion doff, and change the tractor beam for sci team
3 - The field generator should be changed for a exotic particle (is a field gen + particle gen + extra mod in a single console), is unique, so 1 per ship max
4 - Move the tiple cilinder to another slot and put another tactical console in
5 - Tyken rift is usefull for cristaline event, for the rest of pve content, you are better with another hazzard, or a photonic officer + doff for reduce coldowns
6 - Change tactical boff to this: tt1, beta1, faw3. Remove the torpedo and the dyson console, and put a kinetic beam rear and the borg console
When you reach 15 in R&D, slot the particle manipular trait
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
Yes, I completely forgot to mention this is for PvE, sorry about that!
Is this so? I always thought it helped a fair bit considering I'm using GW3. Now that I've actually re-read the description for GW3 it explicitly states that "... the damage inflicted by this effect is improved by your Particle Generators skill". For some reason I thought GW3 was affected by Graviton Generators...
Time to swap then! Also, is there an "upper limit" on how high you can stack these stats? Or is it just add as many as you can?
I find ST3 quite useful. I used to use Tractor Repulsors before along with GW3. Can you clarify which category this inversion doff is? The only one I can see is a Operations > Tractor Beam Officer (Drains Engine subsystem power with Tractor Beam Repulsors); guessing this is the one you are referring to?
Is this the Exotic Particle Field Exciter? I'm assuming it is but there are quite a number of mods for it if going for the Ultra Rare ones. I would assume going for a +Aux one would be the most useful? Other than that I can stick with a Very Rare one instead.
Not sure what to get rid of, probably the Subspace Integration Circuit (which I currently have in engi slot but for some reason doesn't show on ship builder). Useful item but easy enough to change!
I've always found Tykens Rift a bit iffy and only find it useful if someone else has popped a GW as NPC's just casually fly out of a Rift...
What is FAW3? If it's a Tactical Captain only choice then I can't use it as I'm a Science Captain. The rest seems interesting.
I did not know R&D gave you perks! Luckily I have level 15 in the Science R&D tree so I've immediately slotted it and removed the one pointing to Singularity bonus since the R'Mor uses a Warp Drive rather than Singularity...
Thanks again
graviton generator improves hold/repel, and particle generators improve exotic damage.
No limit, and no diminish returns, you can stack as many as you want
http://sto.gamepedia.com/Graga_Mal
With this doff, TBR now pull instead of repel. With hight particle generator, is an excellent damage skill (100% shield penetration). Gw + TRB with doff + sensor scan + apb = profit
Yep, the ultra rare have the special mod. Try to find a cheap one, good mods are expensive, but even with the worst mod is a particle generator + field generator in 1 console, is your case is like having an extra console slot in your ship
Is usefull, but with GW and TRB you will have plenty CC, you need more damage in order to complete elite and advanced queques
Fire at will 3. Ask to a friend with a tactical captain that train faw3 for you, just send him the bridge officer in a trade (remove all the items of the boff first), he can train the ability and trade the boff back to you
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
I run a mine ship. Breen and Vadwaar clustr-mine torps up front with the gravimetric photon torp. In the rear, I have a nukara web mine, transphasic mine and a hargh'peng torp.
LCDR Uni TB1, TBR1, ES2
LT Uni EPTE1, A2S1
ENS Eng EPTE1
CDR Sci HE1, TSS2, TR1, GW3
LT Sci HE1, TSS2
Yes, no tactical BO skills.
With high aux and engine power, it's maneuverable enough and TB, TBR, Tykens and GW all have some bite with particle generators.
3 deflector DOFFs
1 Gravimetric Scientist
1 PWO (Mines)
Since variable geometry detonators are really cheap right now, it might be worth looking into for you too.
Today I remembered I have both the Mk XII Jem'Hadar set and the Solanae set but wondering which one to pick to replace my current Counter-Command set...
JH set improves Graviton Generators (the pull) and a host of other things to improve normal weapon damage (plus, I use polaron anyway) with the full set (I used to use this a lot before switching to Counter-Command).
The Solanae improves Particle Generators (more exotic damage) and seems pretty tanky as well as other bonuses for Aux which is useful for my science ship.
I'm thinking of settling for the Solanae due to the improvement it gives for exotic damage by boosting particle generators. Right now, looking at my stats (in sector space - probably higher actually in mission), it shows particle generators at 192 which seems reasonable considering I only have two dedicated particle generator consoles (an elite Mk X with threat reduction and a vanilla very rare Mk XII).
So, any benefit of trying to upgrade Solanae to Mk XIII (or higher) to work with this setup?
Cheers!
Edit - a quick preview of a Mk XIII Solanae deflector improves the particle generator stats by +2.5 (totalling 37.5), so I imagine if I ever had it to Mk XIV it'd be another +2.5; seems pretty decent!