It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
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rattler2Member, Star Trek Online ModeratorPosts: 58,559Community Moderator
edited October 2014
Warp Plasma causes a DoT and slows down the enemy, thus lowering their defense I believe. In the hands of a skilled player, Warp Plasma, or any gas ability, can be nasty.
Yes, do NOT use EWP as a DPS machine does NOT need an AoE to control mobs, and it slaughers your DPS as you need to 'run over' your targets thus turning your powerful guns away from your targets. get a good heal instead as you'll need continuous firing to keep you're contribution to the team out of the noobie zone, a good heal will keep you in the action longer.
I like using EWP on my torpedo boat. I also equip a purple DOFF that has a chance to immobilize your foe if they get caught in your warp plasma. I have tons of power put towards shields and engines so I hit evasive maneuvers, spread the plasma all over a group, then back off about 2-3KM and pound them with TS3 and Cluster torpedoes. It may not be the most impressive DPS, but man what a show!
I have always preferred the theta radiation vs the EWP but, that is my personal preference.
It not only kills crew, hurts their perception, slows them down and making it hard for them to turn but, the biggie is it damages their shields as well, a big + in my book.
I like it, not for DPS however. It's better used as a control ability.
A Doffed plasma TRIBBLE using an Matter-Antimatter Specialist will have a chance to immobilise any ship caught in it. I've saved many an ISE optional back in the day with it.
EWP, while in some situations useful -though I would consider that only in Korfez when holding the line, everywhere else you dont need it- its a sign of lack of dps or other, more useful CC (like GW or TR).
Only time i have ever seen Warp plasma used right was with a GW/ Reverse TBR and the new intel control ability.
Even then it did not do much dps but was fun to watch.
I tend to carry one for TRIBBLE-saving uses, such as rolling down on probes with it on a KSA pug for my Eng in her Gal-X when I notice probe-duty guy has wandering off to attack something. I tend to carry at least one slow/hold/root/knockback space ability on any build I have, as I like to pug and need the option for it. Alternately I could rely on everyone else in the pug being competent and pay attention/know what they are doing...... but that usually doesn't end well.
To summarize what everyone's saying, Eject Warp Plasma is primarily a control spell.
Using won't help your DPS much (even with max Particle Gen), but you'll help anyone else who's shooting at the guy. Also any Sci Captain running Tyken's Rift will love you, and the rest of your team will love you both for reducing the enemy's defenses and resistances to zilch.
Use it for as a team-centric utility spell.
P.S. Eject Warp Plasma is also one of the few spells that can damage enemies who've glitched into the geometry and are untargetable.
Just the other day, during a Battle of Korfez run, we would've gotten stuck due to a Frigate that had glitched into an asteroid if it weren't for that one awesome bro who had Eject Warp Plasma.
Eject Warp Plasma works well with Gravity Wells, as both scale with particle generators, and both ignore shields. I don't think there's a better Lieutenant Commander Engineering skill for Science ships.
Take the new Scryer.
Grav Well III + Repulsors 2 (With Pulling Doff) + Dispersal Pattern Beta I + Photonic Shockwave (With Aftershock Doff) And let's not forget Isometric Charge, which is pretty much required if you're a sci captain. If you so desire toss in Spatial Charge Launcher and Subspace Integration Circuit. Heck put on Metreon Gas Cannisters too.
I mean you're standing on your head to do it, and you're still getting beat by some Scimitar pressing spacebar, but hey. It's fun.
If you have the particle manipulator trait from level 15 science crafting and a lot of particle gen consoles, TBR (doffed to pull) and Warp plasma will crit 100% of the time for some awesome hull melting damage. Other than that it's good CC which can often save a pug STF.
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Auxiliary power to structural integrity field 3
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It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
Or RSP3, or DEM3.
Don't used Aceton Beam or Boarding Party, both are broke to start with and would need far shorter cooldowns to be useful anyway.
EWP has its uses, but DPS isn't one of them. (except as a little extra tick conducted as per correct use of slowing targets)
amiright space'ace' ?
/300 seconds
Awoken Dead
Now shaddup about the queues, it's a BUG
At least it's funny to drag enemies through your Warp Plasma with reversed Tractor Beam Repulsors.
Sure, as long as you leave them in it.
Even then it did not do much dps but was fun to watch.
I prefer using the Soliton Wave Generator.
I'm fairly certain I can tow enemy ships faster than they can move normally (at anything other than full impulse) with my Corvette.
I just wish I had the engineering slot for better than EWP 1.
I have always preferred the theta radiation vs the EWP but, that is my personal preference.
It not only kills crew, hurts their perception, slows them down and making it hard for them to turn but, the biggie is it damages their shields as well, a big + in my book.
Praetor of the -RTS- Romulan Tal Shiar fleet!
A Doffed plasma TRIBBLE using an Matter-Antimatter Specialist will have a chance to immobilise any ship caught in it. I've saved many an ISE optional back in the day with it.
But my more recent builds just use DEM3.
I tend to carry one for TRIBBLE-saving uses, such as rolling down on probes with it on a KSA pug for my Eng in her Gal-X when I notice probe-duty guy has wandering off to attack something. I tend to carry at least one slow/hold/root/knockback space ability on any build I have, as I like to pug and need the option for it. Alternately I could rely on everyone else in the pug being competent and pay attention/know what they are doing...... but that usually doesn't end well.
Using won't help your DPS much (even with max Particle Gen), but you'll help anyone else who's shooting at the guy. Also any Sci Captain running Tyken's Rift will love you, and the rest of your team will love you both for reducing the enemy's defenses and resistances to zilch.
Use it for as a team-centric utility spell.
P.S. Eject Warp Plasma is also one of the few spells that can damage enemies who've glitched into the geometry and are untargetable.
Just the other day, during a Battle of Korfez run, we would've gotten stuck due to a Frigate that had glitched into an asteroid if it weren't for that one awesome bro who had Eject Warp Plasma.
Take the new Scryer.
Grav Well III + Repulsors 2 (With Pulling Doff) + Dispersal Pattern Beta I + Photonic Shockwave (With Aftershock Doff) And let's not forget Isometric Charge, which is pretty much required if you're a sci captain. If you so desire toss in Spatial Charge Launcher and Subspace Integration Circuit. Heck put on Metreon Gas Cannisters too.
I mean you're standing on your head to do it, and you're still getting beat by some Scimitar pressing spacebar, but hey. It's fun.