I have this console is it just energy syphon but without the BO skill? Do i just slot it on my ship or do i need to do anything? I have it on my excelsior but dont see it doing anything
Just slot it and forget about it. It's an automatic leech when you fire energy weapons. You don't need to do anything else for it to work. It doesn't have a visual FX either. You should just see your energy levels rise in combat.
The Plasmonic leech removes power from the opponent ship and places that power in your sub-systems.
It stacks 8 times.
It is affected by Flow Caps, higher flow caps more power drained and placed in your sub systems.
The power gain can be from between 2 power to 4 power, per shot stacking 8 times.
My Varanus curently drains 3.6 power per shot - effectivly adding 28.8 power to all my systems, this is immense, as it allows all systems to power over 75, with AMP fleet warp core, I get the extra 3.3% damage per system over 75, plus the added benefit of over-capping on weapons power and aux power
Hover over weapon icon, read tooltip, you will see the result there, drain to foe and power to you, Flow Caps increase the effect, so stack them for a good use of leech console.
Go fight, before fight, look at lowest power level, make noe of value, after a couple of volleys check again, you will see it increase.
have one of these, unless there is a sustained attack against my ship with some powerful enough attacks from the ai, and even then the ship can rapidly regenerate it's own hp, thats assuming it can be hit regularly with such high mark in manuverability. the excelsior is still very powerful and under estimated for an old ship and with a plasmonic its all the more lethal.
T6 Miranda Hero Ship FTW. Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
I've been looking at this console on the exchange because everyone talks about it.
My question is: as an Eng, I never really have a problem with power levels; is it worth it just for the drain it does on the other ship? Or should I hold off 'til I'm building a Tac captain?
"Logic is a little tweeting bird chirping in a meadow. Logic is a wreath of pretty flowers which smell BAD." - Spock
I've been looking at this console on the exchange because everyone talks about it.
My question is: as an Eng, I never really have a problem with power levels; is it worth it just for the drain it does on the other ship? Or should I hold off 'til I'm building a Tac captain?
I recommend waiting for a tac captain. An eng captain should already be able to keep all of his power levels high without things like this.
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
Should u put 6 points flow cap? If im honest i fire all the time dont see a problem as never stop firing
That will definitely help.
Flow Caps will boost the amount drained, but more importantly, the amount of power you gain. This will help keep your weapons power high (and overcap), as well as boosting all other subsystems. It will also help you get above 75 in subsystems for the AMP core's boost.
My Varanus curently drains 3.6 power per shot - effectivly adding 28.8 power to all my systems, this is immense, as it allows all systems to power over 75, with AMP fleet warp core, I get the extra 3.3% damage per system over 75, plus the added benefit of over-capping on weapons power and aux power
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**blink** that's just...
That never occurred to me damn it... hold on off to fit out my Varanus!
I've been looking at this console on the exchange because everyone talks about it.
My question is: as an Eng, I never really have a problem with power levels; is it worth it just for the drain it does on the other ship? Or should I hold off 'til I'm building a Tac captain?
To be honest, I have it o a few Fed characters, and all my KDF, and KDF aligned characters have it. As far as who to put it on, it not only depends on the class of character you are laying. It also depends on the class of ship.
With my Tac characters, I never need it on my Kumari (and Rommies in my Scimitar), or most any other escort I use because they usually kill the NPCs before the power increases enough to make any difference.
Where I find that it makes any difference, if at all, is when you are in a long drawn out fight, or if you don't have at least a Lt. Commander tactical station, and need more power to weapons, and at least shields because of how much longer the fight drags out.
Likewise, my Science characters benefit from it more, because I can have full power to weapons, and spread the rest of my power out among my other subsystems, so that I have speed, shield hardening, and still have enough power in Aux to make up for not having more than just three weapon slots on the ship.
However, I have also found out over my time playing that unless you are trying to min/max your build, you can always get by without it. After it got above 1 million EC, I stopped wasting my EC on it, and found other consoles that will help me more. About the only time it will make any difference to me now (which is still very small) is when I am flying with a Science character in a science ship. But since DR, I just stick to my Fed Tac in a T5 Kumari as my main now.
Unless you are wanting to build specifically for the Leech console, or trying to min/max, I wouldn't even bother with buying it. The exchange cost is not worth it for casual play, or those that are not interesting in min/max builds..
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Whats the max amount of skill points i should have in flow caps? I have everything specced in warp core, weapon power etc so whats worth losing points out of?
I would alos like to know if the leech is good (i am an Engineer). right now i have everything specced in energy weapons damage, Hull, armor and shield strength .
I have 3 points in drivers coil, 3 in Warp core efficiency and 9 in Warpcore potential.
THe only sci skills i have specced are shield emitter (6 points) and shield system (9 points)
I cuold only think about getting the 9 point skills reduced to 6 or 0 points in drivers coil
A general rule of thumb ist that more than 6 bars per skill are a waste cause it's too many points to invest for marginal returns. Slapping 6 bars across most skills ususally pays off more than having just a hand full of 9 bar skills.
If you're kdf or rom-kdf then leech on absolute everything. 1k zen for the account unlock and you're golden.
But for fed side it's really a matter of your willinges to pay. I'd say for for escorts, cruisers and engineers in general the leech dosen't really pay off that much since you can sustain the necessary power levels yourself, quite easily thanks to all the concoles, traits, etc.
Sci builds probably profit the most from it since they really need all the power they can get to buff weapons, aux scaling sci powers and maybe shields.
0 in driverpoints+6 in warp core potential (over 6 you get 1/system energy at best for all three points) should make 9 in flowcaps. By trading those you get +16 power to all systems with leech (8* (1+flowcapskill/100)).
A general rule of thumb ist that more than 6 bars per skill are a waste cause it's too many points to invest for marginal returns. Slapping 6 bars across most skills ususally pays off more than having just a hand full of 9 bar skills.
If you're kdf or rom-kdf then leech on absolute everything. 1k zen for the account unlock and you're golden.
But for fed side it's really a matter of your willinges to pay. I'd say for for escorts, cruisers and engineers in general the leech dosen't really pay off that much since you can sustain the necessary power levels yourself, quite easily thanks to all the concoles, traits, etc.
Sci builds probably profit the most from it since they really need all the power they can get to buff weapons, aux scaling sci powers and maybe shields.
yep, i am an fed engi but the +16 can´t hurt right?
so the rule does apply for every skill or just for some?. Whats with energy weapons skill and Energy weapons spec? 9 or 6 and for that more points in other skills?
yep, i am an fed engi but the +16 can´t hurt right?
so the rule does apply for every skill or just for some?. Whats with energy weapons skill and Energy weapons spec? 9 or 6 and for that more points in other skills?
It sure doesn't hurt but it's just more a question about the payoff, for both questions.
Strongly depends on your style I'd say. STO academy's skill planer would be a good place to plan your skills in advance and see what really pays off for you and your ship.
As I said it's just some general rule of thumb and no absolute guideline on how to play.
In the end it all comes down on how the one behind the keyboard presses the right button at the right time.;)
It sure doesn't hurt but it's just more a question about the payoff, for both questions.
Strongly depends on your style I'd say. STO academy's skill planer would be a good place to plan your skills in advance and see what really pays off for you and your ship.
As I said it's just some general rule of thumb and no absolute guideline on how to play.
In the end it all comes down on how the one behind the keyboard presses the right button at the right time.;)
A general rule of thumb ist that more than 6 bars per skill are a waste cause it's too many points to invest for marginal returns. Slapping 6 bars across most skills ususally pays off more than having just a hand full of 9 bar skills.
If you're kdf or rom-kdf then leech on absolute everything. 1k zen for the account unlock and you're golden.
But for fed side it's really a matter of your willinges to pay. I'd say for for escorts, cruisers and engineers in general the leech dosen't really pay off that much since you can sustain the necessary power levels yourself, quite easily thanks to all the concoles, traits, etc.
Sci builds probably profit the most from it since they really need all the power they can get to buff weapons, aux scaling sci powers and maybe shields.
This all depends. I have a hybrid escort/drainer that gets a nice power boost off plasmonic leech and it's Polarized Disruptors pretty much make targets very weak when it procs. In these builds polaron weapons are pretty deadly since low shield power equals weak shield resistance. Build pulls off 20K DPS sometimes without resorting to the usual mess of maxing crits.
The 6 points per skill is also broken by extreme builds (Example: Part gens for exotic damage and flow caps for max drain).
Yes, worth it for pretty much all captain types. Best console in the game. My Eng is 100+ Power Levels aall the time in combat. Always capping out Weapons Power, even with OSS.
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It stacks 8 times.
It is affected by Flow Caps, higher flow caps more power drained and placed in your sub systems.
The power gain can be from between 2 power to 4 power, per shot stacking 8 times.
My Varanus curently drains 3.6 power per shot - effectivly adding 28.8 power to all my systems, this is immense, as it allows all systems to power over 75, with AMP fleet warp core, I get the extra 3.3% damage per system over 75, plus the added benefit of over-capping on weapons power and aux power
Hover over weapon icon, read tooltip, you will see the result there, drain to foe and power to you, Flow Caps increase the effect, so stack them for a good use of leech console.
Go fight, before fight, look at lowest power level, make noe of value, after a couple of volleys check again, you will see it increase.
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Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
My question is: as an Eng, I never really have a problem with power levels; is it worth it just for the drain it does on the other ship? Or should I hold off 'til I'm building a Tac captain?
I recommend waiting for a tac captain. An eng captain should already be able to keep all of his power levels high without things like this.
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
That will definitely help.
Flow Caps will boost the amount drained, but more importantly, the amount of power you gain. This will help keep your weapons power high (and overcap), as well as boosting all other subsystems. It will also help you get above 75 in subsystems for the AMP core's boost.
**blink** that's just...
That never occurred to me damn it... hold on off to fit out my Varanus!
Ok short version to figure out power drain per shot.
Flow caps = 100? Move the decimal twice left and add 1.
1.00 + 1 = 2 drain per shot. 2*8(stacks) = 16
Do that with any number and you figure out the drain.
The max base amount is around 443 flow caps so:
4.43 + 1 = 5.43 drain per shot. 5.43*8= 43.44
To be honest, I have it o a few Fed characters, and all my KDF, and KDF aligned characters have it. As far as who to put it on, it not only depends on the class of character you are laying. It also depends on the class of ship.
With my Tac characters, I never need it on my Kumari (and Rommies in my Scimitar), or most any other escort I use because they usually kill the NPCs before the power increases enough to make any difference.
Where I find that it makes any difference, if at all, is when you are in a long drawn out fight, or if you don't have at least a Lt. Commander tactical station, and need more power to weapons, and at least shields because of how much longer the fight drags out.
Likewise, my Science characters benefit from it more, because I can have full power to weapons, and spread the rest of my power out among my other subsystems, so that I have speed, shield hardening, and still have enough power in Aux to make up for not having more than just three weapon slots on the ship.
However, I have also found out over my time playing that unless you are trying to min/max your build, you can always get by without it. After it got above 1 million EC, I stopped wasting my EC on it, and found other consoles that will help me more. About the only time it will make any difference to me now (which is still very small) is when I am flying with a Science character in a science ship. But since DR, I just stick to my Fed Tac in a T5 Kumari as my main now.
Unless you are wanting to build specifically for the Leech console, or trying to min/max, I wouldn't even bother with buying it. The exchange cost is not worth it for casual play, or those that are not interesting in min/max builds..
I have 3 points in drivers coil, 3 in Warp core efficiency and 9 in Warpcore potential.
THe only sci skills i have specced are shield emitter (6 points) and shield system (9 points)
I cuold only think about getting the 9 point skills reduced to 6 or 0 points in drivers coil
If you're kdf or rom-kdf then leech on absolute everything. 1k zen for the account unlock and you're golden.
But for fed side it's really a matter of your willinges to pay. I'd say for for escorts, cruisers and engineers in general the leech dosen't really pay off that much since you can sustain the necessary power levels yourself, quite easily thanks to all the concoles, traits, etc.
Sci builds probably profit the most from it since they really need all the power they can get to buff weapons, aux scaling sci powers and maybe shields.
yep, i am an fed engi but the +16 can´t hurt right?
so the rule does apply for every skill or just for some?. Whats with energy weapons skill and Energy weapons spec? 9 or 6 and for that more points in other skills?
It sure doesn't hurt but it's just more a question about the payoff, for both questions.
Strongly depends on your style I'd say. STO academy's skill planer would be a good place to plan your skills in advance and see what really pays off for you and your ship.
As I said it's just some general rule of thumb and no absolute guideline on how to play.
In the end it all comes down on how the one behind the keyboard presses the right button at the right time.;)
Edit:
most of my toons use something along this line
http://skillplanner.stoacademy.com/?build=genericspaceguy_0
http://skillplanner.stoacademy.com/?build=16feb15_6604
Edit: added my current ship build to the skills
This all depends. I have a hybrid escort/drainer that gets a nice power boost off plasmonic leech and it's Polarized Disruptors pretty much make targets very weak when it procs. In these builds polaron weapons are pretty deadly since low shield power equals weak shield resistance. Build pulls off 20K DPS sometimes without resorting to the usual mess of maxing crits.
The 6 points per skill is also broken by extreme builds (Example: Part gens for exotic damage and flow caps for max drain).