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Warbid energy drain/Cruiser commands

willamsheridanwillamsheridan Member Posts: 1,189 Arc User
edited April 2015 in Romulan Discussion
First: i know that "Warbirds" are not Cruisers but they are the Romulan equivalent.


So i didn´t bother much about the Romulans before but with the Recruiting Event i thought i might start one or two Romulans.

Now i read that the romulans have less base Energy than Federation or Klingon cruisers. Is that so?
And they don't have cruiser commands. So they will loose Energy twice. First the base energy and then the commands to counter energy drain. So it needs far more knowledge where to put skill points and still its hard to counter it?


I know hthat they have the Singularity abilities but i say they don´t make up for the loss of 40 energy and 4 Cruiser commands. Even if some Singularity Abilities increase Weapon damage or directly cause damage they are only active for a short time and then on cooldown but cruiser commands are active all the time so i have constant -25 Weapons energy cost and therefore less energy drain if i use Weapon Systems Efficiency and not just a short energy boost for a few seconds.


And the Warbirds (D'Deridex, Aelahl, Ha'apax,...) are also Called Warbird Battlecruisers (STO wiki) so as Battlecruisers they should have the Battlecruiser Cruiser Commands. They could be introduced with Season 10...
Post edited by willamsheridan on

Comments

  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited April 2015
    One you're underestimating singularity powers. The damage one is meh actually, but Quantum Absorption can be a lifesaver almost on par with RSP, and Warp Shadows instantly dumps all threat and gives you a distraction. Add on the utility of Singularity Jump, and you have 3 very useful powers built into every ship.

    Two, you're forgetting Romulan battlecloak. On top of the basic utility of having battlecloak on every ship, the 'Romulan' part means you can extend the decloak for up to 22.5 seconds (27.5 if you push it, but that hurts you elsewhere) for a major damage bonus. Careful use of those two features together means you can have your damage bonus up most of the time for less energy management but more raw oomph at your disposal.

    Three, there's Romulan boffs. With a top-end setup you're running with an extra 10% CrtH, 25% CrtD, and 13.8% defense on top of everything else your ship does. A Fed/KDF ship can at best run a full suite of Rom Embassy boffs, and IIRC none of those boffs come with dual space traits the way normal Romulans do, so there's another Romulan edge.

    The Cruiser Commands were added to bring non-Rom cruisers up to par with Rom ships, but IMHO Roms still have the net advantage. There's a lot more to it than just energy.
  • lianthelialianthelia Member Posts: 7,905 Arc User
    edited April 2015

    The Cruiser Commands were added to bring non-Rom cruisers up to par with Rom ships, but IMHO Roms still have the net advantage. There's a lot more to it than just energy.

    Cruiser Command were created to give them something unique to bring...not to catch them up up Romulan ships...if so then why didn't non RR Escorts and Sci ships also get something? Especially in the Escorts Online era?
    Can't have a honest conversation because of a white knight with power
  • stofskstofsk Member Posts: 1,744 Arc User
    edited April 2015
    lianthelia wrote: »
    Cruiser Command were created to give them something unique to bring...not to catch them up up Romulan ships...if so then why didn't non RR Escorts and Sci ships also get something? Especially in the Escorts Online era?
    Sci ships already got inherent bonuses (sensor analysis and subsystem targeting) and they also got secondary deflectors.

    Escorts don't get anything because they were always the best ships to fly for dakka. Everything else had to get these bonuses to put them on the same level as escorts.
  • lianthelialianthelia Member Posts: 7,905 Arc User
    edited April 2015
    stofsk wrote: »
    Sci ships already got inherent bonuses (sensor analysis and subsystem targeting) and they also got secondary deflectors.

    Escorts don't get anything because they were always the best ships to fly for dakka. Everything else had to get these bonuses to put them on the same level as escorts.

    That's my point...why would Cruisers get something to make them compete with Warbirds and not the other 2 main types?

    CC's weren't because of Warbirds...they were because the other 2 main types had perks to them and Cruisers really didn't have much.
    Can't have a honest conversation because of a white knight with power
  • fltcaptalanfltcaptalan Member Posts: 47 Arc User
    edited April 2015
    One you're underestimating singularity powers. The damage one is meh actually, but Quantum Absorption can be a lifesaver almost on par with RSP, and Warp Shadows instantly dumps all threat and gives you a distraction. Add on the utility of Singularity Jump, and you have 3 very useful powers built into every ship.

    Two, you're forgetting Romulan battlecloak. On top of the basic utility of having battlecloak on every ship, the 'Romulan' part means you can extend the decloak for up to 22.5 seconds (27.5 if you push it, but that hurts you elsewhere) for a major damage bonus. Careful use of those two features together means you can have your damage bonus up most of the time for less energy management but more raw oomph at your disposal.

    Three, there's Romulan boffs. With a top-end setup you're running with an extra 10% CrtH, 25% CrtD, and 13.8% defense on top of everything else your ship does. A Fed/KDF ship can at best run a full suite of Rom Embassy boffs, and IIRC none of those boffs come with dual space traits the way normal Romulans do, so there's another Romulan edge.

    The Cruiser Commands were added to bring non-Rom cruisers up to par with Rom ships, but IMHO Roms still have the net advantage. There's a lot more to it than just energy.

    Ill take constant power and the attract fire cruiser comm ability over short bursts of damage or defenses that don't last long, On my Fed-allied Romulan, I hate flying warbirds, singularity powers are not worth it, so I fly a T5 Ambassador class, and I do excellent. and I don't give a TRIBBLE about a cloak, if i can have power during a fight.
  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited April 2015
    One you're underestimating singularity powers. The damage one is meh actually, but Quantum Absorption can be a lifesaver almost on par with RSP, and Warp Shadows instantly dumps all threat and gives you a distraction. Add on the utility of Singularity Jump, and you have 3 very useful powers built into every ship.

    Two, you're forgetting Romulan battlecloak. On top of the basic utility of having battlecloak on every ship, the 'Romulan' part means you can extend the decloak for up to 22.5 seconds (27.5 if you push it, but that hurts you elsewhere) for a major damage bonus. Careful use of those two features together means you can have your damage bonus up most of the time for less energy management but more raw oomph at your disposal.

    Three, there's Romulan boffs. With a top-end setup you're running with an extra 10% CrtH, 25% CrtD, and 13.8% defense on top of everything else your ship does. A Fed/KDF ship can at best run a full suite of Rom Embassy boffs, and IIRC none of those boffs come with dual space traits the way normal Romulans do, so there's another Romulan edge.

    The Cruiser Commands were added to bring non-Rom cruisers up to par with Rom ships, but IMHO Roms still have the net advantage. There's a lot more to it than just energy.

    One: As an engineer i hav e more than enough abilities to keep me alive if neccessary so i don´t need the Sing. abilities (and there is always a chancce that i used a differnt one and the Sing. is on cooldown when i need it

    Two: But i have to Cloak to get the DPS benefit so for the time that i am cloaked i don´t deal damage but i am an easy target for a short time until i am totally cloaked so torps can rip me apart

    Three: Maybe Romulan Boffs are better than Embassy Boffs but still, the CritD is useless if my energy is low because then even with the Crit Damage i do the same amout of Damage Fed ships do without the Romulan Boffs. But a Fed could boost his critChance and Damage with Romulan Embassy Boffs, has more base energy and much less energy drain so constantly more DPS compared to Romulan Warbirds
  • lianthelialianthelia Member Posts: 7,905 Arc User
    edited April 2015
    One: As an engineer i hav e more than enough abilities to keep me alive if neccessary so i don´t need the Sing. abilities (and there is always a chancce that i used a differnt one and the Sing. is on cooldown when i need it

    Two: But i have to Cloak to get the DPS benefit so for the time that i am cloaked i don´t deal damage but i am an easy target for a short time until i am totally cloaked so torps can rip me apart

    Three: Maybe Romulan Boffs are better than Embassy Boffs but still, the CritD is useless if my energy is low because then even with the Crit Damage i do the same amout of Damage Fed ships do without the Romulan Boffs. But a Fed could boost his critChance and Damage with Romulan Embassy Boffs, has more base energy and much less energy drain so constantly more DPS compared to Romulan Warbirds

    You can reach 125 weapon power without a leech...so if you're having power problems then it's your fault. Especially if you're a engineer which has the best power options in the game.

    If you can't time your cloak so your shields are down when there is little to no projectiles coming for you...well again that is your fault. This really isn't a good excuse especially since you yourself said you're a engineer and have more than enough things to keep you alive.


    Pretty much almost every Romulan ship in the game comes with +10 weapon power...

    While I do admit they get the shaft for some reason they aren't nearly as weak as you make them sound to be without them.
    Can't have a honest conversation because of a white knight with power
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2015
    learn to spec your skills, you can make up the 40 power easily by boosting power-related skills, just have to give up something else
  • reximuzreximuz Member Posts: 1,172 Arc User
    edited April 2015
    Honestly, sounds like you picked the wrong faction to play if you are just going to complain about the advice given here. Seems like re-rolling as KDF would give you the gameplay you are looking for.
  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited April 2015
    lianthelia wrote: »
    You can reach 125 weapon power without a leech...so if you're having power problems then it's your fault. Especially if you're a engineer which has the best power options in the game.

    If you can't time your cloak so your shields are down when there is little to no projectiles coming for you...well again that is your fault. This really isn't a good excuse especially since you yourself said you're a engineer and have more than enough things to keep you alive.


    Pretty much almost every Romulan ship in the game comes with +10 weapon power...

    While I do admit they get the shaft for some reason they aren't nearly as weak as you make them sound to be without them.

    yes i can reach 125. and i can keep them high with engieneer skills. But as a Fed engineer i don´t even need those skills, i can get my energy high, reduce the drain and use my Abilities to give even more energy to my weapons.

    Of course i can time my cloack, unless someone fires at me while i just cloak. But the problem is the timing again.

    If i am in a fight with many enemies i can´t cloak so i can´t get the DPS boost, if i cloak before i go into battle i have the boost for destroying the first ship bot not for any more ships.

    As a romulan i have to use different skills, take away sci abilities or other skills just to compensate the lower base energy, i have to rely much more on my skills to keep my energy up.

    As a fed i have the base energy and can use all my abliities for more damage. And i can use the same skill set for Klingons and Federation Toons but i have to use other skills for Romulans

    And you are right, most Warbirds have +10 for Engines and weapons but so have some Klingon and some Feds Cruisers

    So as a fed i have +40 base energy without the need to sacrifice skillpoints, i can reduce my energy weapon cost by 25% just with one command and have 5-15 energy for weapons and can use all skills for extra damage/energy. How can Romulans compensate that?

    So which skills should i invest skillpoints in to get more base Energy?
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited April 2015
    100/30/15/15 aka the weapons preset. Get a leech. Spec into flow caps and 6 points into each subsystem power skill.

    If you need more than that, I don't know what to tell you.

    If you don't like your Romulan, get a KDF or Fed. Or grab a lockbox/lobi/event ship which uses a matter/antimatter core.
  • edited April 2015
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2015
    So as a fed i have +40 base energy without the need to sacrifice skillpoints, i can reduce my energy weapon cost by 25% just with one command and have 5-15 energy for weapons and can use all skills for extra damage/energy. How can Romulans compensate that?
    roms compensate for it with higher inherent crit chance and access to warbirds that have battlecloak and singularity powers
    So which skills should i invest skillpoints in to get more base Energy?
    look at the spec options, decide what you want to be strong at, and what you are willing to be weak at. what species traits are strong and what do they compensate for? make a romulan not a clone

    edit--or fly ships with antimatter cores and get the 40 back, but give up battlecloak and singularity powers
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited April 2015
    People really devalue the combat power possible in a Warbird.

    1. BOFF & Captain Traits. In between Subterfuge, Romulan Operative, Infiltrator and having a good balanced mix with Superior versions of the traits? You will have crit boosts and defense bonuses that no KDF & Fed build will ever, ever have. Yes, offense and defensive boost overload.

    2. On a related note to point 1, Battle Cloaking in combat in a Warbird can be a "Get out of Jail" card, depending on what's going on. Roms get so much bonus defense that it works. If a KDF captain tries to Battle Cloak in combat under fire, he is DEAD.

    3. Singularity Abilities - Lots of nice utility here, esp for quick heals and escapes.

    4. Romulan Battle Cloak - I find it amusing how many Roms out there undervalue Romulan Battle Cloaks. Maybe it's a holdover from the largely Fed playerbase migrating to the Roms and have no clear understanding what Rom Battle Cloaks can do for you. Due to the nature of Rom Battle Cloaks and the BOFF traits from Point 1, I can get a Warbird with:

    +45% decloaking damage bonus
    Ambush bonus duration of 23 seconds
    Timer to recloak reduced to 9 seconds

    In contrast, the best I can ever do with my KDF in a Bird of Prey with Battle Cloak/Enhanced Battle Cloak (B'Rel), even with Embassy BOFFs:

    +25% decloaking damage bonus
    Ambush bonus duration of 5 seconds (cannot alter this)
    Timer to recloak reduced to about 15-18 seconds

    The contrast is laughable. But it gets better. Let me add this also as Food For Thought in terms of Damage Bonus from using abilities:
    Attack Pattern Omega III: +16.6% all damage bonus for 10 seconds, 1 minute CD
    TAC Captain's Attack Pattern Alpha III: +33.2% base damage boost for 30 seconds, 90 second CD

    A Romulan Battle Cloak is the equivalent of a ******n Attack Pattern that can be used on top of all other abilities/bonuses to increase damage output. I find it amazing that the vast majority of Rom players out there fail to understand how much of a total WIN Romulan Battle Cloaks are. When you throw in the ridiculous Crit and Defense related boosts Roms can attain, it's beyond stupid

    A little bit of less subsystem power is a cheap price to pay for that kind of hitting power. This isn't a PVP or PVE kind of thing. This is something that can be easily applied to STO in general.
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  • racheakt71racheakt71 Member Posts: 28 Arc User
    edited April 2015
    People really devalue the combat power possible in a Warbird.

    1. BOFF & Captain Traits. In between Subterfuge, Romulan Operative, Infiltrator and having a good balanced mix with Superior versions of the traits? You will have crit boosts and defense bonuses that no KDF & Fed build will ever, ever have. Yes, offense and defensive boost overload.

    2. On a related note to point 1, Battle Cloaking in combat in a Warbird can be a "Get out of Jail" card, depending on what's going on. Roms get so much bonus defense that it works. If a KDF captain tries to Battle Cloak in combat under fire, he is DEAD.

    3. Singularity Abilities - Lots of nice utility here, esp for quick heals and escapes.

    4. Romulan Battle Cloak - I find it amusing how many Roms out there undervalue Romulan Battle Cloaks. Maybe it's a holdover from the largely Fed playerbase migrating to the Roms and have no clear understanding what Rom Battle Cloaks can do for you. Due to the nature of Rom Battle Cloaks and the BOFF traits from Point 1, I can get a Warbird with:

    +45% decloaking damage bonus
    Ambush bonus duration of 23 seconds
    Timer to recloak reduced to 9 seconds

    In contrast, the best I can ever do with my KDF in a Bird of Prey with Battle Cloak/Enhanced Battle Cloak (B'Rel), even with Embassy BOFFs:

    +25% decloaking damage bonus
    Ambush bonus duration of 5 seconds (cannot alter this)
    Timer to recloak reduced to about 15-18 seconds

    The contrast is laughable. But it gets better. Let me add this also as Food For Thought in terms of Damage Bonus from using abilities:
    Attack Pattern Omega III: +16.6% all damage bonus for 10 seconds, 1 minute CD
    TAC Captain's Attack Pattern Alpha III: +33.2% base damage boost for 30 seconds, 90 second CD

    A Romulan Battle Cloak is the equivalent of a ******n Attack Pattern that can be used on top of all other abilities/bonuses to increase damage output. I find it amazing that the vast majority of Rom players out there fail to understand how much of a total WIN Romulan Battle Cloaks are. When you throw in the ridiculous Crit and Defense related boosts Roms can attain, it's beyond stupid

    A little bit of less subsystem power is a cheap price to pay for that kind of hitting power. This isn't a PVP or PVE kind of thing. This is something that can be easily applied to STO in general.

    I have come back after a long break (i stoped playing just after the Breen patch) and for the delta recruit o rolled a romulan tactical officer, i love the romulan warbirds, I do this APA, APD and depending on if i am attacking multiple or single targets I will pop cannon volly or rapid fire, and follow up with torpedo spread or high yield... I often kill those packs of three/four targets in one volley
  • reynoldsxdreynoldsxd Member Posts: 977 Arc User
    edited April 2015
    I love the scimitars principal ability to keep its shield active under cloak and cloak anytime i want to.
    Get a Reman with superior infiltrator in one of your boff slots and you can enjoy a solid damage bonus, no matter the captain profession.

    I rolled a delta recruit engineer rom and i must say he fits the sip like a glove. I made a tactical romulan first back when LoR hit and while he sure as hell does a magnitude more damage, the engineer is not that far behind and tanks significally harder.

    Just remember to cloak every 15 seconds to get the decloak ambush again. ^^


    Also: turnrate bonus is retained thanks to the scimitar console set bonus
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