With the summer event i have equipped all my characters with the Ferengi Nandi.
However i notice that i have difficulty keeping weapon power high on my Fed-Rom science character when it's flying the Nandi.
Using a basic 6 polaron BA, 2 torpedoes (1 front, 1 back) setup.
Can someone give me some pointers on how to keep the weapon power maxed without having to buy a plasmodic leech?
On my engineer and klingon characters i have no problems, but for the Fed-Rom science character the weapon power plummets once combat begins even with energy siphon (2 or 3).
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Emergency Power to Weapons perhaps? It has an excellent uptime. Or Emergency Power to Aux, if you just need a short-term buff to Auxilliary for your science powers. (But EPtW also buffs weapon damage, so it's not bad.)
Or do you need something to counter the energy drain from weapons firing itself? Well, there is a starship trait for that now, but I doubt you want to buy a ship just to get a trait, especially if you don't want to acquire an expensive console, either.
To be honest, I don't know what the problem would be. Engineering is my least favorite class, and most of my characters don't have a plasmaonic leech, either. I just live with the reduced weapon power. But then, I really enjoy flying Science Vessels, and rely more on torpedoes and science magic.
Oh, torpedoes can also be a trick. Consider replacing one or two weapons with torpedoes and buff them with Torpedo Spread. Less weapon power drain, and TS is a good power to buff torpedoes. Especially aft-slot weapons add little extra damage if you take into account the power drain. And with my patented torpedo-TRIBBLE maneuver, even aft-slotted torpedoes can be useful.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
The nandi is more of an escort/desrtoyer than a sci vessel so despite all the nifty things it has, I think you should focus on the tac aspect and treat sci more as a support thing instead of a second main attribute. It just dosen't have the boff seats to use sci as it's primary gameplay focus, imho. Especially if you want some pilot powers too.
Science is not about maintaining weapon power on high cap, it's all about aux end shealds...
^QFT. You want as much Aux that you can get if you want your sci powers to hit well. The shields aren't as much a priority. Just choose between shields or weapons. Once again, Aux is a MUST for science skills.
*edit:
Also, don't forget about the MACO shield. It'll add some subsystem power in a defensive way, rather than the plasmonic leech in an offensive way.
Science is not about maintaining weapon power on high cap, it's all about aux end shealds...
The Nandi however is a SCI-Scort. Escort with above average Science capability, just like the Prometheus, SCI Pilot Ships. These kinds of ships typically need high Weapons Power for the majority of builds. 7 weapon slots for most, 8 for a few Escorts like Scimitar, Chel Grett, Nandi. Cmdr TAC stations and more. Unless that SCI-Scort is Torp Boating, it really needs Weapons Power as #1 priority.
Science is not about maintaining weapon power on high cap, it's all about aux end shealds...
^QFT. You want as much Aux that you can get if you want your sci powers to hit well. The shields aren't as much a priority. Just choose between shields or weapons. Once again, Aux is a MUST for science skills.
*edit:
Also, don't forget about the MACO shield. It'll add some subsystem power in a defensive way, rather than the plasmonic leech in an offensive way.
Do you guys understand what kind of ship the OP is flying? He's not flying a Science Vessel. He's flying an Escort that happens to have a LtCdr SCI station.
Only if Science Skills are your primary contribution frm the ship. If you don't have a Commander Science slots, that is most likely not the case. If you got 7-8 weapon slots and no Science Commander slot, weapon power is where it's at. Even more so if your Commander sot is Tactical.
*dang warmaker ninjas*
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
The Nandi is not a science ship, not even close. Even real science ships aren't required to go max aux to get good effect, and probably shouldn't consider it unless it is a high end part gen build or torpedo+drain build.
As for the OP, welcome to beams. They have some heavy power drain, and that is normal.
Science is not about maintaining weapon power on high cap, it's all about aux end shealds...
The Nandi however is a SCI-Scort. Escort with above average Science capability, just like the Prometheus, SCI Pilot Ships. These kinds of ships typically need high Weapons Power for the majority of builds. 7 weapon slots for most, 8 for a few Escorts like Scimitar, Chel Grett, Nandi. Cmdr TAC stations and more. Unless that SCI-Scort is Torp Boating, it really needs Weapons Power as #1 priority.
Science is not about maintaining weapon power on high cap, it's all about aux end shealds...
^QFT. You want as much Aux that you can get if you want your sci powers to hit well. The shields aren't as much a priority. Just choose between shields or weapons. Once again, Aux is a MUST for science skills.
*edit:
Also, don't forget about the MACO shield. It'll add some subsystem power in a defensive way, rather than the plasmonic leech in an offensive way.
Do you guys understand what kind of ship the OP is flying? He's not flying a Science Vessel. He's flying an Escort that happens to have a LtCdr SCI station.
Thank you. I know science is all about high aux, but the nandi is a destroyer and not an escort.
On my engineer the innate engineering abilities keep my power levels up. For my tactical characters i have access to leech.
I can test the golden oldie (borg 2-piece/maco). Was using solonae for structural integrity leech since it was a ship with relatively low hull strength.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
A drain build with the leech (sorry) pegs power in everything but weapons (and they don't drop below 100) without using energy siphon. It helps that I've got ultra rare flow consoles equipped. (Started with purple mark IIs and upgraded.) Sans leech, I'd go with the Maco shield, and look at your consoles.
I'd assume that the tier 5 trait should help, too.
I am not sure if my Fed-Rom Science captain will be flying the Nandi. In fact, I am not sure if any of my captains will be flying that ship. I got the Nandi just in case I want to fly it in the future. However, I have been thinking about how I would equip that ship for my Fed-Rom Science captain.
I have considered focusing on weapon power 1st and auxiliary power 2nd. I would recommend the following gear:
Overcharged Warp Core with [W->A] - That adds a flat 7.5 to Auxiliary power. The [W->A] mod adds 7.5% of weapon power to Aux; that's 7.5 power to Aux at 100 weapon power or 9.375 power to Aux at 125 weapon power. If you can find one with the [ACap] mod that adds another 15 to Aux power for 10 seconds; I forget if there is a 2 minute or 5 minute cool down.
Conductive RCS Accelerator [AuxPwr] - Not only does this engineering console improve the ship's turn rate, but it also gives you additional Aux power. Both of those are affected by the mark level as well as the rarity. It is ultra rare by default. A Mk XII [AuxPwr] sells for about 2.2 million EC and it gives you +4.2 Aux power. The Epic Mk XIV version gives +5 Aux power, but that would be very, very expensive. Only one can be installed per ship.
Exotic Particle Field Exciter [AuxPwr] - This science console is a must have for any science captain since it improves exotic damage and shield capacity. It can also boosts weapon power by 10 temporarily when shields are healed. The [AuxPwr] mod add additional Aux power depending on the Mark level and rarity. A Mk XII [AuxPwr] sells for about 2 million EC or less the last time I checked and it gives you +4.2 Aux power. Only one can be installed per ship.
Assuming you have 100 weapon and the Mk XII versions of the above gear you will get a total bonus of 23.4 power to Aux. Plus a temporary boost of 15 Aux power for 10 seconds with the [ACap] mod.
=============================================
Note that the [AuxPwr] mod is not the best mod to get for those consoles, but it does increase your Aux power. The [Turn] and [Prtg] seems to be the most desirable mods for their respective consoles.
I am not sure if my Fed-Rom Science captain will be flying the Nandi. In fact, I am not sure if any of my captains will be flying that ship. I got the Nandi just in case I want to fly it in the future. However, I have been thinking about how I would equip that ship for my Fed-Rom Science captain.
I leveled the nandi primarily for the trait, but even so i'd like to bring out the max performance for a ship and preferably without breaking the bank.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
I can test the golden oldie (borg 2-piece/maco). Was using solonae for structural integrity leech since it was a ship with relatively low hull strength.
In my opinion that set and bonus is completely worthless because of the extremely low cap on healing.
But the greedy emitters trait and something else that came out recently prevent weapons power drain - maybe 2 other things. Can't think of what they are
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Even if it just a temporary solution. The ship trait of the Nandi plus a TB will give you 10 secs of max weapon power every 30 seconds. You could cycle in EPtW to keep your weapon power high. If you use two EPtW you should be able to keep it up all the time.
If you got enough lobi and you use either BFaW or CSV you could pick up the Astika for the Supremecy trait.
Aux at 135, high flwo caps, 3 deflector doffs, plasmonic leech, cycle energy siphon constantly and use tachyon beam, tykens, or GW while you're at it. You'll keep that power high or at max most of the time.
Aux at 135, high flwo caps, 3 deflector doffs, plasmonic leech, cycle energy siphon constantly and use tachyon beam, tykens, or GW while you're at it. You'll keep that power high or at max most of the time.
The OP wants to avoid getting the Plasmonic Leech since it is pretty expensive. He doesn't want to break the bank and the Leech (65 million EC when I last checked this weekend) probably breaks the bank for a lot of players.
I leveled the nandi primarily for the trait, but even so i'd like to bring out the max performance for a ship and preferably without breaking the bank.
One quick question: how much do you have in eps and weapon power skills on your captain? If those are only 3 (or zero) that's one area to improve that might be free.
But ya, a Drake or dragon build with permanent eptw as suggested in the thread is also pretty affordable.
I leveled the nandi primarily for the trait, but even so i'd like to bring out the max performance for a ship and preferably without breaking the bank.
What amount is considered "breaking the bank"?
Given that my fed-rom is currently my least used character somewhere between 5-10M
One quick question: how much do you have in eps and weapon power skills on your captain? If those are only 3 (or zero) that's one area to improve that might be free.
I'd have to check, it's been a while since i did the skills. I know I'm maxed out in all science related, but EPS i don't know without checking.
But ya, a Drake or dragon build with permanent eptw as suggested in the thread is also pretty affordable.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Okay, you should look into a Drake build. You cannot do a Dragon build with the Nandi.
A basic Dragon build requires that you have two copies of EPTS and two copies of EPTW. The Nandi only has one Lieutenant Engineer slot and a universal ensign slot for you to slot in Engineer Boffs. A Drake build only requires a single copy of EPTS and EPTW. You need to acquire two or three Damage Control Engineer Doffs though; the higher the quality the better. You can read more about these builds in the following link.
As for the gear I recommended, you should at least get an Overcharged Warp Core which will help with auxiliary power for your science abilities. While somewhat expensive, the Exotic Particle Field Exciter will at the very least will improve your exotic damage, increase your shield capacity, and provide +10 weapon power when shield are healed. Buying one with a mod like [AuxPwr] only improves the utility of that console. I cannot think of another console you buy from the exchange that directly increases both offensive and defensive abilities of a ship. The Plasmonic Leech indirectly improves offense and defense through the power drained from enemy starships, but the effect is only temporary.
The Conductive RCS Accelerator [AuxPwr] console is not really necessary since it's main function is to increase the turn rate of a starship while also providing a little bit of auxiliary power. For my Fed Rom Science captain I will be buying it for my current build; the DSD 2014 anniversary ship. I may or may not bother with the Nandi depending on when Cryptic is actually going to be releasing a T6 Rom Science Ship. It would be nice if the 2015 Winter Event actually rewards a real science ship, that way I do not have to deal with the power penalty of the Singularity Core (in return for Singularity Abilities).
=======================================
Edit:
Of course if you are not too concerned about aux power in your build then you can look for a warp core of any kind with the [S->W] since the shield subsystem will probably have the second highest power level of all the subsystems. For my own build (if I do it on my Fed-Rom Sci captain) I want my auxiliary power to at least 75 and weapon power to be at least 115
Comments
Or do you need something to counter the energy drain from weapons firing itself? Well, there is a starship trait for that now, but I doubt you want to buy a ship just to get a trait, especially if you don't want to acquire an expensive console, either.
To be honest, I don't know what the problem would be. Engineering is my least favorite class, and most of my characters don't have a plasmaonic leech, either. I just live with the reduced weapon power. But then, I really enjoy flying Science Vessels, and rely more on torpedoes and science magic.
Oh, torpedoes can also be a trick. Consider replacing one or two weapons with torpedoes and buff them with Torpedo Spread. Less weapon power drain, and TS is a good power to buff torpedoes. Especially aft-slot weapons add little extra damage if you take into account the power drain. And with my patented torpedo-TRIBBLE maneuver, even aft-slotted torpedoes can be useful.
^QFT. You want as much Aux that you can get if you want your sci powers to hit well. The shields aren't as much a priority. Just choose between shields or weapons. Once again, Aux is a MUST for science skills.
*edit:
Also, don't forget about the MACO shield. It'll add some subsystem power in a defensive way, rather than the plasmonic leech in an offensive way.
The Nandi however is a SCI-Scort. Escort with above average Science capability, just like the Prometheus, SCI Pilot Ships. These kinds of ships typically need high Weapons Power for the majority of builds. 7 weapon slots for most, 8 for a few Escorts like Scimitar, Chel Grett, Nandi. Cmdr TAC stations and more. Unless that SCI-Scort is Torp Boating, it really needs Weapons Power as #1 priority.
Do you guys understand what kind of ship the OP is flying? He's not flying a Science Vessel. He's flying an Escort that happens to have a LtCdr SCI station.
*dang warmaker ninjas*
As for the OP, welcome to beams. They have some heavy power drain, and that is normal.
Thank you. I know science is all about high aux, but the nandi is a destroyer and not an escort.
On my engineer the innate engineering abilities keep my power levels up. For my tactical characters i have access to leech.
I can test the golden oldie (borg 2-piece/maco). Was using solonae for structural integrity leech since it was a ship with relatively low hull strength.
I'd assume that the tier 5 trait should help, too.
I have considered focusing on weapon power 1st and auxiliary power 2nd. I would recommend the following gear:
Overcharged Warp Core with [W->A] - That adds a flat 7.5 to Auxiliary power. The [W->A] mod adds 7.5% of weapon power to Aux; that's 7.5 power to Aux at 100 weapon power or 9.375 power to Aux at 125 weapon power. If you can find one with the [ACap] mod that adds another 15 to Aux power for 10 seconds; I forget if there is a 2 minute or 5 minute cool down.
Conductive RCS Accelerator [AuxPwr] - Not only does this engineering console improve the ship's turn rate, but it also gives you additional Aux power. Both of those are affected by the mark level as well as the rarity. It is ultra rare by default. A Mk XII [AuxPwr] sells for about 2.2 million EC and it gives you +4.2 Aux power. The Epic Mk XIV version gives +5 Aux power, but that would be very, very expensive. Only one can be installed per ship.
Exotic Particle Field Exciter [AuxPwr] - This science console is a must have for any science captain since it improves exotic damage and shield capacity. It can also boosts weapon power by 10 temporarily when shields are healed. The [AuxPwr] mod add additional Aux power depending on the Mark level and rarity. A Mk XII [AuxPwr] sells for about 2 million EC or less the last time I checked and it gives you +4.2 Aux power. Only one can be installed per ship.
Assuming you have 100 weapon and the Mk XII versions of the above gear you will get a total bonus of 23.4 power to Aux. Plus a temporary boost of 15 Aux power for 10 seconds with the [ACap] mod.
=============================================
Note that the [AuxPwr] mod is not the best mod to get for those consoles, but it does increase your Aux power. The [Turn] and [Prtg] seems to be the most desirable mods for their respective consoles.
I leveled the nandi primarily for the trait, but even so i'd like to bring out the max performance for a ship and preferably without breaking the bank.
In my opinion that set and bonus is completely worthless because of the extremely low cap on healing.
But the greedy emitters trait and something else that came out recently prevent weapons power drain - maybe 2 other things. Can't think of what they are
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
If you got enough lobi and you use either BFaW or CSV you could pick up the Astika for the Supremecy trait.
The OP wants to avoid getting the Plasmonic Leech since it is pretty expensive. He doesn't want to break the bank and the Leech (65 million EC when I last checked this weekend) probably breaks the bank for a lot of players.
What amount is considered "breaking the bank"?
But ya, a Drake or dragon build with permanent eptw as suggested in the thread is also pretty affordable.
Given that my fed-rom is currently my least used character somewhere between 5-10M
A basic Dragon build requires that you have two copies of EPTS and two copies of EPTW. The Nandi only has one Lieutenant Engineer slot and a universal ensign slot for you to slot in Engineer Boffs. A Drake build only requires a single copy of EPTS and EPTW. You need to acquire two or three Damage Control Engineer Doffs though; the higher the quality the better. You can read more about these builds in the following link.
https://www.reddit.com/r/stobuilds/comments/24pn8o/highly_logical_dragon_and_drake_and_aux2batt/
As for the gear I recommended, you should at least get an Overcharged Warp Core which will help with auxiliary power for your science abilities. While somewhat expensive, the Exotic Particle Field Exciter will at the very least will improve your exotic damage, increase your shield capacity, and provide +10 weapon power when shield are healed. Buying one with a mod like [AuxPwr] only improves the utility of that console. I cannot think of another console you buy from the exchange that directly increases both offensive and defensive abilities of a ship. The Plasmonic Leech indirectly improves offense and defense through the power drained from enemy starships, but the effect is only temporary.
The Conductive RCS Accelerator [AuxPwr] console is not really necessary since it's main function is to increase the turn rate of a starship while also providing a little bit of auxiliary power. For my Fed Rom Science captain I will be buying it for my current build; the DSD 2014 anniversary ship. I may or may not bother with the Nandi depending on when Cryptic is actually going to be releasing a T6 Rom Science Ship. It would be nice if the 2015 Winter Event actually rewards a real science ship, that way I do not have to deal with the power penalty of the Singularity Core (in return for Singularity Abilities).
=======================================
Edit:
Of course if you are not too concerned about aux power in your build then you can look for a warp core of any kind with the [S->W] since the shield subsystem will probably have the second highest power level of all the subsystems. For my own build (if I do it on my Fed-Rom Sci captain) I want my auxiliary power to at least 75 and weapon power to be at least 115