I know there is Drain, which effects power levels, like power siphon and tykens rift
and I know exotic, which is damage, like gravity well,
what i don't understand is Control expertise.., like the +48 starship control expertise from the Jem Hadar deflector. I'm thinking a grav well temporal science ship, and going polaron for the weapons. the 2pc JH set gives something like an 10% boost? reason I'm thinking polaron is I can toss in the chonometric capacitor, which at UR mk 14 gives 23% polaron but more important, +35 EPG and 23% torpedo damage. I lose 2% torpedo damage losing tactical readiness, hopefully that will be offset by the gain to the exotic. I'm trying to maximise exotic damage with no fleet gear.
We Need BERETS in the tailor
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Rouge Sto Wiki Editor.
In addition to affecting pulls and holds control expertise also boosts the duration of disables and sensor jams. But the effect on these is minimal.
The best exotic damage builds typically use research lab consoles and universal consoles that boost both control and particle skills. Getting control to 400 but not past it is important as there is a hard cap on gravity well radius at this point, so more control is a little pointless. The cap on the critical hit chance bonus imparted by particle manipulator is reached at just 250 exotic particle generator skill so reaching both caps is very doable, in fact getting exotic particle generators into the 300 to 350 ( for the minor severity and base damage bonuses) while maintaining 400 control expertise is doable.
Once you have these skill levels you have pretty much ruined yourself for conventional energy damage of course, as most all your console slots and your ship equipment will be dedicated to it, so its typical to use your weapon slots to gain additional set bonuses which enhance exotic damage, and on torpedos such as the particle emission plasma torpedo that complements a science damage build very well.
Then your bread and butter abilities become Gravity well, Subspace vortex, Destabilizing resonance beam and torpedo spread. Suck every enemy within 24km of your target into a tight spot, and hit them with the shield penetrating AoE Alpha Strike of Science. Everything dies in seconds, wait for cool downs, repeat.
The alternative is to forgo control expertise and go with a conventional hybrid, using only those items of equipment necessary to get your particle generators to 250 so as to leave some room for normal crit boosting and energy damage boosting consoles and equipment, this can be very effective for high sustained damage output, so it makes for good numbers when parsing, but it is more expensive and more difficult to pull off, and the gains are largely wasted as a lot of the damage gained is done to enemy shields, which your science magic would have ignored any way.
Personally I have been all about the Mega Well build for years, even back when the largest we could viably make them was 13km-ish. There is just something so satisfying about bringing enemy ships together. Togetherness is a beautiful thing, especially when combined with warp core breaches.
Oh and the OP said they didn't want to use fleet gear. I am sorry OP but doing science without research lab consoles is going to mean doing half as much science as any one with research lab consoles. There just is no alternative way to get as many science skill points per console slot used.
So grav well, tractor beams, viral matrix plus a few others. It basically means if something holds a ship, or stops it doing something then it'll be boosted by control expertise.
For the obvious abilities it affects the pulling/pushing power.