I'm looking at them for their support rather than dps. Imagine what someone like @darkknightucf can do to bare immobile hull with weakened res. Probably don't have to likely a video out there
Realistically, there's two choices. Embassy [DrainX] consoles for Plasma Explosions ... or Research [DrainX]x2 consoles for "turn the lights off" performances.
That would work for those with fleet gear, but for those like me who have been burned before and don't want to bother with it crafted and rewards are the best we got
Fleet Gear is nice to have. However, there is gear which is a mission reward or in the Reps which can be used effectively. Further, there is Crafted gear now which can also be used effectively. There were people topping 50k DPS long before the Rep System was put in place or the Fleets were as fully fitted out as they are now. If they can do it, so can we. Don't be discouraged. Just put yer head down an' keep diggin'
A six year old boy and his starship. Living the dream.
Was just going to pass along that a Tal Shiar Battle Cruiser loaded with 7 Elachi Crescent turrets and the new Nausican Disruptor-damage Torpedo/Console is riotously funny.
Proc'ed to death inside its own shields is a common occurrence.
And there it is ... proof that the "chuck lots of dice" strategy can be used not just for Drain builds but also for DPS builds, via shield bypass or by radiation. But you have to drink the Kool-Aid to believe that the "procced by a thousand chucks" can be a viable (let alone successful) build strategy, since it is so far off the beaten (to death) BFAW-FBP meta.
Incidentally, I've been crafting hundreds of Polaron Turrets this past week in anticipation of finally being able to put SEVEN Polaron Turret Mk XIV [Acc]x2 [Rapid] onto one of my builds and test out the prospect of whether or not [Rapid] is better than Protonic. As a side benefit, I also managed to craft 4 Polaron Turret Mk II [Acc]x2 [Snare] and now I just need one more to do a test build on a Science ship (my AoY captain in her DSD has been nominated) to get a feel for the interaction with the Controlled Countermeasures Trait.
As always, the enemy of getting these things done is TIME. I'll be relisting all of the Polaron Turrets I've been dumping on the Exchange at some point here, just in case anyone wants to make use of my "leftovers" for their own crafted Kool-Aid build(s) ... just in time for Upgrade Weekend.
Well ... in the end ... I wound up crafting something like a thousand (or so) Polaron Turrets. I've only got 5 captains, so I had to vendor trash most of what I made that I wasn't wanting, but I did stock the Exchange with a pile of [Pen] and [Rapid] mod Mk II Polaron Turrets, in case anyone wants to pick some up. I feel like I made enough of them to outfit an entire armada (and then some) ... and as a result I *HATE* the crafting system so much right now because I basically wasted a whole day trying to get the mods I wanted on enough copies to finally call it quits.
On the plus side, I've now got a Cruiser with 7 Protonic Polaron Turrets with [Acc]x2 upgraded to Mk XIV Ultra Rare, thanks to upgrade weekend.
I've got another Cruiser on another captain with 7 crafted Polaron Turrets with [Acc]x2 [Rapid] upgraded to Mk XIV Ultra Rare, thanks to upgrade weekend.
And now I've got a Dyson Science Destroyer with 5 crafted Polaron Turrets with [Acc]x2 [Snare] upgraded to Mk XIV Ultra Rare, thanks to upgrade weekend.
I had to take the DSD out for a spin and rack up some 800+ Omega Marks to complete the MACO 2-piece for it. During that time, I ran a number of KSAs (I like to play "goalie" against the probes) and was able to observe that the combination of [Snare] and Gravity Well and CSV does indeed seem to have good synergy, since the [Snare] helps keep stuff from escaping the pull of the Gravity Well, meaning they get pinned closer to the center and thus take more damage from the Well (and the inevitable Core Breaches that result).
I had to take the DSD out for a spin and rack up some 800+ Omega Marks to complete the MACO 2-piece for it. During that time, I ran a number of KSAs (I like to play "goalie" against the probes) and was able to observe that the combination of [Snare] and Gravity Well and CSV does indeed seem to have good synergy, since the [Snare] helps keep stuff from escaping the pull of the Gravity Well, meaning they get pinned closer to the center and thus take more damage from the Well (and the inevitable Core Breaches that result).
I know this build is done "on the cheap", but I feel the Nicor would suit this sort of build nicely.
Have you done any testing with Gravity Well and Refracting Tetryon turrets, or Dispersal Alpha Beta/Tractor Mines + Refracting Tetryon? The refraction damage is the same for turrets as it is for dual heavies. As long as you can keep a few targets together, the "rolling many dice" theory should hold true. All you have to do is stack + Tet damage to boost the Refraction damage.
Relatively cheap, yes. I'm using the "freebie" DSD after all, with Terran Deflector+Core and MACO Impulse+Shield so as to get the 2-piece combo from both and push my Drain Expertise as high as I can get it. I'm looking at -5.2/+5.2 All Power per Turret and a Neutronic Torpedo that hits for about -50 All Power on the DSD right now (hello High Yield I for x2 smackage!).
I've used the Gravity Well and Refracting Tetryon combo before, but with Beam Arrays rather than with Turrets. The refraction damage is really not worth it though. Even with 7x Refracting {whatever} you're still looking at a "roll a 1 on 1d6" chance per volley cycle to deal extra damage to something OTHER THAN your main target(s). The damage that does get reflected onto other targets is meager, pitiful, and really hasn't got anything backing it up to prevent whatever gets hit from just healing it back up in next to no time. In that respect, Refracting Tetryon is "good" when you've got a LOT of them in play firing off against a ton of targets, for delivering the "chuck lots of dice" rationale, but they really don't do enough, even against combat pets, to be worth the expense. The one exception is the Hyper-Refracting Dual Beam Bank from the Nukara Set, which will refract every single time, but even then I felt like most of the damage from that just wound up being negated by shield/hull regen rather than producing a useful "dent" in the opposition I wasn't targeting.
If I've got Cloaking Tractor Mines on a build, my standard go to is to use Dispersal Pattern Alpha(!) with them, rather than Beta. This deploys them in singles in a "chain" along your flight path, allowing you to create a Zone Of Denial and helps spread them out so they aren't quite so easy to destroy with a single AoE. You can do a curving arc around a single target you want them all to engage and effectively immobilize together, and I find that ability to pilot different "shapes" into the deployment using Alpha is slightly superior than using Beta. Alpha is also more likely to engage more than one target at a time, since the mines get deployed over a wider area.
Mmm dispersal alpha plus reversed TBR and warp plasma. Tasty.
IMO tetryons and tachyon beams should; once the enemies shield is completely drained, start applying electrical damage to hull when they proc. They're just not so useful otherwise.
Y'know, I never thought of doing a Mine Dispersal Alpha into an Eject Warp Plasma trail. I always used Eject Warp Plasma in conjunction with Gravity Well so as to "thread the needle" and immobilize piles of stuff into the center of the Well. This is the way I'd typically "pin" all the Nanite Spheres in ISA ... Grav Well the "far" Sphere (who isn't "too far" to pull back the nearest one to the transformer) and then "thread the needle" between all the billiard balls on the flight path to the transformer, trailing Warp Plasma the whole way so as to keep them "stuck" in the Well.
Yeah GW + warp plasma works well, and I used to do that, but highly depends on your ship having good general manoeuvrability and speed.
As I usually run cruisers with engine power at minimal levels, turn rate and speed isn't something I can rely on.
The reversed TBR + plasma warp/theta radiation is something I worked out long ago that synergies very well together.
TBR first, get a bunch of enemies dragging along behind. Trigger warp plasma as you fly along dragging them through your plasma muck Once TBR expires warp plasma lingers for a little bit, enough for an about face and fire off all your science stuff like grav well, vortex etc etc.
Putting dispersal alpha mines into the mix syncs right in.
If only mines weren't so rubbish.
Might give it a crack though at some stage just for laughs. I used to actually used tricobalt mines before they mega nerfed them.
If you feel like spending the Lobi, Tethered Quantum Mines are a lot of fun in these situations since they stick with you and can drag em to your targets. now I have to go and watch that movie again
So while I am waiting for STO to reinstall (some sort of disconnect and program got fouled up) thought I'd offer up an Atrox that I was starting to develop
Since its a protype that I cant test yet this is just a rough sketch. Essentially its a support vessel designed to strip shields at range, using what I can of the pressure build. While it wont be a total lights out like a polaron build It could do very well in the role I planned for it
1Long ranged Tetryon sniper cannon Full Set
3 [rapid] tertyon turrets
1 quantum phase torpedo 2 piece
1 tethered quantum
All non set consoles are drain oriented.
2 bays of advanced stalkers
Boffs Also drain oriented with 2 tachyon beams to take full advantage of the nebula trait.
Doffs supporting drain and flight ops
Wow. That looks kinda cool actually. And Tetryon procs should definitely be helped by a "chuck lots of dice really fast" build strategy. I do have to wonder though if [Rapid] Turrets are going to be the best option for you, simply because [Rapid] is a mod where you get more out of it the higher you stack it in a virtuous circle kind of way. That's because although you'll typically proc only one [Rapid] mod at a time, it will affect ALL of your Cannons you're firing for 2 seconds (which amounts to a single firing cycle for all of them). So with 7 Turrets, that's a proc once, use 7 times kind of deal ... and with 3 Turrets it's a proc once, use 3 times arrangement.
So for this reason, I'm wondering if you might want to use something other than [Rapid] perhaps. Not because [Rapid] is "bad" per se, just that with only 3 Turrets you won't be getting the "most" out of [Rapid] that you could with a different configuration.
More like in trying to overcome the limitations of only tac lt slot. Still no way of testing until I get sto back up and running. Purged sto and arc from my comp before work. Hope it reinstalls right tonight after I get back
I'm looking at them for their support rather than dps. Imagine what someone like @darkknightucf can do to bare immobile hull with weakened res. Probably don't have to likely a video out there
Apologies, as I have been absent from these forums.
To your inquiries:
1) the [Snare] mod won't work as a check for any control abilities (read the text VERY carefully, and with a Cryptic, cryptic mindset [see what I did there? ] ).
2) Debuffs and draining shields to leave torps with bare hull and -dr on target? YES PLEASE.
I have an experiment I'd like to conduct with you on your Protonic Kool-Aid + Krenim Sci Consoles w/ the DrainXx2. You'll have to meet my resident research lab expert, Tankia. We'll be in touch shortly. |=)
Hate to burst your bubble Oden, but I tested the [Snare] mod with @tunebreaker this morning. It definitely stacks (albeit, POORLY...) and it definitely applies an impulse/turn debuff (i.e. Slow) for the duration of the firing cycle. The amount of slowing is *token* since it's -5% per weapon applied to the BASE Impulse Speed and Turn rate (think Cat1 rather than Cat2, if it helps), so it is there.
This of course means that the only real use you're going to get out of [Snare] is to engage the Controlled Countermeasures Trait for a +7% bonus weapon damage ... and so far, all testing points towards having 1x [Snare] as being "sufficient" for that, since there looks to be some pretty severe (as in "what's your point?") levels of diminishing returns on stacking [Snare], because ... Cryptic wants to keep [Snare] as the "dump stat" of crafting. Just make the [Snare] weapon fire first in your autofire cycle and you're good.
With this whole promo going on, I went gold for everything on my Palisade. My super drain boat now does about 30K DPS in ISA apart from ripping shields in an instant. I need me some of those TOS science boffs with +10 drain, the Nebula trait, and the Winter ship trait. Gotta have 'em all!
FYI - That's 30K DPS with zero tactical consoles or polaron damage boosts on the ship.
So I was looking for ways to fuse elements of the protonic cruiser and my science drain boats. I essentially wanted to turn the ship into a highly mobile tykens rift/tachyon beam capable of generating other rifts which were then capable of after shocks. Like most of the stuff I put together its designed for support, just about every piece of gear is meant to support increased DrainX (yes if I had fleet gear I could get more)
Using the Presidio Command Battle Cruiser this is what I came up with. Bit of whimsy caused to call it "Tyken's Ferry"
**Slot** | **Component** | **Rarity**
:--|:--|:--
**Fore Weapon**
| Quantum Phase Torpedo Launcher Mk XIV | Very Rare
| Neutronic Torpedo Launcher Mk XIII | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| |
**Aft Weapon**
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| |
**Deflector**
| Terran Task Force Deflector Array Mk XIV | Very Rare
| |
**Impulse Engine**
| Terran Task Force Impulse Engines Mk XIV | Very Rare
| |
**Warp Core**
| Temporal Defense Initiative Overcharge Warp Core Mk XIV [AMP] | Ultra Rare
| |
**Shield Array**
| Temporal Defense Initiative Regenerative Shield Array Mk XIV [Cap] | Ultra Rare
| |
**Device**
| Red Matter Capacitor | N/A
| |
**Engineering Console**
| Console - Engineering - Conductive RCS Accelerator Mk XIV [+Flow] | Epic
| Console - Universal - Zero Point Energy Conduit Mk XIV | Epic
| Console - Universal - Bounty Hunter's Friend Mk XIV | Very Rare
| Console - Universal - Plasmonic Leech infin | Epic
| |
**Science Console**
| Console - Science - Exotic Particle Field Exciter Mk XIV [DrainX] | Epic
| Console - Science - Flow Capacitor Mk XIV | Epic
| Console - Science - Flow Capacitor Mk XIV | Epic
| |
**Tactical Console**
| Console - Universal - Tachyon Pulse Platform infin | Epic
| Console - Universal - Rule 62 Multipurpose Combat Mk XIV | Epic
| Console - Universal - Bio-Neural Gel Pack Mk XIII | Very Rare
| Console - Universal - Quantum Phase Converter Mk XIV | Epic
| |
**Hangar Pet**
| Hangar - Advanced Delta Flyers | Very Rare
---
##Officers and Crew
**Bridge Officers** | **Power**
:--|:--
**Lieutenant Universal (Science)**
| Science Team I
| Tyken's Rift I
|
**Lt. Commander Tactical**
| Tactical Team I
| Torpedo: Spread II
| Cannon: Scatter Volley II
|
**Commander Engineering/Command**
| Structural Integrity Collapse I
| Overwhelm Emitters II
| Overwhelm Emitters III
| Suppression Barrage III
|
**Lieutenant Engineering**
| Engineering Team I
| Auxiliary Power to the Structural Integrity Field I
|
**Lieutenant Science/Command**
| Hazard Emitters I
| Tachyon Beam II
**Duty Officers** | **Power**
:--|:--
Very Rare Deflector Officer | Chance to reduce the recharge time for Deflector abilities
Very Rare Deflector Officer | Chance to reduce the recharge time for Deflector abilities
Very Rare Gravimetric Scientist | Chance to create an aftershock Tyken's Rift
VR Eweps Increasing Crit Chance
VR Projweps Chance to decrease CD
---
##Character, Reputation, and Starship Traits
**Personal Space Traits** | **Description**
:--|:--
Ablative Shell | After taking a moderate amount of damage, automatically trigger a large Heal-Over-Time and Damage Resistance effect.
Efficient Captain | Provides a bonus to Warp Core Efficiency skill, improving all power levels.
Give Your All | Gain 20% Damage Reduction when activating Engineering skills.
Innocuous | Slightly increases Critical Severity, and makes enemies less likely to attack you over other targets.
Operative | Increases Critical Chance and Critical Severity.
Warp Theorist | Improves Warp Core Potential and Electro-Plasma Systems skills.
Accurate | Improves the accuracy of space weapons.
Deft Cannoneer | Gain Turn Rate and Inertia when activating Cannon skills.
Intense Focus | While in combat, your ability to penetrate enemy defenses will gradually improve, represented by an increase in
accuracy and shield penetration. Can be stacked up to 4 times.
**Space Reputation Traits** | **Description**
:--|:--
Advanced Engines | Base ship Flight Speed and Turn Rate are increased.
Auxiliary Power Configuration - Offense | In space combat you gain a damage and accuracy boost based on your Auxiliary Power Level
Chrono-Capacitor Array | Reduce the recharge time of your Bridge Officer abilities.
Tactical Precision | Grants a minor Accuracy bonus when a Tactical Bridge Officer Ability is used in space combat. Can be stacked up to 5 times.
**Active Reputation Traits** | **Description**
:--|:--
Anti-Time Entanglement Singularity | Anti-Time Entanglement Singularity creates an Anti-Time anomaly in the target's immediate vicinity. The singularity causes severe Physical damage to foes caught within while slowing and potentially locking them in place as normal space-time violently interacts with the anomaly. This singularity rapidly shrinks in size until it fully dissipates.
Bio-Molecular Shield Generator | Creates a fixed position shield generator, in space combat, that regenerates starship shields and reduces the damage taken by starship shields for allies in the immediate area.
Deploy Sensor Interference Platform | Deploy a Sensor Interference Platform which redirects most weapons fire to itself. The platform generates an inhibiting feedback pulse around nearby allied vessels, reducing the damage of enemies who attack targets other than the platform.
Refracting Tetryon Cascade | Release a cascading burst of Tetryon energy from your Deflector Dish at foes within 3km. It will refract to two nearby targets dealing less damage with each jump. The charge can only jump 5km to the next target.
**Starship Traits** | **Description**
:--|:--
All Hands on Deck | Activating a Tactical or Command Bridge Officer ability will reduce the recharge time of Science Bridge Officer and Captain abilities. This may only occur once every few seconds.
Improved Tachyon Beam | Tachyon Beam will now regenerate the shields of allies near the target.
Particle Feedback Loop | Using an Exotic Damage ability will provide a small bonus to Armor Penetration. This bonus stacks up to 3 times.
Tachyon Dispersal | Tachyon Beam will significantly reduce the target's shield hardness while channeled. In addition, if Tachyon Beam reaches its full duration it will release a large burst of Tachyon energy that will inflict shield damage over time and reduce the shield hardness of affected targets within its radius.
So..this thread has me going back to try the Science consoles in the Dyson Rep.Ill post a full build soon but I have found there are alot of new abilities that trigger the Dyson sci consoles proc.
Coruunas-
That's very interesting, but you've got a SIC I and a DRB I, both of which depend on EPG (aka Part Gens), and I don't see where you're getting enough EPG to really make those work. Obviously, the Active Rep Trait QSM gives you a brief +100 to all Sci skills, but that's very brief and has a long recharge.
That said, I grant you I'm coming from a Sci-heavy background, in which I have worshiped at the altar of "MOAR PART GENS!!!!1111oneoneone" for over a year now, so it's entirely possible that I am attaching more importance to this than it really deserves.
Not to speak for Coruunas butttt....I like both SIC I and a DRB for the debuffs...Sic debuffs both Ken and Phys (SIC is a phys dot) so it makes itself stronger and has the quickest uptime for all the Damage Engineering abilities (Compared to Aceton Beam, and Endothermic Inhibitor Beam). Also combines great with DRB's -5 all per pulse (also getting stronger as time goes on)...
So..this thread has me going back to try the Science consoles in the Dyson Rep.Ill post a full build soon but I have found there are alot of new abilities that trigger the Dyson sci consoles proc.
gonna need a list there...since cryptic doesn't often update those descriptions
for that matter, has anyone checked to see if the procs on the 3 types of secondary deflector trigger on more than the 5-6 powers listed?
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
So..this thread has me going back to try the Science consoles in the Dyson Rep.Ill post a full build soon but I have found there are alot of new abilities that trigger the Dyson sci consoles proc.
gonna need a list there...since cryptic doesn't often update those descriptions
for that matter, has anyone checked to see if the procs on the 3 types of secondary deflector trigger on more than the 5-6 powers listed?
I have updated this page..but It list everything Ive got to proc the exotic proton.
With this whole promo going on, I went gold for everything on my Palisade. My super drain boat now does about 30K DPS in ISA apart from ripping shields in an instant. I need me some of those TOS science boffs with +10 drain, the Nebula trait, and the Winter ship trait. Gotta have 'em all!
FYI - That's 30K DPS with zero tactical consoles or polaron damage boosts on the ship.
If I time things right, my Sci ships at CCA do roughly two-thirds of their total damage with GW alone.
The important thing about using a damage parser, and spending some time looking at its reports, is that you thereby quickly learn that some things which look OMG awesome on paper, don't actually do jack TRIBBLE for damage. Secondary deflectors are firmly in this category.
So..this thread has me going back to try the Science consoles in the Dyson Rep.Ill post a full build soon but I have found there are alot of new abilities that trigger the Dyson sci consoles proc.
Man, that's a special brand of self-gimp pain you're reaching for there. I mean, I know I got everyone started on the whole Protonic Polaron Turrets kick here, but I honestly can't fathom the notion that Dyson Science Consoles might be useful even compared to bog standard ordinary Science Consoles ... let alone Embassy Plasma ones or science heavy Research Lab ones.
1. 2/3rds of the skill boost of practically ANY other type of console available, so you already start pretty deep in the hole, meaning they're self-gimped BY DESIGN.
2. They do Proton Damage that isn't boosted by Proton Damage Enhancement. Thanks Cryptic!
3. They're triggered by Drain Skills (not drain procs, unfortunately!) and by Exotic Damage Skills (but not Proton Burn Damage procs from Protonic Polaron Weapons, unfortunately!).
Which then begs a question that we really would need to have a damage parser to check, most likely. If I'm wrong, it would make for a WONDERFUL discovery ... and if @borticuscryptic ever decided to Take Pity on these rightfully neglected resources and make it possible for Protonic Weapons (and only Protonic Weapons?) to proc the Dyson Shield Refrequencers whenever a Protonic Weapon successfully procs either a Drain or a Proton Burn ... THAT would be NEWSWORTHY. Heck, it might even give Protonic Weapons the break they have needed since they were released to cross over into mainstream usage(!), potentially.
In the meantime, I'd certainly be interested in verifying, either positive or negative, if EITHER of the procs from Protonic Weapons can in turn successfully proc the Proton DoT on Dyson Shield Refrequencers. I'm presuming that the answer is going to be a resounding *NO*, otherwise someone else would have discovered the interaction by now ... but it would still be wise to test and cross-check if possible to confirm and verify. I also have to wonder if the Shield Refrequencers have their Proton Damage modified or advantaged by the Temporal Defense Initiative Starship Technologies 2-piece bonus of +25% to Damage over Time and Hazard Effects.
Then there's the question of whether or not the Proton Damage from a single proc from these things is in ANY way comparable to what an Embassy Plasma Console can deliver per proc ... especially given that Plasma Damage is often resisted, while Proton Damage is rarely resisted. That would require additional poring over parse reports to get a comparative "feel" for each option. Bare minimum, it would be nice to know if the Proton DoT is something we can RESPECT or if it is something that can be safely IGNORED.
Also, what are the implications of augmenting the Proton DoT from Shield Refrequencers with Temporal Specialization, specifically:
Atrophied Defenses II
to target: 2.5% chance: When activating a DOT effect on Foe: to target: -[10] All Damage Resistance Rating for 10sec
Entropic Amplification II
+20% All Damage for all Space Damage-Over-Time effects
Uncertainty II
Space: 10% of Exotic Damage returned to self as Shield Heal
Would the Proton DoT from Shield Refrequencers count as Exotic Damage which you would then get a 10% Shield Heal from?
So yeah ... what does it take to get a "good/healthy" Proton DoT out of these Consoles?
Not to speak for Coruunas butttt....I like both SIC I and a DRB for the debuffs...Sic debuffs both Ken and Phys (SIC is a phys dot) so it makes itself stronger and has the quickest uptime for all the Damage Engineering abilities (Compared to Aceton Beam, and Endothermic Inhibitor Beam). Also combines great with DRB's -5 all per pulse (also getting stronger as time goes on)...
Self-reinforcing Debuffs are definitely a good choice. Also, good point about Structural Integrity Collapse as well as Destabilizing Resonance Beam being an excellent backdoor way to triggering a proc out of Shield Refrequencers, especially since the uptime is so good, which if your Captain has Temporal Spec Primary then synergizes well with...
Temporal Cross-Wiring II
Activating an Exotic Damage Ability grants 5% Firing Cycle Haste for Energy Weapons for 10sec (stacks up to 4 times)
Test the temporal space set 2-piece bonus of +25% to Damage Over Time and give us a report. We may be looking at the possibility of discovering another "Island of Stability" out here that involves building for [EPG] and [DrainX] instead of just [DrainX] alone. The most fantastic possibility, of course would be discovering that Proton Burn procs from Proton Weapons could in turn trigger the Shield Refrequencer proc for Proton DoT. At that point, you're starting to want to look towards Science Ultimate Protonic Weapons (Cannons, preferably, due to high rate of fire for "fast dice chucking") backed by Shield Refrequencers [EPG] with a Temporal 2-piece to boost the Proton Burn(s plural).
Heck, we might even wind up with people getting interested in HEAVY leveraging of Proton Damage. Wouldn't that be something?
Comments
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
Proc'ed to death inside its own shields is a common occurrence.
Join Date: Tuesday, February 2, 2010
Incidentally, I've been crafting hundreds of Polaron Turrets this past week in anticipation of finally being able to put SEVEN Polaron Turret Mk XIV [Acc]x2 [Rapid] onto one of my builds and test out the prospect of whether or not [Rapid] is better than Protonic. As a side benefit, I also managed to craft 4 Polaron Turret Mk II [Acc]x2 [Snare] and now I just need one more to do a test build on a Science ship (my AoY captain in her DSD has been nominated) to get a feel for the interaction with the Controlled Countermeasures Trait.
As always, the enemy of getting these things done is TIME. I'll be relisting all of the Polaron Turrets I've been dumping on the Exchange at some point here, just in case anyone wants to make use of my "leftovers" for their own crafted Kool-Aid build(s) ... just in time for Upgrade Weekend.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
On the plus side, I've now got a Cruiser with 7 Protonic Polaron Turrets with [Acc]x2 upgraded to Mk XIV Ultra Rare, thanks to upgrade weekend.
I've got another Cruiser on another captain with 7 crafted Polaron Turrets with [Acc]x2 [Rapid] upgraded to Mk XIV Ultra Rare, thanks to upgrade weekend.
And now I've got a Dyson Science Destroyer with 5 crafted Polaron Turrets with [Acc]x2 [Snare] upgraded to Mk XIV Ultra Rare, thanks to upgrade weekend.
I had to take the DSD out for a spin and rack up some 800+ Omega Marks to complete the MACO 2-piece for it. During that time, I ran a number of KSAs (I like to play "goalie" against the probes) and was able to observe that the combination of [Snare] and Gravity Well and CSV does indeed seem to have good synergy, since the [Snare] helps keep stuff from escaping the pull of the Gravity Well, meaning they get pinned closer to the center and thus take more damage from the Well (and the inevitable Core Breaches that result).
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
Have you done any testing with Gravity Well and Refracting Tetryon turrets, or Dispersal Alpha Beta/Tractor Mines + Refracting Tetryon? The refraction damage is the same for turrets as it is for dual heavies. As long as you can keep a few targets together, the "rolling many dice" theory should hold true. All you have to do is stack + Tet damage to boost the Refraction damage.
Just curious if anyone tried it yet.
I've used the Gravity Well and Refracting Tetryon combo before, but with Beam Arrays rather than with Turrets. The refraction damage is really not worth it though. Even with 7x Refracting {whatever} you're still looking at a "roll a 1 on 1d6" chance per volley cycle to deal extra damage to something OTHER THAN your main target(s). The damage that does get reflected onto other targets is meager, pitiful, and really hasn't got anything backing it up to prevent whatever gets hit from just healing it back up in next to no time. In that respect, Refracting Tetryon is "good" when you've got a LOT of them in play firing off against a ton of targets, for delivering the "chuck lots of dice" rationale, but they really don't do enough, even against combat pets, to be worth the expense. The one exception is the Hyper-Refracting Dual Beam Bank from the Nukara Set, which will refract every single time, but even then I felt like most of the damage from that just wound up being negated by shield/hull regen rather than producing a useful "dent" in the opposition I wasn't targeting.
If I've got Cloaking Tractor Mines on a build, my standard go to is to use Dispersal Pattern Alpha(!) with them, rather than Beta. This deploys them in singles in a "chain" along your flight path, allowing you to create a Zone Of Denial and helps spread them out so they aren't quite so easy to destroy with a single AoE. You can do a curving arc around a single target you want them all to engage and effectively immobilize together, and I find that ability to pilot different "shapes" into the deployment using Alpha is slightly superior than using Beta. Alpha is also more likely to engage more than one target at a time, since the mines get deployed over a wider area.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
IMO tetryons and tachyon beams should; once the enemies shield is completely drained, start applying electrical damage to hull when they proc. They're just not so useful otherwise.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
As I usually run cruisers with engine power at minimal levels, turn rate and speed isn't something I can rely on.
The reversed TBR + plasma warp/theta radiation is something I worked out long ago that synergies very well together.
TBR first, get a bunch of enemies dragging along behind. Trigger warp plasma as you fly along dragging them through your plasma muck Once TBR expires warp plasma lingers for a little bit, enough for an about face and fire off all your science stuff like grav well, vortex etc etc.
Putting dispersal alpha mines into the mix syncs right in.
If only mines weren't so rubbish.
Might give it a crack though at some stage just for laughs. I used to actually used tricobalt mines before they mega nerfed them.
Since its a protype that I cant test yet this is just a rough sketch. Essentially its a support vessel designed to strip shields at range, using what I can of the pressure build. While it wont be a total lights out like a polaron build It could do very well in the role I planned for it
1Long ranged Tetryon sniper cannon Full Set
3 [rapid] tertyon turrets
1 quantum phase torpedo 2 piece
1 tethered quantum
All non set consoles are drain oriented.
2 bays of advanced stalkers
Boffs Also drain oriented with 2 tachyon beams to take full advantage of the nebula trait.
Doffs supporting drain and flight ops
So for this reason, I'm wondering if you might want to use something other than [Rapid] perhaps. Not because [Rapid] is "bad" per se, just that with only 3 Turrets you won't be getting the "most" out of [Rapid] that you could with a different configuration.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
Apologies, as I have been absent from these forums.
To your inquiries:
1) the [Snare] mod won't work as a check for any control abilities (read the text VERY carefully, and with a Cryptic, cryptic mindset [see what I did there? ] ).
2) Debuffs and draining shields to leave torps with bare hull and -dr on target? YES PLEASE.
I have an experiment I'd like to conduct with you on your Protonic Kool-Aid + Krenim Sci Consoles w/ the DrainXx2. You'll have to meet my resident research lab expert, Tankia. We'll be in touch shortly. |=)
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
This of course means that the only real use you're going to get out of [Snare] is to engage the Controlled Countermeasures Trait for a +7% bonus weapon damage ... and so far, all testing points towards having 1x [Snare] as being "sufficient" for that, since there looks to be some pretty severe (as in "what's your point?") levels of diminishing returns on stacking [Snare], because ... Cryptic wants to keep [Snare] as the "dump stat" of crafting. Just make the [Snare] weapon fire first in your autofire cycle and you're good.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
FYI - That's 30K DPS with zero tactical consoles or polaron damage boosts on the ship.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
Using the Presidio Command Battle Cruiser this is what I came up with. Bit of whimsy caused to call it "Tyken's Ferry"
#[Tykens Ferry](http://skillplanner.stoacademy.com/cc8d9edac28593d9cb8af066b6bb422d)
---
##Captain Info
**Category** | **Data**
:--|:--
*Captain Career* | Science
*Captain Faction* | Federation
*Primary Specialization* | Temporal Operative
*Secondary Specialization* | Intelligence
---
---
##Starship Info
**Category** | **Data**
:--|:--
*Ship Model* | Presidio Command Battlecruiser
---
##Starship Loadout
**Slot** | **Component** | **Rarity**
:--|:--|:--
**Fore Weapon**
| Quantum Phase Torpedo Launcher Mk XIV | Very Rare
| Neutronic Torpedo Launcher Mk XIII | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| |
**Aft Weapon**
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| Protonic Polaron Turret Mk XII [Acc]x2 | Very Rare
| |
**Deflector**
| Terran Task Force Deflector Array Mk XIV | Very Rare
| |
**Impulse Engine**
| Terran Task Force Impulse Engines Mk XIV | Very Rare
| |
**Warp Core**
| Temporal Defense Initiative Overcharge Warp Core Mk XIV [AMP] | Ultra Rare
| |
**Shield Array**
| Temporal Defense Initiative Regenerative Shield Array Mk XIV [Cap] | Ultra Rare
| |
**Device**
| Red Matter Capacitor | N/A
| |
**Engineering Console**
| Console - Engineering - Conductive RCS Accelerator Mk XIV [+Flow] | Epic
| Console - Universal - Zero Point Energy Conduit Mk XIV | Epic
| Console - Universal - Bounty Hunter's Friend Mk XIV | Very Rare
| Console - Universal - Plasmonic Leech infin | Epic
| |
**Science Console**
| Console - Science - Exotic Particle Field Exciter Mk XIV [DrainX] | Epic
| Console - Science - Flow Capacitor Mk XIV | Epic
| Console - Science - Flow Capacitor Mk XIV | Epic
| |
**Tactical Console**
| Console - Universal - Tachyon Pulse Platform infin | Epic
| Console - Universal - Rule 62 Multipurpose Combat Mk XIV | Epic
| Console - Universal - Bio-Neural Gel Pack Mk XIII | Very Rare
| Console - Universal - Quantum Phase Converter Mk XIV | Epic
| |
**Hangar Pet**
| Hangar - Advanced Delta Flyers | Very Rare
---
##Officers and Crew
**Bridge Officers** | **Power**
:--|:--
**Lieutenant Universal (Science)**
| Science Team I
| Tyken's Rift I
|
**Lt. Commander Tactical**
| Tactical Team I
| Torpedo: Spread II
| Cannon: Scatter Volley II
|
**Commander Engineering/Command**
| Structural Integrity Collapse I
| Overwhelm Emitters II
| Overwhelm Emitters III
| Suppression Barrage III
|
**Lieutenant Engineering**
| Engineering Team I
| Auxiliary Power to the Structural Integrity Field I
|
**Lieutenant Science/Command**
| Hazard Emitters I
| Tachyon Beam II
**Duty Officers** | **Power**
:--|:--
Very Rare Deflector Officer | Chance to reduce the recharge time for Deflector abilities
Very Rare Deflector Officer | Chance to reduce the recharge time for Deflector abilities
Very Rare Gravimetric Scientist | Chance to create an aftershock Tyken's Rift
VR Eweps Increasing Crit Chance
VR Projweps Chance to decrease CD
---
##Character, Reputation, and Starship Traits
**Personal Space Traits** | **Description**
:--|:--
Ablative Shell | After taking a moderate amount of damage, automatically trigger a large Heal-Over-Time and Damage Resistance effect.
Astrophysicist | Improves Starship Particle Generators, Flow Capacitors, and Sensors stats.
Efficient Captain | Provides a bonus to Warp Core Efficiency skill, improving all power levels.
Give Your All | Gain 20% Damage Reduction when activating Engineering skills.
Innocuous | Slightly increases Critical Severity, and makes enemies less likely to attack you over other targets.
Operative | Increases Critical Chance and Critical Severity.
Warp Theorist | Improves Warp Core Potential and Electro-Plasma Systems skills.
Accurate | Improves the accuracy of space weapons.
Deft Cannoneer | Gain Turn Rate and Inertia when activating Cannon skills.
Intense Focus | While in combat, your ability to penetrate enemy defenses will gradually improve, represented by an increase in
accuracy and shield penetration. Can be stacked up to 4 times.
**Space Reputation Traits** | **Description**
:--|:--
Advanced Engines | Base ship Flight Speed and Turn Rate are increased.
Auxiliary Power Configuration - Offense | In space combat you gain a damage and accuracy boost based on your Auxiliary Power Level
Chrono-Capacitor Array | Reduce the recharge time of your Bridge Officer abilities.
Tactical Precision | Grants a minor Accuracy bonus when a Tactical Bridge Officer Ability is used in space combat. Can be stacked up to 5 times.
**Active Reputation Traits** | **Description**
:--|:--
Anti-Time Entanglement Singularity | Anti-Time Entanglement Singularity creates an Anti-Time anomaly in the target's immediate vicinity. The singularity causes severe Physical damage to foes caught within while slowing and potentially locking them in place as normal space-time violently interacts with the anomaly. This singularity rapidly shrinks in size until it fully dissipates.
Bio-Molecular Shield Generator | Creates a fixed position shield generator, in space combat, that regenerates starship shields and reduces the damage taken by starship shields for allies in the immediate area.
Deploy Sensor Interference Platform | Deploy a Sensor Interference Platform which redirects most weapons fire to itself. The platform generates an inhibiting feedback pulse around nearby allied vessels, reducing the damage of enemies who attack targets other than the platform.
Refracting Tetryon Cascade | Release a cascading burst of Tetryon energy from your Deflector Dish at foes within 3km. It will refract to two nearby targets dealing less damage with each jump. The charge can only jump 5km to the next target.
**Starship Traits** | **Description**
:--|:--
All Hands on Deck | Activating a Tactical or Command Bridge Officer ability will reduce the recharge time of Science Bridge Officer and Captain abilities. This may only occur once every few seconds.
Improved Tachyon Beam | Tachyon Beam will now regenerate the shields of allies near the target.
Particle Feedback Loop | Using an Exotic Damage ability will provide a small bonus to Armor Penetration. This bonus stacks up to 3 times.
Tachyon Dispersal | Tachyon Beam will significantly reduce the target's shield hardness while channeled. In addition, if Tachyon Beam reaches its full duration it will release a large burst of Tachyon energy that will inflict shield damage over time and reduce the shield hardness of affected targets within its radius.
---
*Above was translated automatically from http://skillplanner.stoacademy.com/cc8d9edac28593d9cb8af066b6bb422d using [Automatic Build Converter](https://www.reddit.com/r/stobuilds/comments/5466ul/automatic_sto_academy_build_converter/), version 2.1.3.0. Questions and problems related to output (but not the build) are to be directed at [Emzi0767](https://www.reddit.com/message/compose/?to=eMZi0767&subject=STO+Academy+Converter).*
Rouge Sto Wiki Editor.
Not to speak for Coruunas butttt....I like both SIC I and a DRB for the debuffs...Sic debuffs both Ken and Phys (SIC is a phys dot) so it makes itself stronger and has the quickest uptime for all the Damage Engineering abilities (Compared to Aceton Beam, and Endothermic Inhibitor Beam). Also combines great with DRB's -5 all per pulse (also getting stronger as time goes on)...
Rouge Sto Wiki Editor.
gonna need a list there...since cryptic doesn't often update those descriptions
for that matter, has anyone checked to see if the procs on the 3 types of secondary deflector trigger on more than the 5-6 powers listed?
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
I have updated this page..but It list everything Ive got to proc the exotic proton.
https://sto.gamepedia.com/Console_-_Science_-_Shield_Refrequencer
Rouge Sto Wiki Editor.
If I time things right, my Sci ships at CCA do roughly two-thirds of their total damage with GW alone.
The important thing about using a damage parser, and spending some time looking at its reports, is that you thereby quickly learn that some things which look OMG awesome on paper, don't actually do jack TRIBBLE for damage. Secondary deflectors are firmly in this category.
Man, that's a special brand of self-gimp pain you're reaching for there. I mean, I know I got everyone started on the whole Protonic Polaron Turrets kick here, but I honestly can't fathom the notion that Dyson Science Consoles might be useful even compared to bog standard ordinary Science Consoles ... let alone Embassy Plasma ones or science heavy Research Lab ones.
1. 2/3rds of the skill boost of practically ANY other type of console available, so you already start pretty deep in the hole, meaning they're self-gimped BY DESIGN.
2. They do Proton Damage that isn't boosted by Proton Damage Enhancement. Thanks Cryptic!
3. They're triggered by Drain Skills (not drain procs, unfortunately!) and by Exotic Damage Skills (but not Proton Burn Damage procs from Protonic Polaron Weapons, unfortunately!).
Which then begs a question that we really would need to have a damage parser to check, most likely. If I'm wrong, it would make for a WONDERFUL discovery ... and if @borticuscryptic ever decided to Take Pity on these rightfully neglected resources and make it possible for Protonic Weapons (and only Protonic Weapons?) to proc the Dyson Shield Refrequencers whenever a Protonic Weapon successfully procs either a Drain or a Proton Burn ... THAT would be NEWSWORTHY. Heck, it might even give Protonic Weapons the break they have needed since they were released to cross over into mainstream usage(!), potentially.
In the meantime, I'd certainly be interested in verifying, either positive or negative, if EITHER of the procs from Protonic Weapons can in turn successfully proc the Proton DoT on Dyson Shield Refrequencers. I'm presuming that the answer is going to be a resounding *NO*, otherwise someone else would have discovered the interaction by now ... but it would still be wise to test and cross-check if possible to confirm and verify. I also have to wonder if the Shield Refrequencers have their Proton Damage modified or advantaged by the Temporal Defense Initiative Starship Technologies 2-piece bonus of +25% to Damage over Time and Hazard Effects.
Then there's the question of whether or not the Proton Damage from a single proc from these things is in ANY way comparable to what an Embassy Plasma Console can deliver per proc ... especially given that Plasma Damage is often resisted, while Proton Damage is rarely resisted. That would require additional poring over parse reports to get a comparative "feel" for each option. Bare minimum, it would be nice to know if the Proton DoT is something we can RESPECT or if it is something that can be safely IGNORED.
Also, what are the implications of augmenting the Proton DoT from Shield Refrequencers with Temporal Specialization, specifically:
Atrophied Defenses II
to target: 2.5% chance: When activating a DOT effect on Foe: to target: -[10] All Damage Resistance Rating for 10sec
Entropic Amplification II
+20% All Damage for all Space Damage-Over-Time effects
Uncertainty II
Space: 10% of Exotic Damage returned to self as Shield Heal
Would the Proton DoT from Shield Refrequencers count as Exotic Damage which you would then get a 10% Shield Heal from?
So yeah ... what does it take to get a "good/healthy" Proton DoT out of these Consoles?
Self-reinforcing Debuffs are definitely a good choice. Also, good point about Structural Integrity Collapse as well as Destabilizing Resonance Beam being an excellent backdoor way to triggering a proc out of Shield Refrequencers, especially since the uptime is so good, which if your Captain has Temporal Spec Primary then synergizes well with...
Temporal Cross-Wiring II
Activating an Exotic Damage Ability grants 5% Firing Cycle Haste for Energy Weapons for 10sec (stacks up to 4 times)
Test the temporal space set 2-piece bonus of +25% to Damage Over Time and give us a report. We may be looking at the possibility of discovering another "Island of Stability" out here that involves building for [EPG] and [DrainX] instead of just [DrainX] alone. The most fantastic possibility, of course would be discovering that Proton Burn procs from Proton Weapons could in turn trigger the Shield Refrequencer proc for Proton DoT. At that point, you're starting to want to look towards Science Ultimate Protonic Weapons (Cannons, preferably, due to high rate of fire for "fast dice chucking") backed by Shield Refrequencers [EPG] with a Temporal 2-piece to boost the Proton Burn(s plural).
Heck, we might even wind up with people getting interested in HEAVY leveraging of Proton Damage. Wouldn't that be something?
To be fair, the Special Snowflake doesn't resist Kinetic Damage all that much, so this is hardly surprising.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground