As far as I can tell, all of the manuals are ground only, are any of them worth purchasing for my away team? Same goes for my captain- I have toons in all 3 branches and factions so I'm not restricted by profession if any of them are must-have.
-Cryonic Mine Barrier: Cold version of Chroniton Mine Barrier. Cold version does less slightly damage than Chroniton, both versions reduce run speed by 50%, Cold version reduces shield hardness by 25%.
-Flash Freeze Bomb: Cold version of Transphasic Bomb. Cold version has 2/3 of it's damage as Cold rather than Kinetic. Cold version reduces run speed by 50%.
-Freeze Armor: Cold version of Fuse Armor. Both versions reduce runspeed by 66%; both versions Root and Stun. Cold version has minor Cold DoT instead of minor Electrical Dot. Cold version increases damage to shields by 25%.
Opinion: Cryonic Mine Barrier is pretty good. I'm not a fan of Transphasic Bomb, but if you like it, Flash Freeze Bomb isn't too shabby. Freeze Armor and Fuse Armor are garbage (though they are the ONLY Engineer abilities with a chance to Expose).
Winter Tactical Captain Modules
-Cryotronic Modulation: Unique version. Increases damage by 15%. The additional damage is Cold. Reduces the Speed of targets by 33%
-Cryo Grenade: Unique version. Deals 2/3 of initial damage as Cold. Creates a Cold Hazard with a minor Cold DoT, reduces Cold resistance by 100, reduces run speed by 66% and has a minor chance to Stun. Larger effect radius than most grenade powers.
-Micro Cryonic Warhead: Cold version of Micro-Torpedo Launcher (Terran Reputation Kit Module). Immediately deals damage to target. Damage is half-cold/half-kinetic. Small blast radius deals Cold damage. Roots targets in blast radius.
Opinion: Cryo Grenade is amazing. Reduces Cold resistance and freezes targets in places. Pairs well with Cryotronic modulation and weapons from the Nukara Reputation. By itself, Cryotronic modulation is alright. The Micro Warhead is not as good as the Grenade, but it still packs a punch.
Winter Science Captain Modules
-Endothermic Induction Field: Cold version of Exothermic Induction Field. Deals Cold damage then creates a Cold Hazard. Deals less damage than Exothermic Induction Field; has a small chance to Stun.
-Cryonic Pulse: Cold version of Sonic Pulse. PBAoE that deals significantly more damage than Sonic Pulse; damage is Cold. Both versions knock targets back. Cryonic Stuns targets; Sonic reduces run speed.
-Cryogenic Stasis Field: Cold version of Stasis Field. Has a minor Cold DoT. Longer duration compared to Stasis Field.
Opinion: Cryonic Pulse is better than Sonic Pulse, but only really useful if you are a melee character. Endothermic does less damage than Exothermic; however, enemies won't jump 50 feet in the air to escape the Cold Hazard. It also has a chance to Stun. Cryogenic Stasis Field falls in the same category as Freeze Armor. It's garbage. A single target Fragile hold and weak DoT means it just falls behind all the good Stun/multi-target kit modules available to Science.
Winter Bridge Officer Modules
-Cryonic Pulse: Your BOFFs lack the AI to use this to any great effect. I would avoid it.
-Micro Cryonic Warhead: Standard Grenade power with a slightly smaller blast radius. The Root effect is what makes it potent. I would recommend it.
-Freeze Armor: Total garbage and your BOFFs lack the AI to use this effectively. Most fabrications give significantly better performance. I would avoid it.
My point being that you don't have to choose, you can have your cake and eat it too. The two missile attacks make a great 1-2 punch to open a fight, and the grenade is there for when they're both on cooldown.
The mini warhead/torpedo modules are really good single-target damage. They don't have the fuse delay that grenades have. They just have smaller AoEs and tend to do less damage to adjacent targets compared to grenades.
I dislike the changes they made to Plasma Grenades. They do less damage than Photon Grenades, and without the DoT, their tiny hazard is "meh", especially since it does FIRE!!! damage. FIRE!!! hazards cause NPCs to wig out and jump into low-orbit to escape the damage, and they actively avoid entering the hazard.
...I find I do not loathe ground combat nearly as much as I once did.
Oh dear. It looks like I'm being A Bad Influence On People™ again ...
You have no idea
So, I have continued to think about this-
I notice that the Cryo Grenade makes a cryo cloud, (10 seconds, 6m radius), and that cryo cloud applies a -100 to cold damage resistance. But the Cryo Grenade is available as a kit module for Tac captains only; there is no training manual.
Endothermic Induction Field would be one way to exploit this, but it is available as a kit module for Sci captains only; there is no training manual.
Micro Cryonic Warhead would be another way to exploit this Cold Damage debuff, and it is a Tac captain kit module as well as a training manual, and it will (briefly) root targets in a 3m radius. But does it root the primary target?
Unfortunately, this is somewhat backwards. What you need the root for is to hold targets in place for the Grenade, so they don't just run out of the target area. But you need to throw the grenade first to get the debuff.
There is an interesting section in gamepedia - here - which lists all the stuff available to player which does Cold damage
The CRM 200, from the last mission of the Breen episode, is something I tried long ago and rejected as worthless. Looked OK on paper, was disappointing in actual use. But I haven't played with it for years, and the gamepedia listing shows a 30% bonus to critH if you can get it to UR.
The Hyper Compressed Cryo Launcher might be OK, I have never tested it. Nukara marks are certainly easy to get from CCA, plus 9K Dil and 40K EC. There are no elite marks for Nukara, afaik.
The Full Auto Rifle, also from Nukara Rep, is another option. Same comments as above. Again, I have not tried it.
I get the nagging feeling that there is definitely some potential synergy to be exploited here, but I don't quite see it yet. Then again, I've never been much of a theorycrafter; I'm more the trial-and-error type.
Unfortunately, this is somewhat backwards. What you need the root for is to hold targets in place for the Grenade, so they don't just run out of the target area. But you need to throw the grenade first to get the debuff.
I use the Romulan Plasma Flamethrower with Suppressing Fire to slow everyone in the area, followed by the Cryo Grenade and Cryonic Modulation. The stacked slows/roots and cold hazards + fire damage makes short work of everyone in the AoE. I also give my science BOFFs Cold Fusion Flash and my tac BOFFs the Micro Cryonic Warhead. Lots of overlapping Cold damage.
The CRM 200, from the last mission of the Breen episode, is something I tried long ago and rejected as worthless. Looked OK on paper, was disappointing in actual use. But I haven't played with it for years, and the gamepedia listing shows a 30% bonus to critH if you can get it to UR.
The Hyper Compressed Cryo Launcher might be OK, I have never tested it. Nukara marks are certainly easy to get from CCA, plus 9K Dil and 40K EC. There are no elite marks for Nukara, afaik.
The Full Auto Rifle, also from Nukara Rep, is another option. Same comments as above. Again, I have not tried it.
The CRM 200 is a mini-gun. If you don't like the performance of a mini-gun, you won't like the CRM 200. The Compressed Cryo Launcher I have on all my older characters from the early days of Nukara, when we would farm it for Fleet Marks. If you like pulsewaves, then you would probably like the Compressed Cryo Launcher. I still use it to great effect on Tholians. I have the Cryo Auto Rifle on a couple of my characters. It's ok. I prefer the Cryo Launcher. The Auto Rifle is better when you use it with Nano Energy Cells and other "on hit proc" effects.
I get the nagging feeling that there is definitely some potential synergy to be exploited here, but I don't quite see it yet. Then again, I've never been much of a theorycrafter; I'm more the trial-and-error type.
I went with using the Flamethrower in combination with the Cold modules. Works amazingly well. If you can get your Crit chance high enough, the Cryo Immobilizer reputation trait also synergizes well with this.
I notice that the Cryo Grenade makes a cryo cloud, (10 seconds, 6m radius), and that cryo cloud applies a -100 to cold damage resistance. But the Cryo Grenade is available as a kit module for Tac captains only; there is no training manual.
Micro Cryonic Warhead would be another way to exploit this Cold Damage debuff, and it is a Tac captain kit module as well as a training manual, and it will (briefly) root targets in a 3m radius. But does it root the primary target?
The Full Auto Rifle, also from Nukara Rep, is another option.
I get the nagging feeling that there is definitely some potential synergy to be exploited here, but I don't quite see it yet.
The Refractive Bulwark Set is "okay" in its own right and offers some pretty unique Set Bonus options, particularly the 2-piece bonus in combination with a Commando Secondary. The armor is a good "multipurpose" armor you can use to take on anything/anywhere (including vacuum conditions), but the shield has nothing to really recommend it other than the 3-piece bonus.
But a Spike+Cryonic+Full Auto combo can be remarkably effective, since it pulls everything nearby into the Grenade's AoE, and you can get really good and pulling off the combo as an alpha strike move from a Tactical Captain. Depending on range to target you can either attack with a single target or cone attack. Use of additional cold damage buffing modules completely optional.
I notice that the Cryo Grenade makes a cryo cloud, (10 seconds, 6m radius), and that cryo cloud applies a -100 to cold damage resistance. But the Cryo Grenade is available as a kit module for Tac captains only; there is no training manual.
Micro Cryonic Warhead would be another way to exploit this Cold Damage debuff, and it is a Tac captain kit module as well as a training manual, and it will (briefly) root targets in a 3m radius. But does it root the primary target?
The Full Auto Rifle, also from Nukara Rep, is another option.
I get the nagging feeling that there is definitely some potential synergy to be exploited here, but I don't quite see it yet.
The Refractive Bulwark Set is "okay" in its own right and offers some pretty unique Set Bonus options, particularly the 2-piece bonus in combination with a Commando Secondary. The armor is a good "multipurpose" armor you can use to take on anything/anywhere (including vacuum conditions), but the shield has nothing to really recommend it other than the 3-piece bonus.
But a Spike+Cryonic+Full Auto combo can be remarkably effective, since it pulls everything nearby into the Grenade's AoE, and you can get really good and pulling off the combo as an alpha strike move from a Tactical Captain. Depending on range to target you can either attack with a single target or cone attack. Use of additional cold damage buffing modules completely optional.
Whoa, cool, it's a Gravity Well on the ground. Sadly, I have no Lohlunats.
I notice that the Cryo Grenade makes a cryo cloud, (10 seconds, 6m radius), and that cryo cloud applies a -100 to cold damage resistance. But the Cryo Grenade is available as a kit module for Tac captains only; there is no training manual.
Micro Cryonic Warhead would be another way to exploit this Cold Damage debuff, and it is a Tac captain kit module as well as a training manual, and it will (briefly) root targets in a 3m radius. But does it root the primary target?
The Full Auto Rifle, also from Nukara Rep, is another option.
I get the nagging feeling that there is definitely some potential synergy to be exploited here, but I don't quite see it yet.
The Refractive Bulwark Set is "okay" in its own right and offers some pretty unique Set Bonus options, particularly the 2-piece bonus in combination with a Commando Secondary. The armor is a good "multipurpose" armor you can use to take on anything/anywhere (including vacuum conditions), but the shield has nothing to really recommend it other than the 3-piece bonus.
I would proffer that the Bulwark shield is likely one of the BEST rep shields in-game: innate 20% resistance to all energy types, a chance for an additional 7.5% resistance and an innate 25% resistance to environmental hazards (which aren't common, bust still) The 2-pc is also nice when used in conjunction with Commando spec, I would agree.
As for the other above posters, the big difference between the Cryo micro torp and the chroniton micro spread is that one is a single target with a small AOE and the other one is a multi-taget. Overall, I would say the Chroniton version has much more utility.
All very good info, I'm just glad for the rep store enabling purchase of items without needing to go to the winter wonderland. I'm also glad I held on to the currency
Comments
Aye, I'm grabbing a few copies of Endothermic Beam thingy if I can. More exotic damage!
-Cryonic Mine Barrier: Cold version of Chroniton Mine Barrier. Cold version does less slightly damage than Chroniton, both versions reduce run speed by 50%, Cold version reduces shield hardness by 25%.
-Flash Freeze Bomb: Cold version of Transphasic Bomb. Cold version has 2/3 of it's damage as Cold rather than Kinetic. Cold version reduces run speed by 50%.
-Freeze Armor: Cold version of Fuse Armor. Both versions reduce runspeed by 66%; both versions Root and Stun. Cold version has minor Cold DoT instead of minor Electrical Dot. Cold version increases damage to shields by 25%.
Opinion: Cryonic Mine Barrier is pretty good. I'm not a fan of Transphasic Bomb, but if you like it, Flash Freeze Bomb isn't too shabby. Freeze Armor and Fuse Armor are garbage (though they are the ONLY Engineer abilities with a chance to Expose).
Winter Tactical Captain Modules
-Cryotronic Modulation: Unique version. Increases damage by 15%. The additional damage is Cold. Reduces the Speed of targets by 33%
-Cryo Grenade: Unique version. Deals 2/3 of initial damage as Cold. Creates a Cold Hazard with a minor Cold DoT, reduces Cold resistance by 100, reduces run speed by 66% and has a minor chance to Stun. Larger effect radius than most grenade powers.
-Micro Cryonic Warhead: Cold version of Micro-Torpedo Launcher (Terran Reputation Kit Module). Immediately deals damage to target. Damage is half-cold/half-kinetic. Small blast radius deals Cold damage. Roots targets in blast radius.
Opinion: Cryo Grenade is amazing. Reduces Cold resistance and freezes targets in places. Pairs well with Cryotronic modulation and weapons from the Nukara Reputation. By itself, Cryotronic modulation is alright. The Micro Warhead is not as good as the Grenade, but it still packs a punch.
Winter Science Captain Modules
-Endothermic Induction Field: Cold version of Exothermic Induction Field. Deals Cold damage then creates a Cold Hazard. Deals less damage than Exothermic Induction Field; has a small chance to Stun.
-Cryonic Pulse: Cold version of Sonic Pulse. PBAoE that deals significantly more damage than Sonic Pulse; damage is Cold. Both versions knock targets back. Cryonic Stuns targets; Sonic reduces run speed.
-Cryogenic Stasis Field: Cold version of Stasis Field. Has a minor Cold DoT. Longer duration compared to Stasis Field.
Opinion: Cryonic Pulse is better than Sonic Pulse, but only really useful if you are a melee character. Endothermic does less damage than Exothermic; however, enemies won't jump 50 feet in the air to escape the Cold Hazard. It also has a chance to Stun. Cryogenic Stasis Field falls in the same category as Freeze Armor. It's garbage. A single target Fragile hold and weak DoT means it just falls behind all the good Stun/multi-target kit modules available to Science.
Winter Bridge Officer Modules
-Cryonic Pulse: Your BOFFs lack the AI to use this to any great effect. I would avoid it.
-Micro Cryonic Warhead: Standard Grenade power with a slightly smaller blast radius. The Root effect is what makes it potent. I would recommend it.
-Freeze Armor: Total garbage and your BOFFs lack the AI to use this effectively. Most fabrications give significantly better performance. I would avoid it.
My AOY alt is a Tac, and she uses-
Micro Cryonic Warhead
Chroniton Micro-Torpedo Spread
Plasma Grenade
My point being that you don't have to choose, you can have your cake and eat it too. The two missile attacks make a great 1-2 punch to open a fight, and the grenade is there for when they're both on cooldown.
With her BOFFs setup as per this thread...
http://www.arcgames.com/en/forums/startrekonline/#/discussion/1225221/immortal-boff-skills-combo-for-ground
...I find I do not loathe ground combat nearly as much as I once did.
I dislike the changes they made to Plasma Grenades. They do less damage than Photon Grenades, and without the DoT, their tiny hazard is "meh", especially since it does FIRE!!! damage. FIRE!!! hazards cause NPCs to wig out and jump into low-orbit to escape the damage, and they actively avoid entering the hazard.
Oh dear. It looks like I'm being A Bad Influence On People™ again ...
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
You have no idea
So, I have continued to think about this-
I notice that the Cryo Grenade makes a cryo cloud, (10 seconds, 6m radius), and that cryo cloud applies a -100 to cold damage resistance. But the Cryo Grenade is available as a kit module for Tac captains only; there is no training manual.
Endothermic Induction Field would be one way to exploit this, but it is available as a kit module for Sci captains only; there is no training manual.
Micro Cryonic Warhead would be another way to exploit this Cold Damage debuff, and it is a Tac captain kit module as well as a training manual, and it will (briefly) root targets in a 3m radius. But does it root the primary target?
Unfortunately, this is somewhat backwards. What you need the root for is to hold targets in place for the Grenade, so they don't just run out of the target area. But you need to throw the grenade first to get the debuff.
There is an interesting section in gamepedia - here - which lists all the stuff available to player which does Cold damage
The CRM 200, from the last mission of the Breen episode, is something I tried long ago and rejected as worthless. Looked OK on paper, was disappointing in actual use. But I haven't played with it for years, and the gamepedia listing shows a 30% bonus to critH if you can get it to UR.
The Hyper Compressed Cryo Launcher might be OK, I have never tested it. Nukara marks are certainly easy to get from CCA, plus 9K Dil and 40K EC. There are no elite marks for Nukara, afaik.
The Full Auto Rifle, also from Nukara Rep, is another option. Same comments as above. Again, I have not tried it.
I get the nagging feeling that there is definitely some potential synergy to be exploited here, but I don't quite see it yet. Then again, I've never been much of a theorycrafter; I'm more the trial-and-error type.
The CRM 200 is a mini-gun. If you don't like the performance of a mini-gun, you won't like the CRM 200. The Compressed Cryo Launcher I have on all my older characters from the early days of Nukara, when we would farm it for Fleet Marks. If you like pulsewaves, then you would probably like the Compressed Cryo Launcher. I still use it to great effect on Tholians. I have the Cryo Auto Rifle on a couple of my characters. It's ok. I prefer the Cryo Launcher. The Auto Rifle is better when you use it with Nano Energy Cells and other "on hit proc" effects.
I went with using the Flamethrower in combination with the Cold modules. Works amazingly well. If you can get your Crit chance high enough, the Cryo Immobilizer reputation trait also synergizes well with this.
Graviton Spike module.
Cryonic Grenade module.
Full Auto Rifle
The Refractive Bulwark Set is "okay" in its own right and offers some pretty unique Set Bonus options, particularly the 2-piece bonus in combination with a Commando Secondary. The armor is a good "multipurpose" armor you can use to take on anything/anywhere (including vacuum conditions), but the shield has nothing to really recommend it other than the 3-piece bonus.
But a Spike+Cryonic+Full Auto combo can be remarkably effective, since it pulls everything nearby into the Grenade's AoE, and you can get really good and pulling off the combo as an alpha strike move from a Tactical Captain. Depending on range to target you can either attack with a single target or cone attack. Use of additional cold damage buffing modules completely optional.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
Whoa, cool, it's a Gravity Well on the ground. Sadly, I have no Lohlunats.
I would proffer that the Bulwark shield is likely one of the BEST rep shields in-game: innate 20% resistance to all energy types, a chance for an additional 7.5% resistance and an innate 25% resistance to environmental hazards (which aren't common, bust still) The 2-pc is also nice when used in conjunction with Commando spec, I would agree.
As for the other above posters, the big difference between the Cryo micro torp and the chroniton micro spread is that one is a single target with a small AOE and the other one is a multi-taget. Overall, I would say the Chroniton version has much more utility.