It depends. I always use phasers- in particular TOS and Wrath Of Khan pulse phasers. My TOS blue phasers are advanced fleet and more powerful than the undiscovered lock box pulse phasers... but I've upgraded all my phaser weapons to gold/epic standard.
So once you have a weapon set you like work to upgrade it to gold- then you should be fine.
I'm not that great in PVP combat for many reasons but in fleet actions and normal story mode I prefer my federation weaponry.
Mark XIV anything will work fine for all game content. Phaser, Tetryon, Nanopuffin will all get the job done. Use the one you like, based on lore, beam color, other visuals, sound effects, whatever.
all energy weapons are the same only difference is the trick it does... phasers can shut down a random subsystem. that's can... and the duration isnt very long.
standard vanilla trick for each energy type.
dps is king so antiproton is the "best"
disruptors has a debuff
plasma has a dot
polaron reduces power levels
tetreyon drains shields
dont think I am missing anything.
pick an effect you like, or go rainbow and forget about it all and be happy.
Phasers are fine. And with the recent weapons set from "Beyond the Nexus" they have a bit of an edge in firing haste over other weapon types.
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
0
rattler2Member, Star Trek Online ModeratorPosts: 58,687Community Moderator
Phasers are fine. If you want a bit more punch Kelvin emitters or Phased Biomatter would be better. Pulse Phasers were also VERY good with their proc, but they are currently bugged.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
It does matter if you're looking for endgame high-dps. Phasers have some of the worst basic procs in the entire game. Subsystems offline is totally useless against NPCs.
This was remedied somewhat with the pulse phasers and a few others. Getting a decent set of pulse phasers with good mods is nearly impossible though. I do like what they did with that new tritanium phaser, unfortunately there is only one as a mission reward. The prolonged engagement phaser was a nice attempt as well, although I heard it's basically garbage since they thought it was a good idea to start it at 90% damage instead of 100. I guess the devs haven't noticed yet that there is very little in the way of "prolonged engagement" in this game anymore.
The new colony holding looks like it will have some pretty good weapons, you might try the phaser variation of those.
the question is really what are you after? For "normal" PvE phasers are just find, it's really just at really high end that they're not the optimal choice.
AP is "best" as it can the most universally useful proc (either crit hit or crit severity can't remember atm, but crits are a form of a proc), but if you have low critical hit that isn't a "must have" either.
I use phaser on my main on a cannon build currently. Getting with him in the 110k+ DPS reach in ISA was not an issue. If I force it I think I can get a lot higher. If you look around phaser got multiple awesome sets lately with the one from recent FE being one of the best. It’s so good that it’s even installed on rainbow builds setting the highest DPS records.
While it is correct to point out that the phaser proc is not the most useful in game (compared to Disruptor, AP or discrete weapons feature utilizing rainbows) the difference feels far less significant than picking a fed toon over a romulan one or flying anything else than a scimitar for that matter.
I think there are 1001 more important choices to make on a build than which energy type to pick.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
If you aren't chasing every last iota of dps, then choice of weapon is pretty much just a matter of what visuals you prefer. Most of them proc their effect 2.5% so not a huge chance of it happening much unless what you are shooting at lives a long time.
AP will be the best just because it's buff is always on and you can increase it's chance of happening with CrtH.
Then, Coalition Disruptors have 2x the resistance debuff of normal disruptors; but still stuck at 2.5% proc
It was mentioned once but I think it bears repeating: phasers have gotten a fair bit of love from set bonuses. Two episodes ("Beyond the Nexus" and one from the Iconian War arc, the name of which escapes me) have sets with phaser damage bonus, as does the Undine rep set. It's pretty demanding in terms of taking up console slots, and so probably still isn't optimal, but I think phaser is the damage type with the most set support. That fact that some of the support is firing haste is just gravy.
It was mentioned once but I think it bears repeating: phasers have gotten a fair bit of love from set bonuses. ....
Yeah, a related but different question for sure. The weapon proc is negligable, but if you can get a bunch of consoles and etc to buff phasers vs other types then that could make phasers 'better'.
There's also the minor perks for using faction-specific weapons, such as lances on certain ships, or other consoles boosted by that type of damage.
Probably entirely irrelevant for elite difficulty, but on alts and for-fun builds it is nice seeing a bit higher damage from something used as intended.
From a soft-RP perspective, I also think of phasers as federation's way to try to discourage ongoing conflict in less-than-lethal ways, by trying to disable vital subsystems as a way to say this fight is over, we can damage you a lot more but we may choose not to this time, so retreat or let's try another way to solve the problem.
My Wells temporal science vessel actually has Temporal Primary Spec and Beyond the Nexus 2-piece set along with the weekend event Prolonged Engagement Phaser which makes for some very very nice haste stacking. ^_^
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
Let me just give you the lowdown on just how much phaser fun there is to play with out there and make a pahser build amazing to play with...
Sunrise mission gives you 1) quantum phase torpedo, 2) quantum phase beam array and 3) quantum phase converter. The quantum phase torpedo normally busts shields with torp spread severely busts shields. I'm talking from 3,000 to 20,000 shield drain guarantee. The quantum phase beam array is a shield drain and heal proc all in one of massive proportions. And the quantum phase converter is basically an extra phaser damage boosting console (+) that you don't need to put in a tactical console slot.
With 2 of these items on your ship your drain abilities will get a serious boost. And with all 3 items, you get an amazing quantum distabilising beam power that is a powerful phaser attack fired from your deflector that needs 2 minutes to cooldown.
Beyond the Nexus gives you 1) trilithium-enhanced omni-directional phaser beam array and 2) reinforced armaments. The trilithium-enhanced omni-directional phaser can be added to your ships aft weapons array with a regular omni-directional phaser beam array meaning you can really churn out the phaser damage from the get go, and given it has a speed enhancement for all beam weapons the damage is churned out even faster. The reinforced armaments are just a good idea per sea and feed into a 2 piece boost you'll really want...
With both of the above items on your ship you'll gain the 2 piece set bonus of speed tweaks. And when this kicks in...oh baby, you really do churn out damage like never before.
AND, if you're a part of a fleet and have space for any non-mission phaser beam arrays noted above, check out the elite fleet drannur phaser beam arrays with the regular phaser proc and a couple more tasty ones besides you just be clamoring for from the new colony holding...
Are phaser weapons good in space combat? HELL YES!
Let me just give you the lowdown on just how much phaser fun there is to play with out there and make a pahser build amazing to play with...
Sunrise mission gives you 1) quantum phase torpedo, 2) quantum phase beam array and 3) quantum phase converter. The quantum phase torpedo normally busts shields with torp spread severely busts shields. I'm talking from 3,000 to 20,000 shield drain guarantee. The quantum phase beam array is a shield drain and heal proc all in one of massive proportions. And the quantum phase converter is basically an extra phaser damage boosting console (+) that you don't need to put in a tactical console slot.
With 2 of these items on your ship your drain abilities will get a serious boost. And with all 3 items, you get an amazing quantum distabilising beam power that is a powerful phaser attack fired from your deflector that needs 2 minutes to cooldown.
Beyond the Nexus gives you 1) trilithium-enhanced omni-directional phaser beam array and 2) reinforced armaments. The trilithium-enhanced omni-directional phaser can be added to your ships aft weapons array with a regular omni-directional phaser beam array meaning you can really churn out the phaser damage from the get go, and given it has a speed enhancement for all beam weapons the damage is churned out even faster. The reinforced armaments are just a good idea per sea and feed into a 2 piece boost you'll really want...
With both of the above items on your ship you'll gain the 2 piece set bonus of speed tweaks. And when this kicks in...oh baby, you really do churn out damage like never before.
AND, if you're a part of a fleet and have space for any non-mission phaser beam arrays noted above, check out the elite fleet drannur phaser beam arrays with the regular phaser proc and a couple more tasty ones besides you just be clamoring for from the new colony holding...
Are phaser weapons good in space combat? HELL YES!
I'm dying to try this combination with the Exceed Rating Limit MW power, if they would put out some decent MW ships! That Tzenkethi escort only has a lt. MW slot, I mean come on! Insufficient!
0
rattler2Member, Star Trek Online ModeratorPosts: 58,687Community Moderator
It was mentioned once but I think it bears repeating: phasers have gotten a fair bit of love from set bonuses. Two episodes ("Beyond the Nexus" and one from the Iconian War arc, the name of which escapes me) have sets with phaser damage bonus, as does the Undine rep set. It's pretty demanding in terms of taking up console slots, and so probably still isn't optimal, but I think phaser is the damage type with the most set support. That fact that some of the support is firing haste is just gravy.
I think I'll have to disagree on that. Tetryon actually has quite a bit of support too. The Krenim set, the new set from Melting Pot, the Nukara rep stuff... hell... even the Competative Rep has Tetryon.
I'm still testing if at least the 3 piece Preemenant set is worth trading the Nukara set for, thus replacing the short range Tetryon clicky with extra Tetryon Damage. Still got the full Krenim for its clicky that is actually superior to the Nukara set's, and the 2 piece mine/console for extra damage.
Really want to add the Lobi Tetryon torp to that build but... I haz only 7 lobi.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
you can use any energy type... they are all about the same with antiproton in the lead due to it being a pure dps boost - tetryon however is the worse energy type due to it's gimmick being drain/strip shields... not everything has shields and also once a ship has no shields... it's gimmick is no longer doing anything for ya.
vs everything else.
antiproton proc is always doing dmg
phaser proc can always shut down a subsystem
disruptor proc is always debuffing
plasma proc is always stacking a dot
polaron proc is always draining subsys energy
Everything else seems to be better. Or is that just me?
All weapons are useful. It's how you build around them. I use Phasers on all my Feds, especially Agony Phasers.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
Comments
So once you have a weapon set you like work to upgrade it to gold- then you should be fine.
I'm not that great in PVP combat for many reasons but in fleet actions and normal story mode I prefer my federation weaponry.
standard vanilla trick for each energy type.
dps is king so antiproton is the "best"
disruptors has a debuff
plasma has a dot
polaron reduces power levels
tetreyon drains shields
dont think I am missing anything.
pick an effect you like, or go rainbow and forget about it all and be happy.
normal text = me speaking as fellow formite
colored text = mod mode
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
This was remedied somewhat with the pulse phasers and a few others. Getting a decent set of pulse phasers with good mods is nearly impossible though. I do like what they did with that new tritanium phaser, unfortunately there is only one as a mission reward. The prolonged engagement phaser was a nice attempt as well, although I heard it's basically garbage since they thought it was a good idea to start it at 90% damage instead of 100. I guess the devs haven't noticed yet that there is very little in the way of "prolonged engagement" in this game anymore.
The new colony holding looks like it will have some pretty good weapons, you might try the phaser variation of those.
AP is "best" as it can the most universally useful proc (either crit hit or crit severity can't remember atm, but crits are a form of a proc), but if you have low critical hit that isn't a "must have" either.
But the still it depends on what you're after.
Getting to the top of the DPS charts is a very different goal than being able to play the game content well.
My character Tsin'xing
I use phaser on my main on a cannon build currently. Getting with him in the 110k+ DPS reach in ISA was not an issue. If I force it I think I can get a lot higher. If you look around phaser got multiple awesome sets lately with the one from recent FE being one of the best. It’s so good that it’s even installed on rainbow builds setting the highest DPS records.
While it is correct to point out that the phaser proc is not the most useful in game (compared to Disruptor, AP or discrete weapons feature utilizing rainbows) the difference feels far less significant than picking a fed toon over a romulan one or flying anything else than a scimitar for that matter.
I think there are 1001 more important choices to make on a build than which energy type to pick.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
AP will be the best just because it's buff is always on and you can increase it's chance of happening with CrtH.
Then, Coalition Disruptors have 2x the resistance debuff of normal disruptors; but still stuck at 2.5% proc
I literally pick energy type for each character dependent on what color looks best with the ship they fly.
It's the mark and the mods that matter. I won't say there is zero difference, but the difference is small enough that it's not worth stressing over.
Phasers are still my favorite of all of them, I just like them.
And you use them well Sea. When you can get around to it please check out the new phaser set
https://sto.gamepedia.com/Trilithium-Laced_Weaponry
if you have not have it already. Top of the line for free from story.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Hmm.. those actually interest me. I'm all about anything that offers firing cycle haste.
I'll have to give them a try, thanks for the heads up!
Keep in mind more firing cycle haste means more weapon power is needed.
They actually highlight the need for a energy slot in the cosmetics tab to unify the look to what you slot in there.
Yeah, a related but different question for sure. The weapon proc is negligable, but if you can get a bunch of consoles and etc to buff phasers vs other types then that could make phasers 'better'.
Probably entirely irrelevant for elite difficulty, but on alts and for-fun builds it is nice seeing a bit higher damage from something used as intended.
From a soft-RP perspective, I also think of phasers as federation's way to try to discourage ongoing conflict in less-than-lethal ways, by trying to disable vital subsystems as a way to say this fight is over, we can damage you a lot more but we may choose not to this time, so retreat or let's try another way to solve the problem.
Sunrise mission gives you 1) quantum phase torpedo, 2) quantum phase beam array and 3) quantum phase converter. The quantum phase torpedo normally busts shields with torp spread severely busts shields. I'm talking from 3,000 to 20,000 shield drain guarantee. The quantum phase beam array is a shield drain and heal proc all in one of massive proportions. And the quantum phase converter is basically an extra phaser damage boosting console (+) that you don't need to put in a tactical console slot.
With 2 of these items on your ship your drain abilities will get a serious boost. And with all 3 items, you get an amazing quantum distabilising beam power that is a powerful phaser attack fired from your deflector that needs 2 minutes to cooldown.
Beyond the Nexus gives you 1) trilithium-enhanced omni-directional phaser beam array and 2) reinforced armaments. The trilithium-enhanced omni-directional phaser can be added to your ships aft weapons array with a regular omni-directional phaser beam array meaning you can really churn out the phaser damage from the get go, and given it has a speed enhancement for all beam weapons the damage is churned out even faster. The reinforced armaments are just a good idea per sea and feed into a 2 piece boost you'll really want...
With both of the above items on your ship you'll gain the 2 piece set bonus of speed tweaks. And when this kicks in...oh baby, you really do churn out damage like never before.
AND, if you're a part of a fleet and have space for any non-mission phaser beam arrays noted above, check out the elite fleet drannur phaser beam arrays with the regular phaser proc and a couple more tasty ones besides you just be clamoring for from the new colony holding...
Are phaser weapons good in space combat? HELL YES!
These are the voyages of the U.S.S. Pioneer...
I'm dying to try this combination with the Exceed Rating Limit MW power, if they would put out some decent MW ships! That Tzenkethi escort only has a lt. MW slot, I mean come on! Insufficient!
I think I'll have to disagree on that. Tetryon actually has quite a bit of support too. The Krenim set, the new set from Melting Pot, the Nukara rep stuff... hell... even the Competative Rep has Tetryon.
I'm still testing if at least the 3 piece Preemenant set is worth trading the Nukara set for, thus replacing the short range Tetryon clicky with extra Tetryon Damage. Still got the full Krenim for its clicky that is actually superior to the Nukara set's, and the 2 piece mine/console for extra damage.
Really want to add the Lobi Tetryon torp to that build but... I haz only 7 lobi.
normal text = me speaking as fellow formite
colored text = mod mode
My character Tsin'xing
vs everything else.
antiproton proc is always doing dmg
phaser proc can always shut down a subsystem
disruptor proc is always debuffing
plasma proc is always stacking a dot
polaron proc is always draining subsys energy
All weapons are useful. It's how you build around them. I use Phasers on all my Feds, especially Agony Phasers.