I'm a returning player, still haven't finished the Gamma quadrant episodes (very casual play). I'm only equipping my character with stuff I have, not with stuff from my other characters.
I had trouble with the hur'q with my bug ship until I figured them out, then it was mostly smooth sailing. I finally decided to pick a science ship with my free lvl61 ship token, and I really am having a hard time. I re-ran a mission to get a bunch of beam arrays, but I'm still dying bad.
Aside from "git gudder" - which is likely an issue, I agree - what's a good way for a newly created Jem'Hadar, without dilithium or c-store, to load-out a long range sci vessel to deal with the hur'q?
-Jeff
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So you are actually now flying a ship that is worse off than your bug ship, which IS T5-U. Add in it's a Science ship with fewer weapons and hull and I can understand you having more difficulty.
I've also noticed that the enemy scaling at 60+ seems off. I've been leveling up my Delta Recruits before getting into playing my Jem'Hadar and missions I ran before the expansion that were a piece of cake, are now seriously kicking my rear. An enemy that used to be a challenge is now wiping me out, over and over. Their first shot in a volley is taking down my shield facing and hitting for 2k+ damage on top of that, and there's still 3 more shots incoming. It didn't appear to be a Beam Overload as I saw no mention in the combat log. So if there really is a scaling issue, that may be adding to the problem as well.
Losing faith in humanity, one person at a time.
-Jeff
Murder Ball Recipe:
1 Gravity Well 3
1 Subspace Vortex 3
1 Destabilizing Resonance Beam 1
1 Particle Manipulator Trait
250 or more Exotic Particle Generators*
400 CtrlX**
A pinch of Plasma Emission Torpedo Spread
and as many + to exotic damage bonuses as your budget will allow.
One Serving is enough for an excessive number of hur'q within a 24 kilometer diameter space.
*250 is where the bonus to crit hit chance from particle generators caps out. You will continue to get bonus damage from exceeding 250 so its still good to have more, just bare in mind your not getting as much benefit as you were for the first 250 points in this.
** CtrlX continues to increase the radius of your gravity well up to 400, but after that all it dose is increase pull strength. The amount of strength it adds is pretty much unnoticeable so there is zero reason to exceed 400. That said, a maximum-sized well, otherwise known as a mega well, is never a bad thing, as it will help you capture more targets, and keep them toward the center, where they take the most damage, longer. With high end gear you can easily obtain a megawell and still have 350+ in EPGs and numerous exotic damage boosts.
Plasma-Emission Torpedo Launcher can be crafted or bought on the Exchange.
I think it's not that expensive, but I don't know about your EC budget.
Destabilizing Resonance Beam is a mission reward in the Iconian Arc (Blood of the Ancients is the mission, I think).
I would also recommend the Quantum Phase Torpedo and the two-piece Quantum Phase Applications Set (you probably want the console as second piece).
However, I believe all the missions rewards will be unavailable until after you completed the starting arc for the Jem'Hadar, so unfortunately it won't help your right now..
This early in the character process you probably also lack some good starship mastery traits to reduce cooldowns. So you probably need to double up on some critical powers.
I moved my omni to the front and my torp to the back, and that absolutely helped. I also kept a closer eye on some of my deaths and realized that it's the little critters explosions that are getting me. In my bug boat I boom and zoom, but science ship is much more gimicky than that.
Just use one major weapon type, do a quick-and-dirty Dragon build (so you don't need any Duty Officers), start cycling your essential bridge officer abilities properly and you should be good to go. Minimal investment, max results, you'll only need to actually aim the ship at the HP sponges the game throws at you.
I am not sure the Intrepid has the engineering slots to afford that. But he could perhaps use Tractor Beam Repulsors to keep them away.
I always wanted to try a Charged PArticle Burst / Photonic Shockwave build again, they migh also work against the swarmers. (Back in the old days when I still PvPed, a combination of Charged Particle Burst, Photonic Shockwave, Tachyon Beam and Tri-Cobalt Torpedoes was really terrifyingly effective in PvP. But it was never really good in PvE. But these powers have seen a few buffs since then.)
Photonic Shockwave after a doffed TBR and Gravimetric torp spread (Takes care of most swarms)..
My best ship for swarms is the T6 Multimission Warbird with the Radiation Bombardment Matrix, Isometric Dispersal Array and Omni directional Tachyon Wave Siphon + Heavy Tachyon Mine..Pretty much takes out tons of Mobs with little effort.
Rouge Sto Wiki Editor.
My weapon set up is a (on front) a rapid reload transphasic torpedo MK XI, 2x advanced fleet plasma dual beam bank, and the solonae dual heavy proton cannons (usually not active). On the rear I have a Breen transphasic cluster torpedo and 2x advanced fleet plasma turret mkxii. I feel like I should be wrecking face with those weapons, but ti still takes me a while to kill things.
My science Boffs have: Hazard Emitters I, science team II, Gravity Well I, Tractor Beam repulsers III and the second Boff has Tractor beam I and Hazard Emitters II
I'm most disappointed with how Gravity well performs.. the Hur'Q are usually moving fast enough that they can just run out of the gravity well before it fully forms so I only hit the Hur'Q I was actually aiming at and maybe one or two others, but even then it seems to do practically no damage and doesn't really control them well either. My tractor Beam and repulsers both seem to be very useful however.
P.S.: Also, what are standard energy levels? I usually run with weapons maxed, which means my Aux is rather lower than I'd like, but since I feel like my abilities don;t perform well anyway, I'm afraid I'll complete lack punch without high weapons power.
If your science abilities are lackluster it could be in part due to your aux power levels. Many of the hybrid builds my aux level is 70+ resting even in an Arbiter Cruiser, science builds 90+ but can spike to well over 100 with an aux batt. . I assume you're at 100 controlX, 100 drainX, and 100 Pgen as part of your spec (skill tree).
With the right combination of things the radius and pull of your gravity well should snare quite a few Hurq. Now lob a torpedo spread in the middle of it for more fun.
You sir, need more CtrlX in your life. Maybe the psychological warfare space trait as well, that will increase gravity well's pull strength. But mainly you want some more CtrlX.
Don't be afraid to sacrifice a little EPG for CtrlX. After the initial 250 EPG you need to get 50% CritH out of the Particle manipulator trait each additional point is only going to add about 0.3% to your overall damage on a high end build. You dont have to go all the way to 400 CtrlX and obtain MegaWell(24km) status if you don't want to, but it really dose work like a charm for hurk and other fast moving enemies.
As speaking in gear exclusively.
Exotic Particle Generator Skill =100
Control Expertise Skill =100
5 Particle Focuser/Restorers.=187.5 Control X 125 EPG Mk 14 Epic
Secondary Deflector = Up to 40 [CtrlX] Re-engineered at mk 14 Epic.
=327.5 Control X/225 EPG
Jem Hadar Deflector (63.8 mk 15) or Romulan Deflector (+70 mk 15)
Bajor Deflecor (Re-Engineered) +85 Control X at EPIC Mk 15
= 391.3 to 410.5 CntrlX depending on Deflector and Mk.
The rest can be made up of Universals or Deflectors/Engines.
Optional
Delta Alliance Hyper-Efficient Impulse Engines (+37.5 Mk 13 Ur)
Console - Engineering - Conductive RCS Accelerator =37.5 Control At mk 14 Epic.
Console - Universal - Hostile Acquisition (+30) -Exchange-
Console - Universal - Assimilated Module (up to +28.6)
Console - Universal - Chroniton Drive Actuator (up to +18.8)
Other consoles found on this page. https://sto.gamepedia.com/Skill:_Control_Expertise
Rouge Sto Wiki Editor.
-Lord Commander Solar Macharius