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lukari n'kaam/dranuur build

telbasta7386telbasta7386 Member Posts: 761 Arc User
So ive been wanting to make a new science character for a while now, and with the infinity lockbox weekend i picked up a t5 n'kaam scout pack and my fleet will have a t5 colony soon so i can upgrade to the t6 dranuur. I find the lukari fascinating and love doing theme builds/characters, so i went ahead and made myself a lukari sci captain and im working on leveling her right now.

Given the way the lukari scout ships work, as a hybrid raider/science ship, i want to go with a mixed exotic and weapon damage setup. My current line of thought is to use 5 beam arrays and one torpedo, so the ship's speed and agility can be used to keep behind enemies and benefit from flanking bonuses as much as possible. Of course, I'll probably be using fire at will for the arrays, and gravity well/ subspace vortex for control.

I plan to rep temporal defense and lukari restoration primarily, might also do nukara and iconian for passives and traits.

Any suggestions on other stuff to add? Ive saved up a pilfered power trait and delphic tear console already for this build

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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited April 2019
    nJdL5xW.jpg
    https://i.imgur.com/nJdL5xW.jpg

    Just an example. You dont need to use what I use. As a sci ship..Well they work better with Lots of Aux power (100) and the rest split between Engine and shields. As a sci ship.. They do 75%-85% of their damage with The Exotic Boff abilities (DRB, SSV,GW3) then throw in some debuffs like Kemocite and Structural integrity analyst.

    LVL 15 Science Rnd is a must as it gives all your Exotics (non - weapon damage) 50% base critical hit @ 250 EPG.
    Pilfered Power works best if you secondary science abilities skill points are Drain.

    You will find going the Beams route tends to be not as fun as doing so with an escort or a cruiser. Torpedos tend to be more effective as you dont need Energy in weapons to use them.


    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    Well, i already have another character doing the typical sci torp boat build, so i was aiming for something a little different, plus i really want to make use of chroniton beam arrays/torp since they match the nice prismatic/rainbow engine color of the lukari ships.
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    westx211westx211 Member Posts: 42,216 Arc User
    I've only ever run a torp build once, I generally prefer beams on my sci build for one reason or another. Your build looks pretty good but I probably wouldn't go that in on sci skills just to get the probability clicky.
    Men are not punished for their sins, but by them.
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    > @westx211 said:
    > I've only ever run a torp build once, I generally prefer beams on my sci build for one reason or another. Your build looks pretty good but I probably wouldn't go that in on sci skills just to get the probability clicky.

    Probability manipulation for me is used for a heal boost and spike damage on my initial salvo for torpedos. It used very rarely as it doesnt stack with the sci Rnd Particle Manipulator (which defaults my exotics to 50% and does stack with my on board crit)

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    westx211westx211 Member Posts: 42,216 Arc User
    So ive been wanting to make a new science character for a while now, and with the infinity lockbox weekend i picked up a t5 n'kaam scout pack and my fleet will have a t5 colony soon so i can upgrade to the t6 dranuur. I find the lukari fascinating and love doing theme builds/characters, so i went ahead and made myself a lukari sci captain and im working on leveling her right now.

    Given the way the lukari scout ships work, as a hybrid raider/science ship, i want to go with a mixed exotic and weapon damage setup. My current line of thought is to use 5 beam arrays and one torpedo, so the ship's speed and agility can be used to keep behind enemies and benefit from flanking bonuses as much as possible. Of course, I'll probably be using fire at will for the arrays, and gravity well/ subspace vortex for control.

    I plan to rep temporal defense and lukari restoration primarily, might also do nukara and iconian for passives and traits.

    Any suggestions on other stuff to add? Ive saved up a pilfered power trait and delphic tear console already for this build

    You can go ahead and make it just with stuff boosting energy weapons, you just need to balance your power levels well and I'd run reciprocity in order to help your tac cooldowns though if you have the cardassian ships the Calm before the storm trait is another nice trait that also boosts haste and all boff cooldowns. For a torp if you're only gonna run one then for sure run the gravimetric torp.
    Men are not punished for their sins, but by them.
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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    Right now for starship traits im thinking layered shielding, improved gravity well, pilfered power, and entwined tactical matrices. I also want to use the proto spill trait from the dranuur, but im not sure ill be able to unlock the 5th trait slot for a good while since its super expensive to unlock.

    With entwined tactical matrices i can run beam fire at will and get a free torpedo spread every 15 seconds, which frees up tactical slots to run kemocite.

    The idea i have on paper is that once i get grav well/ssv out, enemies will be clustered up and unable to move, and then i can use the dranuur's speed and agility to fly around the group using fire at will to get flanking attacks and kemo procs. I don't want to rely much on torpedoes, I'm mostly just adding the one torp into the setup for the set bonus.

    Also, since my sci torp build uses a deteriorating secondary deflector and focused more on damage over time, i was considering using an inhibiting deflector on this ship to get more burst damage once grav well hits.
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Right now for starship traits im thinking layered shielding, improved gravity well, pilfered power, and entwined tactical matrices. I also want to use the proto spill trait from the dranuur, but im not sure ill be able to unlock the 5th trait slot for a good while since its super expensive to unlock.

    With entwined tactical matrices i can run beam fire at will and get a free torpedo spread every 15 seconds, which frees up tactical slots to run kemocite.

    The idea i have on paper is that once i get grav well/ssv out, enemies will be clustered up and unable to move, and then i can use the dranuur's speed and agility to fly around the group using fire at will to get flanking attacks and kemo procs. I don't want to rely much on torpedoes, I'm mostly just adding the one torp into the setup for the set bonus.

    Also, since my sci torp build uses a deteriorating secondary deflector and focused more on damage over time, i was considering using an inhibiting deflector on this ship to get more burst damage once grav well hits.

    You know...Kemo Procs 100% of the time on torpedos...

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    Right now for starship traits im thinking layered shielding, improved gravity well, pilfered power, and entwined tactical matrices. I also want to use the proto spill trait from the dranuur, but im not sure ill be able to unlock the 5th trait slot for a good while since its super expensive to unlock.

    With entwined tactical matrices i can run beam fire at will and get a free torpedo spread every 15 seconds, which frees up tactical slots to run kemocite.

    The idea i have on paper is that once i get grav well/ssv out, enemies will be clustered up and unable to move, and then i can use the dranuur's speed and agility to fly around the group using fire at will to get flanking attacks and kemo procs. I don't want to rely much on torpedoes, I'm mostly just adding the one torp into the setup for the set bonus.

    Also, since my sci torp build uses a deteriorating secondary deflector and focused more on damage over time, i was considering using an inhibiting deflector on this ship to get more burst damage once grav well hits.

    You know...Kemo Procs 100% of the time on torpedos...

    Yea i know, but like i said, already have a sci torp character, let's call this a science experiment =P
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited April 2019
    Right now for starship traits im thinking layered shielding, improved gravity well, pilfered power, and entwined tactical matrices. I also want to use the proto spill trait from the dranuur, but im not sure ill be able to unlock the 5th trait slot for a good while since its super expensive to unlock.

    With entwined tactical matrices i can run beam fire at will and get a free torpedo spread every 15 seconds, which frees up tactical slots to run kemocite.

    The idea i have on paper is that once i get grav well/ssv out, enemies will be clustered up and unable to move, and then i can use the dranuur's speed and agility to fly around the group using fire at will to get flanking attacks and kemo procs. I don't want to rely much on torpedoes, I'm mostly just adding the one torp into the setup for the set bonus.

    Also, since my sci torp build uses a deteriorating secondary deflector and focused more on damage over time, i was considering using an inhibiting deflector on this ship to get more burst damage once grav well hits.

    You know...Kemo Procs 100% of the time on torpedos...

    Yea i know, but like i said, already have a sci torp character, let's call this a science experiment =P

    LOL ..I see what ya did there

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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