Who needs heals when you have 545% regen?
(Out of Combat - During combat regen floats between 400%-450% depending on which buffs are active).
I'm not sure if the 450% regen/minute is based on current hull size of 350,000 or my lower base hull size, but either way it is a lot of regen per second -- enough that I never need to heal, so I replaced my eng BOFFs shield/hull heals with temporal abilities.
All the regen and hull did come at expense of crit chance since I replaced locator consoles with hull/beam consoles and sci consoles with regen consoles, lowering my crit-chance from mid-40's down to 30% - still respectable.
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As soon as combat starts, before I have any combat buffs, my regen drops down to 327%...that's as low as it gets. Then once ships start firing back at me my regen goes back up - for example, I get +120% when an enemy crit hits me.
I'm not sure where the 20% number cited above comes from...
First time I have heard the phrase "zombie regen build". I only have one hull heal from boffs -- This ship has a Lieutenant Engineer slot (non-temporal) so I had to pick 2 from Eng set and I chose:
1. Emergency Power to Weapons (triggers my Emergency Weapon Cycle starship trait)
2. Aux Power to Structural Integrity (A minor hull heal that also buffs resists and has low cooldown). I dont actually use it during missions because by the time I think to click on it, any damage has been regenn'ed away, so I'll might replace with Emergency Power to Engines for which I have a DOFF that causes it to reset cooldown on Evasive, but unfortunately it adds to cooldown on EPW.
The term Zombie build is usually a PvP term.
With respect to EPtE (doffed to reset Evasive) putting EPtW into cool down do you have room for or have you tried 2-3 very rare damage control engineers of the 'emergency power' variant as active duty doffs so that you can use a single copy of each of those two emergency powers without conflict?
https://sto.gamepedia.com/Specialization:_Damage_Control_Engineer#Emergency_Power_.2B_Elachi_variant
Almost every console either boosts hull capacity or regen. The tac consoles are all Disco-era consoles with +hull, and the engineering consoles are uni consoles with +hull%, while the sci consoles are disco consoles boosting both regen and hull. The weapons are all integrity-linked for more +hull, and the space set (shield, core, engine, deflector) either directly or via set bonus increase hull (it was tough to give up my competitive engine that gives speed bursts but I was maxing both hull and regen in this build. I have several loadouts for this ship...this is the hull loadout. The main loadout goes is much more heavy on crit chance (but no ship has as much crit chance as my Rommy ship which is 50% crit chance, unbuffed, out of combat).
The 26th century temporal dreadnoughts have very high hull. There are only a few ships with higher base hull (including Hurq Hive and Klingon Sarcophagus). The only way I would be able to test with the hive is if someone gives me one -- I'm willing to test it if someone has a spare!
I have a dozen characters and most of them have one unique ship each (lockbox or Lobi). I have no plans to acquire the hive on any of them.
Last I poked at the numbers to convert the [HullHP] Fleet Dil Mine armor to percent, they actually came out to be less than Pax Disco Rep consoles at the same mark and rarity. Also, there's two Disco Armor types, Triburnium Alloy that covers all the standard energy types and Monotanium Alloy which covers Kinetic and Physical, one each of those and you'll have most of the coverage of 2x Nuetronium, beyond some weird stuff like Fire and Cold in space.
The Borg Jugg for some reason has a really low hull modifier, less than an average Fleet battlecruiser, so Hull regen won't help nearly as much.
Side note: The forum bug where the buttons fall off the post if you type too much is annoying.
Yup. And I think they're already aware of it as we have even provided screenshot evidence to be passed up the chain of command.
The Hurq Hive actually has the highest Hull in the game at the moment but you are right, its currently a promo ship and very hard to obtain. The Sarcophagus is a bit lower in HP, but much easier to obtain.
1.675: Sarcophagus Dreadnought Carrier
1.55: Durgath Temporal Heavy Dreadnought Battlecruiser
1.466: Fleet Exploration Cruiser (T6) (Galaxy class)
0.99: Fleet Intrepid Long Range Science Vessel (Voyager)
There are several other Dreadnought Carrier ships in the game, most with hull modifiers ranging from 1.35-1.55. Also, it seems some legendary ships got a boost to their hull modifier.
My ship (the Durgath , above) is classified as a Dreadnought Battlecruiser rather than a Dreadnought Carrier, although it has 2 hanger bays, so I'm not sure what the distinction is.