i am on the ps4 and the event to get the The Imperial Rift Space Set is coming up. i was wondering if anyone can tell me if this set is good or great for a gravity well build? i ask because the numbers on the deflector are not very high when it comes to exotic damage
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The resident forum voice of reason (I HAZ FORUM REP! YAY!)
This.
I use that combo, alongside the Discovery Rep Deflector and Engine.
Personally I use a 3pc Temporal rep set with the Bajor deflector. It has that same +20 control and drain, as an activatable on the 3pc, and also a damage bonus on the 2pc, and the shield has built in drain.
Probably, but my Rhode Island already has Partigen at 415 and control at 362. Whilst I could improve the Control stat a little, its certainly more than effective at that number.
Also worth mentioning is that my build works around GWIII and tractor beam damage (Multi-Target Tractor Arrays, Nullifying Tractor Field, TBII and the Scavenger Beam trait). This means that I do tend to attract a lot of aggro or at the very least am often surrounded by enemy ships. As well as the stats of the individual pieces in themselves, the two-piece Discovery set bonus gives me +120% hull regen which is really valuable in those circumstances.
Be sure to get The Imperial Rift Space Set coming up on console as it is amazing ***
The deflector can be re-engineered but certainly there are other choices.
For me the Bajor Defense Set Deflector stands out for largest Cx/epg re-engineered numbers, while the Colony Fleet Intervention Deflector is #1 for extra CrtH/D and tactical stats, and is available in a version with [CtrlX]x2 [EPG].
It was Westmetals and peterconnorfirst that introduced me to the two of these, respectively.
This one is re-engineered for the most Cx/epg possible aside from re-rolling the shield/hull cap to Cx/epg. That extra sh/hull cap does fit in nicely with some builds though. The majority of the Cx/epg in science builds usually comes from your science consoles and skill tree so don't get overly focused on the deflector numbers but the overall numbers. Also bonus exotic damage from consoles and any sources of extra CrtH/D (i.e. particle manipulator) or the Colony deflector.
Using the full Imperial Rift set on an Eternal build I'm working maxes out around 330 Cx and 580 epg with it being possible to balance things either way with different consoles. It would be less if I added a second Bonus Exotic Damage console or DPRM.
400 Cx maximizes the diameter of the well but it's the epg that really adds to the exotic damage of both the well and other complimentary abilities and torpedos.
It seems it's the 2 piece that's important for it's exotic damage CrtD.
For some good resources and ideas on gravity well (epg/torp) builds have a look at Timberwolf's videos on youtube. He does a great job of exploring and explaining his builds.
Also see Science Ships in the current century/ for an in-depth look and recommendations of a science build that's very applicable to other ships as well. I'm currently using their skill tree (and other) recommendations on my Zen store Eternal and I'm really liking the way things are working ^^
Hearing that ripping sound as time and space get ruptured and boss ships enter the washing machine... wow
FYI... an epic XV Bajor Deflector can be re-engineered to [CtrlX/EPG] [EPG]x4 which yields:
+53.1 EPG
+42.5 Control
+31.9 Drain
(it also has a side effect that enemies affected by your control powers - i.e. GravWell - get -9.1% to outgoing damage.)
Just as interesting is applying more of the suggestions found at Science Ships In The Current Century, like trying to stack as much exotic CrtD in the build as possible in conjunction with the skill tree.
Just tried another of their suggestions: Fleet Colony Intervention Deflector [CtrlX]x2[EPG][Sh/Hull Cap] + Romulan Rep Engines + Revolutionary Core + Revolutionary Shields
Things disappear even faster (the bad guys). Wow it's almost it is scary
Back to the original question Yes, it's a great set for a gravity well build and a variety of other science builds in whole or in part.
The combination above seems to be the way to go so far with respect to the Imperial Rift Set but will be checking out some of the other suggested set combinations as well.
There's also the Retrofitrted Assimilator and Temporally Shielded Datacore consoles, though I suppose they may have had reasons to leave those off, and the Chronometric set.
Also you can sneak one console worth of EPG or Control as the mod on a Conductive RCS.
A skill tree that is still full science but also has full tactical stats that get multiplied at the damage end. The re-distribution of skills by leaving out weapons-based portions (EPS, Long Range Targeting Sensors) and other areas that had sources or room for movement I wasn't allowing for seemed to enable this.
I went to a 27 point tactical ultimate full exotic skill tree kicking and screaming if the truth must be told as I tend to be stubborn but am also afraid of being squishy. That's why I moved a point each into hull and shield repair. It's really not squishy at all.
The 2 piece Imperial rift core and shield exotic damage CrtD being buffed by the weapons amplification on the romulan engines as well as the [colocrit] and additional tac stats from both the deflector and the skill tree is a combination that seems to make a noticeable difference.
I've been wanting to try the 3 piece Lorca Ambition set for quite a while on a science ship and finally had a chance to this Xmas. It's stacking CrtD 2 piece bonus via the dual beam bank is working well for me in place of the Chronometric set. It might become a 2 piece. I like the tac console on most any ship.
Using the protonic arsenal 2 pc gravimetric torp and proton weapon gives CrtH and photon projectile damage and is also proving to be a good combination.
I'm still stacking additional exotic damage bonuses from the Delphic Tear and Constriction anchor as many do.
So am doing my best to experiment with and push as many stacking stackables as possible... the skill tree + gear and set bonuses giving CrtH & CrtD + exotic dmg + bonus exotic dmg + exotic dmg CrtD and so far am liking the results.
It's almost as if all these things somehow get multiplied together in a good way. The math is left to the math people.
There are a bunch of things I had the time to experiment with this winter that I found worked well together and increased my enjoyment of not only exotic builds but also beam and cannon builds on my tacs and engineers. The actual process started a long time ago.
There's more feedback to come.
For this thread specifically the 2 piece Imperial Rift core and shield combined with the Fleet Colony Intervention Deflector and Romulan engines is working great for me and seems to be one way the set can be included very effectively in an exotic damage build.