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Best EPG starship traits

midwayacemidwayace Member Posts: 143 Arc User
How do you rank the traits from must have to meh?

Checkmate
Unstable Anomalies
Spore Infused Anomalies
Feedback Loop
Temporal Anchor

Or do you have other suggestions?

Comments

  • westmetalswestmetals Member Posts: 5,734 Arc User
    edited August 2020
    Temporal Anchor and Spore Infused are really good. I also like Improved Gravity Well.

    Checkmate, I used to use until Spore Infused and Temporal Anchor bumped it.

    Particle Feedback Loop... really is not that helpful unless you're relying on weapons more than EPG builds usually do.

    Unstable Anomalies is one of those ones that sounds good on paper, but is very difficult to actually use due to its trigger. Also not very easy to get (considering it does not come from either a C-Store or Event ship).

    I will also suggest History Will Remember... although not really an "EPG trait", its damage boost is universal and is similar in quantity to what Checkmate gives, and it has survivability aspects as well. It's a little different in that instead of being triggered, it's a stackable persistent... which in my book, is a good thing, as you don't need to worry about triggering it.
  • foxrockssocksfoxrockssocks Member Posts: 2,327 Arc User
    It highly, highly depends on your build. Don't make the mistake of thinking there is necessarily a hierarchy. Some are less useful than others, but most depend greatly on the specifics of the build.

    The typical GW build would get some mileage out of Temporal Anchor and Improved gravity well. But if you're not even using GW, they won't help at all obviously. And temporal anchor may be an inferior choice to spore infused and/or electrified anomalies the moment you add another anomaly.

    Depending on how many anomalies you are using, spore infused, unstable (I presume, don't have access to those two) and electrified anomalies can be great or not so good. Spore infused also demands you consider how often you can trigger it. For unstable, I don't know how its damage scales, but since it only works on the end of an anomaly, I'd say its the worst of the 3.

    And if you are only using grav well as your only control power, Checkmate isn't likely to even buff your grav well, and will have poor uptime.

    Meanwhile Terran machinations and particle feedback loop can have some real value in hybrid builds, and checkmate might be more attractive too.

  • khazlolkhazlol Member Posts: 138 Arc User
    edited November 2020
    I know this thread is old, but i decided to add a few more useful traits in case someone curious comes by.
    not saying any of these are the best, but also worth considering for exotic builds.

    Electrified anomalies - Event ship

    Unconventional tactics - Gamma recruit (lesser version with 15 points in strategist)

    Peak Efficiency - Lockbox ship

    Highly Specialized - Exchange cheap

    Exotic Modulation - Zen ship
    Post edited by khazlol on
  • foxrockssocksfoxrockssocks Member Posts: 2,327 Arc User
    Highly specialized is theoretically good, but bugged so I wouldn't recommend it. It doesn't stack properly so its near impossible to get significant benefit from it.
  • mechaczmechacz Member Posts: 27 Arc User
    edited November 2020
    Real benefit is that 5% cooldown reduction on Specilist boffs. If you go Temporal heavy(any specialist heavy) its worth as cooldowns on some abilities are pretty long. Chronometric field has 60sec or so(game says 54.5), you can cut it down to align it with GW cooldown better. Basically every time my GW cooldown ends, i have about 3 sec left on Chronometric field. It depends on doffs you use and luck with procs ofc.
  • telbasta7386telbasta7386 Member Posts: 694 Arc User
    If you can get it, pick up the tholian iktomi science ship from the lobi store for improved photonic officer. I was skeptical at first but it was highly recommended by reddit.

    The trait causes your photonic officer ability to boost hull/ shield healing and exotic damage by 25% for 30 seconds, and photonic officer will help your other sci abilities as well with the cooldown reduction.

    I run a lukari fleet dranuur scoutship as my main science vessel. Currently im using:
    Improved gravity well
    Improved photonic officer
    Spore infused anomalies
    Checkmate
    Calm before the storm
    Protospill

    Improved gravity Well is a must have imo. It basically gives you 100% uptime on gravity well and moreso with a gravimetric scientist doff to spawn aftershock gravity wells.

    Checkmate only works well if you're using more than one control ability. I run tractor beam repulsors with the doff that turns the push into a pull, and try to use it 15 seconds after my gravity well to keep the buff as close to 100% uptime as possible.
    I use tbr because a lot of my build focuses on being in close to enemies (i use charged particle burst to apply deteriorating secondary deflector) and proto spill requires me to be within 3km of enemies.

    Calm before the storm is really nice for both Defense and offense, providing a stacking resist buff over 20 seconds and then a 20 second damage buff. This was more useful when i was using beams and fire at will, but now that I'm using more torpedoes im considering swapping it for another trait.

    Proto spill does radiation damage in a 3km area around targets i heal (allies or more often myself). It works for any hull or shield heal and only has about a 5 second internal cooldown. I've found it works really well with science heals paired with spore infused anomalies, as i can set up 4 anomalies (grav well, subspace vortex, very cold in space, and chronometric inversion field), then fly into close range and use science team, hazard emitters, etc to proc both spore infused anomaly blasts as well as proto spill blasts.

    I should note i also run emergency power to engines and the conn doff that makes it reset the cooldown on evasive maneuvers to keep my defense and speed high for survival, as im a pretty squishy ship otherwise.

    Finally, make sure you're getting the right space traits in addition to starship traits. You want to reach level 15 science research and development for the particle manipulator trait which gives your exotic damage a 50% critical chance.
  • westmetalswestmetals Member Posts: 5,734 Arc User
    Finally, make sure you're getting the right space traits in addition to starship traits. You want to reach level 15 science research and development for the particle manipulator trait which gives your exotic damage a 50% critical chance.

    Quick correction there: it's not a flat 50%, it's +50% on top of your critical chance from other sources.

  • peterconnorfirstpeterconnorfirst Member Posts: 6,160 Arc User
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
    Bring it on
    coldnapalm wrote: »
    wishful thinking is not really a reliable source
  • westmetalswestmetals Member Posts: 5,734 Arc User

    Curiously does not mention Improved Gravity Well, and the document predates Electrified Anomalies.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,160 Arc User
    edited February 4
    westmetals wrote: »

    Curiously does not mention Improved Gravity Well, and the document predates Electrified Anomalies.

    Nothing curious about it. :)

    1) If you tend to contend/teams often where you find IGW useful then by all means use it. I do not so I gave up on it over a year ago in light of the strong competition.

    2) If you re-read the document you will notice the console from the https://sto.gamepedia.com/Risian_Weather_Control_Vessel in the suggestions. It ships with the other trait you mentioned and which has not found its way into the guide for the same reason as 1).
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
    Bring it on
    coldnapalm wrote: »
    wishful thinking is not really a reliable source
  • westmetalswestmetals Member Posts: 5,734 Arc User
    edited February 4
    westmetals wrote: »

    Curiously does not mention Improved Gravity Well, and the document predates Electrified Anomalies.

    Nothing curious about it. :)

    1) If you tend to contend/teams often where you find IGW useful then by all means use it. I do not so I gave up on it over a year ago in light of the strong competition.

    2) If you re-read the document you will notice the console from the https://sto.gamepedia.com/Risian_Weather_Control_Vessel in the suggestions. It ships with the other trait you mentioned and which has not found its way into the guide for the same reason as 1).

    In terms of #2 I was relying on the fact that the document is dated before the ship came out.

    As for #1... you're assuming teams and probably situations where you need to move from one target area to another, where the longer uptime wouldn't be helpful. But there's a lot of cases, particularly in single player patrols and missions, where those are bad assumptions. IGW absolutely wrecks the Kern and Kinjer system patrols for example.
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