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darthvicious666 Arc User

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  • Wide Angle Dual Beam Array - 135` arc Gravity Well, Tachyon Beam, Subspace Vortex, Destabilizing Resonance Beam, Tyken's Rift - 135` arc No synergy with Tac abilities would be accurate, or even with most Eng abilities. But it has all sorts of synergy with Sci abilities. It also overlaps a bit with any rear mounted beam…
  • Movement combos? I hope this isn't some widespread belief... because it's completely untrue. You're correct about combos, just not the movement part. This isn't Mortal Kombat. Melee has 3 different attacks for most weapons, 4 for swords. Left, Right, Palm, and Charge. Palm isn't part of any combos and is available on every…
  • I've been melee since before the Nukara rep dropped, so I guess I have a bit of experience in this area. Self-root while attacking is part of the bat'leth, hence why I gave up on using it. Swords do nice damage, and they have a built in feature that allows you to charge an enemy and attack, but their combos are kinda slow.…
  • Then you haven't seen any good melees yet. Meanwhile, I haven't seen anyone do as much damage as I do with those gloves. I'm running around killing things with a three hit combo in seconds while you're cowering far away, pew-pewing with your cute wittle pwasma wifle. You hit 6 things at once for maybe a few hundred damage…
  • Hell yes, gimme that T6 Luna.
  • Those gloves are the reason I'm asking. I use them as my main weapon. Assuming the MMD is a device, I'm ecstatic about this ground set. A gap closer on a short cd with built in CC is huge for my build. On the other hand, if it's a weapon and requires it to be active to use Engage... I'd be eternally disappointed.
  • Just curious whether the Mind Meld Device is actually an equippable Device or if it takes a weapon slot. I'd be disappointed if it took a weapon slot, and I'd be forever agitated if it only swapped out Palm Strike for Engage when its your active weapon. Other than that little detail, overall it looks nice.
  • Yeah, I love my fleet recon. I don't plan on flying anything else with this toon. (My Klingon is an Orion Tac TRIBBLE that is only just now leveling, but I want to get her a Guramba in the long run.) Scramble Sensors? I'm gonna have to watch those videos when I get home later... I always thought that was a junk power. I…
  • I am pretty 'loaded' on healing powers, but there's not many better things to take in those slots. IMO RSP is better than Aux2SIF for Sci ships simply because they have better shields. If a Sci ship's shields drop it's pretty much dead, no matter what heals it has. Having two copies of HE lets me clear any nasty plasma…
  • The mix of weapons works better than you'd think most of the time thanks to FAWx2. But, honestly, I have been wanting more damage in the front arc, especially since i can turn very well thanks to the TKC console. Turrets are just so... meh. And the Kinetic Beam does so little to shields... on top of that, the 2pc set…
  • I just checked the exchange for Antiproton weapons. I found nothing but the craftable weapons. *Sigh*
  • Ok... maybe probes are a bad example. They are quite weak. But it was the first time I could do that by myself in a science ship. The first time I tried to anyway. Most of the time, a science ship can barely do enough damage to kill the probes on one side by itself before more spawn in. Pug science ships don't put off a…
  • I miss using my Aegis set. It looks so damn cool. I can hear the TRON Legacy opening music in the background... LOL
  • Yeah, 5k or less per shot. On average, I've seen some that spike for 6k-8k but they don't happen that often. Most likely that was a crit with multiple debuffs on the target's bare hull. I don't expect much more than that per shot, I AM a Science Captain in a Science ship, after all. However, if you have any ideas for…
  • Must be nice having a LtC Tac slot :P I also hate that FBP shares a cooldown with TSS. My build is a lot more redundant than yours. I found a lot of the Sci tools to not be of much use to the way I play, such as TB or PH. I would suggest TBR in place of FBP, the shared cooldown between that and TB is barely noticable. It's…
  • Quoted again just to show you I did read it, and some things are correct, some things are wrong. The sections I added parenthesis around are wrong. All energy weapons do more damage in close range. There's a nice chart I found once that shows the average damage of each weapon type at various ranges. No idea where i found…
  • My suggestions for two new Tac abilities: Cannon Focused Charge: Basically Beam Overload for cannons. Combines all shots from one firing cycle into one large high damage shot. Drains weapon power. Level 1 starts at Lt, like all other cannon abilities. Beam Focus Fire: Increases rate of fire of all beams on target for X…
  • No idea where you get this information from. Cannons do more than beams inside 6-7km. Outside that, beams do more than cannons. All energy weapons do more damage as range to target decreases. This is due to dropoff at range. Beams suffer slower rate of dropoff as range increases, hence the previous statement. I've used…
  • *All Subsystem Targeting Bridge Officer powers now have thorough Tooltips explaining their exact effects when activated, complete with stat representations that scale with the appropriate modifers. Much appreciated. *The Omega Plasma Torpedo Launcher no longer triggers the cooldown reduction procs of Projectile Weapons…
  • Energy Siphon and Tachyon Beam are still unaffected by Deflector Officers, and the tooltip lists them as affected. Gravity Well and Tyken's Rift, on the other hand, are sticking their tongue out at them. ":P Stupid wannabe beam abilities! You suck! The officers don't know how to use you! Hahahahaha Hahahahaha HAHAHAHAHA!"…
  • Keybinds, keybinds, keybinds. I have my attack preset bound to my spacebar, with other abilities of course, so I never forget to reset back my weapons power. Evasive and max engine power are on another, and max Aux is set on another for when I'm throwing heals around. It is one of those often neglected things that greatly…
  • While I have no problems manually refining on my Fed main (nonzero balance) I have noticed the automatic refining fails a lot, or it refines zero, even if I hadn't refined manually that day, with lots of ore sitting around. I'm not the only one in my fleet with this problem too. My KDF is an Orion "entertainer" that never…
  • I switched my build around to accommodate Aux2SIF 1 due to the need for another hull heal. Even 2 copies of HE isn't enough sometimes, especially when shields go down. Not going back.
  • Maybe someone with a bit of ambition (and a parser) could figure out how PWOs work with the Omega torp?
  • Here's my drain build, as far as equipment and abilities go: Fleet Recon Sci Vessel 3x Advanced Fleet Polaron Cannon (Acc) fore 2x Advanced Fleet Polaron Turret (Acc) aft Kinetic Cutting Beam aft Jem Hadar Deflector and Engines Omega Mk XII Shields Eng Consoles: Assimilated, Zero Point Sci: 3x Mk XII Flow Capacitor…
  • I've done some testing and a little research, and I'm willing to bet that when deflector 'beams' (Tachyon Beam and Energy Siphon) had their global cooldowns separated from the AoE deflector abilities (Gravity Well and Tyken's Rift) the deflector officer wasn't updated to affect all of them. I assume its simply an…
  • *Still wondering if Energy Siphon and Tachyon Beam will ever trigger Deflector Officers* *Patiently whistles*
  • It was in a patch in Oct, I found the notes. It basically says they removed the shared cooldown between beam effects from the deflector and AoE effects from the deflector, but each type of these still share a cooldown and they are still listed as deflector abilities. They also continue to be listed in the deflector officer…
  • I have verified this is indeed a problem with Energy Siphon, and not deflectors or the duty officer. It seems Energy Siphon (and Tachyon Beam?) are not connected to the deflector dish like they should be.