Power Drain Build - From Skeleton to Beast
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Join Date: Dec 2007
05-22-2012, 06:06 AM
Originally Posted by
The Vessel: Reconnaissance Science Vessel
- I chose this one because the extra Tac. Station may allow this skeleton to hit hard with weapons.
Good choice. I love my recon. You want the polaron consoles though.
Weapons Package (Mk XII):
1x Polaron Cannon, 4x Polaron Turret and 1x Plasma Torp. Launcher
- I chose Polarons because of the 2% proc.
- I chose turrets because of the fast rate of fire, and the 360 degree firing arc.
- I chose a Plasma Torp because, and tell me if I am wrong, I have noticed an AoE affect with the Plasma Torp. detonation. If I am too close to an enemy when my torp lands, I also get hit with the plasma "splash". So, AoE...
I went with Beam Arrays for and aft + fire at will, but this could work. I'd sub in one DBB or Beam array so that you can do subsystem targetting and/or a beam overload. Personally, I've found Tac Team overrated. I MUCH prefer having Eng Team on a 15s cooldown.
I'd also strongly suggest Attack Pattern Beta. It can really soften things up for your torpedo hits. My Recon went up in ugliness pretty quickly for PvE when I added it... helps you, helps EVERYONE.
Engineering Console (MK XII - Rare to Very Rare):
- To help with shield tanking
- Over-all Damage Reduction
Better off with 2 Neutroniums and adjust your shield power if you really need more.
Science Consoles (MK XII - Rare to Very Rare):
- Help with Energy Drain Abilities
Shield Emitter Amplifier
I do 2x Flow, 1 Generator, and the Borg Universal Console
Overall I do 2x Omega (Shield/Deflector) and 2x Borg (Engine/Universal) Good combo of Speed, turns, shield draining, damage, hull healing.
Science: (1 Lt. Commander, 1 Commander)
Polarize Hull I
Hazard Emitter II
Tachyon Beam III
Science Team I
Tyken's Rift I
Energy siphon II
Tyken's Rift III
Even with the Deflector DOFF, you can't really support Tyken 1/3 and Energy Siphon. You're better off swapping Tyken 1 for a Tractor Beam. I've not been fond of tachyon beam... doesn't do enough to warrant a spot.
I used to do Polaize/Hazard and ultimately came to the conclusion that I desired the Polarize effect more. Any time I was using Hazards, I'd inevitably get tractor'd and desperately wish that Polarize Hull wasn't on cooldown. So, I reorganized my skills...
Polaize 1 and 2,
Transfer Shield Strength (drop science team)
Engineering Team (get 3 Blue/Purple Doffs and you can be popping this constantly... both good hull instant heal + enhanced regen)
Just my opinion, obviously... but I'm much happier with this loadout.
Now, I understand there are sets (Shields, Engines, Deflectors, etc.) that have set powers attached to them. I did not include them in this build because I do not have access to them yet.
Borg stuff is REALLY easy to get, and MK X and MK XI sets are pretty easy too.
But now, that I have given all of this information about my "dream" build, we have come to the crux of this posting. In PVE, I keep seeing "bigger" enemy power levels fluctuate, but I am not able to keep an individual ship "gasping" for power.
Consider your drains more a situation where you're reducing the severity of the opponent, rather than crippling them outright. A Tyken 3 centered on a cube will make them much tamer... energy weapons won't hit as hard and it'll pop the HY Plasma Torps immediately.
Can someone share their wisdom with me on the weaknesses of this build, on the point of energy draining?
Well, personally I think turrets are a little weak. Your ship would hit considerably harder doing sweeping broadsides with 5x Beam Arrays + 1 Torp. It's not so much a matter of the draining, just killing them quickly while drained.