Lt. Commander
Join Date: Jun 2012
Posts: 108
# 21
07-02-2012, 12:23 PM
Well, It's by far the most effective sci ability in the utility aspect.

Crowd control just slowing them down, High Yield plasma torpedo denial for borg, Decent damage out right, Extreme damage when combined with a sensor scan and multiple warp core breaches.

The issue in PvE is most ships don't fly fast enough and the NPCs are just idiotic. Thats why it's most effective there. In PvP you could avoid it rather easily. It's a pretty static object, and if your lucky maybe you'll get another aftershock well. Now even if your targeted you can break free rather easy. Thats what would be needed to addressed. Maybe make the pull a new type of hold in the code so it would influence ships differently based on ships inertia? However this is something they would have to do in a broader revamp of PvP.
Empire Veteran
Join Date: Jun 2012
Posts: 236
# 22
07-03-2012, 09:56 AM
Sorry, I know that's not the point. But... How to increase GW? I'm sci and I have not this ability but my sci boff has it. So I would increase it. Because when I'm running KASE STF. Most of time, my job is taking probes. With GW I can stop 3 or 4 and kill all of them with a nice comfort.

Last edited by dapperdrake; 07-03-2012 at 09:57 PM. Reason: subscribe the thread
Career Officer
Join Date: Jun 2012
Posts: 91
# 23
07-03-2012, 02:32 PM
Originally Posted by dapperdrake View Post
Sorry, I know that's not the point. But... How to increase GW? I'm sci and I have not this ability but my sci boff has it. So I would increase it. Because when I'm running KASE STF. Most of time, my job is taking probes. With GW I can stop 3 or 4 and kill all of them with a nice comfort.
gravity well is affected by several factors, but these are the 3 you wanna pay attention to :

aux power - affects damage
graviton generators - affects the size of the well
particle generators - affects damage
Join Date: Jun 2012
Posts: 1,241
# 24
07-17-2012, 06:40 AM
The problem I gather from the OP isn't specifically that GW 3 is a rotten power. I believe the OP is complaining that, in PvP, GW 3, like many of the science CC powers, feels (is) nigh completely worthless after the resists/escapes are factored in.

What is great in PvE - GW / Tractor beams bringing targets to a complete halt, 1200+ per tick kinetic squishes get resisted 50%+ by consoles, "rapid" shield regeneration quickly replaces the "shield reduction of kinetic" effect, AP:O, polarize hull, heck, evasive maneuvers is usually enough to break a hold, some pilots have enough "hold resist skill" (can't remember them off the top of my head) that they are barely affected by holds even without the aforementioned powers, etc. etc. (see related threads in PvP and gameplay forums)...

Doesn't help that the skill tree is a bit "messed up" - Tactical has 2 skills covering the majority of offensive skills, engineering has 3 skills that cover ship defenses, healing, and ship-bonuses, science has 3 skills that cover science-resists , science-damage, and crowd control. By the time a Tac buys their class-skills, they have offense covered, and their leftovers go right into engineering and science resists - maybe splash into science-damage or minor CC to make their science BOff useful. Engineering has their ship bonuses, and defenses covered, their leftovers go into offense and splash into science just like a Tactical. Sciences though, have a problem. They can either build like a tac/engie (max out ship offense/defense/bonuses/sci resists) then get saddled with light hull and the least weapons to take advantage of all this, or give up some of those for their science abilities - to run CC and have semi-decent Sci damage I gave up a lot of my ship-based defense, so my semi-paper hull gets even weaker, once shields go on me I'm dead, and to finish out my sci damages I sacrificed some high-end damage (Tactical critical skills)...

Yes, to be a decent science officer in a science ship, I frequently have less hull than escorts and pathetic DPS. To top this off, my science skills don't make up for these sacrifices - at least in PvP and only in certain situations in PvE (probe duty on KA, great. Helping blow a transformer before the rush hits or even trying to care for Kang, not as well.

I stand by the belief that science is on the short end of the balance stick. While I'd rather see some sort of balance come to science skills and maybe a return of weapons to the Sci (I heard they had at least the escorts 4/3 at one point...) so that they can at least attempt to rival an engie in DPS / survivability, or maybe even do between engie/Tac DPS but be a bit squishier...)
Well, with the upgrade announcement leaving NX and Connie fans in the dust again, can we restart / revisit the T5 Connie and NX threads - since they will no longer be "truly" endgame ships... (after we get the T5 versions, it'll be time to see them added to the T5U upgrade charts too...
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 25
07-30-2012, 11:23 AM
Other things that effect this are your deflector dish and, auxiliary power, doffs and consoles obviously.

The borg Deflector gives +15 to Graviton Generator (and +5 to Aux. Power)

The borg Console give +23 to Graviton Generator

If you have Gravity Well III, (you should use Tykens Rift II as well to take advantage of the consoles already in use)

Graviton Generator Console Blue MK XII (cheap on exchange now) +28.1 to graviton generator

Blue MK XI Particle generator, (cheap on exchange now) +26.2 to particle generators

Gravimetric officer - Chance to spawn an additional 4x gravity wells (depending on quality)

Deflector Officer - 25% chance: Set recharge time to 50% of normal recharge time. Chance to reduce the time for all Deflector abilities to recharge after use. Affected abilities include Tachyon Beam, Energy Siphon, Tyken's Rift, Gravity Well, and the Breen Energy Dissipator.

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