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***Resolved Issues***
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A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
Can anyone give me advise on what is the best DPS setup weaponaries for these 3 types of ships..I have already thought out some and research from forum. Assuming will be using antiproton because it has the highest dmg proc.
I assume this is for STFs and other pve, this is what works for me, as you can see I'm not to fond of beams unless on an engineer, or are runnning EPTW the power drain is too high and beam skills are not good compared to cannon rapid fire and scatter volley.
For pvp the builds can ditch the torpedo and go all cannons up front. Try the tricobalt mines on the rear, it can add massive dps if done right, especially if using dispersal pattern beta.
Cruiser:
front 3x single cannons 1x torpedo
rear 4x turrets or 3x turrets and 1x tricobalt mine
Escort
front 3x DHC 1x torpedo
rear 3x turrets or 2x turrets and 1x tricobalt mine
Sci ship
front 3x single cannons or 2x single cannons and 1x torpedo
rear 3x turrets or 2 x turrets and 1x tricobalt mine
Yeah, drop a couple of tricobalts just before you pass the enemy, awesome Especially nice in Ker'rat when a nosy and cloaked BoP comes too close, and in STF's together with a Gravity Well.
Can anyone give me advise on what is the best DPS setup weaponaries for these 3 types of ships..I have already thought out some and research from forum. Assuming will be using antiproton because it has the highest dmg proc.
Polarized Disruptors will currently allow you to deal the most damage over time in PVE.
Whilst the Disruptor Proc (which magnifies your hull damage) cannot stack with itself from a single source, if you're running several disruptor weapons it has a very high uptime. The Polaron Proc will help twofold: Firstly by reducing the engine power setting of your enemy - this reduces their speed, which increases your accuracy (effectively buffing your critical hit chance and severity). Secondly, by reducing your enemy's shield power setting, which decreases their shield damage resistance.
The bonus from Antiprotons is more reliable, assuming that you crit regularly, since they work by buffing your critical hit severity on all shots - but only on shots from that particular antiproton weapon.
The effects of the debuff procs caused by Polarized Disruptors are applied against all damage hitting an enemy - regardless if that damage originates from your Polarized Disruptor Weaponry, or a different weapon, or a pet, or an ability, or a teammate.
Optimal weapons loadout will depend greatly on the turning rate of your ship, your playstyle, the particular combat situation (including the enemy ship's abilities and faction, the number of targets engaged and your average distance to the target) and your BOFF abilities + DOFF selection.
A good starting point however (at least Fedside) would be the 6-7 Beams/1-2 Torps for a Cruiser, 3 DHCs/1 Torp/3 Turrets for an Escort and 1-2DBB/1-2Torp/3 Turrets for a Science Vessel. Taking multiple same-arc Quantum Torpedos and/or 2x Tricobalt Mines can also be very good options depending on the situation, for Science Vessels in particular.
4 DHC, 3 Turrets is also a decent setup for an escort.
True.
4x DHCs combined with Cannon Rapid Fire gives out an extremely high level of Sustained Single-Target Damage at close-to-medium range. Running 3 Turrets Aft will contribute to your Foreward weapon arcs, and unless you're at very close range (for minelaying) it's pretty much the most effective method to buff your Fore DPS using your Aft weapon slots.
Note though that at longer ranges (around 6km or more), Dual Beam banks with FAW will start to win out over Dual Heavy Cannons with CRF. Without CRF or FAW, Dual Beams will start to pull ahead after 4.5km.
The major downsides with an all-DHC setup are that your AoE damage is very low (even when running CSV3) and your Spike Damage won't be particularly high. For AoE, or Spike damage, you really need torpedos. (At least on "standard" builds. You can do some fun things with both Science BOFF Abilities and Mines... and BO3 can be used for a single hit of spike damage)
how are "1-2DBB/1-2Torp/3 Turrets for a Science Vessel"....high DPS than broadsiding 6 beams?
I was under the impression that 6 beams broadside are the highest DPS for sci ships
Nah. Aside from the whole No-AoE-damage business;
(i) Projectile Weapon DOFFs drastically increase the frequency of Torpedo Shots - to the point that taking an additional Launcher will grant you higher DPS than taking an additional Beam, DBB or even DHC whenever power drain from energy weapons firing is considered.
(ii) Science Vessels have no bonus to weapons power, meaning they find it very hard to hit the soft cap (125) even whenever they're not trying to buff up all their AUX powers. Lower weapons power affects Energy weapons (like beams) but not Projectile weapons (like Torps, or Mines). Turrets also drain slightly less energy than Beams.
It's not that 6x BA is bad DPS, but that it's not generally-speaking the highest Science Vessels can achieve. Their turn rate is more than sufficient to keep targets in narrow weapon arcs.
Last time I parsed it, the highest ranged DPS for a Sci on STFs was easilly 2x Quantum Torps + DBB + 3 Turrets (with Gravity Well 3). If you're comfortable closing to point blank range, Tricobalt Mines plus TBR3 (at very low aux) are better. PSW3 with multiple cooldown reduction DOFFs used to be the best way to go for point-blank damage before the skillpoint effectiveness nerf.
The reason to go for 2xDBB/1Torp instead of 1xDBB/2Torp is if your target is heavilly shielded. STFs are better with 2 Torps due to the sheer amount of HP of some of those large unshielded targets.
Another option is to use shield drains (or power drains - example: multiple Tyken's Rifts via a Gravimetric DOFF) to completely drain your foe's shields instead of going for additional raw damage from your Sci BOFF powers.
Without reading the thread, I'm gonna guess the most common answer will be some variation on a boring-@ss "4 x DHC, 3 x Turret, 4 x Energy weapon XYZ Console" escort build.
Which may be the best way to make use of the programming within the game, but not the most FUN way to play a Star Trek game, in my humble opinion. I like having fore and aft torpedo launchers and a DBB in the mix.