Could you tell me more about the Fleet Sci consoles? I finally might have something to spend all my fleet credits and dil on (been avoiding paying $5 for an FSM to buy a Fleet Armitage ).
Here ya go:
Quote:
Originally Posted by archoncryptic
There are several variations on these new consoles.
Each console adds one property from each of these three categories:
Category 1: Either increased or decreased threat generation.
Category 2: A bonus to a Science skill, i.e. Starship Sensors.
Category 3: One of three additional powers.
a) 2.5% Chance to restore Shields when you are hit.
b) 2.5% Chance to restore Hull when you are hit.
c) 2.5% Chance to add a Plasma DoT on Directed Energy weapon attacks. (Essentially, adding the Plasma proc to a non-plasma weapon.) If your weapon is already a Plasma weapon, this adds Plasma damage to that weapon instead.
Thus, a sample item might have +threat generation, +starship sensors, and a 2.5 Chance whenever your shield is hit to proc a shield heal.
What's the Engi console like? I heard it's like a Polarize Hull that reflects torps? Is that kind of ability too situational for PVE (I don't PVP). Does it reflect isometric charges or the Borg bullsh*t heavy torp?
It looks like purple slightly more glowy Polarize Hull. It does work on high-yield torps, but I don't think it works on Isometric Charge. The biggest problem in PvE is that it shoves enemies away, similar to Tractor Repulsors, which can make people angry if you trigger it at the wrong time and shove something out of their range. That also means your cannons will have less effect on them if you're shooting them. It lacks the kinetic damage of Tractor Repulsors, meaning it's pure defense/kinetic payback.
HIt looks like purple slightly more glowy Polarize Hull. It does work on high-yield torps, but I don't think it works on Isometric Charge. The biggest problem in PvE is that it shoves enemies away, similar to Tractor Repulsors, which can make people angry if you trigger it at the wrong time and shove something out of their range. That also means your cannons will have less effect on them if you're shooting them. It lacks the kinetic damage of Tractor Repulsors, meaning it's pure defense/kinetic payback.
Hmm, bummer. Never used tractor repulsors before, and kinetic payback aside, it looks like the console's a non-starter, until I start rolling a beam boat at least.
Maybe I will decide on the Sci variant after all. Arrgh, but I love the Engi look!
I'm leaning on doing the Tactical one when I do my Tactical Capt. So I can use the large cannon weapon. I'm very close to making my Tactical Capt. and getting started. After seeing the selection of ships for a top level Tactical, it will be a high % I will get the Vesta. I won't bother the Eng. version since I already have a good ship, for that Capt.
I'm leaning on doing the Tactical one when I do my Tactical Capt. So I can use the large cannon weapon. I'm very close to making my Tactical Capt. and getting started. After seeing the selection of ships for a top level Tactical, it will be a high % I will get the Vesta. I won't bother the Eng. version since I already have a good ship, for that Capt.
If you're doing that it should be worth mentioning (as others have said above) that the Quantum Field Phaser's damage is highly dependent on both your Aux power and your Particle Generators skill. If you don't have enough points in that (you might not, as a Tac captain), you'll be doing pitiful damage.
I'm leaning on doing the Tactical one when I do my Tactical Capt. So I can use the large cannon weapon. I'm very close to making my Tactical Capt. and getting started. After seeing the selection of ships for a top level Tactical, it will be a high % I will get the Vesta. I won't bother the Eng. version since I already have a good ship, for that Capt.
To be honest have been a little underwhelmed whilst using my Tac toon in the tac version. That isn't to say that it's not a great ship; it is. I just find myself using my sci toon in the sci version far more often - seems just as effective.
May well switch my tac to the Fleet Advanced Escort instead.
Look at your play style and what the ship offers that enhances it. no, seriously, look at YOUR style of play, not what someone else does, what will it give YOU that you feel you need to really be your best, have the most fun, etc. etc.
Look at your play style and what the ship offers that enhances it. no, seriously, look at YOUR style of play, not what someone else does, what will it give YOU that you feel you need to really be your best, have the most fun, etc. etc.
Agreed.
And to be honest, I personally don't see the value of having both my main toons flying, bascially, the same ship anyway.
Will keep my sci in the Vesta (for now - have a Wells class which will undoubtedly return to soon) but am going to swap my Tac into a Fleet MVAE so have some choice and variety.
1. Decide what your focus is based on your character.
2. Fermion is the best console from the rest.
3. If you plan on a DPS build then you need all three for the AUX cannons.
I am only spending on this one big bundle, so I kinda want my three fed mains (one of each type) to fly the corresponding type of Vesta. (I have one of each class feds on my alt account that I can do Mobius or Wells or other ships if I want.) I agree that the three are very similiar so why would I use all three, but I think I am finding ways to make them play quite different.
Hmm while I noticed that I could use multiples on the aux cannons, I had thought that would be a bad idea because by having one aux and one drawing on weapons (and one quantum torp) I could spread the power drain around. However, while the drain is limited that way, it means I have to keep both aux and weapon power up high to begin with. Since I need to have high aux for sci powers anyway maybe I should switch over to all aux, especially on my sci guy.
Maybe I will do something else for my tac guy. Maybe I wont have cannons at all on my eng guy. who knows.