Empire Veteran
Join Date: Jun 2012
Posts: 7,165
# 351
12-30-2012, 11:45 AM
Quote:
Originally Posted by redricky View Post
This is almost exactly what I was planning, although I hadn't even considered the experimental array in the back with BO.

It might be a drop in the bucket but you could also pile on a fleet boost for sci skills to add a little more to particle generators.
the only thing you really need is the omega torp, its awesome. the set bonuses are nice, and fit well on such a plasma heavy build. i keep forgetting about those fleet bonus things, lol @ them being useable in pvp

Quote:
Originally Posted by wuusta View Post
Is there anything i can replace the maco shield with? It takes a long time to get tier 5 reputation, and i wanna use something as close to it as possible during that time.
fleet advanced resistant capA is the closest, and second only to maco as far as shields go imo. but the fleet elite are even better actually if you can get one of those.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Nov 2012
Posts: 585
# 352
01-01-2013, 09:18 PM
-[Foreward]-

Hey all, Corsair here, been kickin' around the queues to decent effect with this ship and figured I'd go ahead and post this before I forget to... again.

Anyway, the goal of this ship was to see how effective I could be with 0 dilithium investment, as this character was rolled post-Reputation system implementation. So far it's worked great, so, here goes. This is a ship that will cost you lots of EC. I mean this, the DOffs needed are not cheap. It will also require a tremendous amount of time investment, so, be prepared to do a little grinding.

Okay, the ship is the Recon Science Vessel (RSV), yes, that one you get at level 40. If anyone tells you it's "not an endgame ship" please correct them. Harshly or gently is left up to you. It is not the "best Science Ship ever." It's not even as good as its Fleet variant, however, it holds its own. As for why I chose the RSV over the Mirror RSV (available through the exchange for a song and dance while supplies last) the answer is simply that the extra Ensign Tactical slot jives better with supporting the team, and make no mistake, as a Science Captain in a Science Ship you will be doing a *lot* of supporting. You damage the enemy by damaging the availability of your enemies abilities and counter abilities. I cannot stress this enough, as this is how you setup kills for your teammates, and how you save your teammates.

You have to be able to look at what your enemies are doing and how they're using their abilities to determine which of your abilities to use, Captain or Bridge Officer, the source of the abilities, and even what they do is not as important as what they make the enemy do. One of the best ways to help your team beat your enemies is figure out who the *other* team's healer is, and make sure to keep an eye on what he's doing. If you see him target one of his allies and toss an Extend Shields their way, you can pretty much bet that person is in a situation where they could be very easily killed. Energy Siphon, Tyken's Rift, and Photonic Shock Wave the healer (turns of his Extend Shields power), come about, and Chroniton Torpedo Spread, Sensor Scan, Sub-Nuc, and VM3 the guy he was trying to save! Also, keep in mind people using Mines will not fly where you Tyken's Rift(s) are, and any in them will seek to escape them at great haste, possibly even using their Evasive Maneuvers to do it. If you Tractor Beam someone they will probably use whatever Tractor Beam break they have to escape it (especially if they're under focus fire). All of this leads back to Sub-Nucleonic Beam. You want as many of your target's abilities on cooldown as possible when you Sub-nuc them, as it creates the biggest possible opening for your teammates to make the kill.

Anyway, here's the ship.

Ship Type: Recon Science Vessel

Critical Character Skills for Maximum Effectiveness: 9 ranks in Flow Capacitors, Graviton Generators, and Subspace Decompiler; 5 Ranks in Auxillary Subsystem Power (makes certain that Aux power caps out at 125 when maxed)

-[Weapons]-

Fore Weapons: 2x Polaron Beam Arrays Mk X+ [Acc]x2

1x Chroniton Torpedo Launcher Mk XI [Acc]x2

Aft Weapons: 2x Polaron Beam Arrays Mk X+ [Acc]x2

1x Chroniton Torpedo Launcher Mk XI [Acc]x2

-[Equipment]-

Deflector: Jem'hadar Deflector Mk XI [Available from "Operation Gamma"]
Engines: Jem'hadar Engines Mk XI [Available from "Operation Gamma"]
Shields: Jem'hadar Shield Array Mk XI [Available from "Boldly They Rode"]


-[Consoles]-

Engineering: 1 Neutronium Mk XI (Rare), 1 Monotanium Mk XI (Rare)
Science: 4 Flow Capacitors Mk XI (Rare)
Tactical: 3 Polaron Phase Modulators Mk XI (Rare)

-[Bridge Officer Powers (ordered from lowest to highest rank slot per BOff)]-

Commander Sci: Tractor Beam 1 / Tyken's Rift 1 / Energy Siphon 2 / Viral Matrix 3
Lieutenant Commander Sci: Hazard Emitters 1 / Transfer Shield Strength 2 / Photonic Shockwave 1

Lieutenant Eng: Emergency Power to Shields 1 / Reverse Shield Polarity 1

Lieutenant Tac: Fire at Will 1 / Torpedo Spread 2

Ensign Tac: Tactical Team 1

-[Duty Officers (DOff's)]-

2 Rare Systems Engineer DOff's with Viral Matrix effect (Chance to cause VM to renew itself on Target)

2 Very Rare Warp Theorist DOff's with Energy Siphon effect (25% chance Energy Siphon will disable a subsystem for 5 seconds)

1 Very Rare Gravimetric DOff with Tyken's Rift effect (chance to cause multiple rifts off of one use of Tyken's Rift)

-[General Tips]-

Basically, the ship is designed to cripple the fighting and healing abilities of the enemy team. Your Polaron proc will be around -54 debuff to all of a target's subsytems. Your shield drain proc will be around -600 or so. Your Tyken's 1 drains 9.8 per second per rift. Your Antiproton sweep (Jem'hadar 3-piece power) will be around -4000 shields to up to 5 targets in a 90 degree cone out to 6 km in front of your ship. At 125 Aux you will see mines through their Mask Energy Signature at about 6 km. Your VM3 will last about 13 seconds without a proc of your VM DOff. Your Energy Siphon will drain about 36 from all of a target's subsystems and apply the same to all of yours, letting you run (with EPtS 1 active) 125 in weapons and shields, and above 100 in Engines and Aux. Your PSW 1 will disable anyone within 3 km of you for 2 seconds. Your biggest weakness is a lack of heals and hold breaks.

You can cripple incoming energy weapon damage but have little in the way of ability to reduce raw kinetic damage. People with Tractor Beam Repulsors *must* be Shockwaved to stop, Sub-nuc doesn't turn off Tractor Beams. If an Escort tractors you with intention of cannoning you to pieces, make certain to PSW them (if they get within 3 km) as well as Energy Siphon (360 targetting) and Weapon Subsystem Targeting to blunt their damage. If you break their Tractor, chroniton torpedo them and move out of their firing arc. If you start seeing lots of mines (Tricobalt especially), make sure to FAW them down, or PSW them. You don't want the enemy team turning the Arena/Cap'n'Hold/Ker'rat into one giant ripping field. If it looks like an opponent is swarmed with mines or heavy torpedos, plant a Tyken's rift on the thing nearest him to wipe them all out and create a safe zone.

Above all else, be vigilant and work to improve your team's effectiveness while reducing the enemy's.


-[Cannons + Turrets variant Alpha]-

Ship Type: Recon Science Vessel

Critical Character Skills for Maximum Effectiveness: 9 ranks in Flow Capacitors, Graviton Generators; 5 Ranks in Auxillary Subsystem Power (makes certain that Aux power caps out at 125 when maxed)

-[Weapons]-

Fore Weapons: 2x Polaron Single Cannons Mk X+

1 Polaron Dual Beam Bank Mk X+ [Acc]x2 (x3, preferred)

Aft Weapons: 3x Polaron Turrets Mk X+ [Acc]x2

-[Equipment]-

Deflector: Jem'hadar Deflector Mk XI [Available from "Operation Gamma"]
Engines: Jem'hadar Engines Mk XI [Available from "Operation Gamma"]
Shields: Jem'hadar Shield Array Mk XI [Available from "Boldly They Rode"]


-[Consoles]-

Engineering: 1 Neutronium Mk XI (Rare), 1 Monotanium Mk XI (Rare)
Science: 4 Flow Capacitors Mk XI (Rare)
Tactical: 3 Polaron Phase Modulators Mk XI (Rare)

-[Bridge Officer Powers (ordered from lowest to highest rank slot per BOff)]-

Commander Sci: Tractor Beam 1 / Hazard Emitters 2 / Energy Siphon 2 / Energy Siphon 3
Lieutenant Commander Sci: Polarize Hull 1 / Transfer Shield Strength 2 / Tyken's Rift 2

Lieutenant Eng: Emergency Power to Shields 1 / Reverse Shield Polarity 1

Lieutenant Tac: Tactical Team 1 / Cannon Scatter Volley 1

Ensign Tac: Tactical Team 1

-[Duty Officers (DOff's)]-

1 Rare Sensors DOff's with Sensor Scan effect (Sensor Scan reduce's scanned target's out going damage by around 42% for 8 seconds.)

3 Very Rare Warp Theorist DOff's with Energy Siphon effect (25% chance Energy Siphon will disable a subsystem for 5 seconds)

1 Very Rare Gravimetric DOff with Tyken's Rift effect (chance to cause multiple rifts off of one use of Tyken's Rift)

-General Tips-

This is a very drain-oriented variant of the previous ship. It's more durable and self-sufficient in looking after itself on account of including somewhat better healing in the form of Hazard Emitters 2 and a Hull Resist+Tractor Beam Immunity in the form of Polarize Hull 1. The reason to take Scatter Volley over Rapid Fire is the same as keeping a rogue Fire-At-Will on the previous setup: Clearing mines, pets, photonic ships, and heavy torpedoes (critical with the currently buggy Romulan Hyper Torpedo+Torpedo Spread interaction). The fact that, with a little you can proc power levels across an entire team is something of an added bonus. You've got two Tactical Teams, don't be stingy about passing them around if you don't need them and someone else does. Sensor Scan pulls double-duty in the setup both as a DR debuff and damage-output Debuff and "Oh S---" button. Scanning a bunch of hopped up Tac/Scorts that are in close formation can and will make your healer's job easier (don't think it'll completely stop an Alpha by itself, it's 8 seconds, 10 with a purple sensors DOff, and a full buffed Alpha/attack is going to involve it damage being dealt over about 30 seconds).

-[Cannons + Turrets variant Beta]-

Ship Type: Recon Science Vessel

Critical Character Skills for Maximum Effectiveness: 9 ranks in Flow Capacitors, Graviton Generators, and Subspace Decompiler; 5 Ranks in Auxillary Subsystem Power (makes certain that Aux power caps out at 125 when maxed)

-[Weapons]-

Fore Weapons: 2x Polaron Single Cannons Mk X+

1 Polaron Dual Beam Bank Mk X+ [Acc]x2 (x3, preferred)

Aft Weapons: 3x Polaron Turrets Mk X+ [Acc]x2

-[Equipment]-

Deflector: Jem'hadar Deflector Mk XI [Available from "Operation Gamma"]
Engines: Jem'hadar Engines Mk XI [Available from "Operation Gamma"]
Shields: Jem'hadar Shield Array Mk XI [Available from "Boldly They Rode"]


-[Consoles]-

Engineering: 1 Neutronium Mk XI (Rare), 1 Monotanium Mk XI (Rare)
Science: 4 Flow Capacitors Mk XI (Rare)
Tactical: 3 Polaron Phase Modulators Mk XI (Rare)

-[Bridge Officer Powers (ordered from lowest to highest rank slot per BOff)]-

Commander Sci: Tractor Beam 1 / Hazard Emitters 2 / Energy Siphon 2 / Viral Matrix 3
Lieutenant Commander Sci: Polarize Hull 1 / Transfer Shield Strength 2 / Energy Siphon 2

Lieutenant Eng: Emergency Power to Shields 1 / Reverse Shield Polarity 1

Lieutenant Tac: Tactical Team 1 / Cannon Scatter Volley 1

Ensign Tac: Tactical Team 1

-[Duty Officers (DOff's)]-

2 Rare Systems Engineer DOff's with Viral Matrix effect (Chance to cause VM to renew itself on Target)

3 Very Rare Warp Theorist DOff's with Energy Siphon effect (25% chance Energy Siphon will disable a subsystem for 5 seconds)


-General Tips-

This particular setup, naturally, puts more emphasis on subsystem disables over subsystem drain. It's not as hyper-optimized in that role as it ought to be, though. Switching to Phased Tetryon weapons with the Omega Shield and Engines for Tetryon Glider when in Weapon-bias power settings would provide much better synergy across the board thanks to their dual-proc effect of Shield Drain (flow-capacitor based, synergy w/ Tetryon Glider) and Subsystem Disable (synergy with DOff'd up E. Siphon and Viral Matrix). Then why, you ask, didn't I post that setup? I've no first hand experience with it, and until I have it, I'm hesitant to suggest it.

Anyway, the Beta set has much more hard lockdown capability than the Alpha setup at the trade-off of a little less soft debuffing. Instead of reducing damage and healing through power drains and an out-going damage debuff, you simply select a target and turn it into gibbering lump of starship parts for a little bit. On the plus side, this is far, far more disruptive than previous setup. On the minus side, the lack of Tyken's Rift, or really any persistent damage zone, makes keeping up with a team using lots of mines and pets more difficult than it otherwise would be. Oh, thanks to VM and the plethora of Subsystem Disables, you are a pretty difficult target to put down if isolated. If you get lots of hate PM's, just smile and keep VM'ing, Siphoning, and Sub-nuccing your team's way to victory.

Last edited by thegrimcorsair; 01-03-2013 at 06:42 AM.
Career Officer
Join Date: Jun 2012
Posts: 411
# 353 sci healer / crowd control
01-02-2013, 02:39 AM
With all the escorts and DPS cruisers running these times, a group could use a good sci-healer. In my opinion, best healer ships are sci ships which have also more than 1x LT engineer. So that would fit the advanced research science vessel retrofit (Nebula). However, if u have the money, the wells timeship (or klingon version) is a better choice because it has more shields, turnrate and speed.

Front weapons: 3x chroniton torpedo
aft weapons: 1x chroniton mine, 1x [acc]x3 beam array, transphasic cluster or chroniton torp
If you wanna do more damage instead of crowd control, you can also equip trannies in front, and trannie mines or those ferengi mines on back.

deflector: MACO / AEGIS / Advanced Positron Deflector Array Mk XII [Grav] [Ins] [ENG] [HullR]
engine: AEGIS / Advanced Fleet Hyper-Impulse Engines Mk XII [Turn]x3 [Spd]
shield: MACO / fleet advanced or elite resilient resA

Consoles:
main consoles are your sci-healing consoles: emitter arrays. Equip 4 of them. Fill engineer with 1 a 2 SIF generators. Fill remaining engineer and tac positions with consoles of choice like:
Console - Universal - Assimilated Module (more crit, hull repair, gravity)
Console - Tachyokinetic Converter (more crit, turnrate,gravity)
Console - Universal - Theta Radiation Vents (more crowd control and spam kill)
Console - Tactical - Automated Defense Turret (protect yourself from tric mines and slow torps)
Console - Universal - Tipler Cylinder (extra self heal for timeship)

note: 2 of the emitter arrays can be "upgraded" by using following embassy fleet consoles:
Console - Science - Emitter Array Mk X [HuH] [-Th]
Console - Science - Emitter Array Mk X [ShH] [-Th]

Boff layout timeship:
LTCMDR: EptS1, ES1, AtoS2
ENS: EptA1

CMDR: PH1, HE2, ST3, PSW3
LT: TB1, TSS2
LT: TB1, SS1


Boff layout nebula:
LT: TT1, APD1
LTCMDR: EptS1, ES1, AtoS2
LT: EptA1, ES1

CMDR: HE1, TSS2, ST3, PSW3
ENS: PH1


power settings: 25/60/40/75 (timeship) 25/60/25/90 (nebula)

A good build comes with good doffs: (all purple, commonly obtainable with colonization missions)
2x damage control engineer to have always EptS and EptA active
2x development lab scientists to have 2 copies of science team 3
1x projectile weapons officer to increase crowd controll with the chroniton torps.

My keybind file (based on the spacebar bind) which uses the F-buttons to target and heal teammates can be found at http://sto-forum.perfectworld.com/sh...&postcount=197

Last edited by rudiefix1; 02-12-2013 at 07:09 AM.
Empire Veteran
Join Date: Jun 2012
Posts: 7,165
# 354
01-02-2013, 12:12 PM
these look like great sci ships, thanks for contributing guys. i never meant for this to be my blog, so anyone with good builds is welcome to post them. if they arent deeply flawed, they will end up in the table of contents
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Career Officer
Join Date: Jun 2012
Posts: 1,729
# 355
01-02-2013, 12:16 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
these look like great sci ships, thanks for contributing guys. i never meant for this to be my blog, so anyone with good builds is welcome to post them. if they arent deeply flawed, they will end up in the table of contents
First off, I love your spelling. Second, you hate my cruiser builds. Third, when the HELL are you gonna get on so we can do some FVF with pattycakes or mycakes or cap'n muffin tops or whatever it is you call him?

Oh wait. It's a build thread. Here.

Dual Cannons and DEM doffs. All day long. It's haxalicious!

Awesome Blog
Awesome Videos
Website that's always under construction
And...FACEBOOK MEH!
Empire Veteran
Join Date: Jun 2012
Posts: 7,165
# 356
01-02-2013, 01:00 PM
Quote:
Originally Posted by thissler View Post
First off, I love your spelling. Second, you hate my cruiser builds. Third, when the HELL are you gonna get on so we can do some FVF with pattycakes or mycakes or cap'n muffin tops or whatever it is you call him?

Oh wait. It's a build thread. Here.

Dual Cannons and DEM doffs. All day long. It's haxalicious!
if only DEM doff's effect lasted more then 8 seconds, they might be worth using for an over time damage weapon like DCs, singles or beam arrays. they would be good with a BO3/DHC alpha dealing maximum shield rending damage right before torps finish someone off, might be something worth trying on your birds.

go ahead and post a birdy builds if you like, thread still lacks them. im afraid to try to come up with any theoretically good bird builds due to having basically no actual experience with them. im sure you wouldn't hold back any criticism

i proboly wont be on for 6 to 8 more hours from now

also ya i cant spell or grammar to well. i blame being taught to best guess and write what your thinking quickly, and then go back and edit after. on a web forum, i do a LOT less editing after
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Career Officer
Join Date: Jun 2012
Posts: 1,729
# 357
01-02-2013, 01:13 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
if only DEM doff's effect lasted more then 8 seconds, they might be worth using for an over time damage weapon like DCs, singles or beam arrays. they would be good with a BO3/DHC alpha dealing maximum shield rending damage right before torps finish someone off, might be something worth trying on your birds.

go ahead and post a birdy builds if you like, thread still lacks them. im afraid to try to come up with any theoretically good bird builds due to having basically no actual experience with them. im sure you wouldn't hold back any criticism

i proboly wont be on for 6 to 8 more hours from now

also ya i cant spell or grammar to well. i blame being taught to best guess and write what your thinking quickly, and then go back and edit after. on a web forum, i do a LOT less editing after
One dem doff seems to be working great on the tac heavy cruisers. You pop that with CRF or CSV and you don't see power loss. In general that's the only times that my eng does see a drop so it's nice in that spot. Also great when you use the autocannon on a Bortas. I have YET to try it with the preloading BO3 and a Javelin or Lance, but that's next.

I have a bird build, but I'm assured its junky and won't work.

Cheers!

(omg u snuck in and changed 'continence' to 'contents'!! NINJA edit!)

Awesome Blog
Awesome Videos
Website that's always under construction
And...FACEBOOK MEH!

Last edited by thissler; 01-02-2013 at 01:15 PM. Reason: Just to whine further.
Captain
Join Date: Jun 2012
Posts: 1,122
# 358
01-02-2013, 01:17 PM
so...

dem with dual cannons huh?

i didnt think the xtra little bolt with dem would be more potent than the dhc burst.....hmmmmm.....
Empire Veteran
Join Date: Jun 2012
Posts: 7,165
# 359
01-02-2013, 01:27 PM
Quote:
Originally Posted by thissler View Post
One dem doff seems to be working great on the tac heavy cruisers. You pop that with CRF or CSV and you don't see power loss. In general that's the only times that my eng does see a drop so it's nice in that spot. Also great when you use the autocannon on a Bortas. I have YET to try it with the preloading BO3 and a Javelin or Lance, but that's next.

I have a bird build, but I'm assured its junky and won't work.

Cheers!

(omg u snuck in and changed 'continence' to 'contents'!! NINJA edit!)
yep, you can ninja edit if you do it before a minute passes. top suggestion in spell check failed me!

junky and wont work? but theres so much video evidence to the contrary!

Quote:
Originally Posted by thishorizon View Post
so...

dem with dual cannons huh?

i didnt think the xtra little bolt with dem would be more potent than the dhc burst.....hmmmmm.....
not even DEM, and the DEM doff can makes DC's measure up really. if it wasn't for their energy hog nature they share with beam arrays, singles, etc... they would be ok. they would still be less front loaded and need more time on target to theoretically deal the same damage as a DHC though.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Lt. Commander
Join Date: Dec 2012
Posts: 127
This ship, is the Old, RA level Advanced Escort. It's for people that don't have that initial Ferrari Budget that many of the older hands pvpers have. I will have the Ideal Gear, along with it's present gear listed, (same with Doffs) this ship is surprisingly still competitive even after 3 years. The position of two powers have changed and that's all since I made this ship way back in the day, plus the addition of Doffs and gear sets. Presently I have 0 Rep grinded.

Azn Rep Grind: (Ideal) Rommy T2:Crit Chance T4: I suspect the placate is going to get changed. I'd go Secondary Shielding, especially with all the plas torps in pvp right now.
Borg/Omega: T2 If you do alot of pugging the hull repair nanites. T4: Graviton Amplifier.

Advanced Escort.
Weapons: AccX2 CrtD XI Tetryon Dual Heavy Cannons X3 (want to upgrade to XIIs), XI CrtDX2 CrtH Quantum Torpedo.
3 AccX2 CrtD Tetryon Turrets. XI

Deflector: Borg
Engine: Borg
Shield: Maco Mk X (will be replaced with the Elite Fleet Shield once my guild unlocks it)

Consoles:

Eng: 1 MVAM Console. (optional. If you bought the mvam already might as well use it's console. If not then replace this with an Ablative Hull, or even better the + to crit chance Rommy Console. Honestly once I get there I'm probably going to drop the MVAM console entirely. The bug is -still- quicker, as is the defiant and bops even in MVAM beta command might as well crit them harder) 1 Borg.

Sci: Flow Cap or Particle Generator, 2 Field Generators
Tac 4 Tetryon Pulse Generators XI blues. (you know what the ideal is. XII purple)

Boffs:
Cmdr: APO3, CRF2, THY2, TT
Lt Cmdr: APD2, THY2, TT What? No second CRF? You'll see why.
LT Eng: EPTS1 EPTS2
LT Sci: Here's where the variables start. Primary attack mode. Polarize Hull1, TSS2
Ens Sci: Tractor Beam 1
Variant LT Sci. TSS1, Feedback Pulse 1. Ens sci PH. Variant 2: TSS1, TBR1. Ens Sci PH1. Variant 3: HE1, TSS2, Ens sci. TSS1.

DOFFS: 2 Energy weapon specialists. (cannon attack type) 2 Shield Distribution officers (right now all of these are Blue on my ship) 1 Torpedo officer purple.
Ideal Doffs: 2 Energy Weapon Specialists (purple), 2 Attack Pattern Doffs (purple), 1 Shield Distribution officer (purple)
Variant 2 Doffs. 2 Energy weapon Specialists, (cannons again) 2 SDOs, and Tractor Beam Officer, for Tractor beam repulsors. This gives your TBR a potent Engine Power Drain attack.


Between Tac Initiative, and the Cannon doffs you'd be amazed at just how many CRFs you can pump down range. My average up time for CRF2, is only 5 seconds off from perfect chaining, and as often as not, I can perfect chain it. This also lets me run HY2 which is by far the most effective of the HYs in the game. HY1 does not give you enough torpedoes to use effectively, and they can miss. HY3 has a far far too high opportunity cost, for a minimal gain in damage and an even smaller gain in Effective Damage.

If I ever get the Attack Pattern Doffs, this gives me perfect cycling of APO3s and APD2s 100 percent of the time barring the odd sub nuke. APD2 fits -perfectly- between the shared CD of APO as well. So presently you can fit it in for either yourself or a team mate, between the Shared CD when Tac Initiative is up.

Even premade v premade I've found people can live through the quad DHC setup because at the end of the day the damage is still coming in piecemeal. It's much harder for a healer to have the Twitch necessary to help someone survive 3 6k Torpedoes (average damage. Realistically one of those is going to crit for 15k or more if they are fired properly).

Last edited by mavhax; 01-06-2013 at 10:02 AM.
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