I've spent the last several days searching the web and forums for info, but most are outdated or not what i'm looking for.
SCI Captain here. PVE only.
I don't want to waste another Respec Token and trying to figure out which BO skills are good.
I've tried out Gravity Well 2, CPB2, Tyken's Rift 1, Tractor Beams Repulsor 3...
I tried SS2+TBR3 last night and it wasn't great at all. things die waaay slower with TBR3.
For TBR to be viable as a weapon, you *really* have to spec into it. I mean with a minimum of three Graviton Generators, a Mk XII Positron Deflector (preferably with [Em] or [TB] modifiers), fully spec tractor beams, run at full aux, AND have the engine power / deuterium surplus to chase the target as you push them so you can land all pulses. Pushing a target once or twice is a total waste - so your power will have to be all in aux and the remainer in engines. On my character who uses TBR3 as her main weapon, each pulse cranks out something like 2200 damage (unbuffed) direct to hull. Buffed, I've seen hits go up as far as 5000 on NPCs at least.
Other than that, in PvP its good for pushing healers away from a team, or just generally screwing up escorts attack.
Originally Posted by Atswin
how is CPB3, TR3, GW3, Photonic Shockwave 3, Feedback Pulse 3?
Photonic Shockwave 3 is a waste of a good Commander BO slot. Shockwave 1 is usually more than sufficient.
Feedback Pulse 3 is a bit like TBR3 - you *really* need to spec into it. As many Induction Stabilisers as your build will allow, as well as a Graviton Deflector with a lot of [DefF] modifiers, as well as running full aux. It's a fantastic skill if you're on the defensive - sensor scan/debuff the attacker, hit Attack Pattern Delta + Tact Team + Emergency to Shields, and pop Feedback Pulse. You can do some incredible damage back to your attacker. However, this is quite situational, has a short duration AND puts your Transfer Shield Strengths on cooldown. Not a bad choice for a healer build, and personally I always keep a BOff with this skill as it can be handy.
CPB3 is great with coupled with Tachyon Beam 3. With three Astrometric consoles and a Collimator, you have a great shield stripping build. Have the ship use Tetryons (for their proc), and Quantum Torps up front, buffed with as many Warhead Yield chambers as your ship will allow. Works rather well in both PvE and PvP!
Tykens works well in PvE, often you'll drop an NPCs shields(especially when combined with a target subsystem attack or Polaron procs), leaving them wide open for a well placed High Yield or Tricobalt shot. Mixed results in PvP, since there's quite a few counters including batteries, Emergency to X, engineers EPS power, Red Matter Capacitor, etc. Dunno if its been fixed, but the rift can also be destroyed by explosions close to its centre. Personally I wouldn't bother with ranks 1 or 2.
Gravity Well is great IMO. I use it on a lot of builds - if you get a targets shields down, you can do some nasty damage to the hull. Even if that's not the case, it's good for spam clearance (mines, fighters) and coupled with a tractor beam you can hold a target completely immobile, allowing you to pound on one shield facing. If that's what you want to do, GW2 has enough pull to get targets close enough together to hit many at once with CPB3. I think this build also works well with ships that have Eject Warp Plasma - you can make a ship that holds targets in place (killing defence) whilst you or others do damage.
Originally Posted by Atswin
PS. What is the skill that Borg Cube uses on you that your Shield is like always off or staying at 10% or less? Is there a Counter?
Its the Borg Shield Neutralizer, and Hazard Emitters clears it.
I can see doing a TBR3 "Ship Punters" with a Luna-Class or Intrepid-R with ability to chase them down better than Nebula-R or D'Kyr. That would be interesting build. I will try that later when I get my Interpid R.
I tried the Shield Strippers Last night with CPB3 and TRB3. Works quite well. Although I do'nt see much different on how fast the shields going down vs TRB2 and CPB2 when I had it w/ GW2.
Now i'm going to try to do a TR3+PSW1 "Disabler". Using 1 Rear Polaron Turret for the Proc.
so the setup would be to head toward target, when in range PSW to stun the target and push it a bit foward and activate TR3. Turn on Tractor Beam to keep them in it and fly by with Eject Warp Plasma. That should keep the target inside TR3 for the whole 15sec. Then Energy Siphon as I turn around.
This setup may keep the power very low at all time. I figure maybe 1 or 2 Turrent in the AFT slots for constant polaron Proc chance. Keep my normal Beam weapons in the front. and no need to spec for Polaron.
FYI: I love how my D'Kyr Support Ship shoot down Torpedos (targettable) for me.
So I wasn't exaggerating when I said 'can reach 5000 damage'. People seriously underestimate how much damage TBR is capable of. Being a sci helps - you can SNB the cheeky sods who smugly activate Polarise Hull to try and counter you. Worryingly a scary number of people seem to activate RSP in the hopes it'll somehow help against the direct hull damage....
I wonder if you can do this on MVAM using TRB2? This ship has better agility to chase down your target.
I see no point in using Intrepid-R compare to Luna. Other than the 15sec Armour. Less Crew, Less Console slots, less turning degrees.
For Solo, i'm doing any Hull Dmg as much as I can. Feed Back Pulse 2 (suppose to return 50% shield penetration), TBR3, Plasma Turret for Proc, Har'peng in rear, Rapid Reload Transphasic front, APD since it can debuff more than one when soloing.
The TR2 didn't seems to do much.. even w/ Tractor Beam trying to keep them in..and 2 Polaron Turret. I do'nt think i saw one ship getting disabled.
Currently my TBR3 doesn't do that much.. only 2x Graviton XI, 7 point in Tractor Beams...with EM I can do about 4-5 pulses. Just can't seem to catch up to the target more than that.
After messing with some power settings and trying different ship..
I find that ship with Higher Inertia works better at chasing TRBed ships. Turn Rate was not a problem when you're using EM, it's getting within 5km range to get the pulse to hit again.
on Luna Class, at least 50 Engine Power settings (plus bonus from skills training) makes it much better where I can get in about 6-7 pulse vs.. 3-5 with 25 Engine Power Settings. This lower my Weapon Power Settings.. SO i just changed it into a Torpedo ship.