Go Back   Star Trek Online > Feedback > Federation Shipyards
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-22-2012, 01:09 AM
Borg are tough to gauge how you're doing on for some things due to their huge HP and shields in STFs. For example, I was flying a ship with tetryon beam arrays for the shield stripping, but I honestly can't say it was worth it. I swapped that ship to phasers for now to see if I can notice that proc, so I'll see I guess. I mean disruptors leave a debuff that you can see in the UI, and antiproton have the innate crit. It's been difficult for me to tell if there's much effect on a cube, say, with tets or polarons (at least when phasers proc I can see shields drop momentarily or the target stops moving in space, etc.) 'cause they've got so much to work with anyway.

blah blah I didn't really say anything helpful, did I? eh..


I found that TR and GW are probably two of my favourite skills. I have a science KDF in a Kar'fi with these powers, though I used to have Feedback Pulse instead of TR. Now I can fly up to a cube, subnuc it, and use these two skills. It sure goes down a lot faster; the Omega's 2-piece Glider bonus is a fun help.

But to get additional drain, perhaps look into Viral Matrix (shares a cooldown with Scramble Sensors if you care about that skill). Tachyon Beam and Energy siphon can be fun, but again these share a cooldown with TR and GW. I wouldn't triple-up on any cooldown.

If you do stick with TR and GW, consider using Graviton and Particle Generator consoles to boost two skills directly tied to them.

Also, as I didn't notice this before, run the mission "Assimilated" for the universal Borg console (wiki link). That way you can get at least the two-piece bonus (a hull heal proc that can mitigate plasma burns and other minor damage to keep you from having to heal as much) and still be able to have two-piece MACO or Omega
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-22-2012, 05:06 AM
Hi , just a few responses to your post, Synk, which I've found quite helpful and very much related to the OP and questions pondered thru this thread.

Quote:
Borg are tough to gauge how you're doing on for some things due to their huge HP and shields in STFs. For example, I was flying a ship with tetryon beam arrays for the shield stripping, but I honestly can't say it was worth it. I swapped that ship to phasers for now to see if I can notice that proc, so I'll see I guess. I mean disruptors leave a debuff that you can see in the UI, and antiproton have the innate crit. It's been difficult for me to tell if there's much effect on a cube, say, with tets or polarons (at least when phasers proc I can see shields drop momentarily or the target stops moving in space, etc.) 'cause they've got so much to work with anyway.
Would have to agree that picking a slightly smaller target is makes the effects you're throwing at it more visible and easier to gauge. Agree that tets and polarons lean towards being specialty weapons. I originally used phasers as I thought the chance of disabling a subsystem would go well with subsystem targeting , which it seemed to. Now that I've switched to pols, the effect seems somehow different, but wow do the targets power level drop fast! Further testing is required. One nice thing about pols is the seem not to be a mainstream choice, and if you're playing with others you seem to mix well with those using the more popular and traditional beam types (diversity of procs and ships are good for any team). Relationship to OP's post: the use of polaron beams, questioning the effectiveness of SST.

If I had one question to pose to a forum "guru" (you know who you are) It would be:

With respect to Polaron Beams and subsystem targeting, would the definition for SST now be "Will lower power in the targeted subsystem" or more specifically "chance to disable a targeted subsystem via lowering it's power"? Is this viable and reasonably effective?


Quote:
Originally Posted by synkr0nized
blah I didn't really say anything helpful, did I? eh..
I'm in complete disagreement with this and without hesitation say you're wrong

Quote:
found that TR and GW are probably two of my favourite skills. I have a science KDF in a Kar'fi with these powers, though I used to have Feedback Pulse instead of TR. Now I can fly up to a cube, subnuc it, and use these two skills. It sure goes down a lot faster; the Omega's 2-piece Glider bonus is a fun help.
Ending up being 2 of my favourite skills as well (hoping by TR you mean Tractor Beam Repulsers). I'm new at this abbreviation thing. Relationship to OP's post /others advice: don't discount the value of having a tractor beam on a Sci ship. And if you haven't tried it at least once, dump a properly spec'd and fully skilled GW3 with decent Aux pwr on something, hold it there using TB, and watch the crits. Seems to be a good mix with the pols as well. Also share a like of feedback pulse... it's a sci offence weapon. Subnuc: 1 of the few remaining decent Sci abilities...

Quote:
to get additional drain, perhaps look into Viral Matrix (shares a cooldown with Scramble Sensors if you care about that skill). Tachyon Beam and Energy siphon can be fun, but again these share a cooldown with TR and GW. I wouldn't triple-up on any cooldown.
Watching shared cool downs is great advice in general.

Quote:
, as I didn't notice this before, run the mission "Assimilated" for the universal Borg console (wiki link). That way you can get at least the two-piece bonus (a hull heal proc that can mitigate plasma burns and other minor damage to keep you from having to heal as much) and still be able to have two-piece MACO or Omega
Yes and yes. Another popular combo would be 3 pc Borg (Eng/Deflector/UBC) with the MACO shields. Remember the Borg deflector adds +5 Aux. But having a 2 pc Borg with 2pc MACO or Omega abilities sounds like it'd be interesting to try.

Dracyl, it's getting late here, but I'd like to respond to a few things brought up in a couple of your previous posts and will do so tomorrow. Some things have been covered in this post responding to SynKr0nized. Thanks SynK!

Sci Vessels are great, but darn it's hard to keep up with Crypitc's nerfs and constant changes

Posted by Al'tek.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-22-2012, 05:18 AM
Quote:
Originally Posted by Protoneous
Ending up being 2 of my favourite skills as well (hoping by TR you mean Tractor Beam Repulsers). .
I meant Tyken's Rift, but it's possible there's another abbreviation folks use for that skill. While the rift shares its cooldown with gravity well, I find that I can still use both regularly. An AoE energy drain is pretty cool, imo, and I like to do things like snare the pack of spheres in ISE and then pop the rift on top of them as well.

The repulsors can be neat, too, though. I haven't run with them in PvE, but I've definitely seen everything from little escorts to lumbering carriers toss probes away from gates and the like with'em.



e: I am rockin' the polaron setup on a couple characters, so I'm trying not to do it on every beam ship I've got. I like to vary it a bit. But yeah it's a fun energy type to run, moreso considering one of the hybrids -- available in the 2800 episodes -- is pink.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-22-2012, 05:41 AM
Quote:
Originally Posted by synkr0nized
I meant Tyken's Rift, but it's possible there's another abbreviation folks use for that skill. While the rift shares its cooldown with gravity well, I find that I can still use both regularly. An AoE energy drain is pretty cool, imo, and I like to do things like snare the pack of spheres in ISE and then pop the rift on top of them as well. The repulsors can be neat, too, though. I haven't run with them in PvE, but I've definitely seen everything from little escorts to lumbering carriers toss probes away from gates and the like with'em..
Thanks! Am going to give that a try, replacing TBR with TR, and see what drama it produces.

The power drain of Polaron combined with the power drain of TR... the OP is onto something here

Al'tek.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-22-2012, 07:06 AM
Quote:
Originally Posted by Dracyl View Post
Hello all,
The Vessel: Reconnaissance Science Vessel


- I chose this one because the extra Tac. Station may allow this skeleton to hit hard with weapons.
Good choice. I love my recon. You want the polaron consoles though.



Quote:
Weapons Package (Mk XII):

1x Polaron Cannon, 4x Polaron Turret and 1x Plasma Torp. Launcher

- I chose Polarons because of the 2% proc.
- I chose turrets because of the fast rate of fire, and the 360 degree firing arc.
- I chose a Plasma Torp because, and tell me if I am wrong, I have noticed an AoE affect with the Plasma Torp. detonation. If I am too close to an enemy when my torp lands, I also get hit with the plasma "splash". So, AoE...
I went with Beam Arrays for and aft + fire at will, but this could work. I'd sub in one DBB or Beam array so that you can do subsystem targetting and/or a beam overload. Personally, I've found Tac Team overrated. I MUCH prefer having Eng Team on a 15s cooldown.

I'd also strongly suggest Attack Pattern Beta. It can really soften things up for your torpedo hits. My Recon went up in ugliness pretty quickly for PvE when I added it... helps you, helps EVERYONE.





Quote:
Engineering Console (MK XII - Rare to Very Rare):

Field Emitter
- To help with shield tanking

Neutronium Alloy
- Over-all Damage Reduction

Better off with 2 Neutroniums and adjust your shield power if you really need more.


Quote:
Science Consoles (MK XII - Rare to Very Rare):

Flow Capacitor
- Help with Energy Drain Abilities
Emitter Array
- Shielding
Shield Emitter Amplifier
- Shielding
Field Generator
- Shielding
I do 2x Flow, 1 Generator, and the Borg Universal Console


Overall I do 2x Omega (Shield/Deflector) and 2x Borg (Engine/Universal) Good combo of Speed, turns, shield draining, damage, hull healing.




Quote:
Science: (1 Lt. Commander, 1 Commander)
Polarize Hull I
Hazard Emitter II
Tachyon Beam III
Science Team I
Tyken's Rift I
Energy siphon II
Tyken's Rift III
Even with the Deflector DOFF, you can't really support Tyken 1/3 and Energy Siphon. You're better off swapping Tyken 1 for a Tractor Beam. I've not been fond of tachyon beam... doesn't do enough to warrant a spot.


I used to do Polaize/Hazard and ultimately came to the conclusion that I desired the Polarize effect more. Any time I was using Hazards, I'd inevitably get tractor'd and desperately wish that Polarize Hull wasn't on cooldown. So, I reorganized my skills...

Polaize 1 and 2,
Transfer Shield Strength (drop science team)
Engineering Team (get 3 Blue/Purple Doffs and you can be popping this constantly... both good hull instant heal + enhanced regen)

Just my opinion, obviously... but I'm much happier with this loadout.



Quote:
Now, I understand there are sets (Shields, Engines, Deflectors, etc.) that have set powers attached to them. I did not include them in this build because I do not have access to them yet.
Borg stuff is REALLY easy to get, and MK X and MK XI sets are pretty easy too.


Quote:
But now, that I have given all of this information about my "dream" build, we have come to the crux of this posting. In PVE, I keep seeing "bigger" enemy power levels fluctuate, but I am not able to keep an individual ship "gasping" for power.
Consider your drains more a situation where you're reducing the severity of the opponent, rather than crippling them outright. A Tyken 3 centered on a cube will make them much tamer... energy weapons won't hit as hard and it'll pop the HY Plasma Torps immediately.


Quote:
Can someone share their wisdom with me on the weaknesses of this build, on the point of energy draining?
Well, personally I think turrets are a little weak. Your ship would hit considerably harder doing sweeping broadsides with 5x Beam Arrays + 1 Torp. It's not so much a matter of the draining, just killing them quickly while drained.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
05-22-2012, 09:17 AM
Quote:
Originally Posted by Dracyl View Post
In PVE, I keep seeing "bigger" enemy power levels fluctuate, but I am not able to keep an individual ship "gasping" for power.

Can someone share their wisdom with me on the weaknesses of this build, on the point of energy draining?

Thank you in advance,

Drac
Firstly, are you trying to focus on power draining (e.g. getting all subsystems down as far as you can), or shield draining?

If the first, by far the easiest methods available are Klingon side - The Aceton Assimilator Universal console can drain a Cube dry by itself. The Plasmonic Leech Console is a nice addition that both drains your enemies power (region of 15-20 from each subsystem) and adds it to you.

If you're dead set on staying Federation, I would look into the new Caitian Carrier - running one of those with one or two sets of Advanced Siphon Drones will drain virtually any PVE ship if not completely dry then very nearly dry. Any BOFF abilities, or weapons, dedicated to draining would be largely superfluous... so you could probably just take a single copy of Tyken's Rift to speed things up a bit and then go for full-on damage output with all your other abilities.

If you're dead set on not only staying Federation, but staying away from the Carrier, then I'd look into Tyken's Rift III and Energy Siphon III, and raising your Flow Capacitor's skill as much as possible via Captain Skillpoints, Consoles, and Deflector bonuses.

I find it hard to recommend Polaron weapons, but if you really want to squeeze every possible bit of draining potential out of your ship, it might also be worth looking into Phased Polaron Beams - as at least they aren't limited to only the Polaron Proc.

Regarding Equipment: As previously recommended - The Omega Force 2-set Proc helps with Shield Draining, but won't assist with Power Subsystem Draining. The MACO 2-set Proc won't directly help Power Subsystem Draining, but will allow your BOFF abilities to recharge 5% faster, which means you'll be able to use abilities (including ones that drain power) more regularly. Finally, the Jem'Hadar set's Deflector has a very nice Flow Capacitors bonus on it, and that set's 2-set Proc will also increase your Polaron Damage. (As ever though, I'd highly recommend going for the Borg Console and either the Borg Engines or Borg Deflector for the Borg 2-set Proc. You lose very little by doing so, and gain a lot of survivability.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-22-2012, 09:41 AM
perhaps it's been mentioned further up-thread, but the Jem Hadar set is free if you complete the missions...consider this as well....
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:44 PM.