Was doing KASE today with my science officer. Standard run of the mill STF. I volunteer my services to take care of the right side probes as I usually do.
Normally I don't have much trouble. Between Fire At Will, Beam Overload, and a Mk.11 Harpengh, I usually take care of the probes pretty easily, holding them in place with Gravity Well 3 and Tractor beams.
One that I did today was a bit unusual. The spacing between the probes coming out of the gate made it very hard for me to coral them together with GW3. 3 of them eventually slipped by- after we already ran out of time. One player dropped from the team.
Now, I'm wondering if I should switch energy types for my weapons. I'm currently using 5 Tetryon beams banks, upgrading them to Mk.12 borg when i can. I figured that dropping shields might help the team out a bit.
...But I'm starting to wonder if I might have a better impact on single enemies if I switch over to Polaron, Disrupter, Plasma, or just go with Antiproton instead. Tetryons are good for dropping shields, but once they've been dropped, what more can they do?
Are they really that good at dropping shields though? Never used them, don't know. Did use polarons for a while on an RSV in STFs, but never noticed it making a difference. Running elites now with phasers (for stylistic reasons), but their proc is way too random to depend on. Also, you running Arrays or DBBs? And as impressive as the Harpeng is, isn't the cooldown on that thing like 30 seconds for not much more damage than a quantum?
Not sure switching to mk xii will make that much of a change to your damage output. Do you have tactical consoles for tetryon weapons? Don't forget to use subsystem targetting engines to help you out when having trouble with probes.
Yes, I have all of the RSV's tactical consoles filled with tetryon consoles. Current setup is 3 Borg Tetryon arrays in the front, 2 borg tetryon arrays and the harpengh in the back. Its easy for me to broadside enemies and quickly turn to fire a torpedo while flying away from the enemy. Quite the opposite tactic from my escort, for sure.
I like using the harpengh because the cooldown is just enough that I can fire another one just as the DOT finishes off with the big explosion at the end. Good for normal enemies since I don't have to turn that often to fire. Maybe I could try out a tricobalt device for a large punch. It would let me use ky high yield 1 ability that is currejtly going to waste.
I started a thread with this same question for pretty much the same reason about 6 weeks ago, running 4 BAs 2 torps in an RSV. What people told me then was 2 DBBs and a torp in the front, 3 turrets in the back, tac boff setup of THY2, TT1, BO1 (though I'm still not quite sold on the BO). Switched over to that and adjusted my flying style accordingly, and my STOIC-measured DPS went up by half again overnight. Its not as stylistically satisfying as a beam broadside or FAW display, turning into an escort-lite, but it works. Could try it with white MkXIs and see what you think.
Technically you'd get the highest DPS using 6 beam arrays and two copies of Beam Fire At Will as long as you were able to manage your subsystem power properly.
Personally, I prefer 2 Beam Banks up front, 3 turrets rear, and a torp + HYT 1 (2 just doesn't give as much bang for the buck as you might think) because you need to point your nose at the target for some Sci powers.
Sometimes I'll run 3 Beam Banks if I'm using Polaron + Jem'Hadar set + EPtW for fun.
I would say a normal torpedo, perhaps a quantum , with torpedo spreed could help you out alot in the situation. They can do prety nasty damage imo.
Anyway just my suggestion, the science players in my fleet all have one torpedo for this n they usualy manage the probes , even on elite (up to 3 ofc, for the 4th one they usualy need help but then the gates open to beeing attacked too so one of the other ppl stays with him n together they take down the probes n the gate while the rest work on the other side)
I don't think changing the equipment itself will do much. THe best procs are already phaser procs - unreliable maybe, but the Tetryon extra drain will not make that big of a difference either, and with phaser procs you will occassionally drop the shield subsystem.
Equipment Changes that can still have a notable effect:
- Switching to a different weapon layout (e.g. from beam array broadsides to dual beam + turret frontal attacks).
- A different BO layout. Check if you can find some Science powers that inflict more damage. Tractor Beam Repulsors and Photonic Shockwave deal good damage, and the former also helps you delay ships getting to their destination (use wisely, otherwise you get them all cluttered around, making them harder to chase down, or even push them towards their goal).
Generally, once you are in Mark XI gear and don't use a rainbow build, the gear will only lead to minor improvements. They can make a difference, but not as big as rethinking your BO and weapon layout.
Cool, thanks for the advice. I've known the DBBs give more dps for a smaller firing arc, but didn't want to change away from broadsiding. On the other hand, I know how versatile turrets can be, but wasn't sure about the DPS they deal since they are technically the weakest type.
Ok, I'll give the escort-lite build a try. I will keep THY1 and Fire at Will, then I can replace beam overload 1 with maybe rapid fire for the turrets.
Still thinking of switching to another energy type, but I'll do some experimenting and see how it goes.
Lay off the beam skills some. They conflict with the cooldowns of your "free" target subsystems.
Take a decent torp fore and rear, go for HY or Spread on your tacticool slots.
Target engines will help slow things down, target shields will help bring the shields down quicker, target AUX can sometimes shut off tractor beams of the target, Target weapons is meh but it can work.
Generally on my science ships I am spamming shields and engines targeting all the time.
If you do want to keep your FAW, maybe run double FAW1 + Beta1 (RSV right?). Beta+FAW work rather well together for dealing with groups. GW to group them, then pop beta + faw to debuff them all while spraying them with beams.
Consider swapping tractor beams for repulsors. They are abit harder to use, but will do more damage and can effect groups of probes/etc. Meaning you can GW to group them kill what you can, push them back, GW again, push them back, GW again, rinse repeat.
Single tractors can be nice, but mostly in a more confined setting like Cure, and even then mostly so so.
Get a purple GW doff if you don't have one already.... just saying :\