Ensign
Join Date: Dec 2012
Posts: 2
# 191
04-04-2013, 04:35 PM
Quote:
Originally Posted by robdmc View Post
Example: In the device slots you mentioned no red matter capacitor. Since you can only have 2 device slots and most of them are batteries, Have you looked at which subsystems you need to boost.
Good point. I hadn't thought that part through very well. I have typically carried a Shield Battery as an "oh crap" button, but using it to buff the other abilities... that makes more sense.

Quote:
Originally Posted by robdmc View Post
1) you have 2 borg consoles listed. can you clarify. (Was one suppose to be a zero point with 5 infusers in the tac slots?
Yes, once was supposed to be the Zero Point Energy Conduit with the 4 Plasma Infusers in the Tactical Console slots.

Quote:
Originally Posted by robdmc View Post
2) Which doffs are you using?
A complete mess, at the moment. I am working to collect some of the ones mentioned in the first couple of posts in this thread

Quote:
Originally Posted by robdmc View Post
3) Do you have access to embassy gear?
I think my fleet has a Tier 1 Embassy completed, and getting near to Tier 2, so some.




I am trying to get build ideas and goals to work for. I know playstyle has a bit to do with it, and I guess I am going for the max DPS, given that I am mostly running Elite STF's and other farming for Romulan Marks and other gear I currently need. I am not interested in PvP, and really am unimpressed with Ground combat, so I guess being a "Damage Cannon", but still having some survivability. I have learned a lot from this guide, especially things like chaining Tactical Team I, BoFF layouts, and design principals.

I guess I am trying to figure out what is the highest sustainable DPS build I can come up with, using the current end-game quests as the current target.

-Tynien
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,248
# 192
04-04-2013, 10:23 PM
How much aggro do you find yourself pulling? The Embassy consoles can be plasma infused with -threat. I know that with 2 negative threat console I still tend to draw aggro and if you are pulling that much then I can understand why you are staying with you field generator.

I was also wondering if you have tested other weapon configurations on the front like 4 dhcs and 1 torp as well. Another option I have seen people do is do all dhcs. (Might be challenging to fill boffs at that point)
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 193
04-05-2013, 05:28 PM
The link below includes the build I created for the Kumari. It's definitely challenging because of all the tactical slots. There are only so many useful ensign/lt tactical slots to be used. Especially the third one, when it is taking the place of potentially useful science or engineering ensign/lt slots.

http://skillplanner.stoacademy.com/?...ariescort_2596

I looked at your build and I had a similar idea. There are only a couple changes but fairly significant.

You had two assimilated consoles listed, but I'm pretty sure they're unique and only one can be used. I would also use this in the science slot.

You will have to sacrifice "Polarize Huill". It's a useful skill, but you don't come across tractor beams as much as before, and with having so few engineering.science consoles, you have to get shield heals in somehow and this will be done via EPS, Sci Team and Lg. Shield Battery.

With quantum torpedoes, I usually include a zero point quantum console for improved damage, however with plasma torpedoes, the plasma infusers increase the damage for the plasma torp as well. Not via the direct kinetic damage, but by increasing the damage that the Plasma DoT does, so it's really a double win.

In regards to the deflector, I would recommend the MACO deflector because of the additional defensive bonuses you get on top of the SIF, Shds and EM. However if you don't have the mk XI MACO or better deflector, definitely go with the Positron MK XII [SIF] [Shds] as they will be your next best option. It's also pretty hard not to go with

I haven't flown the Kumari sop I don't know how effective the wing cannons are, so if they are effective, then I would recommend using the wing cannon console. If not, then I would swap that out with a science "Emitter" console for improved shield heals.

Last edited by xgorillapx; 04-05-2013 at 05:31 PM.
Commander
Join Date: Dec 2012
Posts: 488
# 194
04-09-2013, 08:26 PM
Quote:
Originally Posted by xgorillapx View Post
See stats below. FOr further clarification
SIF - directly improves your hull strength
Shds - directly improves your shield cap
Em - improves the regen rate of your shield regen abilities. (EP2S, Rotate shield freq, science team,
Don't forget the bugged [Stl] mod. Positron Deflector Mk XII [ShdS] [Stl] gives +35 shield system, instead of +26.5.

[ShdS] [SIF] [Stl] is probably the best set of mods, but will probably cost more than the [ShdS] [Em] [SIF] combination I overpaid for.

Though there's no telling at what point they'll get around to actually fixing that [Stl] mod, or how any fix would be applied.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 195
04-10-2013, 08:06 AM
Delete. Double post

Last edited by xgorillapx; 04-10-2013 at 08:09 AM. Reason: double post
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 196
04-10-2013, 08:08 AM
Quote:
Originally Posted by millimidget View Post
Don't forget the bugged [Stl] mod. Positron Deflector Mk XII [ShdS] [Stl] gives +35 shield system, instead of +26.5.

[ShdS] [SIF] [Stl] is probably the best set of mods, but will probably cost more than the [ShdS] [Em] [SIF] combination I overpaid for.

Though there's no telling at what point they'll get around to actually fixing that [Stl] mod, or how any fix would be applied.
Yeah, I decided not to post it because it would be something I'd have to edit once someone complains that it doesnt work when the bug is fixed. In regards to overpaying for the [SIF] [Shds] [EM] positron deflector, that is why I've been recommending the Rare mk XII Positron [SIF] [Shds]. Those can typically be found cheap. If you dont see any, check the exchange for a few days and you'll likely find one under 100K. Obviously one would prefer the SIF/Shds/Em combination, but there's much lower bang vs buck which is a significant factor to some.

Last edited by xgorillapx; 04-10-2013 at 08:12 AM.
Rihannsu
Join Date: Feb 2013
Posts: 287
# 197
04-10-2013, 08:52 AM
I have a couple of them at the MKXII level I collect them for fleeties as I seem to get them a lot in drops - odd I know.... If someone needs one message me in game (@.Spartan). For what it is worth, I use one as well. I have yet to find another deflector set or drop that is so "escort focused" as that bad boy.

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Original Cryptic Forum Name: Spartan
(member #124)
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,248
# 198
04-10-2013, 09:53 AM
Quote:
Originally Posted by xgorillapx View Post
Yeah, I decided not to post it because it would be something I'd have to edit once someone complains that it doesnt work when the bug is fixed.
The [Shds] and [Stl] both work correctly. They add directly to the skill tree.

No deflector
Skill tree
http://i.imgur.com/E7FducC.png
Shields and hull
http://i.imgur.com/xmMU3wS.png

With [Positron Deflector Array Mk XII [ShdS] [SIF]]
Skill tree points
http://i.imgur.com/ZnAuQfo.png
Effects on [Adapted M.A.C.O. Covariant Shield Array Mk XII]
http://i.imgur.com/BsBLQcc.png

With [Positron Deflector Array Mk XII [ShdS] [Stl]]
Skill tree points
http://i.imgur.com/JMiptDl.png
Effects on [Adapted M.A.C.O. Covariant Shield Array Mk XII]
http://i.imgur.com/rYKVb6r.png

For my build I chose the Positron Deflector Array Mk XII [ShdS] [Stl] because of tac team, Covariant shield (Capacity based) and the higher shield modifier of the Fleet Advanced Escort. I also use tss3 and ep2s1 as my shield heals.

While [Sif] boosts my hull by 904 hp the [Stl] gives me 222 per facing or 888 across all four facings to redistribute when using tac team. I felt this is more important since I have an easier time shield tanking the borg then hull tanking.

Last edited by robdmc; 04-10-2013 at 09:56 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 199
04-11-2013, 07:08 AM
That's the thing, I don't think it's suppsoed to give you a boost to shield systems.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,248
# 200
04-11-2013, 07:45 AM
I can't understand why you feel that way. it is the only modifier that is duplicated and on the stowiki they still have it listed as a stealth modifier. But this modifier has been like this since the launch of season 5 when the new skill tree and modifiers went live. That was 17 months ago and I have a feeling at this point if they were to change it they would have a lot of back lash. I would still list it just because this is a some-what permanent bug with the notation that it can change. Or add it once the may update comes out because if it is not fixed by then it will be even longer with a new set of bugs to backlog burring it further to never gonna get fixed.

Edit: At the time of my previous post I was thinking it was working correctly. Stl for stealth seems to make more sense after I looked into it further. My bad.

Last edited by robdmc; 04-11-2013 at 07:48 AM.
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