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***Resolved Issues***
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A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
the omega torp is very interesting. i think an entire torp overhawl should be based off of it. the omega torp has 5 charges, and fires about once a second. it seems to have a bit higher dot damage too, thats a very good combination then. its a good torp to use up front unmodified by torpedo abilities, just autofireing. it sets fires well, and everyone in a wile will strike direct hull, just because of the rate of fire.
where it shines, and has a deep drawback is with torp abilities. spread is a bit useless on it other then for dealing with npcs as part of an aoe PVE build. but the HY projectile actually has hitpoints, 4k of them, and can survive a few TBR hits, a fair amount of often missing weapons fire, a PSW, all sorts of stuff. its the most reliable to hit heavy projectile yet, and tends to deal around 30k damage to other players if it hits hull.
the MAJOR downside to this though is every time you use a torpedo ability, or exhaust all the charges, there is a 10 second cooldown before you can fire again at all. so if you use a torp ability every 15 seconds, it will almost never be able to do what its best at, have actual dps and fire rapidly. if you want to use spread, a standerd torp would be beter frankly, and fire more often. the HY projectile is nice though
they best part is you can disintegrate ships borg command ship style. even an unbuffed torp can, and i almost suspect that if your at a low enough % hull, it will instantly disintegrate someone. im pretty sure a shield impact on a very near death target vaped them, when the torps damage alone, through shields, should not have. ive seen this multiple times now, and think i heard a dev float the idea a month ago before all this launched
I was thinking the same thing about the HY projectile, but with my build I only have 2 tac skill slots, one of which is TT1 and the other one will probably be either APD or TS2 for spreading plasma burns. Wanted to use the Omega torp as a rear launcher, but I will probably just use a regular torp with acc modifiers...
Thanks! I am a bit of purist so I tend to stick to Klingon only ships. I am looking at the Somraw to go with my vet ship.
I also had a DOFF question, do you think the Nigulan bridge officer who according to STOwiki does: Chance to reduce the time for any subsystem targeting attack to recharge after use/20% chance: Improve recharge time by 30 sec, Chance to reduce recharge time on Cannon Rapid Fire and Cannon Volley is worth picking up?
if you use a battle cruiser then a tech doff build with an AtB or 2 is the best way to reduce cooldowns. the cannon doffs are sorta unreliable. if your in an escort though, you can double up cannon powers easily enough
Quote:
Originally Posted by drake122svk
I was thinking the same thing about the HY projectile, but with my build I only have 2 tac skill slots, one of which is TT1 and the other one will probably be either APD or TS2 for spreading plasma burns. Wanted to use the Omega torp as a rear launcher, but I will probably just use a regular torp with acc modifiers...
Thanks for your help!
that rapid fire torp that doesn't have HY isn't going to do a whole lot, or be able to rapid fire very often if its stuck aft. on 1 ship i run it up front with no torp abilities and let it auto fire, and the results are pretty good.
I think the omega torp fits perfectly on my Plas'tinga. High rate of fire. And moreover (and this is why it beats the romulan torp) it does massive DoT.
How I see it now, equiping the omega torp on a torp boat will interfere with the other torps, because of timing. So that leaves only one torpedo in case of omega on either front or back.
I am wondering how torpedo doffs will influence the recharge/ cooldown rate. Does the change of -5 sec apply after each shot? in that case I will also equip a trico on the back.
Need to test this somewhere in the coming days.
One last thing i noticed by looking at the stats in system space:
The plasma Dot of energy weapons is not boosted anymore by the ambiplasma envelope (torpedo) console.
The Dot of torpedos is still boosted by both ambiplasma envelope (torpedo) and plasma infuser (plasma energy) consoles.
I always thought both consoles boosted Dot's from both energy and torps....
this is the most dangerous non DHC capable cruiser in STO. it is not a spike killer, but it can deals so much damage over time it almost seems like it is. under the right circumstances, and the right buffs stacked, your enemies will melt in about the time it takes for CRF to end. being such a gradual damage dealer, its damage can evaporated in the sea of cross heals, the number 1 limiting factor to dps cruiser effectiveness. but when it deals dps unhindered, its does so in a big way.
combat logs from a good long match, really got to put it through its paces. over 2000 dps, more then 10k swings, over 1000 crits, and a total of more then 2 million damage.
i wish such an obvious question wasn't so hard to answer. just look at each weapon's advantage with the build. single cannons and turrets with good CRF up time will throw the most amount of shots down range of any other build i find, so its cycles through fireing cycles, and thus procs the fasted.
phasers- they turn off subsystems, always handy. but it doesn't deal spiky enough damage to really make a shield proc hurt like it would if DHCs were being used
disrupters- with its hull defense debuff proc, DEM's damage would be enhanced
tetryon- shield damage proc buffed by flow caps, works great with tet glider
polaron- proc buffed by flow caps, lots and lots of pol procs can be devastating, even deactivate subsystems if you get lucky
plasma- actually has synergy with EWP, plasma tac consoles buff the plasma damage it does. use EWP3 as much as possible to make up for the reduced damage it does to anyone using STF shields
antiproton- criting single cannons arent going to hurt that much more then normal. your better off with anything else with several acc mods
i wish such an obvious question wasn't so hard to answer. just look at each weapon's advantage with the build. single cannons and turrets with good CRF up time will throw the most amount of shots down range of any other build i find, so its cycles through fireing cycles, and thus procs the fasted.
phasers- they turn off subsystems, always handy. but it doesn't deal spiky enough damage to really make a shield proc hurt like it would if DHCs were being used
disrupters- with its hull defense debuff proc, DEM's damage would be enhanced
tetryon- shield damage proc buffed by flow caps, works great with tet glider
polaron- proc buffed by flow caps, lots and lots of pol procs can be devastating, even deactivate subsystems if you get lucky
plasma- actually has synergy with EWP, plasma tac consoles buff the plasma damage it does. use EWP3 as much as possible to make up for the reduced damage it does to anyone using STF shields
antiproton- criting single cannons arent going to hurt that much more then normal. your better off with anything else with several acc mods
would i be trading off to much if i went full polaron build and swapped out the two omega for the jem set for the extra polaron bonus damage?
dontdrunkimshoot your build can this be edited for a assault cruiser refit regent class and a dreadnought ?
Originally Posted by dontdrunkimshoot
2AtB single cannons excelsior/fleet excelsior
4 single cannons, 4 turrets
TT1, APB1, CRF2/ TT1, CRF1, APO1
EPtS1, AtB1, RSP2/ES2/EWP1, DEM3
EPtA, AtB1
ET1
TB1, HE2
station power long form here
equipment
omega deflector
omega engine
maco shield
consoles
borg, 2 RCS, 1 neutronium
2 flow cap
3/4 energy type consoles
doffs
3 purple tech, 2 shield distribution doffs
this is the most dangerous non DHC capable cruiser in STO. it is not a spike killer, but it can deals so much damage over time it almost seems like it is. under the right circumstances, and the right buffs stacked, your enemies will melt in about the time it takes for CRF to end. being such a gradual damage dealer, its damage can evaporated in the sea of cross heals, the number 1 limiting factor to dps cruiser effectiveness. but when it deals dps unhindered, its does so in a big way.
combat logs from a good long match, really got to put it through its paces. over 2000 dps, more then 10k swings, over 1000 crits, and a total of more then 2 million damage.
character is kayla
combat log 1
combat log 2
scoreboard
please can you post a vesta and dreadnought build ( yeah i know the dread a noob ship ). just be nice to see these build please
also do you have a good eng skill plan to work with a aux2bat build
thank you
Last edited by unheard1978; 12-23-2012 at 07:12 PM.