Survivor of Remus
Join Date: Jun 2012
Posts: 128
# 771
06-18-2013, 07:37 PM
Quote:
Originally Posted by redricky View Post
Could you post specifics on the multi-spectral particle generator bonus? I haven't been able to find anything about the magnitude of the additional damage, if it's modified or buffed by anything, etc. Thanks!
hi redricky
wish i could get to a pc right now, but just been woke up by my baby boy then its back to bed
any how all it states about the bonus is it boost all exotic particle based abilities that use Starship Particle Generators, which to me is almost all of them, ( not much info i know )
take the Indoctrination Nanite Dispersal System console, now when used it sends out a shock ware that burns all target it hits and still makes then fight each other up to five i believe ( this is very good agains the borg probes ) not just a charge like the isometric charge

Last edited by unheard1978; 06-18-2013 at 08:37 PM.
Survivor of Remus
Join Date: Jun 2012
Posts: 128
# 772
06-18-2013, 07:51 PM
found this for you on stowiki on my iphone

Starship Particle Generators


This skill improves the damage from attacks that use exotic particles. Examples of abilities which employ exotic particles include; Charged Particle Burst, Feedback Pulse and Photonic Shockwave, amongst others. This skill only improves the damage from such abilities, and not their other effects/procs.

Starship Particle Generators is a Tier 3 Science skill available to all Starfleet and KDF Commanders. Each increment of this skill costs 2,000 skillpoints.

All exotic particle based abilities, such as (but not limited to):

Aceton Assimilators
Aceton Beam
Charged Particle Burst
Eject Warp Plasma
Feedback Pulse
Gravity Well
Isometric Charge
Photonic Shockwave
Tractor Beam Repulsors
Tyken's Rift
Vent Theta Radiation
Antiproton Sweep


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Content is available under CC BY-NC-SA 3.0.

Last edited by unheard1978; 06-18-2013 at 08:37 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,671
# 773
06-20-2013, 12:55 PM
Quote:
Originally Posted by unheard1978 View Post
dontdrunkimshoot I have the adapted destroyer and cruiser, I wish to use both for the bonuses

please can you give me so pointers

Im not 100 sure n which toon to use them on engineer or science officer which one would you pick ?

Im also looking for a non aux2bat, set up... Some sort of ep2w / ep2s build, As I feel this would be better for a borg ship, can you please help ?

thank you

here are links to my builds using all borg sets and these consoles and 5 Efficient Bridge Officers

Nukara Particle Converter = grappler as not available on stoacademy
Assimilated Module
Zero-Point Energy Console
Plasmonic Leech
Indoctrination Nanite Dispersal System = grappler as not available on stoacademy
Shrapnel Torpedo Launcher = grappler as not available on stoacademy

I also have the helsmen trait,


plus I have used the sto power calculator so all power levels hit 125/125/106/130

eng build

http://www.stoacademy.com/tools/skil...borgpower2_993

science build

http://www.stoacademy.com/tools/skil...3borgpower_993

only different is eng that hits 6 points in Starship Energy Weapon Specialization to get Directed Energy Modulation III.

the 6 points in Starship Particle Generators and Starship Subspace Decompiler are for the Indoctrination Nanite Dispersal System console
hmm, those ships i wasn't to interested in, haven't given them to much thought. a bunch of those toys, im not too sure what they do, haven't kept up with the new rep and lock box stuff all that well.

on the cruiser, you can proboly build something viable with the COM for eng, and maybe sci. tac would be pretty pointless, and leave that slow turning ship with out enough tanking ability, something a non quick ship needs a lot of. 7 isn't quite enough turn to fly it like a battle cruiser, the minimum for that is 9.

the destroyer is interesting, i encountered the most potent beam boat i ever faced in one. 11 turn rate is enough turn to build this like an escort though, as long as you use 3, maybe 2, turn consoles.

if you dont want AtB builds, i would suggest getting at least 2 purple damage control doffs, so you can run 2 EPt skills at full up time with just 1 of each. on the destroyer it would give you room for an RSP, and a ET2 or AtS1, DEM1, or even a second RSP i guess. or you could use just 1 of the LTs for eng, and run EPtW1, and EPtS2, and use the other LT for sci or something.

its hard to justify spending my limited time hammering out fully theorized builds at the moment, but i hope to be able to soon.
Survivor of Remus
Join Date: Jun 2012
Posts: 128
# 774
06-20-2013, 03:27 PM
thank you for your info.
I look forward to your builds
I had 7 in that skill + with them console it hit 125 and over caps are now pointless.

so do you feel a aux2bat build would be better ?
its just with the new borg consoles/warp core + the new Nukara Strikeforce T4 skill needing aux is it worth it still ?
Career Officer
Join Date: Jun 2012
Posts: 376
# 775 Sci disable bop
06-24-2013, 01:34 AM
This is a nice build for a fleet Norgh piloted by a sci captain. It maxes out disables and therefore setting up a kill. It does also good DPS, without any tac buffs, so its even more than only a set-up-kill build.

Ship: Fleet Norgh

front: 4x phased polaron DHC
Back: Chroniton mine, chroniton torp

Deflector: KHG or graviton or other deflector with SubD
Engine: KHG
Shield: KHG
Warpcore: Hyper injection

Cmdr: EptE1, ExtS1, EptS3, AtoS3
LTC: ST1, ES1, VM1
LTC: ST1, ES1, VM1
LT: PH1, SS1



Eng consoles: 2x neutronium, Borg
Sci consoles: 2x or 3x embassy flow cap
Tac consoles: Leach, aceton assimilator, polaron

Purple doffs: 2x damage controll engineers, 3x warp theorists, energy syphon disable version

power settings: 100/20/15/65

This build chains nicely the disables from 2x viral matrix, 2x doffed energy syphon, and not forget the phaser proc. The semi-high aux power ensures a power drain of almost 20 sec. The 3 warp theorists give 3 x 25% chance on a fixed 5 sec disable time when activating energy syphon. The deflectors with subspace decompiler boosts disable time of viral matrix and phaser proc. Also a scramble of 9 a 10 sec is very nice. Imagine all this with a subnuc, and your opponent is ready use the escape pods. Because you have energy syphon, you have a lot of power. Therefore you can run 4 DHC's instead of a full torp build, and be way more effective with better spike. The chroniton stuff equiped on the back is to have some slows. Regarding to heals and resists, the Bop really needs EptS3. The AtoS3 gives a great hull heal which can be used on yourself or be donated to team mates, and not to forget extend shields. The 2 or 3 part KHG is there fore more aux power and more crew resist.
Do you want to improve healing; use keybinds

@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Career Officer
Join Date: Jul 2012
Posts: 793
# 776
06-25-2013, 07:35 PM
I don't have a new build to share yet, but I'd like to say that, so far, my fleet Nova's anti-healer build is kicking ass and chewing bubble gum in PVP I love it. (This build can be found on the first page)
Lt. Commander
Join Date: Dec 2012
Posts: 101
# 777
06-26-2013, 12:25 PM
im thinking of buying the FACR, but before i would like to post the build ive been thinking for it... to see if the patch is clear for me to buy it

fore weapons - 4x polaron cannons mk xi accx3
aft weapons - 2x polaron turrets mk xi accx3 / nukara mines and cloaking tractor mines

deflector - borg mk xii
engine - borg mk xii
shield - elite covariant fleet mk xii
warp core - aux cap ... W->E ... eps and shield capacitor mk xi

devices - shield battery / engine battery / subspace field modulator / deuterium surplus

doffs - 2 x cannon special abilities cd (purple) / 3 x A2B cd to skills (purple)

stations - TAC - tt1 / crf 1 / apo 1
TAC - tt1


ENG - epts 1 / a2b 1 / dem 2 / ab3
ENG - epte 1 / rsp


SCI - tss 1 / he 2 (im considering --- tb1 / he2)

TAC consoles - 4xpolaron mk xii rare
SCi consoles - subspace jumper / field gen mk xi rare
ENG consoles - plasmonic lech / 2x fleet rcs (all dmg res) mk xi /neutronum fleet (turn) mk xi


is it good ?
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !

Last edited by ssb64; 06-26-2013 at 12:33 PM.
Captain
Join Date: Jun 2012
Posts: 1,015
# 778
06-26-2013, 01:25 PM
Quote:
Originally Posted by ssb64 View Post
im thinking of buying the FACR, but before i would like to post the build ive been thinking for it... to see if the patch is clear for me to buy it

fore weapons - 3x polaron cannons mk xi accx3, DBB
aft weapons - 2x polaron turrets mk xi accx3 / nukara mines and cloaking tractor mines

deflector - borg mk xii
engine - borg mk xii
shield - elite covariant fleet mk xii
warp core - aux cap ... W->E ... eps and shield capacitor mk xi

devices - shield battery / engine battery / subspace field modulator / deuterium surplus

doffs - 2 x cannon special abilities cd (purple) / 3 x A2B cd to skills (purple)

stations - TAC - tt1 / crf 1 / apo 1
TAC - BO1


ENG - epts 1 / a2b 1 / RSP 2 / DEM3 -or- EWP3
ENG - epte 1 / A2B1

SCI - tss 1 / he 2 (im considering --- tb1 / he2)

TAC consoles - 4xpolaron mk xii rare
SCi consoles - subspace jumper / field gen mk xi rare
ENG consoles - plasmonic lech / 2x fleet rcs (all dmg res) mk xi /neutronum fleet (turn) mk xi


is it good ?
2 copies of Aux2Busey or none. You can dump the cannon doffs with 2 copies. BO1 isn't, well, BO3, but you've got to have a little spike. DEM with Marion or EWP for anti-spam. Aceton Beam is the most neglected ability in the game and just isn't fit to be slotted.
Empire Veteran
Join Date: Jun 2012
Posts: 6,671
# 779
06-26-2013, 04:16 PM
id agree with ricky here. a cruiser like that does not need APO all that much, id prefer BO3 there, but the regents got to many tac powers, so you got to put something at ENS. this is why i like the excelsior better, that tac ENS isn't helping a fed cruiser much on an AtB build.

on a kdf cruiser, it would be great. APO, with a CRF, TT, and THY1, because the battle cruiser is running DHCs and can drop shields well, unlike 4 shots per cycle single cannons. torps arent even an option if singles are the best you can run. and BO1 is pretty suck for the power it drains. i guess thats why all why i just dont recommenced the regent at all.
Lt. Commander
Join Date: Dec 2012
Posts: 101
# 780
06-27-2013, 08:02 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
id agree with ricky here. a cruiser like that does not need APO all that much, id prefer BO3 there, but the regents got to many tac powers, so you got to put something at ENS. this is why i like the excelsior better, that tac ENS isn't helping a fed cruiser much on an AtB build.

on a kdf cruiser, it would be great. APO, with a CRF, TT, and THY1, because the battle cruiser is running DHCs and can drop shields well, unlike 4 shots per cycle single cannons. torps arent even an option if singles are the best you can run. and BO1 is pretty suck for the power it drains. i guess thats why all why i just dont recommenced the regent at all.
if im going to use dbb i should change to tetryons, using the hyper refraction tetryon comboing with the nukara mines for the 7.6% extra tetryon dmg...

but i think i wont do it because i think its kinda worthless to have a dem build with bo

and i dont agree with redricky, i dont think aceton build is useless, its like a eng subnuc, you just got to send it when the targets he is off... the same goes for the tractor beams...

why should i use 2 atb ? its cd is 40 secs, ive heard the doffs apply to a2b itself too... only if im wrong i would have 2 a2b... but if im right, only one a2b is enough for the skills i want.... APO / RSP / DEM / AB / HE / TSS

also using beam overloads with a2b is very good since a2b energy gain is instant, its very good to replenish weapon power after using bo, i could use as many as i want with 2 a2b, good one redricky, i will think about your build

and about the science stations, wich one is better ? the one with tractor beam or the other ? i think the tb one is better since it can "neutralize" more dmg than tss could heal me... its situational *my english is bad, sry* ... considering i use fleet elite shields... help here

and one more thing... why everyone prefers the excelsior rather than the regent ? *fleet*

ty for the support
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !
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