Just looking for some advice for my KDF Tac build, but I was wondering how badly the recent nerf affected the potency of the Elite Fleet Space Shields.
They may have been OP before from what I've heard, but my fleet unlocks them in a few days and I wanted to know if they were still equal to/superior to stf gear before lashing out the huge dilithium costs needed to purchase one.
I figure theyve got good base stats, and better resists than stf gear but I'm not sure if the now weakened Adapt proc is better than the special procs for stf gear, like energy wake or maco power boost, as well as giving up on 3 part bonuses like gravitic anchor.
Secondly, I was wondering about the viability of Plasma weapons in Season 7 PVP. Yes, stf shields do have a 20% plasma resist but I figure the 9.6% boost per embassy pla sci console as well as the 7.6% two piece rommie set should more than make up for it on any ship with at least two sci console slots.
I figure that running three MKXII rom consoles, plus the 2 part set should give about 35% increase against the 20% reduction, as well as the advantages a lot of the new plasma weapons offer (eg omega/rom torp and experimental romulan beam).
Just wanted to get some feedback. Thank you all in advance for any help.
I have been hit with Romlan plasma weapons in pvp and they haven't been very effective against my STF shields. The plasma burns aren't enough to make up for loosing 20% of your energy damage to shields outright. My hull loses some points but they can't punch through my shields so have no way to kill me since the plasma dot to my hull isn't enough on its own. They can't out dps my shield healing when losing 20% even in my escort, and the plasma burns get cleared and healed faster then they can damage my hull down through my shields. They do good in pve though.
But surely if the 35% increase applies to the base damage, then buffs like Alpha and go down fighting would boost on the increase as well?
Though I guess increases from things like energy weapons training are flat boosts so they would suffer from the resist more.
Definitely think I'll go Fleet Shields for PVP tho. Even putting Adapt to one side, having a 15% resist to three energy types instead will be awesome with excellent base stats. As I go KDF, I reckon Resilient with resist to Phaser, Tetryon and Polaron will be my pick. Especially since the Jem Set is getting a buff, + new dominion ships means Polaron will be used more.
Thanks so much for all your help guys. To settle just how much the 20% resist matters, I think I'll compare the two on Tribble against a friends STF shields before I spend anything.
Once I've got some hard figures I'll post them here as well. Truthfully I reckon I will end up going plasma regardless, since I suspect the Jem and fleet shields will start to get a lot more use in pvp.
Yes, the increase from buffs will buff the difference as well.
For instance each MK XII phaser relay (purple) adds about 90 to my DPS. With buffs, that amount will increase.
But, even with all of those buffs, you're still getting a -20% decrease in your final damage. You'll be doing more damage than you normally would, but it won't out do someone who has a different energy type.
I used to think the plasma damage over time wasn't worth it. But, after doing a 1 on 1 with my fleet mate, I've changed my opinion.
He uses the Omega and Romulan torpedoes, 2x Embassy plasma DOT consoles (not sure which ones he had) along with the Romulan beam array. He doesn't even put any power into his weapons, from what I think he told me, and just uses DOT to kill off his target. I didn't think it would help him that much, but he was constantly overpowering my Hazard Emitters. He hardly got my shields down and just did straight hull damage. Normally, I hardly pay attention to plasma damage. But, he manages to stack so many plasma burns that I can't do anything about.
I managed to kill him once, and that was a really lucky shot. I got him in 1.5 volleys (he claims it was a one shot kill, but it looked like to me that I was in the middle of my second volley before he blew up). His build didn't need luck...just time.
I'm reconsidering making my Science officer into a plasma build. Assuming I put more effort into playing him.
My experience with Plasma has been somewhat...meh...because of HE. 1v1 against somebody, sure - you drop enough Plasma DoTs on them - you can overwhelm them. But with almost everybody having HE they can drop out on your target...they can neutralize that damage pretty easily and render you the guy they all point at...laughing, cold bitter laughter.
Still, against less experienced folks - you can drop a TS out on them - they'll waste their HEs and then you can go to town. PDoTs from Energy Weapons, Torps, Omega, Hyper, Mines, Nadeon Plasma, and EWP. If you've built for it, it will cook them alive while their shields are still mostly full.
Usually though, all those beautiful PDoTs vanish to either the target's HE or somebody else's HE.
I posted a question on a potential build in the stickied PvP ship build thread, looking at ways to try to deal with that HE so that's not the problem that it is...to the problem I'm trying to create.
As is, though, sometimes it's just a case of just watching for their HE cycles - getting in close, dropping your HE cause you know you're going to get hit and then spamming them as close as possible, again knowing you're going to get caught in the splash...but at least your torps will actually get there and you can load them up with PDoTs pretty fast.
Course, if you HE too early - somebody's likely to SNB it off and well, dying to your own PDoTs as they all chain crit is more embarrassing than dying to your own Tric Torps...ahem, or so I've heard.