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Posted Tue 11 Feb, 2014 3:54 PM
I spent quite a bit of time browsing the shops in the Dyson and Mine for Warp Cores. Let's just say, I understand the individual little abilities (+X Power to Shields, >75 power adds to Y system in Z fashion, etc).
My issue is how it all comes together.
Science Captains. Do Science captains look for the +Power for Shields/Aux and the Aux/Shield buff?
Engineering Captains. Do Engineering captains look for the +Power for Engines/Shield and bleed over to buff weapons?
I don't own a 'fleet ship'... yet, though I'm sitting on 6000+ zen. I'm just waiting for a ship sale or for something that really grabs my attention.
My current ships are the refit Intrepid (sci) and standard Assault Cruiser-Sovy (eng). I mostly fight Borg in STFs or any of the other "Fleet" action 5-man random space battles (Defense, Transport saving, etc).
My ships are equipped with... old gear (i.e. nothing "Fleet"). In fact, for the most part, I am using my original equipment from the days when STFs were space/ground and gave out an Engine, Deflector, or Shield. I figured in my gradual outfitting of my ships, I'd start with my 'worst' item. The generic warp core.
Hence, my issue. So any advice?
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Posted Tue 11 Feb, 2014 4:10 PM
Silynn for science I would like to know what kind of a build are you running? Healing? Drain? CC? I use different warp cores for my different builds.
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Posted Tue 11 Feb, 2014 5:57 PM
Silynn for science I would like to know what kind of a build are you running? Healing? Drain? CC? I use different warp cores for my different builds.
Yeah. As a dedicated Science player myself, I can also attest that the core you want will really depend on the role you're playing.
Admiral
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Posted Tue 11 Feb, 2014 7:34 PM
I... really don't have a focus. But if I would have to categorize:
On Science, I do heal and try to cause as much mayhem via Tykin/Grav Well and keeping up on targeting enemy subsystems (phaser loadout with photons for punch).
On Engineer, I run a beamboat (Antiprotons).
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Posted Wed 12 Feb, 2014 3:07 PM
My ships are equipped with... old gear (i.e. nothing "Fleet"). In fact, for the most part, I am using my original equipment from the days when STFs were space/ground and gave out an Engine, Deflector, or Shield. I figured in my gradual outfitting of my ships, I'd start with my 'worst' item. The generic warp core.
Don't feel ashamed Sil, I still have the ol' Antiproton DHC from Roxy on my Chel Grett. In terms of warp core, I have the new Obliisk warp core installed.
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Posted Wed 12 Feb, 2014 8:17 PM
I find it not only depends on what you're trying to build, but also how you play. Personally I love speed, but it is a careful balancing act to get the most out of combat engines (If I'm running low power levels) versus different engines and higher power. Would I get more bang for buck looking at Aux for heals, or Shields for staying power? Likely, but they're my ships so I do as I please
A Warp Core can really help you optimize your power settings and really tweak them to fit what you enjoy. Running a science ship and want to get a little bit more Aux power while still running capped weapons? Need that extra shield heal? Looking for a little bit of additional power levels overall?
There is a lot of advice on it, and warp cores allow you to really get in that extra bit of tweaking to your systems, so I highly recommend going with what you feel you will enjoy the most.