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Build Tips on my: Temporal Science Vessel

Started By:
starsrift, Thu 07 May, 2015 10:54 PM
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    #1
     –  Last edited by starsrift; Thu 07 May, 2015 11:22 PM.
    This is the ship I love, the ship I main. After being on hiatus, it took some time to get back up to speed. Namely, I needed the Particle Manipulator trait.
    I'm happy with my boat, I just want a way to improve it. Beyond that of improving my gear; I know how to do that!
    At the moment, I'm running around 11-12k DPS. It actually feels quite comfortable - maybe a little squishy. But I can do the damage I need to, and outdamage many allies. The only times I've gotten less than first place in CCE are when I've had technical issues.
    I'm hoping, somehow, I can do more, but I kind of suspect that in a science / torp boat, it doesn't really get much better than this.

    Fore Weapons: 1 Rapid Reload Transphasic Torp, 1 Breen Cluster Transphasic Torp, 1 Particle Emission Torp
    Rear Weapons: 1 Borgbeam, 2x Vaadwaur Turrets
    Deflector / Engine / Shield: KHG Set
    Secondary Deflector: VR Deteriorating [Em] [PrtG] [SA -Def]
    Warp Core: Field Stabilizing A -> S (needs replacement)
    Engineering Consoles: Tipler Cylinder, Fleet Neutronium [SIF], Neutronium (think I want to replace this with the Bioneural Infusion Circuits?)
    Science Consoles: 4x Embassy -Threat Particle Gen consoles, 1x Field Exciter [Grav]
    Tac Consoles: 3x Transphasic Consoles

    Commander Science: HE 1 / TachBeam 2 / Tyken's 2 / GravWell 3
    Lt. Science: SciTeam 1 / TachBeam 2
    Ens. Engineer: ETeam 1
    Lt. Com. Universal: TacTeam 1 / High Yield 2 / Torp Spread 3
    Lt. Universal: HE 1 / SciTeam 2
    DOFFs: 2x Projectile Weapon Doofs
    2x Deflector Doofs (deflector ability cooldown reduction)
    1x Gravimetric Doof (Secondary GravWell)

    Power (set at) W / S / E / A: 23 (15) / 86 (60) / 55 (40) / 124 (85)

    Captain Traits: Accurate, Astrophysicist, Conservation of Energy, Elusive, Kinetic Precision, Particle Manipulator, Techie, Warp Theorist, Photonic Capacitor, and a ground trait, Natural Immunities
    Starship Traits: All Hands On Deck, Improved Brace for Impact, Improved Tachyon Beam, Improved Temporal Insight
    Rep Traits: Precision, Omega Kinetic Shearing, and the two Nukara Rep T4 Traits

    At the moment, I'd appreciate any suggestions to improve, no matter what the cost. I may not implement them immediately (I'm EC and thus FC as well - poor at the moment, though relatively dil-rich) - but I'm curious. Sky's the limit, folks. How can we make a science torp boat better?
    - Omega Kinetic Shearing does a significant component of my overall DPS
    - My rear weapons aren't really for damage, but the proc on the Vaadwaur weapons interacts nicely with torps and gravwells and tykenses! I have tried mines, but they're too situational to be reliable.
    - oh, what sad times are these, tachbeams still don't parse for damage (except for the secondary deflector damage portion)
    - I haven't maxed out my consoles yet, but my Particle Gen skill is up to 316. Graviton Gens is at 152, FlowCap is at 127
    - I want to try the Invert TBR doff and try slotting TBR instead of Tyken's, but those are lot of money, especially since I'm a KDF player. I'm also wary of getting that close to the enemies, since the boat already feels squishy. I do have a notion that running the invert TBR doff with TBR as well as Eject Warp Plasma and maybe Photonic Shockwave could be extremely lulzy.
    - My boofs do not have space traits, that's one way I could upgrade the build but I'm not sure what I'd want. As a KDF toon, I guess I'd want either Klingons with Space Warfare Specialist or Nausicaan's with Pirate. Nausicaans are significantly cheaper, of course.
    - Between All Hands on Deck and the deflector doofs, I almost always have TachBeam up, it's fantastic. But sometimes I wonder if I should be running Feedback Pulse 1 instead. Thing is, though, I don't usually get aggro, because of the threat consoles and the fact that I don't - or shouldn't! - do as much damage as a beamboat..
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    #2
    One free thing you can try - Blood of the Ancients gives Destabilizing Resonance Training Manuals. You can replace TR2 with Destabilizing Resonance Beam 3, which I hear it pretty awesome if you clump up things with GW3 beforehand.

    I'd also try replacing High Yield 2 with Attack Pattern Beta 1. That would pair with Torp Spread 3 (30s cooldown on both) and smack the whole crowd with APB1. GW3 + TS3 + APB1 + DRB3 should hurt.
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    #3
     –  Last edited by starsrift; Sat 09 May, 2015 2:26 PM.
    I'm reluctant to swap my HYT for an APB, but I'll give it a shot and see what happens. Sensor Scan and Sensor Analysis already give me plenty of -DR on target. Can DR go negative or does it stop at zero?

    Because of all the cooldown reduction with doofs and AHOD, I probably only need one TachBeam, which means I could double slot Destabilizing Resonance or use the new lockbox Subspace Vortex?
    Anyone compared these abilities? Which one's the one that tries to start epileptic fits?

    Are any of the lockbox traits useful for me? I don't even know them all but I have plenty of room to slot captain traits o.o
    Edit: Some research turned up that I want Positive Feedback Loop and Intimidating Strikes, and maybe Psychological Warfare.

    CRANKER GET IN HERE

    I'm sure you have these laying around somewhere with your constant lockbox shenanigans... Price at me, with the knowledge that they're subject to change due to time.
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    #4
     –  Last edited by starsrift; Sun 10 May, 2015 1:34 AM.
    Quick first impressions: I didn't try APB because my captain has no Attack Patterns skill. Neutral

    Destabilizing Resonance has a 1.5 min CD. While AHOD helps, I only have 3 tac abilities, and it's not affected by the Deflector doof despite being a Deflector ability. On the other hand, it does 50% more damage than a Tyken's. Seems like I can use it with every second gravwell, as opposed to the Tyken's which is used at the same rate. I'll do some more experimentation and parse some numbers on it. :/
    Edit: Oh, there's a new change to Particle Manipulator, it now gives CrtD as well as CrtH, but not CrtD on gravwells or tykens. I wonder if DeRes does. Yeah, gonna really have to parse on this one!

    I might swap my universal slots and just run TacTeam 1 and Spread 2 to slot a Tyken's AND a DeRes, but then that reduces the effectiveness of AHOD. Or just use DeRes 1 instead of a TachBeam.
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    #5
    Damage Resistance for NPCs usually start at zero. We get ridiculous increases in damage when we stack on +5 APBs from the team.
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    #6
     –  Last edited by starsrift; Mon 11 May, 2015 10:45 AM.
    I wasn't parsing, only doing runs to keep in practice, but both times I got DeRes off on the Crystalline Entity (Advanced), it f**king WRECKED that creature. Like 20-30% of its health in short order. I could tell it was DeRes, because the health just crawled down slowly when it wasn't active. And I got 1st place, of course.
    Probably the newest buff to sci abilities, more than anything. The problem was, I only got two of them off, because of the loooong CD.


    / I really need a Falla Okev for TBR.