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Posted Mon 06 Nov, 2017 3:09 AM
–
Last edited by aceman67; Mon 06 Nov, 2017 8:55 AM.
- - - Updated - - -
After going over the build a little bit more, I'm going keep with the Lukari Theme, and switch to the Piezo-Polaron Beam Array, and throw in the Chronometric Calculations 3pc.
Mostly for Kicks and Giggles, I'm going to use the Lukari Anniversary ship with a Tactical captain for Space Wizard shenanigans. None of the mods might be right, I'll fix when I get home
Neat things this build does:
- Weapon Fire has a chance to Restore Shields and Hull
- Gravity Well a group of ships, Charge into the center of them and Let off Charged Particle Burst (Which improves Hull and Sheild Generation thanks to Starship Trait), then use Micropulse Overcharge to get out of Dodge and deal damage to boot
- Wide Angle Torp launcher enables broadside Torp Spreads and those sweet sweet Kemocite Explosions, as well as more Torpedo uptime
Any Suggestions Welcome
Skill Planner Link
L.S.S. Fd'Gt Sp'Nr
I can't be the only one who thought this ship looked like one...
Weapons
Fore:
- Piezo-Polaron Beam Array Mk XIV
- Chronometric Polaron Beam Array Mk XIV
- Wide Angle Quantum Torpedo Launcher Mk XIV [Acc] [Arc] [CrtH]
Aft:
- Piezo-Polaron Beam Array Mk XIV
- Omni-Directional Chronometric Polaron Beam Array Mk XIV
- Piezo-Polaron Beam Array Mk XIV
Ship Equipment
- Braydon Reconnaissance Deflector Array Mk XIV
- Inhibiting Secondary Deflector Mk XIV [DrainX] [EPG/ShdHeal]
- Braydon Reconnaissance Hyper-Impulse Engines Mk XIV
- Braydon Reconnaissance Warp Core Mk XIV
- Braydon Reconnaissance Covariant Shield Array Mk XIV
Devices
- Red Matter Capacitor
- Subspace Field Modulator
- Temporal Negotiator
Consoles
Engineering:
- Booster Modulator Mk XIV
- Booster Modulator Mk XIV
- Energy Signature Dampener Mk XIV [+AuxPow]
- Conductive RCS Accelerator Mk XIV [CtrlX]
Science:
- Particle Generator Mk XIV
- Exotic Particle Field Exciter Mk XIV
- Shield Refrequencer Mk XIV [CtrlX]
- Temporally Shielded Datacore Mk XIV
- Protomatter Field Projector
Tactical
- Tactical - Vulnerability Exploiter Mk XIV [+Pol]
- Tactical - Chronometric Capacitor Mk XIV
Starship Traits
Ablative Field Projector
- Your shield healing bridge officer abilities provide a small amount of Temporary Hit Points on the target. This buff stacks up tot 3 times.
All Hands on Deck
- Activating a Tactical or Command Bridge Officer ability will reduce the recharge time of Science Bridge Officer and Captain abilities. This may only occur once every few seconds.
Critical Systems
- Your ability to manipulate Emergency Power to your systems increases the overall damage output of your ship, increasing the chance of a Critical hit, and the damage it will inflict.
Protomatter Capacitor
- Hitting an enemy with Charged Particle Burst, Tachyon Beam or Energy Siphon will provide a stack of Protomatter Charge. Each stack of Protomatter Charge increases the user's Hull and Shield Regeneration. This effect stacks up to 3 times.
Bridge Crew
Lt. Universal - Checkov Holo Boff
- Kemocite Laced Weaponry I
- Torpedo: Spread II
Tactical Lt. - Sulu Holo Boff
- Tactical Team I
- Beam: Fire At Will II
Engineering Lt.C/Intel - Scotty Holo Boff
- Emergency Power to Shields I
- Engeneering Team II
- Override Subsystem Safeties III
Science Cmdr. - Spock Holo Boff
- Hazard Emitters I
- Science Team II
- Charged Particle Burst II
- Gravity Well III
Science Lt. - Bones Holo Boff
- Polarize Hull I
- Transfer Shield Strength II
Duty Officers
Gravimetric Scientist
- Chance to create an aftershock Gravity Well
Gravimetric Scientist
- On use of Charged Particle Burst, provides a chance to apply additional Radiation damage to the target
Shield Distribution Officer
- Chance to restore shields when taking damage while Brace for Impact active.
Deflector Officer
- Chance to reflect damage when using Polarize Hull
Warp Core Engineer
- Chance of temporarily improving your ship power on use of any Emergency Power ability
Set Bonuses
Chronometric Calculation 3pc.
Set 2: Cyclical Auxiliary Circuits
-- +3.6 Auxiliary Power Setting
-- +3.8 Auxiliary Power Setting (Bonus Increase at low power)
Set 3: Chronometric Energy Converter
-- Targets Self
-- 2 min Recharge
-- to Self +8% Exotic Damage for 15 Seconds (scales with weapons power: +32.5% at 125)
-- to Self +8% Energy Weapon Damage for 15 Seconds (scales with auxiliary power: +32.5% at 125)
Braydon Reconnaissance Technologies 4pc.
Set 2: Braydon Particle Detection
-- + 5 Auxiliary Power Setting
-- + 3.8 Bonus Auxiliary power
-- + 20 Starship Perception
Set 3: Braydon Engine Infusion
-- + 5 Engine power,
-- + 20 Starship Impulse Expertise
-- 50% Reduces Cooldown on Transwarp
Set 4: Advanced Braydon Cross-Wiring
-- Shield Loss Safeties
--- Decreases the lockout duration to 45 seconds
-- Micropulse Overcharge
--- Removes Engine Power drain
--- Adds knockback to affected enemies
--- Doubles damage dealt
Skill Tree
Lieutenant
- Hull Restoration III
- Shield Restoration III
- Advanced Energy Weapon Training III
- Advanced Projectile Weapon Training III
Lieutenant Commander
- Electro Plasma Flow
-- Improved EPS Flow
- Control Expertise
-- Improved Control Expertise
-- Control Amplification
-Advanced Targeting Expertise III
Commander
- Advanced Weapon Amplification III
- Advanced Weapon Specialization III
Captain
- Defensive Subsustem Tuning
-- Shield Subsystem Performance
-- Auxiliery Subsystem Performance
- Exotic Particle Generator III
- Advanced Long-Range Targeting Sensors III
Admiral
- Warp Core Potential
-- Improved Warp Core Potential
-- Warp Core Efficiency
- Advanced Scientific Readiness III
- Shield Mastery
-- Shield Absorbtion
-- Shield Reflection
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Posted Mon 06 Nov, 2017 2:08 PM
Looks good. I hope you'll follow up and let us know how she does.
Two questions. 1) The trait, Protomatter Capacitor, when you use it with CPB, does it give just one stack per activation, or per target hit? 2) Do you really need both Science Team and Transfer Shield Strength? If you dropped one, you could get another ability that triggers your SecDef's damage.
Later,
Generator
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Posted Mon 06 Nov, 2017 6:21 PM
1) I don't know, I don't have the trait yet (as this build is still a concept, and I'm currently flying the T6 intrepid to get the Ablative Gen trait), but I'm guessing its per target hit since CPB is an AOE attack.
2) Science ships can be a little fragile, but when flown certain ways, they can be a little tanky with their shields. Transfer Shield Strength triggers the Ablative Field Generator trait, and that trait as saved my ass I don't know how many times. Also, the only other two abilities that trigger the Protomater Capacitor would require me to spec into Drain Expertise for it to deal optimal damage, and that would compromise either weapon damage or survivability.
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Posted Tue 07 Nov, 2017 1:52 PM
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Last edited by Scarlett; Tue 07 Nov, 2017 1:57 PM.
I should look into it deeper, but what about Hazard Emitters to rep ST?
TSS is a personal favorite as well, so having it tied to AFG is a good idea.
I'm curious about the Braydon pieces though - why choose them?
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Posted Tue 07 Nov, 2017 6:48 PM
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Last edited by aceman67; Tue 07 Nov, 2017 7:10 PM.
I should look into it deeper, but what about Hazard Emitters to rep ST?
I'm curious about the Braydon pieces though - why choose them?
More survivability, ST triggers AFG as well (which stacks 3 times, also any Shield Heal BOFF ability triggers it, so that includes EPtS as well), so having more abilities that trigger it the better, and even though I haven't fully built and upgraded the gear (most everything is mk12), my ship is running 90 aux power with it set at 40, allowing HE I to heal 1% of hull every tick, and if I'm triggering HE1, I'm most likely also hitting ETII which heals 40-60+% hull depending on if I have Red Matter Capaciter or OSSIII active. If this build was on an Engineering Toon, I'd agree with replacing ST with HE because I would have access to Miricle Worker (I know they changed the ability name, but it'll aways be Miricle Worker to me... GET OFF MY LAWN *shakes cane*)
As for the Braydon set: Micropulse Overcharge, its a get out of dodge ability that deals damage and the ability is boosted by Exotic Particle Generator and Control Expertiese skills. And the 4% Weapon Fire Cycle haste doesn't hurt.
This build favours Control first, Survivability second, then Damage Output.
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Posted Wed 08 Nov, 2017 4:31 PM
Hmm. Micropulse Overcharge boosted by EPG and Control ...
What about swapping the Shield Refrequencer with a Disruption Pulse Emitter (Undiscovered LB Epic Console, part of the Alliance Weaponry set). It's got +20 EPG and Control Expertise with a clickie that "shotgun blasts" Physical dmg for 5 pulses over 10 seconds within a 45 degree front arc.
It's relatively cheap on the Exchange too.
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Posted Wed 08 Nov, 2017 4:43 PM
Scar, that is a less-than-terrible idea. I've been experimenting with the DPE on my Rom Sci's Laeosa build. Follow up a Gravity Well with that and a Delphic Tear.
I don't know if it's optimal, but damn if it's not fun as hell!