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Cardassian Intel Science Dreadnought - Damar Class

Started By:
Tarek, Wed 28 Nov, 2018 6:58 PM
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    #1
    https://skillplanner.stoacademy.com/...ae1569192ef63d

    I posted a link to my current build above.

    My main focus is to provide a DPS role, running Disruptor energy weapons. The Damar has the bridge officer ability slots to run Exotic/Control Intel/Science damage abilities. There's some very unique synergies that I feel could play out well with various sets.

    Here are some sets that I'm interested in the Bonuses for:
    - Preserver Resonant Technologies - (Proc increases Damage to Shields by 15%)
    - Entoiled Technology - (28.5% Dis Damage, +50 Hull Penetration)
    - House Martok Skirmisher Configuration (2.5% Crit, +15 Accuracy)

    The other parts that I like about this ship are the Yukawa Frigates and the trait where Jam Sensors and Evade Target Lock summon a photonic ship for 30 seconds.

    I'm having some challenges where I need more hull healing or shielding when I get focused on after using Fire At Will III. This could be just a matter of using the boff abilities wisely, but they feel weak. I am not sure if it's my skill allocation or if I need to swap out different consoles. I want to run decent/top DPS but also want to be able to survive easily.

    Are there obvious things I can change up? I'm looking for folks to help poke holes in my build/setup.

    Thanks in Advance!
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    #2
    Doing a Weapons DPS build in a Science ship that is not build for it won't be easy with your beams you will be a agro magnet and you have close to nothing to keep you alive.
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    #3
    Not being terribly familiar with this ship, or the equipment, traits, and personnel that you have available to you, I'll leave you this link from STO-League: https://www.sto-league.com/cardassian-intel-ships/ to take a look at.

    On a side note, to help stay alive, maybe use the Iconian Set for survivability and for taking care of disabled systems after Override Subsystems Safeties completes, if you have it available to you. Otherwise, I'd look over those 2 builds to take inspiration. I'd ignore the mixed beam setup they use and put the Nausicaan Entoiled Tech Set in place of the odd beams. I'd replace Kemocite Lace Weaponry with Torp Spread 1 for the Nausicaan Torp. Maybe even replace Fire at Will 3 with Torp Spread 3, and put Fire at Will 1 in place of Kemocite Laced Weaponry. That may give you better bang for the buck with your Grav Well and Subspace Vortex clustering enemies together! Just an idea.

    Hopefully this gives you a little bit to work with!
    Morris
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    #4
    Thanks for the insights so far. I've adapted my skills to this for now.
    https://skillplanner.stoacademy.com/...fb547b0dc86985

    The issues I've been running into in TFO's have been hull healing. I think the skill choices above will help with that. Have to run some to test it out.

    I had been so focused on beams that I hadn't been thinking about the Torpedo options.

    I actually had found those build suggestions on STO League and was using this one as a base template.
    https://skillplanner.stoacademy.com/...7291c245383e53

    I am curious if anyone would have another suggestion for Override Subsystem Safeties or if this is the best ability here. Maybe Surgical Strikes, Intelligence Team, etc would be a better fit?
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    #5
     –  Last edited by Sul-Matuul; Wed 28 Nov, 2018 10:47 PM.
    Hello Tarek.

    I'm currently flying this ship on my main toon as an Exotic/Torpedo build and it works pretty well for the level of play i'm happy with. I'm not an amazing player by any means and Advanced is about my limit (my highest DPS in ISA is only about 55K or so) but it should work well for any level of player ability i think.

    Basically the ship is a science vessel, but on a massive scale so use that to your advantage. That means that you want to use your science abilities as the main damage dealer and supplement them with weapons that do not negatively affect sci ability performance.
    So with that in mind torpedoes are the obvious choice and for one very good reason: they use no power to fire (though they do requires weapon power above zero to function). This means that you can effectively ignore one of the four power levels on the ship and shunt all that power into Aux mainly, then shields and engines for surplus. Running with max Aux power means sci powers do max damage possible when taking into account power levels in their damage calculations.

    So by using torps you're saving power for the main areas you want to boost things, AND you're also opening the door to all manner of funky AOE (Area of Effect) weaponry that goes REALLY well with science abilities like Grav Well DRB etc.

    So running with as many different types of what i'd call Utility Torps as possible will hopefully give you some good fun tactics to play with.
    Gravimetric Torp (Dyson Rep) is great for shooting spreads into gravity wells and does insane damage to massive groups of mobs.
    Particle Emmission Plasma torp (crafted or Exchange) again great for slinging into grav wells, sets everything on fire and does dmg based of your EPG skill (which should be good and high for using a sci ship).
    Neutronic Torp (Delta Rep) is a massive damage dealer and does splash damage plus leaves radiation on the target.
    Quantum Phase (Sunrise mission reward) is good for blowing off massive lumps of shields from targets.

    Generally i'd steer clear of energy builds as they got whacked really bad with a nerfhammer in S13 so are really difficult to get to work properly now. Far easier, cheaper and more explodey ways to do great damage to your enemies!
    SulMatuul
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    #6
    Hi Sul,

    Thanks for that input! Smile

    I have been running the Torp build on my Scryer and JHVC. I've been running my Aux power at Max and using those exact torpedo launchers for just that. I've had great success with it, but I was trying to find another unique mix to work with. You are very correct, it does great dps like that. I was just looking to try something not quite so conventional. I'm also trying out different ships as I don't like the standard cookie cutter federation ships. Some of these look like they have great niche opportunities so I was hoping to attempt to capitalize on it.

    I am familiar with the torp build you posted and it's a ton of fun, does lots of melting of hulls. Big Grin I'm looking for something different though. Going to continue to explore options with this Dreadnought, though I fully realize I might be barking up the wrong tree with it. If so, I'll eventually come to terms and move on to something else lol. But please, I love that you chimed in so if you have any other thoughts, please add them!
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    #7
    Have you considered switching to the Detapa or Ghemor they would be much better for what you want to do.
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