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[Discussion] - Decided to mention a few traits and some ship possibilties.

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ForTheGamer, Fri 06 Mar, 2020 9:26 PM
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    #1
    So, I had some thoughts about two traits I recently acquired. Not really a "guide" or that, just a discussion I'd open up for people to have fun with.


    If you are flying an Intel ship, I'd recommend getting the Somerville / Batlh ship. This ship will give you access to one of the most powerful traits a Science/Intel ship can have. The Spore Infused Anomalies trait. This trait will allow for anytime an Intel (or Science) skill is triggered, a shockwave will occur from your anomalies. In a Guardian I managed to get 40k damage with it without actually trying to build for the ship. Since it also triggers on any Science skill as well, you can have a flipping field day with practically any ship.

    Also, I think Very Cold In Space qualifies as an anomaly, but you won't see that on any lists of anomlies. I don't know why that is, it does seem to work with that skill. OR at least I always see an explosion happening in it when it is by itself and I trigger a science skill.


    If you are flying a Command ship, I'd recommend getting the Earhart / Sech Strike Wing Escort trait - Target That Explosion. Any time a Command or Torpedo skill gets triggered, up to 6 of your allies will fire a torpedo at the enemy you are targeting. I don't know what this is effected by (says nothing, but there has to be something) and it'll hit like 4.2k each. Allies are any thing like NPCs, pets, party members, so if you get the full 6, you can get 25.2k in damage off of one Torpedo / Command skill. If you have 7 Command/Torpedo skills that's like 150k damage.

    Now, when it says Torpedo skills, this means anything that changes a Torpedo firing mode. This will be High Yield, Spread and Kemocite-Laced Weaponry. This will not trigger on skills like Attack Patterns or Best Served Cold (energy only), don't think it works on Tactical Team either (it would be so broken if it does).

    BTW, before you ask "what ship can I use that lets me abuse both of those wonderful things", I got you covered! Broke them into lists of Command and Intel for you as well. So you can figure out what flavouring you want.

    Command Commander - Son'a Command, Vedcrid, Styx, Borg Juggernaut, Buran/Cardenas, Verity, Presidio, Konnie

    Intel Commander - Son'a Intel, Detapa, Ghemor, Somerville/Hernandez, Konnie, Fleet Scryer

    Temporal Commander - Chronos, Ouruboros, Denous, Sagittarus, Universe, Narendra/Yamaguchi, Edison/Hoover, Glenn, Columbia, Verne, Donnie, Theseus, Nautilus, Klein, Connie (LockBox)

    Miracle Worker Commander - Tzen-tar, Marquis Raider, Vaadwaur Juggernaut, Jorogumo, Daystrom, Gagarin/Shepard, Donnie (LockBox), Warship

    Pilot Commander - Theta Raider, Corvette, Jellyfish, Shran/Magee, Icarus, Chimesh, Thozyn


    Now the two of five lists above will allow for at least 4 of either Command or Intel, 3 Tactical and at least LtC Science (for Gravity Well). I included Temporal, Miracle Worker and Pilot ship lists just so you can have some fun with those as well. Commander to maximize your main potential possibilities, while also still getting 3 Tactical slots, LtC Science. You can really have so much more fun with other ships and typings.

    But yeah. I really wanted to bring these two things up, because I really recommend them for everyone. Could you imagine an entire party with both? Hahaha, nothing would live.
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    #2
    Couple of things to note, Very Cold in Space counts as debuff only as it reduces damage resistance to the target. I'd also agree that the earheart or fleet engle is well worth the buy. I run my 300K torpedo on the fleet engle, its a very nice ship.
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    #3
    You know, I was wondering how you were doing that awesome 300k stuff, but now that I know that's what you fly, it suddenly makes tons of sense why.