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Post ID: 428314
#1
Posted Sun 25 Oct, 2020 8:02 PM
–
Last edited by Distant Knight; Mon 26 Dec, 2022 11:31 PM.
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Post ID: 428596
#2
Posted Sat 31 Oct, 2020 10:56 PM
Very different build! I'm amazed at how well your build performs! Since you do run so science heavy, if I were to change anything, I might drop a point from your Tactical Skill Tree...probably Tactical Readiness, since you are already using Entwined Tactical Matrices, Photonic Officer 1, and Improved Photonic Officer...then give that point to Advanced Exotic Particle Generator in the Science Skill Tree. Your two tactical abilities should be up basically as much as they can be anyway, with this change. Then you could squeeze a little bit more out of your Temporal and Science BO powers and your Exotic Consoles....(My instinct is to suggest to you to put 27 points in the Tactical Skill Tree, and chop a good bit out of the Engineering Skill Tree, but this build seems to be working quite well for you, so I'm excited to see how far you can take it!)
I might also reorganize my weapon load-out/ firing order, since torpedoes don't drain weapon power. The first weapon should probably be the Terran Taskforce Beam...first energy weapon fired in the firing cycle fires for free (zero weapon power cost) ,if memory serves...then you could put the Lorca Dual Beam Phaser second or third, with the Gravitic Torpedo being the third or second to fire, giving the next energy weapon to fire a chance to rebuild weapon power before it fires. This will result in a small gain for you, but a gain non the less.
One other, let's call it observation for you...I know that there's a lot of hype over Spore Infused Anomalies, but looking over your's and Solace's parses, neither of you is really getting much from it! You both seem to be averaging just 2-3K DPS from that trait's effect. Unless there's something that I'm missing, you might benefit more from another trait, like Exotic Modulation, just as an example. I'm guessing that there's a bit of skill required regarding the timing of proc abilities when using SIA, and if you prefer to use abilities on a keybind, you may benefit more from my suggestion. If you take those SIA proc abilities off of the keybind and either, group them on smaller keybinds so that you can control the proc timing better, or just fire those abilities off situationally, you may experience better results with SIA, but I'm just speculating. I know that those who run Torpedo Builds have to take their torps off of Auto-Fire, and fire them situationally for best effect. I suspect the same applies, regarding keybinding proc powers, to Science Builds.
Just my initial thoughts after a quick look through.
Keep up the original builds! I love seeing what people are capable of accomplishing, outside of the standard meta!
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Post ID: 428598
#3
Posted Sat 31 Oct, 2020 11:33 PM
first energy weapon fired in the firing cycle fires for free (zero weapon power cost) ,if memory serves..
I think they fixed that.
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Posted Sun 01 Nov, 2020 12:01 AM
I'm sure that you're right, Bridger. Thanks!
My point still stands, just definitely fire Terran Taskforce Beam first, then Gravitic Torpedo, then the Wide Angle Dual Beam, then the Dyson Proton Weapon. That will get the most Weapon Power to the two strongest beams. It's a minor benefit, but something to be mindful of when putting your builds together.
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Post ID: 428605
#5
Posted Sun 01 Nov, 2020 12:24 AM
Very different build! I'm amazed at how well your build performs! Since you do run so science heavy, if I were to change anything, I might drop a point from your Tactical Skill Tree...probably Tactical Readiness, since you are already using Entwined Tactical Matrices, Photonic Officer 1, and Improved Photonic Officer...then give that point to Advanced Exotic Particle Generator in the Science Skill Tree. Your two tactical abilities should be up basically as much as they can be anyway, with this change. Then you could squeeze a little bit more out of your Temporal and Science BO powers and your Exotic Consoles....(My instinct is to suggest to you to put 27 points in the Tactical Skill Tree, and chop a good bit out of the Engineering Skill Tree, but this build seems to be working quite well for you, so I'm excited to see how far you can take it!)
One other, let's call it observation for you...I know that there's a lot of hype over Spore Infused Anomalies, but looking over your's and Solace's parses, neither of you is really getting much from it! You both seem to be averaging just 2-3K DPS from that trait's effect. Unless there's something that I'm missing, you might benefit more from another trait, like Exotic Modulation, just as an example. I'm guessing that there's a bit of skill required regarding the timing of proc abilities when using SIA, and if you prefer to use abilities on a keybind, you may benefit more from my suggestion. If you take those SIA proc abilities off of the keybind and either, group them on smaller keybinds so that you can control the proc timing better, or just fire those abilities off situationally, you may experience better results with SIA, but I'm just speculating. I know that those who run Torpedo Builds have to take their torps off of Auto-Fire, and fire them situationally for best effect. I suspect the same applies, regarding keybinding proc powers, to Science Builds.
Thanks for giving me your suggestions for further improving build, I'm not sure if I would drop one point into tactical readiness for a 3rd point into EPG, cuz that helps cooldown my torpedo spread and I tend to hate going all 3 points into anything but long range targeting. With regard to SIA, the reason you're seeing such low DPS from SIA is most likely because you're only seeing the hull DPS of SIA from just Gravity Well. In the parse, how SIA is broken down is really weird. In my last HSE run, it did 35k shield DPS and 15k hull DPS. For the Hull DPS, I looked at the DPS of my electrical damage since it includes only hull damage and the only electrical damage I did was from SIA.
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Posted Sun 01 Nov, 2020 3:20 AM
One other, let's call it observation for you...I know that there's a lot of hype over Spore Infused Anomalies, but looking over your's and Solace's parses, neither of you is really getting much from it! You both seem to be averaging just 2-3K DPS from that trait's effect. Unless there's something that I'm missing, you might benefit more from another trait, like Exotic Modulation, just as an example. I'm guessing that there's a bit of skill required regarding the timing of proc abilities when using SIA, and if you prefer to use abilities on a keybind, you may benefit more from my suggestion. If you take those SIA proc abilities off of the keybind and either, group them on smaller keybinds so that you can control the proc timing better, or just fire those abilities off situationally, you may experience better results with SIA, but I'm just speculating. I know that those who run Torpedo Builds have to take their torps off of Auto-Fire, and fire them situationally for best effect. I suspect the same applies, regarding keybinding proc powers, to Science Builds.
Thanks for giving me your suggestions for further improving build, I'm not sure if I would drop one point into tactical readiness for a 3rd point into EPG, cuz that helps cooldown my torpedo spread and I tend to hate going all 3 points into anything but long range targeting. With regard to SIA, the reason you're seeing such low DPS from SIA is most likely because you're only seeing the hull DPS of SIA from just Gravity Well. In the parse, how SIA is broken down is really weird. In my last HSE run, it did 35k shield DPS and 15k hull DPS. For the Hull DPS, I looked at the DPS of my electrical damage since it includes only hull damage and the only electrical damage I did was from SIA.
I'm sorry Distant Knight. I don't know what I was looking at. I looked over both your's and Solace's results multiple times, as I was writing my initial post (Post #2). I've seen Spore Infused Anomalies near the top of the charts in many parses, but when I looked at both of your parses, all I could see was the minor results that I mentioned in my post. After looking at your last post, then going back and looking at my results again, I'm seeing the same thing you're seeing. I'm going to chalk this up to old age.
I'll leave my original post unedited, as the advice still applies, in that procs for SIA should not be on your spam bar. Proc timing is very important for getting the most out of SIA. That being said, you seem to have a good handle on what you're doing!
Nice build...carry on.
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Post ID: 428610
#7
Posted Sun 01 Nov, 2020 3:53 AM
I'll leave my original post unedited, as the advice still applies, in that procs for SIA should not be on your spam bar. Proc timing is very important for getting the most out of SIA. That being said, you seem to have a good handle on what you're doing!
Nice build...carry on.
FYI, none of my anomalies have ever been on my spam bar. The only things that proc SIA that are on my spam bar is Science Team and Photonic Officer. Science Team is on a rotating spam bar so I have movement buff from competitive engines up 100% of the time and photonic officer is for 100% uptime on cooldown reduction.
I'm already using SIA quite optimally by activating my temporal anomalies first, then activating my science anomalies.
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Post ID: 428615
#8
Posted Sun 01 Nov, 2020 11:49 AM
I'm sure that you're right, Bridger. Thanks!
My point still stands, just definitely fire Terran Taskforce Beam first, then Gravitic Torpedo, then the Wide Angle Dual Beam, then the Dyson Proton Weapon. That will get the most Weapon Power to the two strongest beams. It's a minor benefit, but something to be mindful of when putting your builds together.
I would put the Terran one first, because of it's wider arc.
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Post ID: 428616
#9
Posted Sun 01 Nov, 2020 2:29 PM
–
Last edited by Solace; Sun 01 Nov, 2020 2:34 PM.
A couple of suggestions for you to consider swapping around:
If you can afford them get purple quality if not blue quality ones will suffice as a replacement for your space doffs. I'd swap the following:- Engineering C/D doffs > Stacking Crit Chance & Stacking Crit Sev. doffs on Energy Weapons.
- Science Team C/D & Buff > Stacking Crit Chance & Stacking Crit Sev. doffs on Projectiles.
- Re-engineer your torpedo to be [CrtD]x4 [CrtD/Dm] that will give it +100% crit sev.
- Fresh from R&R > Duellist's Fervor
- EPS manifold Efficiency > Grace Under Fire < Allows you to use Miraculous Repairs more than once when you take a lot of damage in x seconds, especially useful for an aggro tank.
- Give Your All > Inspirational Leader < The stacking starship skills buff is going to serve you better for bumping up the DPS more.
- Swap Science Team for Tractor Beam 1 < This counts as a control ability, has a low cooldown and procs unconventional systems giving you more uptime on your universal consoles.
A few notes about why I suggest changing the cooldown DOFFs is that you have PO1 and IPO trait, that will take care of the majority of your cooldowns in your ability rotation. The current space DOFFs aren't going to add much to that with the exception of the Aftershock and RSP doff.
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Post ID: 428629
#10
Posted Sun 01 Nov, 2020 3:20 PM
A couple of suggestions for you to consider swapping around:
If you can afford them get purple quality if not blue quality ones will suffice as a replacement for your space doffs. I'd swap the following:
- Engineering C/D doffs > Stacking Crit Chance & Stacking Crit Sev. doffs on Energy Weapons.
- Science Team C/D & Buff > Stacking Crit Chance & Stacking Crit Sev. doffs on Projectiles.
- Re-engineer your torpedo to be [CrtD]x4 [CrtD/Dm] that will give it +100% crit sev.
- Fresh from R&R > Duellist's Fervor
- EPS manifold Efficiency > Grace Under Fire < Allows you to use Miraculous Repairs more than once when you take a lot of damage in x seconds, especially useful for an aggro tank.
- Give Your All > Inspirational Leader < The stacking starship skills buff is going to serve you better for bumping up the DPS more.
- Swap Science Team for Tractor Beam 1 < This counts as a control ability, has a low cooldown and procs unconventional systems giving you more uptime on your universal consoles.
A few notes about why I suggest changing the cooldown DOFFs is that you have PO1 and IPO trait, that will take care of the majority of your cooldowns in your ability rotation. The current space DOFFs aren't going to add much to that with the exception of the Aftershock and RSP doff.
Thank you for your suggestions for increasing my DPS Solace. However, what you're forgetting is is that I'm flying the slowest and least maneuverable ship in the game. The reason I have 4 doffs to cool down Eng and Sci Team is so I can have them on a rotation along with Aux to SIF to proc the movement buff of my fortified competitive engines constantly.
With those 3 abilities I activate one every 4 seconds for one full cycle every 12 seconds, so the 5 sec movement buff from competitive engines is ALWAYS up. The reason I cannot settle for activating one every 5 seconds is that abilities have a 0.5 second activation time. The second thing is that while the cycle repeats every 12 seconds, each ability needs to cooldown to 10 seconds because of activation time and input delay that could mess up the cycle. That's also where Fresh From R&R comes in, it reduces the global cooldown of team abilities from 15 seconds to 10 seconds.
If you do have any suggestions for reducing my Eng Team and Sci Team abilitiy cooldowns to 10 seconds by using less doffs, I'll gladly hear is. The funky thing about it is that when using those doffs, other cooldown management stuff is less effective. For example when using one purple maintenance eng doff, the cooldown of eng team is reduced by 8 seconds BUT other cooldown management reduces its cooldown as if it has a base cooldown of 22 seconds, not 30 seconds.
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Post ID: 454214
#11
Posted Sun 21 Nov, 2021 6:37 AM
Updated the build to take advantage of all the new content released.
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Posted Mon 19 Sep, 2022 1:35 AM
Updated the build to adapt to the recent nerfs to Neutronic Eddies and Tholian Webspinner. Removed Tholian Webspinner but kept Neutronic Eddies.