What differences were made? Why the changes?
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What differences were made? Why the changes?
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I have actual forgotten to write down the changes, there were quite a few, New Skill Tree, new Phaser Rep Gear, Traits......
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Are you kidding with that DPS parse? amazeballs!
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Ok, my apologies for not being more clear about the query. I meant, what's the reasoning behind the changes made. If the previous iteration cannot be recalled, then the answer is moot.
Having said that, I do appreciate the use of Polarize Hull for the resistance boost. The CD is a bit high for my tastes though. I'll give it a try myself.
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It's all for good fun!
Boff wise I have only switched Hazard Emitters with Polarize Hull around, the cooldown is 30 seconds with A2B not that bad.
I also don't spam it I use it when I need it, the rest of the build was I think past Season 13 standard so nothing special.
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build updates:
Replaced Timeline Stabilizer with Reinforced Armaments
Replaced the Trilithium-Enhanced Omni-Directional Phaser Beam Array with
Advanced Inhibiting Phaser Omni-Directional Beam Array
Added new ISA & HSE Parses
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Why both Inhibiting Phaser weapons?
...
Wait, let me guess: you can apply the debuff once with each weapon?
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Actual, I am not even sure if that proc is working again, but I did it more in I can re-engineer both weapons to get good mods
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That was listed as fixed in a recent patch note oh, so in theory it should be working yes. Me, I'd probably have kept the trilithium turret just based on the zoom zoom zoom factor.
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The Trilithium Turret is still on the ship, I just got rid of the beam, and that ship is killing targets so quickly that I don't realy notice the proc.
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How do the Energetic Protomatter Matrix Infuser consoles compare to Vulnerability Locators?
If someone already has a set of MK15 Epic Locators, is there much benefit from replacing two with Protomatter consoles?
Do tac consoles suffer from diminishing returns, that'd make sense to use 3 & 2.
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The Energetic Protomatter Matrix Infuser are a sad necessity because of the low quality of PUG's two are ok for a Cannon Boat, three or more on Beam Boats or none if you have a Tank with you that can grab all the agro.
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I just noticed this skill tree is different from the others you have in the build thread, can it be used on an engineering toon too, like the others?
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I guess I'm gonna need a hefty pile of 2x fleet tactical colony consoles. Around 12 or 13 of them spread all over all of the energy-based toons.
Bridger seems to have a solid point on the pug quality and survivability and how it affects the overall performance.
Invites for t5 colony are available both kdf and fed?
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@Arno12 I use this build (and the skill tree) exactly on an engineer and I get over 110k DPS
@Casualsto T5 colony is available on Fed side (UFP main fleet) but not KDF yet