Ah Exotic Modulation does not say bonus on the wiki so I thought it was cat 1. I am aware Cat 2 is better than cat 1, Though you do still get 10% haste if you can meet the control power condition.
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Ah Exotic Modulation does not say bonus on the wiki so I thought it was cat 1. I am aware Cat 2 is better than cat 1, Though you do still get 10% haste if you can meet the control power condition.
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Hi buddy! Loving the build.
Sadly, I missed out on the 10tg anniversary ships
So, until their inevitable return at exorbitant prices, any suggestions on a ship to replicate a lot of this build, without the flight deck Connie?
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Hey Lars!
You could have a look at the Sagittarius Temporal Cruiser. Its an engineering heavy cruiser but has a decent setup to pump some good exotic dps numbers out of it. https://sto.gamepedia.com/Sagittarius_Temporal_Cruiser
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Solace has a good idea. I was thinking of the Temporal Dreadnought Cruiser - Cronos Class, myself. The seating is similar, and I use to fly this a while back. It use to be my go to DPS ship. If you have access to that, I'd try it! Thanks for the kind words! Good luck!
Cheers!
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Cheers for that! I believe I already have the chronos class laying about somewhere. Sounds like I'll have to give that a go.
Plus it's a cool looking ship in its own right, so bonus points
EDIT: apparently I also have the Sagittarius class as well. Decisions, decisions...
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If you have the 3 ship set, that includes the Chronos, the console set from those 3 ships is pretty good in it's own right! You have some options there, if you're missing any of the consoles in my build, or if you'd like to experiment. Who knows...some, or all, of them might work out better than what's in my build! Again, good luck! Let me know how it turns out, and what you did with it. I'd love to know!
Cheers!
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Well done Morris! You're making me want to come back with a beam build again and breach the 400k bar with it
I was expecting a red thing. Where's my damn red thing?
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Updated build and Original Post on 4/24/2020:
Original Post reflects these changes:
Dropped Consoles: Universal - Console - Approaching Agony, Universal - Console - Timeline Stabilizer
Added Consoles: Universal - Console - Plasma Storm Module, Science - Console - Temporal Disentanglement Suite Mk XV
..........Better Clicky and Science Cooldown not needed anymore, so replaced with better overall console
Personal Space Traits: dropped Wing Commander....added Adaptive Offense
..........More Crit
Starship Traits: dropped Exotic Modulation...added Improved Photonic Officer
..........Better Exotic Bonus Damage + 100% uptime on Photonic Officer 2, which pretty much keeps everything on Global Cooldown
Space Reputation Traits: dropped Controlled Counter-Measures (Rank 2)...added Particle Generator Amplifier (Rank 2)
..........More Exotic Bonus Damage
Space Duty Officers: dropped Agent Nerul - Shield Distribution Officer...added 26 of 47 - Security Officer
..........More Crit + More DoT
Miscellaneous: Re-Skilled - dropped Improved Impulse Expertise...added Control Amplification
..........To Boost Exotic Damage Penetration
..........1st Tactical Skill Boost - dropped Hanger Weaponry...added Threat Control for flexibility when I need to be a Tank
538.85K DPS in ISE and 333.31K in HSE! New Records!
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Updated build and Original Post on October 16th, 2020:
Original Post reflects these changes:
Additional Device from Upgrade: Deuterium Surplus
..........Nice speed boost, when you need it...and with 5 device slots, why not
Dropped Consoles: Console - Universal - Plasma Storm Module, Console - Universal - Weaponized Helical Torsion
Added Consoles: Console - Universal - Neutronic Eddy Generator, Console - Universal - Altamid Modified Swarm Processor
..........Better clicky from the Neutronic Eddy Console, and Crit Chance and Accuracy buffs from the Altamid Console are superior to the Crit Severity buff, the Cat 1 Phaser damage buff, and the inconsequential clicky from the Weaponized Helical Torsion Console
Additional Console from Upgrade: Console - Tactical - Vulnerability Locator Mk XV [Phaser]
..........Nice Crit Chance and Cat 1 Phaser damage buff
Personal Space Traits: dropped Into the Breach....added Intelligence Agent Attaché
..........Awesome cooldown reductions for Captain's Abilities...it makes a huge difference, if you score a lot of Crittical Hits on your opponents
Upgrade Traits: added Preferential Targeting
..........+100% Cat 1 damage to Beam Overload for 30 seconds...so +100% Cat 1 damage for all Beam Overloads
Miscellaneous: Re-Skilled - dropped Control Amplification...added Advanced Targeting Expertise
..........To gain extra point in Tactical Skill Tree, to afford the Tactical Ulitmate 'Team Frenzy', to go along with 'Frenzied Assault', and 'Frenzied Reactions', if you have them. I don't skill for 'Frenzied Reactions', because I believe most people's cooldowns are already in check. When a Team Member uses the Tactical Ultimate ability 'Focused Frenzy', it locks everyone else in the team out from using their own copy of the ability, until their activation time has passed. By having 'Team Frenzy', when I activate my copy of 'Focused Frenzy', everyone on the team also benefits from my activation of it! If everyone on the team were to skill this way, no one would be locked out from 'Focused Frenzy's' bonuses at critical times during battle. As a courtesy, if you're skilled for 1 point in Tactical Ultimate, you should be skilled for 2, meaning 26 points in the Tactical Skill Tree, minimum...maxing to 27 is fine too.
Updated Parses: 617.64K DPS in ISE and 343.66K in HSE! New Records!
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Sweet!
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he who does not ask a question remains a fool forever” ~ Chinese Proverb
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Need to try this one day on my Legendary Temporal Flight Deck Carrier build.
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Nice one Morris!
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Nice, makes me want to make a new toon to try it out.
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Mr Morris, got a couple of recommendations for you that could make for an interesting variation of this build since its heavily EPG and crit focused:
- Swap Tachyokinetic Converter for Entangled Quantum Bombardment (Insanely good EPG clicky - Image below)
- Swap Hazard Emitters I for Very Cold in Space I (In a good run with a tank you shouldn't need to worry about healing if you don't draw aggro, swap this as needed. For pugs HE1 is perferred)
- Swap Super Charged Weapons for Spore-Infused Anomalies
- Swap Entropic Cascade for Charged Particle Burst I (This procs SIA in 3km radius around your ship. Very nice in ISE and HSE)
- Consider slotting the 3pc Morphogenic Set in the aft slots and the console in the universal slot since its set bonus is a very good boost to Crit.H and Crt.D since you have all 3 needed abilities slotted. This will outperform the extra Crit.H from the focuser in your universal slot
You could also explore a variation on aiming this down the Sci-Torp bomber route if you feel like changing it up a bit and seeing what it can do.
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Mr. Solace,
1) I might try this out, though I'm partial to the turn rate and Crit bonuses.
2) I might try this out as well, though probably not, because of.....see 3) and 4).....
3) I have tried SIA on my Fleet Caitian Carrier, with a very science heavy build...lots of qualifying anomolies (Gravity Well, Subspace Vortex, and Very Cold in Space) and rarely get more than 10K dps from SIA. I cannot see how using only 1, or 2 (if I swap Entropic Cascade back to Chronometric Inversion Field) will be more effective for me, but I'll look at it.
4) https://sto.gamepedia.com/Trait:_Spo...used_Anomalies I'm not sure that CPB procs SIA. If it does, I could swap out Delayed Overload Cascade, because this ship's Temporal BO is an Engineer, not Science.
5) This set is only a consideration if I convert to the Sci-Torp Bomber build that you mention, and then I would be playing to my weakness as an Engineer. Engineers are very good at Directed Energy Damage, because Engineer Captain powers buff power levels. Power levels aren't that important for torpedo boats. The Auxiliary Power level is important, because it supports Science abilities and hanger bays launching quickly, and Engine Power is helpful for getting around quickly, but any profession can provide adequate levels of power for those. So, as an Engineer, my main focus should be on Energy Weapon builds. I'm sure that I could build the ship that you describe, in some form, but I know that it would not perform as well for my Engineer as it could for a Tactical or Science captain. If I were to run it in a nanny run, it might look like it was performing well, but in any normal run, it would be a weaker performer for me than my current build is. I know this, because I've tried variations of this...I'm always trying out new builds!
I appreciate the suggestions, Solace. I've tried a by the book Tzenkethi Tzen-Tar Torp-Bomber, and I cannot get close to the numbers that I'm pulling with my current build. It's good, but not as good. Same for my Verne EPG build. It's also good, but not as good. I'll grant you that much of my lack of success with those may be due to my lack of experience piloting those ships and builds. Having said that, I'll play around with some of your ideas and see how it goes. If anything comes of it, I'll make a post about it.
I hope that this post doesn't come across as dismissive of your ideas. I appreciate you sharing your enthusiasm for what you've learned building your exceptional Nebula build, linked here: https://ufplanets.com/showthread.php...ula-Exotic-DPS. I look at everything that everyone puts up into the Build Discussions area of the forum: https://ufplanets.com/forumdisplay.p...ld-Discussions. I've learned much from everyone's builds! It's a great resource for me when I'm looking for new things to try.
Cheers!!!