6/13/2023 0 Comments Sto basic space warfare specialist![]() Withering Barrage > I mproved Predictive Algorithms ( Intelligence specialization) Strike From Shadows -> Improved Command Frequency (Command specialization)Ĭalm Before the Storm -> Unconventional Tactics (Strategist specialization) Improved Critical Systems -> Promise of Ferocity at the C-store level, Programmable Matter Enhancements otherwise (Exchange) If low budget, (try and keep the ones at the bottom) These are pretty well the best traits at this price point. Link to Energy Weapon Calculator for this build T he Dark Matter torpedo provides a fantastic 2-piece bonus in addition to fueling Super Charged Weapons. Two, the right torpedo, when used with Super C harged Weapons, is NOT a DPS loss compared to beam arrays. Torpedoes: I wanted a torpedo for immersion purposes. Mods: Recent investigations on this particular ship using the energy weapon calculator showed that taking mods wherever possible was a net win. ![]() Could have just as easily been any other type. Weapon flavor is Antiproton because they look cool and fit the aesthetic of the ship. I avoided Radiant weapons because they are significantly different in color and they don’t benefit from any other haste except their own. The build would function just as well if not better with regular Antiproton for all the slots. That’s why there’s a Ba’ul and a Delphic cannon in there. I love seeing the different red-purple cannon splats of various shapes, frequencies, and sizes. I went for a variety of cannon subtypes purely for visuals. Its primary weapon systems are Antiproton Cannons of various flavors. Temporal Operative would be another viable choice for primary. Strategist likewise adds damage through Logistical Support, Man eu ver Warfare, and Show of Force, as well as some damage reduction through Layered Defenses. Intel provides substantial damage through flanking and Intel Fleet. Intel/Strategist is the best-in-slot choice for non-tank Energy builds. There are two crucial unlocks: battery expertise (improves duration of consumable batteries) and threat control which either increases or decreases threat based on threatening stance. Improved Tactical Readiness is essential for reducing tactical cooldowns along with the rest of the cooldown scheme. They also benefit hangar pets on builds that have those. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving and accuracy is just good all around, if not a stat that you'll need tons of.Ĭoordination Protocols, Defense Coordination and Offensive Coordination are good team boosts so I always take those. I like taking 2 points apiece in accuracy and defense. Since I do have a torpedo and it does decent damage, 2 points in Projectile Weapon Training is a good choice. The rest of the science skills are of little value on this build and are completely skippable.Įnergy Weapon Training, Hull Penetration, Shield Penetration, Weapon Specialization, and Weapon Amplification are all worthwhile skills to take 3 points in as they boost energy weapon damage directly. I take a single point in DrainX to help resist drains and two points in EPG for boosting the Exotics like Gravity Well on this build.Īll energy builds should take maximum points in Long Range Targeting Sensors. Since this character is using Gravity Well and other control-based abilities, having both points in ControlX boosts those as well as the Fragment of AI Tech trait adds value. Since I need skill points elsewhere, only 1 here for those.Ī single point in Shield Regeneration has surprisingly large impact on shield regeneration based on recent research by Jay Single points in Shield Restoration/Shield Capacity are low opportunity cost for relatively high survivability gains. ![]() Improved EPS Power Transfer is essential for recovering power while firing energy weapons. ![]() Efficiency is particularly good at adding power to subsystems I am not allocating much power to. Warp Core Potential and especially Warp Core Efficiency help boost power to subsystems. Likewise, 2 points in Impulse Expertise is an appreciable boost to maneuverability. I always take a single point in Hull Plating, but other resistance skills and Damage Control are not worth it. Since I need skill points elsewhere, only 1 here for those. Single points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains. I do not find the cooldown boost from Frenzied Reactions to be needed on a build with a good cooldown scheme. Applying the bonus to your team is also appreciated. Intended Role: Energy + Science mixed DPSĪll weapon-centric builds benefit from the tactical ultimate, as weapon haste and bonus weapon damage from the Focused Frenzy active are appreciable when used on big targets.
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