Sto supercharged weapons. You supercharge the target weapon.

Sto supercharged weapons This ship’s primary role is Energy DPS. When I check my crit chance and crit severity stats while in combat with 3 stacks of Super-Charged Weapons, I find that the numbers don't change to reflect the trait's buff. A Subreddit for the discussion of space and ground builds and mechanics for the game Weapon crits were around 6 0% averaged; flank rate was around 3 0 % averaged across weapons. Husnock can perform set up right w recursive 3 and can pull 500k plus easily. A very good reason for this is if you have a ship with a Miracle Worker bridge officer seat, you can use the Mixed Armaments Synergy bridge office ability. Preferential Targeting - Game Description: While this trait is slotted activating Beam: Fire at Will or Cannon: Scatter Volley will cause Beam: Overload and Cannon: Rapid Fire to do 100% The energy weapon would take away one of the [pen] weapons as well. I'm going off this post "This doesn’t seem to exist anywhere, but Super Charged Weapons does apply to hangar pets Supercharged Weapons is particularly good if you have the Lorca 3 piece, as it spits out random torps at enemies when they hit 50% health. While this trait is slotted, firing a torpedo will After achieving level 5 in your Tactical variant Flagship’s Starship Mastery, you will unlock the Super Charged Weapons Starship Trait. Multi target tractor arrays and tholian web spinner for the +50% to Energy 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. All faction restrictions of this starship can be removed by having a level 65 KDF character or by purchasing the Cross Faction Flying unlock from the Zen Store. Flagship Tactical Computer Universal Console & Super-Charged Weapons Starship Trait - Endeavour Tactical Star Cruiser. Directed Energy Flux is an in-game Starship Trait. It's a little Emergency Power to Weapons - Initial power buff and triggers Emergency Weapons Cycle. Not just theory I often run at way over 100% shield pen on some weapons. In Star Trek Online there are various types of weaponry available to players for both space and ground combat. Now imagine 8 beams doing that. Introduced with the Angel's Wake Lockbox, Ba'ul Weapons offer in place of antiproton weapons inherent 20% Critical Severity a reflection mechanic that deals 5% of the dealt damage. The Saboteur's Gambits space set of four items is available from the Lobi Crystal Consortium on Drozana Station for 200 each. Entwined Tactical Matrices - While this trait is slotted, activating Beams: Fire at Will or Cannons: Scatter Volley causes your next torpedo attack to be a Torpedo Spread. Antiproton weapons, such as from R&D, don't have a typical proc (2. Here you can see how the weapons performed: Sukobi’s I have supercharged weapons slotted but I thought ship traits like this doesn't do anything for pets. It's funny: the most iconic ship in Star Trek, the Constitution-class, has never held much appeal for me aesthetically. If you have three VR projectile weapons This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Although it's true that PoF takes time to ramp up, I think it's a little unfair to dismiss the trait on the basis that combat is too short. . Super Charged Weapons come from the Khopesh for background. Superweapon Ingenuity - While slotted, the duration of Beam : Overload is STOBETTER Investigation: What are the best energy weapons in STO? This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Weapon Amplification and Specialization are must-haves on just The fact is that STO's content, even on Elite, does not require tank builds to be completely geared to survivability and/or damage. After processing the great feedback from the folks at r/stobuilds (seriously, some really significant improvements), I’ve refined my Legendary Scimitar Surgical Strikes build into something I’m very satisfied with by adding in a torpedo and Concentrate Firepower. Would love to know if anyone else can add to the list, any opinions and concerns the greater part of my enjoyment of STO is trying new skills, weapons and builds out. Upgrades your energy weapons for 20 seconds: (Does not stack)-30 All Damage Resistance Rating for 5 sec; Emergency Weapons Cycle (from the Battlecruiser T6 in the C-Store: Fed: Arbiter, KDF: Kurak, Rom: Morrigu) On Emergency Power to Weapons:-50% Weapon Power Cost for 30 sec; 20% Firing Cycle Haste for Energy Weapons for 30 sec; Withering Barrage The more weapons the better: 8 ≥ 7+ Experimental Weapon (XW) > 7 ≥ 6+XW > 6 In particular, the more forward weapons the better, especially for Dual Beam Banks or Cannons (5 > 4 > 3) Specializations are hard to rate due to the variety of seating choices and build options. Replaced Tachyokinetic . Escorts may have two kinetic weapon slots up front, science vessels only one, cruisers have one fore and one aft, etc. They fire a series of average damage beams across a wide arc. While this starship trait is active, using Emergency Power to Weapons will also reduce weapon power cost and increase your weapon fire rate moderately. Though equipped with numerous weapons and housing a contingent of Scorpion Fighters, the original Scimitar’s key feature was the ability to utilize The Bortasqu’ line of ships have brought the empire glory in battle after battle, and while the warriors of the Empire deserve this attention, so too do those who forge their weapons. Immolating Phaser Lance - Because this isn't a phaser build this is a less than impressive damage dealer, meaning activate it often for uptime on Universal Designs. On Emergency Power to Weapons: -50% Weapon Power Cost for 30 sec 20% Firing Cycle Haste This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Weapons: And here we have the different weapon types you might wanna use. Share your Weapon Amplification is a Commander Tactical skill that is available to all Commanders. I don't think it's intended to benefit pets. There are also a TON of targets in STO, so single-target abilities are not going to cut it. Flamethrower Weapons‎ (3 P) Pages in category "Special Weapons" The following 68 pages are in this category, out of 68 total. Star Trek Online Wiki is a FANDOM Games Community. Attack Pattern Beta : Debuff, hooray! Override Subsystem Safeties : MOOOOOOOORE POWER, the For a Beam boat, Emergency Weapons Cycle, Promise of Ferocity and Target Rich Environment are fine. Supercharged Weapons . Supercharged Weapons only works for pets with full torpedoes. All faction restrictions of this starship can be removed by having a level 65 KDF character or by purchasing the Cross Faction Flying unlock A Subreddit for the discussion of space and ground builds and mechanics for the game Star Trek Online Members Online Strikes optional, battle cloak options (and She's a Predator if you're a Scumatar play like me), transport warhead for Supercharged If you don’t care about torpedo damage and are using a trait like SuperCharged Weapons, Kentari Millie Launcher will be the best for you. Release date: February 11, 2016The Martok-class Tactical Battlecruiser is a Tier 6 Battlecruiser which may be flown by Klingon Defense Force characters, including Klingon Empire-aligned Romulan Republic and Dominion characters. Projectile Weapon Training Energy Weapon Training Attack Pattern Delta Prime Trait: Universal Designs (Improved) Critical Systems - 2/3% Critical Chance and 10/15% Critical Severity for 10 sec when using an Meet the world's first supercharged Lamborghini Huracan STO built by VF engineering. Below is a summary of these Starship Traits: Super Charged Weapons (Starship Trait) Short version: If your looking for a fast-firing torpedo to keep Super Charged Weapons stacked, save your Lobi and go with the Kentari Missile Launcher. - While this starship trait is active, using Emergency Power to Weapons will also reduce weapon power cost and increase your weapon fire rate moderately. When a federation starship is designed by a Romulan engineer. This bonus damage is of the same type as the weapon’s normal damage. So I guess the really short and simplified answer is, that if you want a torpedo for any reason at all, it’s almost certainly not gonna be a bad idea. The Overcharged Plasma Sniper Rifle's knockback is 16 meters, while normal sniper rifle's knockback is 12 meters, and also has higher base For a directed energy weapons (DEW) build, Calm Before The Storm almost always works out to be a lot better than Promise. Share your glorious (or A Subreddit for the discussion of space and ground builds and mechanics for the game Star Trek Online Members Online Beam Overload, Cannon Rapid Fire, or Cannon Scatter Volley improves weapon haste dramatically for a short time. That niche does exist and we call those "heavy tanks," but the more meta-centric tanks are "support tanks. You won’t use that ship build in random advanced anyway. Or the Aoe is causing extra tank build using super charged trait with kentari missiles so i have that wide angle of fire to get the three stacks of supercharged i need for my beams This is represented by building up stacks of Weapon System Synergy. This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Because of this, it makes it a prime platform for any budding captain looking into entering the DPS chase. Unless you are running with 8 beam banks, this will work for you. At the risk of dating myself, I grew up with TNG, DS9, and VOY, so the NCC-1701 wasn't the ship of the shows I watched. Built To Last, I’d say it shines more on a BO build. Fleet Weapon Acceleration: Increases duration from 15 seconds to 20 seconds. If I buy the T6 Odyssey that has super charged weapons, can I unlock the trait on my Fed allied Romulan? The Fed-Romulan would have to level the Odyssey to 5, but yes, since Rommies can now fly their allied faction ships, they can gain the starship trait that way as well. Instead, they come with 20% CrtD on each weapon. First off,you need a torpedo to fire off every 6,6 seconds or less,unless firing a torp refreshes every stack of this buff. Your own Weapon Power Level does not benefit pets. Beam Arrays are the most common and versatile weapons available. This is represented by building up stacks of Weapon System Synergy. Great team! My piloting was empirically not so great, so I've seen a lot of torpedo recommendation questions recently here and on r/sto, and unfortunately, a lot of mathematically unsound advice too. Micro torpedoes like found on To'Duj do not benefit from Supercharged weapons or ConFirepower. It also has Attract Fire, a decent hull modifier, and Commander Engineering. Checkmate & supercharged weapons are both excellent traits. You supercharge the target weapon. As for ST and HE, they are there mainly to proc the Fortified eng and for their debuff clears which again I mentioned. One of my favorite ships was the BCF (Battlecruiser F). I went for [Over] beams to fill any gaps in Beam Overload and I already had some gilded crafted ones. Here's the general breakdown: STO – ISE – T6 Vaadwaur Juggernaut – 500k – YouTube . The highest ceiling firing mode for energy builds is Cannon: Scatter Volley (though I suspect beams are more popular), Emergency Weapon Cycle is an in-game Starship Trait. If you're looking for a strong torpedo to fire quickly (as part of a torpedo build) go with the Kelvin Photon, or the Kentari if you're adding +Radiation sources. Super Charged Weapons - Game Description: Firing a torpedo will provide a stack of the Super Charged buff. and two Ensign Engineering seats. I'll provide the survivability breakdown for this ship on my solo, deathless ISA as an indication of how this ship stays alive in heals-per-second (HPS). Cannot reduce an ability below its minimum recharge time. Withering barrage (for CSV) or Go for the Kill (for CRF) <-- necessary to maintain 100% uptime. It’s also a Dragon Build using 2 Emergency Power Technicians for Eptw and Epta (Cycling-Chaining) Special Weapons Category page. This buff provides a boost to directed energy weapons, increasing their damage, critical hit chance and critical se See more Destructable torpedoes (whether under regular fire like hyper-plasma, or from High Yield with the Omega) grant one stack when they're fired, and one extra stack when they impact. If you're using Supercharged Weapons starship trait, or Mixed Armaments Synergy BOFF skill, or any one of a number of other things that grant you a bonus based on the torpedo firing, you would want it to the far left so it fires first. This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on With Emergency Power to Weapons on my spambar, there are times when Emergency Power to Engines will not be available for resetting Evasive Maneuvers since they shared a cooldown. " It's niche because it's hard to fit all of the needed bridge officer abilities, consoles, and even power Duty Officer Information Power Notes; 1: Energy Weapons Officer: Chance for stacking Crit Chance buff on firing Energy Weapons: 2: Energy Weapons Officer It will proc Torpedo traits like Supercharged Weapons. Lastly, it's about playstyle. Ship Weapons Ground Weapons Your Primary Ship still needs weapons, beyond the choices of your hangar pet. That will trigger it every time. All weapon-centric builds benefit from the tactical ultimate, Two, the right torpedo, when used with Entwined Tactical Matrices and Supercharged Weapons, is NOT a DPS loss compared to beam arrays. I checked out the math on a BO build and a FAW tank build I had worked up in STO Better's TRINITY tool and on both of my builds Super Charged Weapons came out on top, but the difference worked out to less than 1% difference in DPS in both cases. Battery - Weapons and Auxiliary These batteries are single-use devices that provide a short duration increase to your weapon and auxiliary power level. I bring along Ba'ul AP FAW build if I'm doing something with a larger cluster of enemies. The miradorn/husnock 2 pc works well. I could drop SCW and pick up Preferential Targeting instead. Energy Weapons do equal damage to both a starship's shields and hull. I do not find the cooldown boost from Frenzied Reactions to be needed on a build with a good cooldown scheme. Not 100% sure but it feels with my AoE weapons reverberation is hitting extra targets. While not a hard and fast rule, you’ll find better synergy with Energy Weapons than Projectile Weapons on a carrier. We would like to show you a description here but the site won’t allow us. There are 2 variants of this item: Weapons Battery Weapons Battery - Large Target: Self # Charges: 1 Repairs offline weapons systems Increase Weapons Power Setting of Weapons for 10 sec Shares 1 minute cooldown with: Every Weapons fire from left to right, using weapon power as they go. The team composition for this run was this ship, a support tank, and 2 supports. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews To boost energy builds via Supercharged Weapons (starship trait) 3. Secondly, if combat is too short, then you're doing just fine anyway. Overview []. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events with This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Ba'ul weapons have a refraction proc which allow a single beam to hit a single target then bounce off to hit an additional target. The first and obvious split is to subdivide weapon builds into energy and projectiles and there are many reasons that they're grouped at the highest level, including the fact that most tactical skills that aren't type-specific affect both (Hull Penetration, Accuracy, Weapon Amplification, etc. Arguably the better energy weapon damage platform available on shear cost alone, its rivaled in performance by the Vaadwaur Juggernaut and the Inquiry Our weapons are driven entirely by Temporal Surge. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game Battery - Weapons and Auxiliary These batteries are single-use devices that provide a short duration increase to your weapon and auxiliary power level. W. This buff stacks up to 3 times. Yeah I'm flying a fleet kurak, also have the zen version, right now it's 3 dual heavy disruptors up front and dual beam disruptor , a disruptor turret, a disruptor omni beam and a omni kinetic cutting beam , so far it's really solid but I want to get that trait up and running faster and easier since my turn rate isn't any where near an escort and that wider firing arc and short firing cycle It probably depends on your overall build. It allows 100% uptime on FAW. Target: Self # Charges: 1/1 +75 Weapon Power Setting for 10 sec +75 Auxiliary Power Setting for 10 sec Shares 2 minute cooldown with: Auxiliary Battery Weapons Battery Starts 1 minute cooldown on: Every Battery Here is the current(-ish) dps meta for cannon ships. Kinetic Weapons do full damage to a starship's hull but shields have an If not, then I'd probably replace Supercharged Weapons with Overpowered and Overgunned, or Heart of Solit's probably a toss up as to which would work better for you. Reply reply FlipRed_2184 • Thanks, will try. From there, any 4 of the following are good: Follow up question on torpedos: I’ve been running a single wide-angle quantum torpedo to maximize firing for supercharged weapons and minimize lockout on entwined tactical matrices I’ve been noticing everyone slotting the Dark Matter Torp though – I’m already running to discovery rep DBB for the 2-piece on Lorca’s Ambition Stacking Super Charged Weapons isn't efficient with THY since that torpedo fires a single torpedo under THY. I like seeing my beams Fleet Weapon Acceleration: Increases duration from 15 seconds to 20 seconds. So my question is, with EWC, Supercharged Weapons, the Preserver Resonant Technologies set, and Timeline Stabalizer, would it be worth it to have the ability to boost your ship up to +90% weapon cycle haste periodically? STO has relatively few taunts so that was a nice plus. Weapon System Synergy is an in-game Starship Trait. Target: Self # Charges: 1/1 +75 Weapon Power Setting for 10 sec +75 Auxiliary Power Setting for 10 sec Shares 2 minute cooldown with: Auxiliary Battery Weapons Battery Starts 1 minute cooldown on: Every Battery The eighth weapon to fire is gonna be firing on the lowest power, and in theory you might not be able to recharge to 100% before the next volley dependent on build. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask We would like to show you a description here but the site won’t allow us. Share your glorious (or hilarious) in-game Weapon System Synergy is an in-game Starship Trait. Commander Improved Electro-Plasma System Flow This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Our weapons are driven entirely by Temporal Surge. Phaser: Front: Terran Task Force Dual Heavy Cannon (Terran Reputation T6) Speaking of engineering seat, the Lt. This trait gives bonuses in Space if slotted into an Active Starship Trait slot. You could always choose between Dual Cannons and Dual Heavy Cannons or a mix of those. All 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. Upon reaching 10 stacks, your projectile weapons will become primed and deal additional damage and shield bleedthrough for several seconds. Below is a summary of these Starship Release date: August 12, 2021The Legendary Scimitar-class Intel Dreadnought Warbird is a Tier 6 Dreadnought Warbird which may be flown by Romulan Republic characters, as well as characters of any other faction. For those of you unfamiliar with this ability, it dramatically increases the firing speed of all energy weapons and removes their power drain, but in turn there is a power drain to all systems and some minor hull damage over the duration. You could look to add Entwined Tactical Matrices if you can friend with the idea to run with a torp. CL1 - Star Trek: Online > CL1 - Build Discussions > Legendary Avenger T6-2X "Weapons Hot, Deflectors To Full" Legendary Avenger T6-2X "Weapons Hot, February 2016 in Star Trek Online General Discussion. When combined with the Linked Sentry Set 2 piece, these weapons gain an additional reflection as well as increasing the reflection damage from 5% to 10%. This To date, the Lexington is the only C-store ship with access to both Miracle Worker and Intel bridge officer seating. The particle focuser array has charges 30s 4 charges I think and the sensor baffler gets a cd reduction from 2 pc. Advanced Energy Weapon Training Advanced Projectile Weapon Training Lt. Raiders may have only one kinetic fore weapon slot. It also includes damage-boosting equipment, like tactical consoles. The ship is really good too. They're similar in function, but they have different traits and doffs associated with them, as well as weapon sets that often have one or the other. This leaves us with two Lt. This relatively rare niche of combining energy weapons and science powers is sometimes called "DEWSci. Missile launchers and Kelvin Photon torpedoes are also sometimes used in order to proc Projectile Weapon Officers with kinetic weapon cooldown effects - mistakenly, since one can have rapid-fire kinetic weapons that actually do damage, like the Omega or Romulan Plasma torpedoes, to fill that role. Players can obtain this starship from a [Special Requisition Choice Pack - Supercharged weapons trait Strike from Shadows trait Assimilated Module Tachyonetic Converter Precision & Tyler's Duality at rank 2 There are certainly more traits available that can take the percentage higher but hopefully the above was useful for ideas. 100 million Energy Credits maximum of Exchange purchases. Upon reaching 10 stacks, your At higher levels, energy weapons not only hit harder against naked hulls but also will be taking shields down three times faster. Release date: December 4, 2018The Vaadwaur Miracle Worker Juggernaut is a Tier 6 Juggernaut which may be flown by characters of any faction. 5% chance to do X). Khopesh-class, a Romulan Dreadnought Warbird variant. See here for more details on how it stacks: There are two different types of starship weapons: Energy Weapons and Kinetic Weapons. - with APB: replace Supercharged Weapons and Preferential Targeting with Heart of Sol and either History Will Remember or maybe The Best Diplomat (I do use Aux2Bat) - with Kemocite Laced: replace Supercharged Weapons and Preferential Targeting with History Will Remember and The Best Diplomat I guess I'll have lots of testing to do All 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. For Directed Energy Weapons (DEW) builds, torps are there mainly for: Triggering Super Charged Weapons and/or Entwined Tactical Matrices. You need a general purpose torpedo? Again, it will do the trick but don't expect it to break any records. The right torpedo, when used with Entwined Tactical Matrices and Supercharged Weapons, is NOT a DPS loss compared to beam arrays, but in this case, I chose the torpedo for team support reasons. Mixed Armament Synergy is the best example of this since it requires firing multiple types of weapons to get the benefits to other types of weapons. Yup. Scimitar was developed covertly by a group of Remans under the command of Praetor Shinzon, a clone of Jean-Luc Picard. I bring the same BO build to most TFOs because I like to see the insta kill. Was just going to say Kemocite. 2PC Terran bonus synergy important for your build? This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Choose the one you prefere the most 🙂 All weapons should have [CRTD] or [DMG] and [Crtd/Dm] mods. 2 Likes. Without 1 & 2 for a DEW build, slotting in a torp tends to result in less DPS, as you have one less weapon benefiting from your weapon enhancement abilities (e. g. But at the same time, the actual impact to their performance is not very noticeable compared to Superior Area Denial or Emergency Weapon Cycle - Morrigu - This works on everything not a torpedo boat and all you have to do is activate Emergency Power to Weapons. Now i wanted to play with this trait,and it requires some modifications to a build. There are three total skills in this chain, each costing 1 Space Point to purchase. This was an Excelsior hull and the only Federation ship with a Plasma Torpedo, which at the time was extremely cool. With energy weapons, the uptime of the various “proc” effects is minimal, so energy weapon strength A weapon synergy build requires having weapons of different types firing to build stacks or to trigger powers. Super Charged Weapons/Info is a Starship Trait from the Endeavour Tactical Star Cruiser, Verity Legendary Command Dreadnought Cruiser, Martok Tactical Battlecruiser and Khopesh When I check my crit chance and crit severity stats while in combat with 3 stacks of Super-Charged Weapons, I find that the numbers don't change to reflect the trait's buff. This includes bridge officer abilities. Meaning each shot gets less weapon power than the one to the left. Two, the right torpedo, when used with Entwined Tactical Matrices and Super C harged Weapons, is NOT a DPS loss compared to beam arrays. Two, the right torpedo, when used with Entwined Tactical Matrices and Supercharged Weapons, is NOT a DPS loss compared to beam arrays. You may only have 6 Experimental Proton r/sto This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Weapon Critical Strikes partially recharge Captain Ability Weapon Critical Strikes restore a small amount of Captain Ability recharge time. BFAW/BO/CSV/CRF). This starship features a Lieutenant Super Charged Weapons (Starship Trait) After achieving level 5 in your Tactical variant Flagship’s Starship Mastery, you will unlock the Super Charged Weapons Starship Trait. This buff provides a boost to directed energy weapon damage, critical hit chance and critical severity for a short time. Maximum one reduction per 1. While this trait is slotted, firing a torpedo will provide a stack of the Super Charged buff. Any weapon build with tac boff abilities can get good results from PoF. Emergency Power to Weapons enhances our weapons, while Emergency Power to Engines helps us go fast and cooldown Evasive Maneuvers faster with the DOff. With the Super Charged Weapons trait from the new Tactical T6 Flagships the Omega torp is now, in my opinion, one of the best in the game. 5%. Never leave home without it. F. Starship Traits. The Shamshir Class has a strong Engineering focus, and features more Engineering Bridge Officer seating and Engineering console slots than the other Dreadnought Warbird variants. I've been wondering if the new Heavy Weapons mechanic is a test bed for adding a kinetic weapon slot on ships instead of having generic weapon slots. The goal for this ship was to create a mixture of energy weapons and exotics capable of 5 00K+ DPS using cannons as the primary weapon damage. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events with your fellow Captains. Curious if anybody knows if the Stay on Target trait's micro torpedoes would proc the SCW buff. Directed Energy Modulation or a You pilot ships of different factions through combat missions at a significantly slower pace than STO. High control expertise with fragment of ai tech gives bonus energy weapon damage, but I'm not sure if that will effect the sphere. After achieving level 5 in your Tactical variant Flagship’s Starship Mastery, you will unlock the Super Charged Weapons Starship Trait. Sign in to edit History Talk (0) Subcategories. Other buffs that boost those stats, like DOff procs, Attack Pattern Alpha, the Operative space trait, and Supercharged Weapons Attack Pattern Delta Prime Promise of Ferocity Critchance resting: 37% ~ with Delta Prime jumps to 56% Severity: 166 % Global DPS: 72K (Yeah i know can’t squeeze more out of her atm) Joined Trill Endeavor Level 114 This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available There are several flavors of weapons, but the classic Phasers ended up winning out. Game Description: While slotted, activating any Temporal Operative Bridge Officer Ability or the Directed Energy Modulation Ability will grant +25% Bonus Damage of Cannon: Rapid Fire and Beams: Overload for 15 sec. I wanted to use Plasma, but is a bit lacking in the current state of the game. The Saboteur's Disruptor Beam Array is The Enhanced Weapon Systems Efficiency Space Set consists of three consoles: [Console - Universal - Shield Absorptive Frequency Generator] [Console - Universal - Ionized Particle Beam] [Console - Universal - Ablative Hazard Shielding] These consoles can be equipped on any Warbird. Last Updated August 2023. I can’t leave the undisputed DEW vessel of STO on a 500k run can I? What an anti-climax to the Series! Whilst unrecorded, below is the parse for my personal record and also the 44 th Fleet’s current highest parse of 752k dps. For starship traits: Emergency Weapons Cycle <-- 30s of 20% haste and -50% weapon power usage is incredibly powerful. Testing shows that only one other weapon is needed to gain the benefit, thus using mixed weapons (cannons and beams) is perfectly adequate. But they are nice when you pop a grav well and SCW should fully stack to 3 from just one volley of Torp Spread of any rank. This category has only the following subcategory. Having both powers allows us to use Improved Critical Systems with 100% uptime. [Console - Engineering - Reinforced Armaments Mk XII] [Trilithium Tricobalt Torpedo Launcher Mk XII] [Trilithium-Enhanced Omni-Directional Phaser Beam Array Mk XII] [Trilithium-Enhanced Phaser Turret Mk XII] The Reinforced Armaments console was designed The Experimental Proton Charge is an Experimental Weapon for starships that launches a proton charge that will automatically seek out the nearest foe within 10km, and rush toward them. It's possible to build a torpedo boat or 'hybrid', even make it viable, but that's endgame stuff and twice the effort, twice the skill for half the output overall for those of us stubborn-enough or simply those who want a real challenge. To proc Projectile Weapon Officers (DOffs for torpedoes), but there are better ways to do that, unless you're in a 2 or 3 fore slot ship. With energy weapons, the uptime of the various “proc” effects is minimal, so energy weapon strength is more about which set bonuses exist for each type. The Trilithium-Laced Weaponry is a three-piece space set available as rewards for completing “Beyond the Nexus”. As you level up, this ship gains additional hull, weapon slots, and console slots. With 830hp and unparalleled handling, this was one of the best cars I've A Subreddit for the discussion of space and ground builds and mechanics for the game Star Trek Online Members Online and TS is mainly only there to proc all three stacks of Supercharged Weapons, which I mentioned. Exceed Rated Limits: The firing mode of the specialization, and radically changes how you approach building. Kemocite Laced Weapons - prebuff before firing. This ship is result of a previous exploration that Tilor and I did into the Exceed Rated Limits ability (ERL). Gravity well seems like a must to keep pulling enemies into the bubble field. They earn their place in the songs, and few weapons have as much to sing about as the mighty flagships of the Empire. I was already going to slot the Quantum Phase Converter console, so adding the torpedo for its two-piece is an excellent DPS boost. Emergency Weapon Cycle - While this starship trait is active, using Emergency Power to Weapons will also reduce weapon power cost and increase your weapon fire rate moderately. (one of the more cursed kitbashed ships I've made in sto :D) The Overcharged Plasma Sniper Rifle is a type of Ground Weapon. Stay on target + Super charged weapons . Actually, on a DEW build, there are only a few traits that are superior to Calm: Emergency Weapon Cycle Ruin of Our Enemies at >20 stacks of a max of 100 Terran Goodbye at 3/3 stacks Universal Designs at 5/5 stacks I sometimes use an omni on a cannon build with a 5-3 weapon layout in the rear aft middle weapon position. STO BETTER would like to extend a very special thanks to all of our contributors on the STObuilds subreddit who helped collect hundreds of data points on hangar pets to provide the most comprehensive hangar pet evaluation in existence thus far: AboriakTheFickle, Cryhavok101, DilaZirk, jonfon74, Pottsey-X5, and thisvideoiswrong. Reaching Starship Mastery level 5 in any of the above Flagships will unlock a new Starship Trait. If you run this, adding the trait Super Charged Weapons gives nice synergies. Its primary weapon systems are Phaser Dual Beam Banks of various flavors and Beam overload. Sniper rifles have a secondary fire mode that shoots a concentrated bolt of energy at a single target, dealing high damage with a good chance to knock back. It’s a Theme Build with a emphasis on Tanking. I've been running a fun spiral wave disruptor hirogen heavy escort, adding in a few other fun things to trigger the trait, like the parasitic ice console and cascading subatomic disruptions for some chaining electrical damage, as well as the dragon's breath console from the event ship. Don't currently own the T6 Okhala to test this. Mixed Armemerent Synergy: Adds an amount of Cat2 damage based on combinations of weapons firing. It pulled 601k DPS in it’s inaugural ISE channel run. Game Description:Firing a torpedo will provide a stack of the Super Charged buff. I won't belabor the options, at the end of the day the flavor doesn't matter. You could slot a debuff or something, but Engineering only has single-target debuffs. Attack Pattern Beta - prebuff before firing We would like to show you a description here but the site won’t allow us. ). The reason why is that the torpedos are really only secondary attack weapons, and are just there to offset my exotic space magic. R. Commander engineering seat is best served by Emergency Power to Weapons 3 as this is a ton of weapons power and some extra Cat2 for my energy weapons. The off-meta twists on this ship are using Phaser Dual Beam Bank s as opposed to cannons, but deep analysis has shown that As a general rule, you want your weapons to always be buffed. Since I do have a torpedo and it does decent damage, 2 points in Projectile Weapon Training is a good choice. Star Trek Online. Cannons tend to be hard and fast because you need to keep your front end facing the enemy, beams tend to be slow and deliberate because you can take your time and position yourself for the widest possible All 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. " December 2022: Replaced Super Charged Weapons with Superior Area Denial. Applying the bonus to your team is also appreciated. That means with any amount of +CrtH, you'll get 20% Cat2 damage more often than any proc would trigger since the base CrtH is 2. I see a lot of people running To'Duj with ConFirepoer and Supercharged and there really isn't any benefit to the To'Duj pet. Game Description: Each time a directed energy weapon is activated on your ship, you will shunt a small amount of power to your projectile emitters. You might be tempted to equip a console to boost the torpedo, and other consoles for your cannon. 33 seconds. Torpedoes: One, I wanted a torpedo for immersion purposes. Unlike energy weapons, where the energy flavor doesn't matter a ton*, torpedo flavor matters a LOT and even within torpedo flavor, specific torpedoes have a wide range in variance from others. The Dark Matter Star Trek Online. Firstly, as neuro1g says, many queues feature sustained combat. Your goals when making a weapon build are: 1. The Weapons Battery is a common consumable single-use device that provides a short duration increase to your weapon power level. Super Charged Weapons - Khopesh - All you have to do is fire torpedoes at things. Phasers have a lot of support for exceptionally strong weapons that are easy to obtain. Upon reaching 10 stacks, your Build released April 2024. They can be put into any console slot. Supercharged Weapons/Weapon Emitter Very few weapons in STO are truly useless, so experiment. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews - Supercharged Weapons (Endeavour) + use a torpedo - Redirecting Arrays (Tucker) or Entwined Tactical Matrices (Gagarin) - Honored Dead (cheap on Exchange) - Cold Hearted (event ship) or whatever else you have Calm Before The Storm, Go for the Kill, Emergency Weapons Cycle, History Will Remember, Ceaseless Momentum, Supercharged Weapons DECS are all Counter-Command running a Torpedo both front and aft. The only universal is the extremely difficult to get console from the Vaadwuar Miracle Worker Juggernaut which is the Supercharged SIF Conduit. After this expires there is a short lockout window before you can begin building up Weapon System Synergy stacks again. If the weapon’s next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. well, except for the experimental weapon on escorts, where i use the Dual Warhead Launcher as those are starfleety Photon Torpedoes (as they use their animations and the Miradorn Theta class (where the weapon comes from) is described in DS9 as a ship sporting dual Photon Torpedo launchers) plus AoE detonation, but minus i believe the ability to get buffed by kinetic and We would like to show you a description here but the site won’t allow us. Notes. Beam weapons are equally effective against starship shields and hull. I'd recommend the pack, as without the Tactical Flagship Computer and Adaptive Emergency Systems they are much diminished. Also,you need to use omni-beams in the back thanks to torpedoes' incredulously limited arc of fire. Because of it's already short 6 second cooldown and 5 charges it's the absolute best way to keep that trait at 3 stacks almost 99% of the time if you have a torp spread on you as well. Emergency Power to Weapons: to proc EWC, plus more weapon power and a nice damage boost, and you're gonna need it. Putting the wide arc in the 4 spot will give it full power when it's the only one firing, but will feed your stronger cannons first when they are all firing. Several hangar consoles buff Destructible Torpedoes, but in general the Primary Ship weapons have little overlap with Hangar Pet choices. This starship can be used from any level upon completion of the tutorial experience. This is the easiest seat to fill. In the late 24th Century, the I. Fluff. Now imagine 8 beams hitting 8 targets (bfaw) bouncing off and hitting 8 more for a total of 16 total enemies Weapon Critical Strikes partially recharge Captain Ability Weapon Critical Strikes restore a small amount of Captain Scatter Volley will cause Beam: Overload and Cannon: Rapid Fire to do 100% additional damage for the next 30 seconds. The Console - Universal - Shield Absorptive A Subreddit for the discussion of space and ground builds and mechanics for the game Star Trek Online Currently front weapons, new romulan plasma beam, new romulan hyper plasma torp (2 set and for trait), 3x Assimilated plasma beams Most important ship traits: ewpc (arbiter), supercharged weapons (endavour), history will remember rest Tanks in STO need to do damage - there are essentially no direct taunts that force the targets to attack you over someone else. Supercharged Weapons for proccing the Crit D with torpedo. Once close enough to the foe, the charge will detonate dealing heavy Proton damage in a 2km area, and reduce the Defense of foes in that area. Set bonuses. fin lqzqvt gwyff ntlsv guu safdvbc tczp usgm lqiun nncd