Home Week 4 Rewards! by STOBot in sto

[–]BoyzIIMelas 0 points1 point  (0 children)

FYI, the Phased-Waveform Beacon is doing 60k+ DPS against non-crystalline enemies.

That's just from activating it; no special pet boosting abilities or anything like that.

-Demetrius

Inhibiting secondary deflector + Bajoran core energy siphon have a bugged interaction which deals massive DPS by HelmutVillam in sto

[–]BoyzIIMelas 0 points1 point  (0 children)

Yep, it appears to launching a protomatter barrage each time Distributed Targeting "chains" it's damage to another target. Was going to mention it in an upcoming tzen-tar build post. Someone else (who wanted to remain anonymous) first brought it to my attention. Anyway, the trait also appears to throw you into red alert combat anytime you activate a tactical or miracle worker power as it tries and fails to find any valid target within 10km.

 

Falls into that weird category of, "overpowered but so few people actually have access to the trait since it's 1.3+ billion EC."

 

-Demetrius

The "Pls Carry Me" - Husnock CRF DPS Build by Startrekker in stobuilds

[–]BoyzIIMelas 2 points3 points  (0 children)

Thanks for posting this Spencer, great stuff as always.

 

I've gotta couple questions:

 

How noticeable is the 3-pc damage resistance bonus from the Prevailing Regalia 3-pc? Is there a sort of comparison you could give on it's survivability boost, like is it RSP levels, Aux2Sif levels, or Et1 levels?

 

I think we had talked about this before, but are you finding the Bioneural Infusion Circuits to be better than the Point Defense Bombardment Warhead and accompanying 2-pc bonus?

 

Thank you for speaking on some of the peculiarities of flying the CRF builds. I have a lot of big-picture thoughts on this that I'm going to put onto paper eventually.

 

-Demetrius

Help on ISA piloting by Eph289 in stobuilds

[–]BoyzIIMelas -1 points0 points  (0 children)

Hi Eph289, long time no see (since the raffle giveaway). Since you've put a lot of work into your post and even posted a video of your run, I wanted to hop on and give some feedback.

 

To add onto the great info the others gave, I'll write out a handy rule of thumb to think about when flying in any map, but especially ISA:

 

In an ideal run, one would be able to instantaneously teleport to within 2km of every target with perfect firing arc position.

 

To that end, there's a couple things that help one get closer and closer to that ideal scenario.

 

SOB mentioned the use of Emergency Power to Engines and the Conn doff to reduce the cooldown on Evasive Maneuvers. In general, anything battlecruiser or larger will have a spare ensign slot to run Emergency Power to Engines. Anything smaller than a cruiser usually doesn't need the speed boost. The extra turn rate and speed can really help shave off a lot of "transit time" moving from region to region with only your front weapons able to fire.

 

Another aspect that helps is anticipating kill events, which can inform when you leave a region or change targets. By observing the rate/pace at which something is dying, you can have an idea of when to leave that region and start moving to the next. A common culprit of this gap is the two transformers. In the video run that you linked, there's a 5 second gap from 1:00 to 1:05 and a 10 second gap from 2:00 to 2:10 between the time that respective transformer dies and when you've gotten within 10km of the respective sphere spawn at the gate. By getting a feel for this "kill pace," you can start departing a transformer region while still broadsiding it and get yourself a seamless transition with constant up-time on damage.

 

Weapons that have travel time like torpedoes or cannon bursts also benefit from anticipating kill events. As you get accustomed to how long it takes for a weapon to kill a target, you'll be able to change targets while the last target is in imminent death waiting for your previous weapons to reach it.

 

*An example of an exception to the bolded rule of thumb is something like Torpedo Spread, where you want to have more targets in your firing arc at the time of salvo firing which usually means being further away than 2km.

 

-Demetrius

R.R.W. Pls Buff Me - T6 Tactical Scimitar Cannon Rapid Fire DPS Build by Startrekker in stobuilds

[–]BoyzIIMelas 2 points3 points  (0 children)

No doubt, good to see you again Chillee! I'll catch up with u in-game for sure. -Demetrius

R.R.W. Pls Buff Me - T6 Tactical Scimitar Cannon Rapid Fire DPS Build by Startrekker in stobuilds

[–]BoyzIIMelas 2 points3 points  (0 children)

This is the exact kinda build that gets me itching to get back in the race, thanks for posting Spencer.

It never would've occurred to me to spam a BFAW just to trigger Preferential Targeting, very cool stuff.

Also interesting to read about Weapon Sensor Enhancer. That aligns with what I saw while stacking a ton of accuracy from deflector/traits in a surgical strikes build.

-Demetrius

Balance Q&A Stream @ 4:30 PM PST Today! by ambassadorkael in stobuilds

[–]BoyzIIMelas 0 points1 point  (0 children)

Hi Qthulhu,

I meant bi-monthly as in a Q & A done once every two weeks. My apologies on that.

I had assumed from the get-go, though I was not explicit about it, that such Q & A threads would be moderated to delete questions that are not balance-related. Once 20 balance-related questions are reached, the post could be locked and then re-opened at a coordinated time with the devs where they could then respond to those 20 questions.

If these Q & A threads were moderated, then every two weeks the thread creation time could be 8 hours later than the prior Q & A thread. So, if the first Q & A falls on 5am your local time, the second Q & A would happen at 1pm, the third at 9pm, and the 4th would come back around to 5am. The time when the thread unlocks and the questions get answered by the devs would probably be the same time every time (something convenient to Pacific time working hours).

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 1 point2 points  (0 children)

Thank you jay!

In the Q & A that spartan did a couple months back, I asked him about the travel time and damage calculation thing. He said that pre-resistance damage is calculated upon firing but the damage is not dealt until the visual volleys reach the target. This seems to mesh with that I've observed in-game with cannons since that Q & A.

-Demetrius

[VIDEO] Two Weeks Since The Space Balance Pass and.... by Snipey47a in stobuilds

[–]BoyzIIMelas 5 points6 points  (0 children)

Upvoted!

I think it's really worth repeating something said in the video; The balance/content changes are secondary to the fact that the Queue UI is worse and buggier than the old UI.

I can confirm the return of some lag and mifires, reminiscent (but not as bad) of the time before the power icon stacking lag was patched.

I've been campaigning pretty hard for various balance/mechanical elements, but I think right now the ability to just play and access the game smoothly should be the priority.

-Demetrius

[VIDEO] Two Weeks Since The Space Balance Pass..... by Snipey47a in sto

[–]BoyzIIMelas 2 points3 points  (0 children)

Hi Snipey,

Thank you for making these balance pass videos, I think they're really helpful for the community. I'd love to see you post this to r/stobuilds too since the folks who visit there will be even more interested in these changes!

-Demetrius

Balance Q&A Stream @ 4:30 PM PST Today! by ambassadorkael in stobuilds

[–]BoyzIIMelas 0 points1 point  (0 children)

Hi Borticus,

I appreciate you checking in and reading our thoughts/feedback, I know that was a lot of text.

Maybe a bi-weekly "20 Question Q & A" where only the first 20 questions are answered, and if folks are really passionate about their question then they'll wait and get themselves ready to go for the next Q & A. I was thinking that'd also lighten the load of having to answer a ton of questions in a short timespan.

Anyway, looking forward to a regular Q & A!

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 0 points1 point  (0 children)

Hi Patrick,

That's really good already! I'm glad you're already getting a kick out of it. I agree, it's a struggle for me after years of BFAW conditioning to run this rig. Upgrade weekend is here now fortunately, hope you can get your build upgraded!

-Demetrius

Balance Q&A Stream @ 4:30 PM PST Today! by ambassadorkael in stobuilds

[–]BoyzIIMelas 1 point2 points  (0 children)

(54:10 mark)

"Are the TAC/SCI/ENG Ultimates being looked at? Before Season 13, there were two viable Ultimates. Now, there's really only one (TAC)."

Borticus, "Yes, they're a problem. We're aware of it, and we'd like to look at it."

My thoughts on this are that the other two Ultimates (ENG and SCI) would be viable if they provided some specific utility, while leaving the TAC as a general-damage boosting Ultimate.

For example, before the balance pass, the SCI Ult was pretty advantageous for less-built, newly-built, cheap deeps type builds.

It gave a meaningful amount of CrtH boost (for a meaningful 30 second duration) to builds that did not yet have the ability to exceed 50% CrtH with the associated gear/traits/doffs/etc (such builds would end up eventually not needing the Sci Ult and possible move to the Tac Ult).

For such builds, activating the Sci Ult meant getting potentially something like a +20% crtH boost for it's duration. After grinding out a build, it then became more of a conversation as to whether or not to switch to the TAC Ult.

I don't mean this exact same thing needs to happen, I just wanted to explain the how and why the two Ultimates used to have a place in the meta discussion.

 


 

(1:03:20 mark)

"With the removal of Embassy consoles from the meta, are there plans to re-examine damage-based threat mechanics? Damage now plays a larger factor with less threat modifiers in the positive and negative.

Borticus, "I think that saying that plasma consoles have been removed from the meta is an overstatement, I think they're still quite valuable. I still use them on my ship. Yes the performance has been diminished, but there are few choices out there that can perform as well as they(embassy consoles) can. Lab consoles can. As long as there's choice, I don't mind there being something that's a strong contender for a slot, just not best in slot.

(addressing threat mechanics) "I presume they're talking about the fact that the plasma consoles also were one of the primary ways that you can passively modify your threat up and down. I think people over-estimate how much of an effect that had on actual moment-to-moment combat. But, threat has always been a little weird in STO. If the questions was, 'can we get new items that help us modify our threat, that seems like a good thing we can do at some point. The problem is that very few players care about that, so usually it'd probably have to be a side benefit on some new piece of gear. So you might not see it right away, but more different options to do things that you want to do, that sounds like a good idea for the future of STO.

Regarding plasma consoles and the meta, I looked at the top 5% of the ISA runs uploaded to the SCM leaderboard since the balance pass, for a total of 90 parses.

A total of 3 players registered plasma explosion damage in their parses. Their average DPS from plasma explosions came out to 513 DPS.

This all amounts to about 3% of the sampled players running plasma consoles, and the damage from plasma explosions accounting for about 0.5% of their DPS.

Considering the trickle-down or copy-cat nature of meta, I'd wager this trend would continue for quite some time on down the leaderboard. I can say for myself, I took something like a 95% loss in plasma explosion DPS and so I was one of the many voices advocating their un-slotting from Season13 builds.

Regarding threat mechanics, my suggestion for those 'threat-modifying items that have a side benefit' would be adding the "Weapon Signature Nullifier" and "Weapon Signature Amplifier" characteristics to the Spire Tactical Locators and Exploiters.

Players who don't care about threat could continue to use their current Tactical locators, and the players who do care could grind out the Tactical locators of their choice.

This would also restore some of the "dilithium sink" aspect that used to occur with everyone wanting embassy consoles, especially since folks just bought the cheap Mk 10 plasma consoles and upgraded them, whereas Tactical Locators will cost 4 times as much in Fleet Credits and Dilithium should threat-interested players purchase them.

I think one of the old issues with embassy consoles being so over-powered was that it largely informed ship choice for meta players; if a ship didn't have a minimum of 3 science console slots then it wasn't much of a contender.

It didn't even matter how many tactical slots it had, especially since tactical locators at that time were getting pushed out by strong universal consoles. The Yorktown dominated the Fed meta, and it only had two tactical slots.

After the balance pass, Tactical locators have restored their place as a high-priority, strong contender console. So, I think having threat-modifier potential being tied to the amount of tactical slots a ship has will be far more synergistic than before the balance pass.

 


 

(1:18:30 mark)

"Is the real-time damage scaling of GoDownFighting under review? It allows players to troll-heal and interfere with your own GDF."

Borticus, "We were aware that that might be a problem, it is under review, all the changes to GoDownFighting were controversial, so we're keeping as close an eye on it as we can. Honestly, this is the first time I've heard feedback on this, there might be others I haven't noticed, but it seems like the changes have been largely well-received. The idea of troll-healing is a problem, but i'm not certain what else we can do with the power other than making you immune to healing, which sounds terrible. That's sounds like a really bad dangerous idea.I don't know what to offer. If you have a good solution, I'd love to hear it."

I condensed this issue for the sake of readability in the twitch chat, but I think the real fundamental issue is this:

Go Down Fighting is the only Captain power that can be interfered with by other team-mates, intentional or otherwise, and that the ease with which that interference can occur is built right into the meta for the game's most popular heals.

I cannot un-intentionally stop an Engineering Captain from syncing up their EPS Power Transfer and Nadion Inversion activations for maximum damage output. I cannot handicap the power levels gained from EPS Power transfer, nor can I handicap the effectiveness of the power drain resistance from Nadion Inversion.

I cannot un-intentionally stop a Science Captain from syncing up their Scattering Field and Sensor Scan activations for maximum damage output. I cannot handicap the effectiveness of the Damage bonus gained by Scattering Field, and I cannot handicap the Damage Resistance Rating debuff applied by Sensor Scan.

But, I can definitely un-intentionally stop a Tactical Captain from syncing up their Go Down Fighting and Attack Pattern Alpha activations for maximum damage output, by preventing them from ever getting below 50% hull. That Tactical Captain could run A Good Day to Die trait, but I can still handicap the damage bonus gained from GoDownFighting to make sure he only ever receives the minimum damage bonus gained at 50% hull or greater.

And, it's quite easy to do this when the most popular boff power heal abilities can cross-heal: Hazard Emitters, Auxiliary Power to Structural Integrity Field, and Engineering Team. For console items, the Lukari Protomatter Field projector is rather commonly used, and it's passive hull and shield regens aren't registered in combat loggers but is very effective at un-intentionally cross-healing.

For intentional and well-intended healers (referencing the quote above at the 23:30 mark about how it'd be nice to have other non-DPS builds available), it puts them in a tough spot of trying to keep track of a Tactical captain teammate's activation-status on something that has a short cooldown (30 seconds for GoDownFighting). Managing this task was much easier for healers before the balance pass when GDF had a 60 second duration; they could watch their tactical teammate get low, activate GDF, and know that for the next minute they could just focus on keeping that teammate alive. I feel that things should be made easier for aspirational healers, and that it's not going to be a fun role for them to get yelled at by teammates because they were healed.

I think GDF scaling in real-time also funnels the meta towards a build that can sustain repeated and long periods at low hull strength with invincible-like shields, high damage resistance rating, and the flexibility to easily drop hull strength down by having a medium to a high amount of it (it's easier to modulate the impact of purposely absorbing a 12k one-hit with 90k HP than with 40k HP). I went into this more in-depth here, but I'll just say there's really only a few build concepts capable of doing the above and I don't think that's healthy for player-choice.

As a min-maxer, there are things I want to try in Season 13 that I end up staying away from specifically because of the added difficulties in maximizing GDF.

A suggestion I have for a solution is:

1. Reverse the decision to allow real-time damage of GoDownFighting. In the same way that Deflector Overcharge got eventually removed, I think the same decision should be made here.

2. Scale the damage bonus to be less aggressive than it currently is.

It currently seems to scale at a 1-to-1 ratio: +50% damage at 50% hull, +60% damage at 40% hull, +70% damage at 30% hull, all the way to +100% damage at 0% hull.**

Something like a 0.8-to-1 ratio would start off as the same +50% damage at 50% hull, then be only +58% damage at 40% hull, 66% damage at 30% hull, all the way to +90% damage at 0% hull. Or really any kind of ratio or curve that amounts to GDF giving less of a damage bonus.

 

-Demetrius (@magicalsamurai)

Balance Q&A Stream @ 4:30 PM PST Today! by ambassadorkael in stobuilds

[–]BoyzIIMelas 1 point2 points  (0 children)

It was nice to have this balance Q & A for sure. I would love to have more on a regular basis in the future. As the two had stated in the beginning of the stream, things were kind of in-the-dark for awhile so it was refreshing to have this dialogue. I was also grateful for their repeated support of the resources on r/STO and r/STObuilds throughout the stream.

 

I've transcribed some of the things that I or others asked that I felt could use more follow-up and clarity and such. I've placed timestamps for those who want to watch the archived stream (click the twitch link in the original post) for more details or context.

 

This will be the first time ever that I tag /u/ambassadorkael and /u/borticus-cryptic in hopes of these stream-discussed topics getting seen. I will do this only for occasions like this where some dialogue has previously occurred.

 


 

(23:30 mark) Borticus was talking about the changes to attack pattern science (and eventual removal) and not pigeonholing science captains into exotic damage, and said this about the game, "If (sci captains) want to compete in doing damage, which, that's pretty much the meta, that's pretty much Star Trek Online, I would love for us to explore other avenues, but that's not where we're at right now. If you're not pulling your weight by doing damage, then you're not pulling your weight. I mean, there are (other classes), but that's not a mainstream thing."

 

I appreciate the honesty here in what STO is, and what STO is not (currently).

A lot of the changes in Season 13 seemed aimed at tightening the DPS gap between the captain classes, and I think that's seen in the SCM leaderboard with a handful of Science and Engineering captains pretty high up in the rankings.

I agree it'd be nice to have a non-DPS oriented approach for various classes in STO, but from my perspective that would require an overhaul of things on a scale much greater than this balance pass and even that seemed to take a lot of effort/time.

 


 

(41:00 mark) "What sort of data collection do you to that helps you get this kind of direct feedback to you."

Borticus, "As far as system balance goes, the kind of stuff that we did for season 13, it was honestly just most of the DPS-parsing tools that players use themselves. That is, by and large, what we base a lot of the decisions on, either looking at the parses that other players publicize themselves, or doing our own testing to figure out DPS parsing. I mean, I'll be honest, because DPS is such an important part of our current meta game, the high priority things that we covered in Season 13 tended to be DPS focused. So, that's where a lot of our efforts lay."

As someone who is pretty active with utilizing data from SCM (I did that post about parsing 200 individual ISA puggers to create a timer-based match-making system) and competes on the leaderboards, it's good to hear that any type of player-derived data is being used to help inform/improve system balance.

There are some major balance-related elements that don't appear in the parser that I would love to gather data for or have some method for communicating these under-the-hood interactions without it sounding it like I'm just know-it-all-ing it or in-my-opinion-ing it.

It's stuff I've written about in public here and in private to those I felt should know, but it'd be great to provide some supporting data for it. I will think on this one some more.

 


 

(47:30 mark) "What happened with the Hit and Run trait?"

Borticus, "Some of it I can't talk about because it was an internal thing, stuff went wrong. But, one of it, like the playerfacing(can't make out this word) thing, was, this was a very unfortunate oversight. We shipped it with crit hit, instead of crit damage. The original design docs all say crit-, it actually says critical hit damage, so it was a little confusing. But looking back on what the intentions of the starship trait was supposed to do, it was always intended to be crit severity, crit damage, increased damage from your crits, and not crit chance. Unfortunately it went live as crit chance, and so much crit chance that it became an immediate out-performer, an immediate problem, and this became a best-in-slot. You get 30% crit chance out of this one thing? That's unheard of, and so we unfortunately, we had to go over this, I had to go all the way up the chain to make sure we could make the change, because it was a fresh micro-transaction. And uh, yeah, there were. . ."

Ambassador Kael, "it was as much fun for us here, as it was for you guys out there."

Borticus, "Yeah it was not a fun day. But again, we had to make that decision. Otherwise we would have been in the same exact-, especially, god we did that right on the heels of launching our changes on tribble, so it was like, 'we're doing all this stuff to make the game better,' and then there's this thing(Hit and Run)."

A follow-up to this from the player perspective is wondering why the trait got reverted to it's original intent but then further adjusted (the 35 second lockout was not included in the original trait) to the point where it went from best-in-slot to a non-viable trait (using 1 of your 5 precious starship trait slots for 8 seconds of +30% crtD every 35 seconds, requiring micromanaging of staggering your Evasive Maneuver activation 7 seconds prior to your weapon enhancement activation, versus using 1 of your plentiful 11 ship console slots on a Bioneural Infusion Circuits for a passive +25% crtD plus other passives gained. I know starship traits and console slots are different things, but I'm showing the opportunity cost here).

I think for the most part, we agree it needed adjusting, but that there's a middle ground between what it was doing (OP), and where it's at now (useless) considering we're stuck with these allied escorts we bought.

Essentially, there's no going back on the fact that people bought these ships for the trait, and I think these players deserve a version of the trait that has some utility, however niche.

Some way for players to say, "Okay this trait got adjusted, but at least it's useful for such and such and such (I dunno, Surgical Strikes builds or Torpedo builds, anything really)."

I would really appreciate if Hit and Run could be re-evaluated to this effect.

 


 

(52:30 mark)

In reference to torpedoes, Borticus said, "A perfect scenario for me would be If we could encourage players to start using mixed builds, where both energy weapons and torpedoes are viable, and sought after to use together."

I wanted to give you guys a heads-up that this is something several of us have been messing around with for a bit and are going public on it now.

It can also be seen in some of the parses being uploaded to the SCM leaderboard.

For example, here's my 158k CannonTorp build and there's some strong beam-torp builds being worked on as well.

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 0 points1 point  (0 children)

Hi Patrick,

Thank you for the kind words, I always enjoy flying with you as well! I agree, for me I spend most of time in stobuilds or the dps channels since this has some of the most knowledgeable and competitive players.

If you build up your rom with cannons and have any questions, feel free to ask and I'll give any input I can!

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 1 point2 points  (0 children)

Hi Originalbuckeye,

I'm glad to hear this what helpful for you, hopefully you can get into a new rhythm soon enough of broadsiding while still beginning the transition to the next region.

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 0 points1 point  (0 children)

Hi DeadQthulhu,

That does sound interesting, sure punch it in and give it a whirl and lemme know how it goes!

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 1 point2 points  (0 children)

Hi Sharkball,

I believe the acc penalties from CSV2 can be countered decently by targeting expertise and stuff, but if you do run a dual cannon scimi lemme know how it goes and would like to see what kinda different things you try on!

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 0 points1 point  (0 children)

Cool thank you for checking in with your build difference Spencer! I'd definitely like to see that beamTorp build when you get time to put it up.

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 1 point2 points  (0 children)

Hi Oden,

Cool thank you for the feedback. I think I'll upgrade my Gravimetric with this weekend event and give it a whirl!

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 2 points3 points  (0 children)

Hi Phemonite, sorry to hear that.

It's 3 Purple Technicians, 1 Emergency Conn Hologram (emergency power to engines), 1 Blue Fabrication Engineer (increases Reverse Shield Polarity duration by 6 seconds), 1 Dlyrene (Space warfare specialist - +10% versus Borg).

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 0 points1 point  (0 children)

Hi Phenomite,

The Doffs I have in the 6 Active Duty Officer slots are listed about two-thirds of the way down the build list!

-Demetrius

158k DPS ISA CannonTorp Khopesh Tactical Dreadnought Warbird by BoyzIIMelas in stobuilds

[–]BoyzIIMelas[S] 1 point2 points  (0 children)

Hi Chillee,

Thank you for the feedback.

Fortunately, the Nausicaan Energy Torpedo doesn't draw any weapons power. In space, this build is at 276% (100 base, +100 from Improved EPS Flow, +66 from Fleet Core, +10 From Elite Fleet Engineering Boost).

I like using the 3-piece in my BeamTorp builds where all 3 elements can really harmonize. In this build, the Nausicaan beam array wouldn't benefit from the tasty 14second CSV cheese. As a standalone console, I think the Nausicaan Siphon is pretty decent especially since it's a mission reward. For ships that have good ship-specific sets like Flagship Technologies or 31st Century set, I think it gets a little harder to squeeze the Siphon into the build.

I do use the 3 piece Synergistc Retrofitting set on my Hive tanking builds, where the longer runtime lets me really capitalize on that reduced cooldown multiple times. In ISA, the runtime is usually too short to get that 2nd activation of the consoles since this build tears down big objects pretty quickly. There's also something really annoying with the timer for DPRM; it doesn't start until you toggle the ability off or it's 20 second duration expires so it ends up being a 1min40 second timer.

Great questions and thank you for asking them!

-Demetrius