I have been flying around in the new T6 Manitcore Veteran Reward Ship the past week or so. I equipped it with solid gear including the complete Iconian Resistance Space set and so far 2 of 3 pieces to the Iconian Resistance Radiant Armaments Weapon set. I haven’t gotten it up to full mastery yet but the ship feels a little soft. Running the standard “Gateway to Grethor” PVE the ship occasionally gets into a nervous situation requiring me to improvise my attack and defense. Other ships flown by Admiral Sager can operate at will with nay fear of destruction on the standard version of that queue.
The ship is essentially the same as the older and still available Chimera T5. My Chimera is a Fleet T5-U and it is a little tougher than this new T6. But is equipped with the Advanced MACO space set and a whole suite of fleet grade weapons and consoles. This new T6 version has not yet been so equipped. That said it is filled with Mark XII very rare and even some Ultra and Epic stuff. I like the ship and will reserve final judgement until I reach full mastery levels.
The Iconian Space set is feeling like a bit of a bust. I really do like the deflector dish. That is a baller piece of gear even if you do not use it with the whole set. I mentioned last week that this set had great paper stats, but didn’t seem to deliver the goods. Maybe I need to try the set on another ship but it seems like my hull is constantly taking significant damage. The resilient shield in the set offers mediocre capacity with decent regeneration and only 5% bleed through. Yet it seems like the hull is always taking a pounding. This shield even offers a 20% damage resistance to ALL energy types. Something just isn’t right about it; it should be much better.
The set includes a Hyper-Impulse engine and I am not a fan of the Hyper design. Hypers are efficient at high power levels. I use Hypers on my stealth PVP ships like the Fleet B’rel or Fleet Romulan T’varo since the shields and energy weapons are offline under cloak the extra power can go to engines and auxiliary, the extra speed helps with overall defense. But for gritty combat I prefer the Combat engines since they are extra efficient at low power levels and I run the engines real low to provide additional power to other systems.
The whole set specs are in a previous post here. I like the set bonuses offered. The first two are passive and include a shield heal every time you use shield distribution. Limited to once every 30 seconds. I use shield distribute allot! The second bonus offers a chance to buff your whole teams damage output for a while every time you use energy weapons. These are decent passives. The final bonus is an active ability called Radiant Subatomic Field. This buffs you and all your allies for 30 seconds with damage bonus, speed bonus and extra hull points. The cooldown is pretty short so it is a useful ability.
I feel like I am often being saved by the Radiant Armament Advanced Torpedo with a 33% chance to gain 1000 temp hp and the radiant cannon weapons that give 1000 temporary hit points on a crit. But it could be that the temporary hit points are hiding the underlying damage to the hull and when they expire my hull is a bit beat down. That really could be something that simply needs an adjustment in play style to compensate. Hard to say, really.
Overall I am just not overwhelmed with this set. I will say this however, it is a good set and my play style could be as much the problem as the set itself. Furthermore, I would consider using the deflector dish with the Advanced MACO or KDF Honor Guard engines and shields in lieu of the MACO/HG deflector. The third set bonus on those sets is an active enhanced mask energy field ability that is pretty good but the long cooldown sucks. The A-MACO or KDF HG deflector is great for science and engineering ships but not so much for escorts or raiders.
OK the Radiant Armament Set. I have the console and the torpedo launcher. I will be getting both the beam array and the dual cannon weapon soon. I want both so I can use the set on a variety of ships. The first set bonus is a passive that grants a boost to structural integrity and a boost to the amount of temporary hit points awarded by radiant weapons. Nice. The second set bonus, I do not yet have the third piece so I haven’t tried it, is a powerful hyper-charge weapon ability the works a bit like beam overload but is tied to the targets health. The weaker the targets hull the stronger the blast. This is a great finishing ability to polish off that stubborn SOB that seems to cling to life with only 5 hp and low shields 🙂 I like the Radiant Armaments set. I have a full set of radiant weapons equipped on the T6 Manticore. They aren’t the meanest weapons I have by any stretch, but they do provide a constant boost to hull points during heavy combat.
Regarding the temporary hull points it is important to pay attention to your base hull strength. If your hull is down to 10% and then you get a temporary hull point boost the HUD shows a white hull field with a percentage instead of the normal green. I would use a hull heal while under the temporary points because those points could expire while you are under fire and reveal only that 10% hull that was left when the temp HP came online. I think this is part of the reason I have had a few close calls. The temporary hit points are awesome but they can give a false sense of security. This applies to the Romulan singularity ability that grants temp HP as well.
OK That’s enough of that for now. Oh I finally bought the Superior Grade jet pack for Risa, love that thing 🙂
Here is the Manticore comparison chart. In the immortal words of the Terminator T-800 Cyberdyne Systems Model 101, “I’ll be back” you’ll just have to imagine that Schwarzenegger accent applied 😉