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How To Armor Stats: A Guide (and Excel template) for Curating Your Vault

Since Armor 2.0's introduction, Guardians have been flooded with armor that has random distributions of numbers across the six character stats of Mobility, Resilience, Recovery, Discipline, Intellect, and Strength. Opinions about Armor are like any other opinion: everyone has one. There are plenty of other guides on building loadouts in Destiny 2, and this guide is built upon the shoulders of many of these guides. I will give credit to those other guides as I go, but please feel free to provide links to other guides and write-ups below.
With so many great guides and so many different criteria for what is considered a "great loadout", I wanted to share my methods for 1) determining what to hold onto when you're Vault is full of armor that you kept because "the roll looks good" and 2) how to organize and utilize the gear you keep in building the basis of your "great loadout".


1) 20+/15+: Keep all armor that has one stat above 20 and another stat above 15 (regardless of the stat). Probably keep anything with just one stat above 20. 15+/15+ splits are situational but usually great, too. Everything else? Seriously consider sharding it.
2) Use DIM LO to help you start building goods loadouts from your overloaded Vault.
3) Scroll to the bottom for my excel template and guide that helps quickly add useful notes (based on common searches) to your armor in DIM.

Armor Stats and Tier Bonuses: A Primer

Totaled together, your armor's base stats influence your character's total base stat values, with possible values for each stat being 0-100. Every 10 points, each stat grants a "bonus" to your character in the form of an improvement to one or more of your in-game abilities.
These 10 point breaks are referred to as "Tiers". Tier 0 is total stat value of 0-9 (no bonus), Tier 1 is total stat value of 10-19 (first bonus), Tier 2 is total stat value of 20-29, and so on to Tier 10, which requires 100+ in the stat and provides the "best" bonus. (Note: any points above 100 is considered "wasted" and grants no further bonus.) You can view these in-game on your character screen by moving your cursor over each stat to the right of your character.
For example, every character in destiny has a base Super Ability Cooldown of 7:12. This means standing still, not slaying, not picking up orbs of light, it takes 7 minutes and 12 seconds for your super to recharge after use. Increasing your character's total Intellect stat value to 10-19 grants the Tier 1 bonus, which decreases your Super Ability Cooldown to 6:22. Here's some tables that shows the bonus provided for each stat at each tier by class (original template courtesy of doormango, I adjusted Resilience tier values since it appears Resilience Tiers 5-8 were changed, I did a full verification of Hunter (spotted a nerf in Hunter melee cooldown compared to other classes), spot checked Titan/Warlock values, and gathered numbers for class ability cooldown tiers for Hunter, Warlock and Titan):
Tier 0 1 2 3 4 5 6 7 8 9 10
Stat 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
Mobility (Base Speed Increase) 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
Mobility (Class Ability Cooldown) 0:28 0:26 0:25 0:24 0:22 0:20 0:18 0:16 0:13 0:11 0:09
Resilience (Shield Capacity Increase) 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
Recovery (Recovery Rate Increase) 0% 3% 6% 9% 11% 14% 17% 23% 29% 34% 43%
Discipline (Grenade Ability Cooldown) 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Intellect (Super Ability Cooldown) 7:12 6:22 5:43 5:00 4:45 4:31 4:18 4:07 4:00 3:52 3:48
Strength (Melee Ability Cooldown)* 2:00 1:49 1:40 1:36 1:20 1:09 1:00 0:53 0:48 0:44 0:37
* It appears that Hunters have longer Melee ability cooldowns compared to Warlock/Titan. I couldn't find patch notes for this. It appears that this may have been introduced with Season of Dawn (unconfirmed). I suppose this is because Hunter Melee can be fully recharged with Gambler's Dodge and the weighted throwing knife is a ranged OHK.
Tier 0 1 2 3 4 5 6 7 8 9 10
Stat 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
Mobility (Base Speed Increase) 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
Resilience (Shield Capacity Increase) 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
Recovery (Recovery Rate Increase) 0% 3% 6% 9% 11% 14% 17% 23% 29% 34% 43%
Recovery (Class Ability Cooldown) (can't get my stat this low!) 1:43 1:31 1:22 1:15 1:08 1:03 0:59 0:51 0:46 0:41
Discipline (Grenade Ability Cooldown) 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Intellect (Super Ability Cooldown) 7:12 6:22 5:43 5:00 4:45 4:31 4:18 4:07 4:00 3:52 3:48
Strength (Melee Ability Cooldown) 1:43 1:33 1:25 122 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Tier 0 1 2 3 4 5 6 7 8 9 10
Stat 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
Mobility (Base Speed Increase) 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
Resilience (Shield Capacity Increase) 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
Resilience (Class Ability Cooldown) 0:52 0:46 0:41 0:37 0:33 0:30 0:28 0:25 0:21 0:17 0:14
Recovery (Recovery Rate Increase) 0% 3% 6% 9% 11% 14% 17% 23% 29% 34% 43%
Discipline (Grenade Ability Cooldown) 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Intellect (Super Ability Cooldown) 7:12 6:22 5:43 5:00 4:45 4:31 4:18 4:07 4:00 3:52 3:48
Strength (Melee Ability Cooldown) 1:43 1:33 1:25 122 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Aztecross does a fantastic job of going over the built-in diminishing return points on these stats in this video. His video is from January, so there have been a few tweaks to the data since then. Regardless, the bottom line: there are 'break points' built into each bonus (apparently aside from Recovery) that give you markedly less bang for your 10 stat points. Go watch that video, I'll wait.

The Stat Point Pool: Optimal Efficiency and Double/Triple 100 Stat Builds

Strap in, we're going to talk theoretical perfect rolls and then come back to reality.
The general minimum base stat total for any given piece of armor (aside from class armor) is somewhere around 40 (the Armor 2.0 Solstice Armor dropped at 46, and it is hard to verify a minimum since no one seems to care to talk about this and they're often instantly sharded). The general maximum stat total is somewhere in the neighborhood of 70. So let's do a few experiments with these numbers.
Armor Slot Minimum Total (base) Maximum Total (base)
Helmet 40 70
Gauntlets 40 70
Chest Armor 40 70
Leg Armor 40 70
Class Item 0 0
Total Points 160 280
Theoretical Max Tiers 16 28
For the sake of a complete discussion, I am going to review Masterworking armor here. In short: masterworking any piece of armor will grant +2 to every stat on the armor, for a total gain of +12 points per armor piece. Here are those same theoretical pieces from above, masterworked. (...masterworking a 40 base stat piece *shudder*.)
Armor Slot Minimum Total (base) Maximum Total (base)
Helmet (Masterworked) 52 82
Gauntlets (Masterworked) 52 82
Chest Armor (Masterworked) 52 82
Leg Armor (Masterworked) 52 82
Class Item (Masterworked) 12 12
Total (Masterworked) 220 340
Theoretical Max Tiers 22 34
Let's convert these into total "Tiers". Let's assume that absolutely no points are wasted and we were able to build a loadout that had each stat ending in a 0. Let's also assume that we have exactly 100 in any stat per 100 points in the pool.
With a full loadout of 40 point armor, you could theoretically achieve a T10/T6 build. For example, a Hunter could have T10 Mobility / T6 Recovery WITHOUT MODS. If you added 4 general armor stat mods, you could bring the T6 stat up to T10. Every single other stat would be 0 and you would have the base values for all of those abilities driven by the other stats. These Theoretical Minimum Optimum Armor Pieces (TMOAPs?) would each have 25 Mobility/15 Recovery.
With a full loadout of masterworked 70 point armor, you can theoretically achieve a T10/T10/T10/T4 build. For example, a Hunter could have T10 Mobility / T10 Recover / T10 Intellect / T4 Resilience. These theoretical optimum armor pieces would each have (after masterwork) 24.5 Mobility / 24.5 Recovery / 24.5 Intellect / 9.5 Resilience (those half points would be divided between the pieces for whole numbers). However, masterworking provides +2 to all stats, which would mean that you would always have 10 points minimum in each stat, and theorycraft eats it's own head from this point forward.
Sounds great, right? Here's the rub: Armor 2.0 very, very rarely (almost never?) rolls with any given stat value at 0 (or 1). Additionally, ~50% of Armor 2.0 drops have any stat at 2. In short, your smallest stat on any given armor piece is most likely going to be greater than 2. You're basically always going to have points allocated to the "wrong" stats for your build. In fact, there's strong evidence to support a theory that the total points are almost always evenly split up between the "D1" stats of Mobility/Resilience/Recovery and the "D2" stats of Discipline/Intellect/Strength.
What about the other end of the spectrum? Realistically, what should you expect to see as the maximum value for a stat on an armor piece? I have curated my Vault for a while and done more than a few passes to clear out obvious junk. Of 377 current pieces (ugh, time for another pass (hat tip to Umbrals)), the breakdown of "highest single stat" on all of my armor are as follows:
Highest Base Stat Value # of Armor Pieces with a highest stat in range
<1 (class items) 32
1-10 (largely Armor 1.0 holdovers) 39
11-20 238
21-30 67
31+* 1
\ (I have a single blue) "War Mantis" Hunter Gauntlets that rolled a total of 50 points with the distribution Mob 32 / Resil 4 / Recov 14 / Disc 0 / Int 0 / Str 0. I keep it in formaldehyde as a specimen.)
So ~63% of the armor I have saved has a "highest single stat" of 11-20. Without getting any further into the weeds, I have 52 items with at least one stat = 20. This is the highest count for any specific value of the 'highest single stats' I have, and we'll get into exactly why that is shortly. In short, the maximum value that you're ever going to see on armor is somewhere between 20-30, with 20 being the most common value of significance.
What about base stat totals? Using my Vault of 377 pieces of armor (that Ramshackle Cryptarch is SO hungry), most of the armor I've held onto is somewhere between 50-67 total points (285 to be exact). No big surprises there.
Finally, let's quickly dip into triple-100 builds. Bungie is not a fan (search "Powerful Friends"). My gut tells me that anything that enables "easy" triple-100 builds is going to get hit with a nerf when they can figure out how to do it.
Where does this leave the theoretical discussion above? In short: in the dumpster. You may run across folks who have had monumentally fantastic luck and have managed to get four pieces of armor that come CLOSE to the theoretically optimal masterworked armor base stats T10/T10/T10/T4, but for the rest of us mortals, you're going to want to set your sights on somewhere in the neighborhood of 240-260 total base points, which gives you a total Tier 26 build, which can realistically approach T10/T6 (and some change) WITHOUT A SINGLE MOD.
But wait! There is one nugget that we can extract from all the theoretical stuff above. Remember TMOAPs? Remember how I said that the theoretically perfect roll for the minimum (40 point) armor is 25/15? And remember how I said that I've managed to accrue 285 pieces of armor with 10-27 more points than that? Now we're cooking with gas.

Kill Your Darlings: Embrace 20+/15+

You're in between rounds of crucible, you turn in some bounties, and your screen is completely taken over with Gambit and Crucible rank up notifications. With it comes a pile of purples. Or, you pop by the magic trashcan and crack some umbrals and have 10 new shiny pieces of armor in your inventory. Those totals are insane! Bungie has really made it easy to get high rolls on the Arrival armor. Oh man, high mobility AND high discipline? But this one is high mobility AND high intellect! How bad is my current resilience? What are you supposed to keep and what are you safe to throw away? My advice is simple: 20+/15+
20+/15+: Keep all armor that has one stat above 20 and another stat above 15 (regardless of the stat). Probably keep anything with just one stat above 20. 15+/15+ splits are situational but usually great, too. Everything else? Seriously consider sharding it.
Notice how I didn't say anything about the stat total? That's because it's nowhere near the most important thing to consider in your armor. Recall above how I explained that there are ALWAYS wasted points and that is built into the system as arbitrary limits by Bungie themselves. If theoretically perfect pieces dropped every time, the armor "grind" would stop for most players after a couple of hundred drops. With their 'invisible' guiding hand, there is almost ALWAYS going to be a better piece of armor out there waiting.
So what does 20+/15+ get you? First, it gets you a vault full of armor that can be combined into useful builds. This whole post precipitated out of a post from u/Tha_Hand yesterday. In that post, he sang the praises of Destiny Item Manager's (DIM) Loadout Optimizer tab. Here's Ace from the DIM team explaining the basics of how to use DIM LO. Once you're happy with the results, save the loadout in DIM and you're off to the races. You can add notes to your loadout pieces right inside of DIM (ex. "Part of T10 Mob/T6 Int Build")
The biggest benefit to 20+/15+ is that you're giving LO a cultivated list of armor that has TWO key stats that can be used to approach the desired tier as efficiently as possible. If you've gathered 4 pieces of armor that have 20+ in mobility and 15+ in intellect (or vice versa), you can use those to get your base stats to 80+ mobility and 60+ intellect WITHOUT MODS OR MASTERWORK. The obvious optimum value is 25, but getting a roll greater than 25 allows you to pick up slack in another slot (ex. 29 mobility on your helmet evens out 21 mobility on your leg armor.)
From a position of 80+/60+, investing the materials into masterworking this armor (and your class item) will give you 90+/70+, which leaves you with 4 tiers to make up with mods, though Tier 9 is often a great place to be. Or, if you're short on masterwork material like most players, forgo the MW and slot general mods as desired. One of the key things about 20+/15+ is that you're keeping armor that can be brought very close to the theoretical optimum with the single General armor mod slot you have to work with on that piece of armor (and a single Powerful Friends mod for +20 Mobility, or a single Radiant Light mod for +20 Strength).
Is 20+/15+ ironcald? Hell no. I quite often hold onto pieces that are high total with only one 15+, too. Don't forget about the theory that total points get split between the D1/D2 stats. In that theory, even a 60 point armor piece is going to try and divide ~30 points between, say, Mobility and Recovery, which is only going to get you something around 15 Mob/15 Recovery towards a Mob/Recov build. To that end, T6/T6 Mob/Recov is the best you're likely to pull off with base stats alone. In my case, DIM LO says I have 32 possible combinations that get me a T6/T6 build without mods or MW. I can use the little swap icon/"Choose another item" button to fine tune the load out for the seasonal mods I want and then hit Equip.
Also recall that there are certain points in certain stats where it isn't really worth adding more points than necessary (there's still a benefit, you just get less bonus for the same number of points(the delta between tiers decreases)). You can easily work out what Tiers you want to hit in your armor build and then work out what your cutoff is for a stat. Always want T6 in Resilience or Intellect? Then you don't need to keep anything higher than 15 Resilience EVER.

How to Manage Your Vault

(I'm going to cut a corner her and paste in a write-up I did on my method for using spreadsheets (Microsoft Excel) to manage my armor with DIM.)
I find myself doing the same searches a LOT in DIM. One thing that DIM doesn't do (yet?) is allow you to append notes to the results of your searches. Say you wanted to note armor that is 20+ in any stat. You can do this with the search 'basestat:any:>=20' and then go item by item, making notes. But this can be done really quickly by exporting your armor data to Excel and turning your common searches into formulas. I've done just that for many of the metrics that I discussed above (and a few more).
There's a manual note field that I use for ad hoc notes (usually why I think I should keep a piece that would otherwise be junk).
Each stat has a column that figures out if the stat is 15-19 or 20+.
I do a lookup on the whole column to tag pieces that have the current max base value in each stat.
I do a check on each piece by class/slot to see if the total of the base stats is the max.
There's a "GODROLL" column that uses a column that is a textjoin of all of the stat note columns and checks for a 20+ AND a 15-19, and an "ULTRAROLL" column that checks for more than one 20+.
I end up with DIM notes that look like:
GODROLL!!!,(Exotic),Mob15-19,Max Disc,Disc20+,Total60+, 
These notes are sometimes much quicker than composing DIM searches, and they're displayed right on the items when you inspect them in DIM. (Why did I keep this? Oh yeah, it's got the highest Str of all of my Hunter arms.)
Here's the template file (hosted on Google Drive, no macros, just formulas)
(Edit: Updated the sheet with two versions of the Notes formula that should work on all version of Excel. Also, for some reason the old link was disabled so I've reuploaded it.)

Edit: The_hezy hastaken my template and converted it to a more polished Google Sheets product. The template is back! In Sheets form! You can ignore the rest of this section and just follow his instruction set instead.

Armor Spreadsheet (Google Sheets version)

There's a tab that's ready for you to paste in your data and a tab with some old data of mine in place so you can see how it all looks when set up. I took out the ID and Hash because, of anything, that's what's unique to my stuff and I don't think it's necessary for the example anyway.
It uses tables and formulas that are not compatible with Google Sheets, so you'll have to download the file and use it with Excel or an app that uses spreadsheet tables (not sure if OpenOffice Calc fits the bill or not).
Here's a quick-and-dirty guide on how to use it.
In DIM, click the 'gear' icon in the upper right to go to Settings, then scroll down to the 'Spreadsheets' heading. In the section labeled "Inventory spreadsheets", click the 'Armor' button and download the CSV.
Open my armor review template and the DIM CSV side by side in your spreadsheet app.
In the DIM CSV, delete the column header row (row 1) and then select the new cell A1 and press Ctrl+A to select the entire range, then press Ctrl+C to copy the data.
In my armor review template, make sure you're on the 'ArmorReviewBlank' tab, click into A2 and then press Ctrl+V. The DIM data should lay down into columns A through AU, and the formulas that are in AY through BO should auto-cascade and calculate.
The next step is to take the formula that is included in row 2 of AW (just the formula) and paste it into the DIM 'Notes' column (column AI). If you don't have any notes of your own, you can just paste it through the whole column. If you have preexisting notes that you want to preserve, I recommend copying those notes and pasting them into my ManualNote column (column AX). Once you've preserved your notes, wipe out column AI and then paste the formula from AW2 into AI from top to bottom. You should end up with a column that concatenates your manual notes and all of the stat notes into a comma separated string.
You can then sort the notes column Z-A to group all of the armor that got any sort of note to the top, then look through what's left. The world is your oyster at this point. I try to make sure that I hold onto at least one of each seasonal mod slot in each armor slot on each class. Most of the times, the well-rolled pieces cover me, but sometimes I have to hold onto something that doesn't fit my automated criteria. I'll also make notes on things that are special to me, like well-rolled Armor 1.0, Event armor, etc. Everything else I either leave blank or add a note like "Probably junk". You can overwrite the formula for any given row and it shouldn't impact the rest of the column, so you can--for example--mark all of the pieces that only have a note of 'Resil20+' as "Probably Junk".
To get your notes back into DIM, you have to convert the spreadsheet back down to static data as a CSV. According to Ace from the DIM Team, you really only need ID, Hash, Tags, and Notes. The easiest way to do this without blowing up your XLSX and losing the formulas is as follows:
Right click the 'ArmorReviewBlank' tab at the bottom, then choose "Move or Copy...". The Move or Copy interface window will come up.
In the "To Book" dropdown, select '(new book)'. Check the 'Create a copy' block at the bottom. Click OK.
A whole new spreadsheet will be created with just a copy of the sheet you have populated. To save as a CSV, click File -> Save As, browse to where you want to save the file, then use the filetype dropdown to select 'CSV (Comma delimited) (*.csv)'. Then, type a name, like 'dim-import' and click 'Save'. Your folder should now have 'dim-import.csv' in it.
Back in DIM, on the Settings->Spreadsheet section, you can click or drag and drop you CSV into the 'Import tags/notes from CSV' area. DIM will prompt you to ask if you really want to import the notes, hit OK. DIM should then tell you that it imported notes for X items.
Et voilà, your armor pieces should now have a bunch of useful notes that you can search and use to quickly spot pieces to transfer to your character. You can use whatever 'probably junk' note to highlight those items (DIM search 'notes:"probably junk") for a quick review and then a trip through the wood shard chipper. If you click the dropdown v arrow next to your current character you can even click 'Transfer search "notes:"probably junk""' and it'll move EVERYTHING that is highlighted to your current character for sharding.


This post is by far the most 'work' for a game I've done on a weekend in lieu of playing the game. Hope you enjoyed it and find it useful. PM me your insanely rolled blues.
submitted by Serena_Altschul to DestinyTheGame

LSS Pioneer [430K+] Exotic Torp Dranuur Scout Ship

Pioneers are settlers seeking new horizons and new opportunities in new lands. Pioneer is also a homograph in Lukari, meaning “active, energized, invigorated.”
Both meanings are well-suited for a Lukari scout ship, as the Lukari settle their new colony on Dranuur with their re-united Kentari brethren and as they learn from their Federation allies how to defend themselves with Science! The name also has special affinity with her captain, a Federation Temporal Agent who served on a Pioneer-class vessel.
Meta Analysis
Some people like the bottom line upfront.
  • 244K ISA
  • 433K ISE with a tank
Budget: All gear is Mk XV gilded, 1 Lobi ship, five T6 C-store ships, a T6X token, about 100M EC in traits, boff powers, consoles, and doffs. It also requires access to a T5 colony holding (see more at the end). This is not a cheap ship, but neither is it as mind-bogglingly expensive as the highest-end exotic builds, which would at least require another Lockbox ship (Auxiliary Ejection Assembly) and another Lobi ship (Plasma Storm).
Why the Dranuur Scout Ship?
The current sci meta has several different leans and I think emphasizing the Deteriorating Secondary Deflector and Spore-Infused Anomalies is stronger than chasing extra torpedo spreads with the Entwined Tactical Matrices trait and Morphogenic 3-piece set. To that end, I wanted a ship that could strongly emphasize science powers, to the point where I am only using 1 tactical power, 2 engineering powers, and a temporal power. The rest are science. The Dranuur is the best ship at this price point that can support that setup.
I do NOT slot Emitter Synergy nor Checkmate. Emitter Synergy requires Tactical or Intel powers to stack, which this build is extremely short on. Slotting Checkmate would lead down a different offshoot of exotic builds, namely the “clicky” one. Checkmate really benefits from having a Control other than Gravity Well to proc it for more uptime, as does the Unconventional Systems personal trait. If I was going more heavy on Controls or really trying to milk console actives, then slotting Checkmate and Unconventional Systems would bring a large benefit, but at the cost of either a Temporal power or a Secondary Deflector proc.
Other contenders for “best science ship” are all supremely expensive, but I’ll discuss them as well:
  • The Verne is regarded as the best science ship, boasting full temporal spec and highly-flexible seating that can stack heavy sci. Its console is also highly-touted. If I was building a Verne, I’d drop Aux to Structural/Emergency Power to Engines and pick up Tactical Team/Engineering Team. This would let me swap out of the Regenerative Crystal Matrix Shield for the Competitive Engines. Engineering Team would be necessary as a low cooldown heal to power Logistical Support. That said, the Verne is an expensive ship and while it has the benefits of full Temporal Spec, its mastery package is inferior to the scout ship (additional 15% CrtD) and it doesn’t have raider flanking. Good time to recall that some Exotics can flank and some don't. For how I like to run my ships, I’d rather have a Dranuur.
  • The Mirror Crossfield, Glenn, and Edoulg are too tac-heavy for my liking. If you’re using those ships, you’re likely better off pursuing the ETM route with more torpedo spreads and the Morphogenic 3-piece that STO-league.com recommends. The 4 forward weapons on those ships are better-suited for that loadout anyway. The Mirror Crossfield is a Lockbox ship, the Edoulg is a Lobi ship, and the Glenn is a Legendary ship--all expensive.
Other alternative ships that aren’t as highly touted but are much cheaper:
  • At the C-store level, the Eternal use a similar setup, but it has to drop a science power and pick up an eng. The Fleet Nautilus is better suited to the tac-heavy setup.
  • The Vulcan T’Pau Scout Ship is slightly inferior to the Dranuur due to lack of temporal seating/worse power bonuses but is very similar. It’s also free assuming you were around during the event. All you have to do is swap CIF for Ionic Turbulence I and Exotic Modulation for Unconventional Tactics on the cheap end or maybe Emitter Synergy.
At the end of the day, the Dranuur is the best ship for this type of (tac-light science) build at this price point and I’d say is at least a dark horse contender for best science ship.
Why an Engineer?
The short version is that I didn’t want to spring for another Iktomi on a brand-new toon. Expensive! It’s also satisfying about taking something not as touted and beating the vast majority of those blindly following the meta. The Engineer is the weakest for exotic builds by about 5% final DPS at this level of performance. Tactical captains using exotic builds benefit from Tactical Fleet, Fire On My Mark, and Attack Pattern Alpha (but NOT Go Down Fighting). Science captains benefit from Scattering Field, Science Fleet, and Sensor Scan as well as the utility of Subnucleonic Beam. In contrast, the Engineer has only one useful offensive ability for an exotic build - EPS Power Transfer. Nadion Inversion and Intrusive Energy Redirection are largely wasted on an exotic build (although the latter procs Drain Infection). The Engineering captain’s other abilities are largely focused around durability. The Engineer’s career does add one other niche benefit: the EPS Manifold Efficiency trait. This personal trait allows me to max aux without investing heavily into skills/gear that have Aux power and skipping Emergency Power to Aux. Without the trait, I’m around 127 Aux but that starts forcing me to spec either into skills or specific consoles to keep power levels maxed. Extra +10 power in all other subsystems doesn’t hurt either. The boost does stack if you activate a battery (like the Exotic Particle Flood) as well, but that’s not up all the time like the boost from Emergency Power to Engines is.
I have tried to make up for the lack of offensive captain powers by making it a glass cannon, with only two weak bridge officer heals, plus the captain powers and a couple of personal traits for healing/survivability. Thus, all of the console slots are devoted to offensive purposes (though to be honest, budget serves as a limit here as well, as Plasma Storm or Auxiliary Ejection Assembly are optimal but outside the budget.) Given the results on this ship exceed any other build I've done, I don’t miss the Tac/Sci career powers. If someone wants to expand on this concept using a Tac, be my guest.

Player Information

Player Info --------------
Captain Name Laura Jardinero
Captain Faction Federation
Captain Race Human
Captain Profession Engineering
Primary Specialization Temporal
Secondary Specialization Strategist
Intended Role Exotic DPS

Skill Tree

    Engineering   Science   Tactical  
Lieutenant   Improved Hull Restoration Improved Hull Capacity Shield Restoration Shield Capacity Energy Weapon Training Advanced Projectile Weapon Training
Lieutenant Commander   EPS Flow Improved Impulse Expertise Improved Control Expertise Improved Drain Expertise Targeting Expertise Improved Defensive Manuvering
5 Points       Control Amplification Drain Infection      
Commander   Hull Plating   Shield Regeneration   Advanced Weapon Amplification Improved Weapon specialization'
15 Points              
Captain       Advanced Exotic Particle Generator Advanced Long-Range Targeting Improved Hull Penetration Improved Shield Penetration
25 Points            
Admiral   Warp Core Potential Engineering Readiness     Coordination Protocols Improved Tactical Readiness
35 Points          
    Warp Core Efficency       Offensive Coordination  
Total of 46 of 46 Points   Engineering Points: 11 Science Points: 15 Tactical Points: 20

Skill Tree Unlocks

Points to unlock Engineering Unlocks Science Unlocks Tactical Unlocks
Unlocks After 2 Training Manual: Emergency Power to Shields III Training Manual: Engineering Team III Training Manual: Directed Energy Modulation III
Unlocks After 5 Battery Expertise Transwarp Cooldown Reductions Threat Control
Unlocks After 7 Training Manual: Emergency Power to Engines III Training Manual: Auxiliary Power to the Emergency Batter III Training Manual: Eject Warp Plasma III
Unlocks After 10 Subsystem Repair Maximum Shield Capacity Projectile Critical Chance
Unlocks After 12      
Unlocks After 15   Control Resistance Energy Critical Chance
Unlocks After 17     Training Manual: Aceton Beam III
Unlocks After 20     Defense
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Skill Tree Information

A balanced skill build was chosen to allow maximum selection of relevant science skills while still taking useful weapon skills. Coordination Protocols are an excellent team boost, while Impulse Expertise helps keep the ship in the right spot. Max Weapon Amplification to gain the most benefit from the Imperial Rift 2-piece set.

Build Description

This ship’s primary role is Exotic DPS using bridge officer powers, exotic torpedoes, and other non-weapon effects. The primary offensive statistics for this ship are the Exotic Particle Generators skill (EPG), Critical Chance (CrtH), Critical Severity (CrtD), and Auxiliary power (Aux), +Exotic, Damage Resistance Reduction (DRR), and +Bonus Exotic Damage. Secondary offensive statistics are Control Expertise (CtrlX) and +Projectile Damage as well as Weapon Amplification, since that skill boosts Exotic Critical Severity through use of the Imperial Rift 2-piece.
Research into exotic mechanics has clarified the need and means to balance Aux, Cat1 exotic boosts (including EPG and personal endeavors), Cat2 exotic boosts (including +Bonus Exotic as well as CrtH/CrtD), and DRR effects. When accounting for CrtH/CrtD, this build is within 30% of its Cat1 versus Cat2 exotic boosts including avg Cat1 Preload. The Exotic Calculator for this build is here
This ship used Improved Photonic Officer as its primary cooldown mechanism. Cooldown Reduction Sheet for this build is here
Basic Information Data
Ship Name LSS Pioneer
Ship Class Lukari Dranuur Scout Ship
Starship Beauty shot  
Basic Information Component Notes
Fore Weapons: 3 Particle Emission Plasma Torpedo Launcher Mk XV Essential; scales off EPG
  Gravimetric Torpedo Launcher Mk XV Re-engineer the Epic mod to include [Dmg]. Duration scales off of CtrlX; damage scales off EPG
  Dark Matter Quantum Torpedo Launcher Mk XV Mostly for the 2-piece.
-------------- -------------- --------------
Aft Weapons: 3 Dyson Proton Weapon Mk XV Protonic Arsenal 1/3
  Advanced Inhibiting Polaron Turret MK XV Task Force Ordnances 1/2
  Advanced Inhibiting Chroniton Rapid Mine Launcher Task Force Ordnances 2/2.
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Deflector Elite Fleet Intervention Protomatter Deflector Array Mk XV From colony. [ColCrit][EPG][CtrlX][Hullcap][CtrlX/EPG]. Can only have 1 non-Epic EPG mod, but the Crit makes up for it
Secondary Deflector Deteriorating Secondary Deflector Mk XV [CtrlX/EPG][CtrlX][EPG][ProjDmg][SA +Dmg] Often the highest source of damage
Impulse Engines Revolutionary Combat Impulse Engines Mk XV Imperial Rift 1/2
Warp Core Revolutionary Warp Core MK XV Imperial Rift 2/2. This 2-piece is extremely strong and beats the Temporal 2-piece. The 3-piece is a gimmick I didn’t feel like investing in and the colony deflector is stronger anyway. The warp core currently doesn’t gain any mods beyond VR but the loss of [AMP] is more than compensated by the 53% CrtD to all exotics.
Shields Regenerative Crystal Shield Matrix Essential due to not slotting Tactical Team - automatically redistributes shields
Devices Exotic Particle Flood Essential
  Kobayashi Maru Transponder Handy little calldown
  Deuterium Surplus Extra speed boost in a pinch
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Engineering Consoles: 3 Temporal Vortex Probe From this year’s anniversary probe. Clicky is good for about 5K.
  Hull Image Refractors +20% damage and a bunch of temporary hull is quite good for a universal console. Exchange purchase.
  Neutronic Eddy Generator Very high damage, has to be used at the right time or else you will toss enemies everywhere and tick off your teammates
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Science Consoles: 5 Restorative Particle Focuser Mk XV [EPG][CtrlX]  
  Restorative Particle Focuser Mk XV [EPG][CtrlX]  
  Exotic Particle Focuser Mk XV [EPG][CtrlX]  
  Exotic Particle Focuser Mk XV [EPG][CtrlX]  
  Exotic Particle Focuser Mk XV [EPG][CtrlX]  
-------------- -------------- --------------
Tactical Consoles: 3 Lorca’s Custom Fire Controls Lorca’s Ambition 2/2, essential
  Constriction Anchor Exchange purchase; great passive, weak active
  Delphic Tear Generator Exchange purchase; great passive, decent active
-------------- -------------- --------------
Universal Consoles: 1 Temporal Disentanglement Suite One of the better crit consoles at this price point. I could have added another focuser, but more crit is helpful.
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Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Lt. Commander (Universal - Science) Subspace Vortex III Exchange purchase, but really worth it
Trait: Restorative Protomatter Specialist, Leadership, & Efficient Photonic Officer I Cooldown mechanic, triggers Improved Photonic Officer
  Hazard Emitters I Cleanse/Heal
Officer 2: Lieutenant (Universal - Engineering ) Auxiliary to Structural I  
Trait: -- Emergency Power to Engines I Essential. This does a couple of things--one, allows me to reset Evasive Maneuvers with a doff. Two, triggers EPS power transfer to max out Aux.
Officer 3: Lt. Commander (Universal - Science/Temporal) Tyken’s Rift II AoE Secondary Def proc. Off-cycle from Gravity Well
Trait: Leadership/Space Warfare Specialist Chronometric Inversion Field I Procs Exotic Modulation, also a source for Spore-Infused Anomalies. Helps reduce incoming damage.
  Very Cold In Space I Winter Event Store
Officer 4: Commander ( Sci ) Gravity Well III
Trait: Efficient & Pirate Destabilizing Resonance Beam II Excellent SecDef proc
  Delayed Overload Cascade II Giant damage potential, works great on clumped enemies but will scatter them so must be timed well
  Structural Analysis I Excellent AOE Officer
Officer 5: Ensign ( Tactical ) Torpedo Spread I I Preferably the Gravimetric torp
Trait: Superior Romulan Operative    
Duty Officer Information Power Notes
1 Conn Officer Recharge Evasive Maneuvers after Emergency Power to Engines
2 Security Officer 26 of 47; % to boost DoT on use of Tac powers; % to boost Crit on use of Temporal powers
3 Security Officer 32 of 47; CrtD from Science abilities, Exotic damage boost from Intel (can't use the latter)
4 Projectile Weapons Officer Chance to boost CrtD on firing projectiles; Rare
5 Matter-Anti-Matter Specialist Chance for Gravity Well to knock Engines offline
6 Gravimetric Scientist Change to create aftershock Gravity Well


Personal Space Traits Description Notes
Context is for Kings Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistance Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec Exchange purchase; replace with Innocuous if budget limits
Fleet Coordinator +2% All Damage per Team member (Self included), up to 10%  
Enlightened +15% Hull Regen and 15% Exotic Damage Exchange purchase
Give Your All Activating any Engineering Bridge Officer Ability will grant you additional damage reduction for a short time. This will register as a portion of the damage being Dodged. On activation of Engineering Bridge Officer ability: Reduce incoming damage by 20% for 3 sec This ship cycles engineering powers frequently; Engineering R&D
Grace Under Fire If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miraculous Repairs is reset. This trait will only trigger when Miraculous Repairs is already on cooldown, and can only trigger once every 90 seconds. Eng career
Ablative Shell After receiving a total of 10,000 Damage (pre-resist), trigger Ablative Shell: +X Hit Points every 0.5 sec for 3 sec, +33 All Damage Resistance Rating for 3 sec, May only trigger once per 30 sec Excellent defensive trait
Particle Manipulator Gain .2% Critical Chance and .1% Critical Severity for Exotic Damage abilities, per point you have in the Starship Exotic Particle Generator skill. The Critical Chance bonus gained from this Trait is capped at +50% (attained by having 250 Particle Generators skill), but there is no cap on the Critical Severity bonus ESSENTIAL; Science R&D
EPS Manifold Efficiency Boosts all power levels on use of Emergency Power to Engines and batteries. Eng career
Resonating payload Modification Torpedo weapons apply -5 Kinetic and Physical Damage Resistance Rating for 10s (max 10 stacks) Exchange purchase
Space Reputation Traits Description Obtained from
Auxiliary Power Configuration - Offense +6.25 Bonus All Damage, +6.25 Accuracy T4 Nukara
Particle Generator Amplifier 5% Bonus Exotic Damage T2 Iconian
Advanced Targeting Systems +16% Critical Severity T2 Dyson
Precision +4% Critical Hit Chance T2 Romulan
Chrono-Capacitor Array 9.4% Bridge Officer Recharge Haste T2 Temporal
Starship Traits Description Notes
Improved Photonic Officer Extends Photonic Officer duration by 10 seconds. When activating Photonic Officer, +25% bonus shield healing, exotic damage, and hull healing for 30 seconds Essential, but pricy. From Tholian Iktomi (Lobi ship)
Improved Gravity Well Duration of Gravity Well increased from 20 sec to 40 sec Recharge time of Gravity Well reduced by 20 sec Primary Target of Gravity Well suffers -20 All Damage Resistance Rating for 40 sec Longer Grav Wells amplify all the other AOEs. Great trait.
Strike From Shadows When damaging a foe that doesn't have you targeted, for 30 seconds: decrease threat generation, +5% CrtH and +5% bonus All Damage. Also placate the target Damage and threat reduction
Ceaseless Momentum Whe firing torpedoes, +5% bonus kinetic damage for 45 seconds, +5 bonus kinetic damage resistance rating for 45 seconds, -1 sec to recharge time of torpedoes This is the one cheap trait on this toon (for Feds)
Exotic Modulation While this trait is slotted, using Directed Energy Modulation or any Temporal Operative ability will provide a large boost to Exotic Damage for a short time. Procced by CIF
Spore-Infused Anomalies While this trait is slotted, using any science or intel ability causes anomalies to do extra damage. Second-or-third-highest damage source; Somerville Intel Science Ship

Other Information

Subsystem Power Settings Value (Target/Display) Notes
Weapons 30 / 79  
Shields 35 / 56    
Engines 35 / 66 Could set this higher to gain an AMP stack if the Warp Core gets [AMP] added to it.
Auxiliary 100 / 130
Set Name Set parts: # of # Effects Notes
House Mo’Kai science Imperial Rift 2/2 Boosts Exotic CrtD by 55.9% (scaling off Starship Weapon Amplification skill, which is at 105 on this toon) Essential
War Discretion Lorca’s Ambition 2/3 Stacking CrtD bonus  
Arsenal Synergy Protonic Arsenal 2/3 3% CrtH and 23% Photon Torpedo Weapon damage Essential
Task Force Tunings Task Force Ordnances 2/3 Boosts Chroniton and Polaron damage, adds turn rate Weak but low opportunity cost. See below.
Ship Stats Value Notes
Hull 61785  
Shields 17432  
Global Critical Chance 30.4% Resting; Particle Manipulator adds 50%
Global Critical Severity 150% Resting; Particle Manipulator adds 39.5%
EPG 395 Resting; spikes at 520
CtrlX 300 Resting
Turn Rate 55.6 deg/sec Resting + EPtE
Flight Speed 83.30 Resting + EPtE

Further Commentary

Controls and keybinds
With as many abilities and synergizing concepts as this ship employs, an efficient control scheme is essential. There are many ways to set up such a ship, so I don't pretend to assume that my way is superior. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential:
  • [Spacebar] is my spambar. It includes Auxiliary to Structural, Torpedo Spread, Photonic Officer, Sensor Analysis, and Emergency Power to Engines, Structural Analysis. I tossed Constriction Anchor here as well and Subsystem Targeting - Shields here as well mostly so I wouldn’t forget to use them.
  • [2] is my big buff key. It includes EPS Power Transfer, Diversionary Tactics, Nadion Inversion, Intrusive Energy Redirection, Exotic Particle Floods, Engineering Fleet, Kobayashi Maru Transponder
  • [3] is my bread-and-butter Exotic combo: Gravity Well, Subspace Vortex, DRB, and Tyken's Rift, Very Cold in Space, Chronometric Inversion Field. I have to not spam this too hard for fear of reactivating Subspace Vortex
  • [4] are my basic heals: Hazard Emitters, Brace for Impact, Rotate Shield Frequency, and also Auxiliary to Structural.
I also bind "Fire all weapons" to right mouse.
Everything else is manually triggered. Notably, Delayed Overload Cascade should only be triggered in specific situations (see below).
ISA/ISE Piloting Tips
Pre-buff the spambar prior to countdown (in PUGs) or prior to launch call (premade). Hit the first group with basic Exotic combo, leading with GW. On ISE, use Temporal Vortex Probe and Delphic Tear and big buffs here as well. Next, hit Evasive Maneuvers and fly to the left side, using any remaining big buffs. Target the generator with Tyken's Rift and whatever other exotic powers are available along with another torpedo spread. Save GW/SSV. As the generator is about to die, turn and engage the ball of Nanite Spheres with a second Grav Well, SSV, and any remaining console actives (NOT Neutronic Eddy) + torpedoes. Can use a Reinforcements cooldown here as well.
Activate Evasive Maneuvers and fly to the right side, rinse and repeat with as with the left. Save big active heals for this part because PUG teams don't always fly over to right generator quickly. As it's dying, turn back on the gateway. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! Close to 5 km and drop the Anti-time bubble and GW with the boost from Quantum Singularity Manipulation. Since this ship can flank, flanking angles on cubes, transformers, and generators are important. With any luck, the 425 CtrlX Grav Well will also suck in the remaining spheres. THIS is where you use Neutronic Eddy Generator to avoid flinging spheres all over the map. Finish off the tac cube (Delphic and Temporal Vortex Probe should be up again) and that should be it. On a slower run, I can often get a second round of big buffs and console actives on the gate or tac cube.
Piloting videos
I recommend this video because e30rnest is an excellent pilot and teacher.
Personally, here’s video of my record run (on ISE). If there’s interest, I might make a video with commentary.
When to fire things that toss enemies
You can easily anger your allies on most TFOs by hurling enemies vast distances with effects like Delayed Overload Cascade or Neutronic Eddy Generator instead of killing them. I have found that the best time to use these is on large, stationary targets with large numbers of small enemies clustered around them that are almost dead. Basically, GW the thing you want to kill, wait until the small targets are pulled in close and are low, and THEN trigger your Neutronic Eddy and/or DOC.
Budget considerations
I do not see how the core of this build can be easily cheapened without seriously degrading performance. The Starship traits on this build come from a Lobi ship and 4 C-store ships, plus a T6X token. It took a combination of grinding and some monetary investment to make this build happen, plus buying on sale. Improved Photonic Officer is good enough that I was willing to grind the Exchange for 4 months to pick up the ship/trait, BUT if that's too much to ask, I completely understand. You can still make this build work by dropping the Chrono Capacitor Array reputation trait and using Torpedo Astrometric Synergy instead; but there will be other cooldown issues (chiefly in Eng and Tac). If I was trying to save money, I would drop Exotic Modulation and Strike From Shadows first and replace with Improved Critical Systems or Unconventional Systems.
However, if budget was truly limiting, here's what you need to set up a properly successful EPG build in this particular subflavor:
  • Gravity Well III
  • The three SecDef procs: Tyken's Rift, Destabilizing Resonance Beam, and Structural Analysis
  • Gravimetric and Particle Emission Plasma Torpedo Launchers with Projectile Weapons Officers to reduce reloads
  • Constriction Anchor and Delphic Tear consoles (these will require some EC farming)
  • Lorca’s Ambition console + torpedo (Discovery rep)
  • Emergency Power to Engines I with Emergency Conn Hologram doff (VR reward from Phoenix Box)
  • Subspace Vortex III, Very Cold in Space, and Delayed Overload Cascade if you’re running a ship that can do it. This requires some EC farming If I had to drop a sci power, I’d drop DOC first.
  • Deteriorating Secondary Deflector Mk XV (the most important piece)
  • Temporal Defensive Initiative Starship Technologies 2-piece set if Imperial Rift 2-piece is not available
  • Temporal Operative specialization
  • Particle Manipulator (Science R&D, possibly the second most important piece)
  • Fleet Coordinator (always slot this)
  • As many Particle Focusers with [EPG][CtrlX] as you can slot from the research lab
  • Exotic Particle Flood devices and Quantum Singularity Manipulation active.
The above core build will still cost around 30M give or take and several pieces of reputation gear, but is much more attainable. Mark does not matter much for most items, but definitely get the Deteriorating Secondary Deflector to Mk XV.
Acquiring the Dranuur
Since this ship requires a T5 Colony to acquire, it can be difficult to buy despite technically being cheap/free with T6 reputations. My personal recommendation is either asking in the NoP Public Service channel or making a reddit post on /sto asking for a fleet invite, which is how I got mine. Note that you will need to be IN the fleet and not just on the map to buy the ship.
What is that Weapons Layout? I mean, MINES?!
The cheesy answer is that, aside from the Gravimetric and Particle Emission Plasma Torpedoes, weapons on a science ship are there to complete set bonuses, so why not have some fun with it? I have 3 torpedo launchers, a cannon turret, a beam array (sort of), and a mine launcher. A little bit of everything!
Now to the serious answer. For set bonuses, the Protonic Arsenal 2-piece brings excellent crit, so that’s a no-brainer to slot the Proton Weapon. Same with the Dark Matter Torpedo combined with its console. The Advanced Inhibiting Weapon has a guaranteed -10 damage resistance rating effect on any target slower than you--basically all the important ones. Lastly, the mine launcher provides a fairly weak set bonus, but the weapon does fire, it launches mines ahead of the ship rather than behind like most mines, and it is amplified by Ceaseless Momentum, so it does pretty well for an afterthought weapon.
Concluding Remarks
I've pushed this build farther than I'd ever thought I would personally achieve and it is not quite my most expensive but certainly up there. While there is certainly room for me to grow as a pilot, I am not pursuing major gear upgrades. This is the end result of the ongoing exploration that tilorfire27 and I have been doing into exotics and I am darn well-pleased with it.
submitted by Eph289 to stobuilds

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