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Archived Post 06-09-2011 12:33 PM

Offensive Science Vessel
 
Hey all,

My Tac officer is currently flying an Advanced Escort. I flew escorts primarily at the RA/VA levels, but I leveled up in Science Vessels.

I do good dps in my escort, and I have a pretty aggressive maneuver/attack play style. I don't use cannons on my ship anymore, preferring weaving and circling with beams rather than burst damage and run with cannons. I may not do the insane amounts of burst damage that some cannon escort builds can do, but this just fits my play style better (I really only do PvE, very rarely PvP only for emblem dailies).

My science VA flies a D'Kyr and I like the ship, but it is used primarily for scince abilities with less of an emphasis on attack. More of a support build.

So my dilemma...

While I am satisfied with my Tac's build in an escort, my problem lies more with in-character and RP purposes. Being my Fleet's Admiral, I have a problem with an escort being the Fleet's flagship. Both in size and survivability. IMO, the lead ship shouldn't be as squishy as an escort is. I survive OK, and I have a strong enough build that I can sometimes outlast some other fleetmates, it still doesn't really fit in-character.

I'm wondering if I can turn something, like a Nebula, in an attacked based aggressive starship. The turn rate and maneuvering will be a lot lower than my escort, but I figure I could use the universal slot with a tac boff, and run with weapons and engines relatively high.

Right now, my advanced escort uses 2 phaser arrays, 1 phaser DBB, and a quantum torp fore. And 2 phaser arrays and quantum torp aft.

On the science ship, I'd prob drop the DBB so I can just focus on broadsiding and circling the target.

my bridge officer set up right now consists of:
Tac: Tactical Team
Tac: Target subsystems shields, BO2
Tac: Target subsystems engines, FAW2, HYT3, attack pattern omega
Eng: EPtS, ET2
Sci boffs I switch depending on the situation:
Sci (survival): PH, ST2, TSS
Sci (aggressive): PH, SS2, GW1

My science VA was always built for support, so I am just looking for some advice from experienced Sci vessel captains if a build can be produced with high average dps, and good survival at the VA level.
Thanks

Archived Post 06-09-2011 12:33 PM

Quote:

Originally Posted by CNova (Post 3530154)
My science VA was always built for support, so I am just looking for some advice from experienced Sci vessel captains if a build can be produced with high average dps, and good survival at the VA level.
Thanks

You do lose out on the big tactical buffs, as well as weapon slots and turn rate. Those are big downsides. On the upside, you can use Gravity Well III (will need a sci captain to train it for you). Does quite nice damage and holds things in place for a bit. With the Lt Commander engineering slot, you can pick up DEM II, which should provide a nice DPS boost on your energy weapons. And you get target subsystem Is for free.

Sci does give you good survival powers, with TSS and HE. That can be further boosted by a couple of low level engineering ones, like EPtS and APtSIF.

So, just off the top of my head, something like this:
LT Tac: B:FaW or T:HY; APB I or else another offensive power of choice.
LTC Engineering: EPtShields I; APtSIF I; DEM II
Com Sci: HE I; TSS II; TSS III, PSW, or maybe Photonic Officer; GW III
Ens Sci: TB I, HE I, or TSS I
Lt Universal: another tactical, for more of the same.

Weapon focus would be mainly on beam weapons, although you could go for turrets, C:RF Is as the LT spots for the tacticals. Possibly a single torpedo launcher in the back. Could also go for something more focused on the frontal arc, say 2-3 DBBs, 0-1 single beam arrays up front, with 3 turrets in the back and rely on gravity well, target engines, and TB to help keep the enemy where you want it.

Archived Post 06-09-2011 12:33 PM

Quote:

Originally Posted by CNova (Post 3530154)
On the science ship, I'd prob drop the DBB so I can just focus on broadsiding and circling the target.

A good move. Still, the Nebula turns slow and is still 2 weapon slots short of the sustained DPS capabilities of a cruiser.

The Nebula's fun. But I don't think it's really much of a DPS choice.

Archived Post 06-09-2011 12:33 PM

My alt is a Tac captain in a Shi ship. I love it i use cannons and turrets then rapid fire and tact team then if i'm in the RSSV high yeild. Sci ships have a lot of nice dps skills when done right and with the main line skills that tact officers have that buffs them they can be very very nasty. shockwave, grav well, and if you in neblua or vulcan ship eject warp plasma.

Archived Post 06-09-2011 12:33 PM

Thanks guys. I'm going to experiment a bit when I get home from work.

Archived Post 06-09-2011 12:33 PM

I would recommend Recon Science. 2 dual beam banks and quantum torpedo up front, 3 beam arrays rear. Your beams will not overlap, keeping weapon power high. Plenty of maneuverability to keep front on target. Unless you really want the extra hull. Nebula is better support ship, but Recon is more fun to me. Let us know what you decide.

Archived Post 06-09-2011 12:33 PM

Hmm, interesting option Buccaneer. A buddy of mine is a Tac officer in a Recon and is quite successful with it. We go back and forth killing each other in private PvP matches, while in my escort. I did my deferi dailies in the nebula last night just to try it out, but I didn't change my spec. Seemed to be a wrecking ball, but I didn't have everything fixed up. I held off on real experimentation because we did a fleet run on Cure last night to get one of our fleeties through it, so I didn't really have a lot of time to play around with another ship. I was given a lot of mixed opinions from my fleet mates last night because I'm the main escort in our raiding teams, and I guess they don't want to give up the DPS I put out on STFs. We only have 1 other core player that flies an escort, and he's an engineer. So he has better survivability but he doesn't quite pack the same punch. So I'm kinda torn.

Archived Post 06-09-2011 12:33 PM

I fly the D'Kyr with a Sci Officer. I usually come in the top 3 for damage in any PvP match. That may not say much to some, but when you are a Sci Officer in a Sci Ship like the D'Kyr, anyone with experience in PvP can say it's unusal and impressive.

Most players ignore me, they just let me do my thing. Then as they realize I am a threat, they gang up on me. Keep in mind, you won't be able to be a well built Tac Officer in an Escort. They are designed for damage, as you know. But you can contribute nicely and put up some impressive numbers of your own.

I have been playing my Tac lately, so my poor Sci has been on vacation, but I will post my build here for you in case you are interested.

Very few matches do I not get into the top three damage, depending on the number of escorts out there and how well they are doing. I ran two cap and hold matches over the weekend, in both I pulled over 700k damage and still had over a million healing. They weren't long matches, maybe 15 minutes or so.

http://skillplanner.stoacademy.com/?build=dkyr_0

Power Levels:
105/100
69/50
48/25
79/25

Front Weapons:
1DBB
1BA
1Quantum Torp
Rear Weapons:
2BA
1Quantum Torp

Borg Set

ENG Consoles:
1xField Generator (+35% shields)
1xBooster Modulator (+6 Auxillary power)
SCI Consoles:
1xCollimator (+15 Deflector Dish)
1xAstrometric Imaging Scanner (+16 Astrometrics)
1xTomographic Imager (+Spatial Anomoly)
TAC Consoles:
2xPhaser damage

Devices:
Rechargeable Shield Battery
Auxillary Battery
Weapon Battery

I try to keep the shuttle out all the time. His little heals help more than most people realize.

Typically I TB first, load Target Shields and start firing beams. I have my torps set to auto fire. If they start buffing up, SNB to clear them off. Sensor scan next to help get more damage through. When shields get close to gone, Beam Overload, Aux Battery and Gravity Well.

I like to fire SS in there if the are a cruiser, because many people don't pay attention and they spend those heals on me instead. I try to keep the nose pointed on them, the DBB and Tac Beam can get lots of damage to a hull and the torp helps too.

If I get surrounded, I usually switch full power to shields, and use EPtS until I can get seperation or get to some support. I try not to use Photonic Fleet until I get surrounded, they make great distractions when you fire off SS.

Basically with Tac Beam and the DBB in front you can hurt one side of any ship rather well. Gravity well helps take care of spam if needed, but it deals decent damage at this rank too. And, more often than not, you can force a player to use Evasive to try and get away from it (which means they can't run away for a while).

8 out of 10 matches I will kill much more than I die, but you have to pick your targets. Escorts can make you spend so much time trying to line them up that you lose that fight. If I can catch one in a Gravity Well, I will usually stand in there and work on him. Carriers, for some reason, I can eat up pretty well in most cases. There are a few pilots who are tough as nails, but most I can eat up their shields faster than they can regen.

Crusiers are a mixed bag. Sometimes I have little trouble with them, if they are offensive, but the defensive ones are just going to keep you busy forever.

Takes some practice to learn to fly a D'Kyr offensively. I rarely ever play healer, not really built for it. I will pass an HE or TSS to a teammate if I can on occasion, but I generally do a better job working down shields and GW + BO to the hull.

I try not to broadside too much, the energy drain isn't worth it. One change I have been debating on making to this build is dropping Shield Performance to zero and putting those points in Weapon Performance instead. With my already large shield cap, I can deal with a little less regen. Plus, the borg set procs often enough that it makes up the difference, I think. That would, of course, only increase my dmg output.

This build isn't about burst DPS. It's about steady damage that wears them down overtime. Timing is important. Use TB everytime you can, and try to keep your nose on the target so your DBB can hit them. FAW has been there since I go this ship, back before it was useful. I rarely use it unless I need help dealing with spam. The energy drain, IMO, drops your damage more than FAW boosts it. The D'Kry isn't an agile ship, really, so remember to use reverse and lower your speed so you can keep targets in the front. This is why escorts are tough.

If you can keep them lined up, you can hurt them pretty well. Also remember that skills like Science Fleet will boost your TB and GW.

Oh, and one last piece of advice. Use tribble to test out new builds. You can get in the ships and spec for it, then go to the Btran Cluster and find some combat. It is different from PvP, yes, but it gives you a sense of the ships capabilities. You can always invite a friend over to Tribble to help you PvP test. That is what I do. This saves you from having to waste precious respecs only to decide you don't like the ship.

Cheers.

Archived Post 06-09-2011 12:33 PM

Thanks Staalker.

I actually have a very similar build on my science officer in his D'kyr. I also happen to think that the ship looks pretty wicked with the full borg set. Though, different tactics as I am not much of a PvP player. I do OK damage with him, but nothing really impressive. Maybe I'll some of your tactics and see how he fares. I always forget to deploy my shuttle :(

Excellent idea about the test server btw. I haven't even thought of that.

Archived Post 06-09-2011 12:33 PM

If you wanna deal massive damage in a Science Vessel the best skill around is Feedback Pulse 3.

All you need to do is fly to the center of an enemy formation, get them to target you, engage FBP3 and start spamming shield heals. Make certain you have a copy of APB1 for your tactical LT power. 2 or more of the +to deflector field science consoles helps too. These synergize with Transfer Shield Strength too which further enhances this build.

Focus your fire on the ship dealing the most damage to you and target their shield subsystems. Hit them with a sensor scan as well to reduce their resistance even more. With enough training in sensors + APB your target will have near -100% resistance to damage!

This pops most BoPs and Escorts in a few seconds because they have such low shields and hull strength compared to the massive damage they dish out. Usually they don't even know what's happened until it's too late.

Great skills to combine with this build are Gravity Well, Tractor Beam Repulsors, DEM, Reverse Shield Polarity, Tactical Team, Beam FAW and any Transphasic Weapons. FBP (and some of the other skills mentioned) bypass shields and do direct hull damage to the target. This means you can literally kill targets while their shields are still up.

The main problem with this build is a single SNB will kill you.


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