Sci/Sci ship build help
OK, i've been poring over forums and data for nearly two weeks now. Got a build together, at least i thought. In the beginning it was working out very well, but now that i'm RA5 it just feels like i'm hitting with wet paper. I went with a drain/torp build. But i seem to have a lot of heals, and no umph. I'm not looking to top charts, but i'd like to feel a little more useful. My heals hit for low, and my drains feel like they don't do anything.
It looks like i could do a lot, but unable to do anything well. Please, i could use a better build. Looking to be the big pain in the butt in pvp, but decent in pve with either dps or support. Only playing one character, so it needs to be able to do both pvp and pve depending on what my fleet is up to. Mostly space stuff.
Please for the love of God, if i see any message that says, "There is no best, pve is anything you want and get by" crap, i think i'm gonna scream and chalk it up to being bullied...
I think real skills will be gained by using escorts. Its the optimal way to learn to do most damage, turn and maneuvre your ship, and keep it alive for as long as you possibly can. Which these points are the most challenging in an escort i m h o.
Sure it might be different, but its a good basis. Perhaps try that for a while to practice ^^
Except not everything works equally well and fast. If you want to breeze though PvE and blow up ships left and right, your best choice is Escort. 2 EPTS, 1 hazard Emitter, 1 Transfer Shield Strength, 2 Cannon Rapid Fire, 1 Beam Overload III or Torp Spread III, Attack Pattern Beta and/or Omega, Tactical Team, and ships will explode everywhere around you and you'll deal with most damage.
NPCs are boring. They don't use many powers. Science powers are interesting, They wreak havoc with the enemies ability to defend himself with powers, allow you to ignore or remove his buffs. Unfortunately, boring NPCs don't need those interesting features. Sure, Charged Particle Burst removes the same amount of shields against NCPs and Players. But players harden their shields with Emergency Power to Shields. That raises their effective hit points - except against shield drains. So cool to use against PCs, just a bit of extra damage vs NPCs.
Scramble Sensors makes healing difficult for player ships. NPCs don't use healing powers often enough for it to matter.
PCs move themselves into position to unleash powerful barrages of DHCs against you and run when pressured. Tractor Beam is cool to keep them out of your arc and give them no easy way to run. NPCs trigger Evasive maneuvers and Cannon Rapid Fire so their aft turrets can plink against your EPtS-hardened shields, so Tractoring them is not very relevant.
Subnucleonic Beam removes all of the 8+ strong buffs a player ship has on himself to buff his damage and resistances. It also buffs the two to three marginal buffs an NPC uses at best.
I think that should have reminded us why relying on science in PvE can be a little disappointing, despite it totally ruling the PvP metagame.
But back to what can you actually do to make combat go faster?
1) DPS still rules vs NPCs. So put your power into weapons.
2) Use only the minimum amount of science skills that you need to keep your ship in shape.
3) Maximize the number of science skills that inflict damage or help you inflict damage.
4 Beam Arrays, 1 Quantum Torpedo Launcher, 1 Tri-Cobalt Launcher, 100 Weapon Power
Tactical: Tactical Team I, Torpedo Spread II
Engineering: Emergency Power to Shields I and II
Science: Tractor Beam I, Polarize Hull I or Science Team I, Transfer Shield Strength II, Hazard Emitters II, Tachyon Beam III, Photonic Shockwave I, Charged Particle Burst III
Consider using an Aux-Battery to temporarily improve your Auxillary power when PSW and CPB become available. When you put a hole in your enemies shields with beams and shield drains, get close with your ship (< 3km), tractor him, PSW him, fire the Tric so he can't intercept it as he's stunned.
Use Photonic Fleet often, especially against the enemies heavier ships (Cruisers and Battleships, SPheres and Cubes) that usually take longer to take down.
Beware that this build might suck in the future when Cryptic implements its Tri-Cobalt changes.
Shield-ripping MVAM build:
This is my go-to build for running dailies and other PvE farting around on my sci captain. Load 3x Tetryon DHC up front, 3x Tet turrets out back, and a Harg Peng'h to round it out. It works great against everything but Borg. Since you don't need many survival powers in PvE, just go with all out damage, and kill things before they can touch you. This won't match a Tac/escort for raw, all out DPS, but it should make things go plenty fast.
If you don't have an MVAM, you can do fine in a Fleet Escort. You won't have TBIII, but just take a standard escort tac BOFF layout, set max weapon power, and blaze away. Bottom line is that for PvE, there's no reason not to fly an escort, no matter what your class. For engineers, the Fleet Escort is the best cruiser in the game, and for Sci, the MVAM is the best science ship you can get.
i can give you a fun recon science dps build or fun nebula dps build too if youd like, which sounds best to you?
Outline for the Problem the OP has that wasn't addressed:
1. Those abilites you speak of are powered by your deflector, deflector dish(tachyon beam) and hazards and emitters for your hazard emitters.
2. You probally arent running high enough aux the more the better output for those skills.
3. Auxillary also powers your sci only skills
4. for a balanced mode i recommend trying to get your weapons and aux near or over 100
5. Using Escorts and Cruisers are a huge gamble because of a few issues one being your sci only skills run off of auxillary power which being those escorts and cruisers mostly only have 2 sci skills and usually only sci skills run off of auxillary its not a really good mesh with a sci officer. (Some may do okay with it but its mostly the multi vector and photonic fleet with scorpion fighter fed spam setup which may get nerfed with the constant talk of limiting pet's in combat)
6. A deflector from the sets that give set effects are not always the best to use. An example is breen set has +10 dish but you get a purple/very rare deflector that is highest in deflectors and dish in the 34/30 i think or something like that is going to give you with enough aux about 1000 more shield drainage per facing on a tach beam 3.
7. Becareful of skills you setup because a lot of sci skills share cooldowns.
8. Make sure that when you pick out your skills if you are going to use ones that are aux based like polarize hull, hazard emitters, tachyon beam, feedback pulse, tykens rift, gravity well, etc. To try to setup where you have mostly benefiting that aux power that mesh well each other becausing having 1 or 2 that use aux and then the other 5 or 6 not using it won't help with the sci only skills that depend on that power.
But overall theres a lot of ways you can setup a sci but best bet out the front gate is going high aux to get your full science out of a science officer. Hope this helps you.
I too have been hunting a SCI Cpt. Ship build, no joy. This article is somewhat helpfull and subscribed.
IMO: The inate built in system targeting need to be delved into. Is it worth using or would one TSS III be worth the investment. If one puts x-amout of points in all the Captians Science Ship slots does it make it work or is it a dog still. I admit the idea of blasting everything off the board is exciting but that is not the "Science" way, ( thats why I have a Tactical Captain).
In closing, I rarely find other players who know how to take advantage of my science toon, and cannot play as a squad. No real need for a "healer" because players are not taxed enough to have to sustain an endurance dps battle in game with the exception of Kittamer Accord VA on Elite. So lets focus on a Shield Striiper / De-buff DPS build.
1 cannon, 1 dbb, 1 torp
2 turrets, 1 torp
tact team 1, torp high yeild 1/beam overload 1, cannon rapid fire 1
epts 1, extend shields 1/rsp1 (team/solo)
sci team 1, tractor 1, transfer 2, hazzard 2, tachyon beam 3, shockwave 1, charged burst 3.
keep power at 90ish, aux at 60 then make sure you take the power bonuses (effecent and performance) for all four systems. make sure to spec for charged burst and tachyon beam then make sure you have the right weapons maxed out. make sure to use at least 1 eps console as well.
way to fly- like an escort but better.
2 cannons, 1 torp
tact team 1, high yeidl 1, cannon rapid fire 1, beta 1,
epts 1, aux to sif 1, eject warp 1/transfer 2 (dps/healer)
sci team 1, haz 1, transfer 2, shock wave 1, charged burst 3.
weapon power 100
make sure to have an eps console to keep weapons power up.
way to fly- keep everything roughly in front of you and pew pew away.
matteo716, thanks for the builds. looks good on paper and i will run with it and post feedback here.
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