Sci build help
I wanted to make a Fed Sci/Sci build for PVE.
What i want to do is dmg mostly, a liitle drain here and there and of course keeping myself alive.
This http://www.stoacademy.com/tools/skil...uild=scisci1_0 is my build idea so far.
But since i dont have any xp flying Sci i would appreciate any help.
I have no clue what consoles i should use.
I cant decide what weapons i should use also i thought about beam arrays but beam banks are also nice for front.
For Aft weapons the usual Beam arrays or turrets for 360? fire?
BO skill advice would be nice to u can see my plans in the link.
So yeah any help is appreciate
Straight up, Sci is not for DPS. Anything you can do with your sci skills can be done much quicker with an escort using dual cannons. The only thing sci has going for it is the occasional tractor repulsors for clearing an area of dangerous opponents - but even that isn't as useful as simply killing them quickly with an escort ship.
I've rattled my brain crunching numbers and trying to come up with an efficient and useful Sci build, but what's the bother when making a useful Tac build is as easy as throwing a pair of cannons on?
As a side note gravity well is absolutely useless without a tractor beam to hold your opponent inside of it, but even then it isn't nearly as damaging as a tricobalt device with high yield.
A little refit:
I changed a few things, thats because: Tachyon Beam has been nerfed to oblivion. Its a pretty laughably skill now.
Hull plating skill is ridiculously low, even a neutronium alloy console gives you more resistence (unfortunately).
EPS is maxed out, because more EPS means more EptSubsystems and faster energy recharge.
The directed energie modulation is also pretty useless, because after it wears of, you have to get through the opponents shields anyway.
On this ship I would use Dual Beams and turrets. Use energy siphon to boost your power (use the permanently). Cycle EptW and EptS.
Fly with 125 aux, that way your sci abilities are more powerful and energy siphon stays active for 23,3 sec instead of just 18 or so. With EptW and ES you can effectivelly boost you Weapons above 125 that way.
one thing though, you can use a sci captain with an escort ship and that's fine to do right? I was confused on ranncore's post, if he meant just making a tactical captain or can a sci captain still play with escorts or dreadnoughts or whatever?
I should note that if you REALLY want to fly a sci ship so you have room to slot a few flashy but altogether unnecessary skills the Vesta ships aren't terrible. The Atrox carrier is... pretty terrible, but nonetheless rewarding to play. Reminds me of a Starcraft carrier and looks cool as hell.
Take note of what woodwhitty said, he makes some very good points about tach beam being a joke, and how useful energy siphon and emergency power skills are. I personally don't fly with max aux, cuz I'm an engi and use their energy boost plus EPTA and E-siphon. But with a Vesta your cannons are aux powered. So you might consider that.
a sci ship can do damage in several way, however the best you can do is equip a hyper plasma torpedo in the front, use also 2x2DBB ans 3xturrets. To increase the damage use torpedo hi yeld.... your tactical officer can have TT1 and THY2. Use 2 purple conn officer TT variant and 3x purple projectile officers.
eng lt: EPtS1, EPtS2 (or RSP)
sci cmd: HE1, TBR1, GW1, GW2
sci lt cmd: TSS1, ES1, ES2
sci ensign: PH1
You will deal enough damage to do the job of an escort.
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