View Single Post
Lt. Commander
Join Date: Dec 2007
Posts: 120
Notice before starting: This guide is being created for the purposes of showing people that there are working builds for science ships. The guide is designed around Sci-players in science ships, so if you're an Engineer or Tactical this won't be perfect for you, but it can serve as a building block.

Introduction:
There are a few things that people need to understand before going in on a science ship; the first is that science ships do not have the highest dps out there, if you're looking for high damage numbers then you should grab an escort. Secondly, while the science ship makes a fine healer, it takes a different approach to healing than a cruiser and is much less about hull healing than the cruiser is, and more about a combination of shield and hull healing.

I will post each build with a strategy for use (if anybody has an up to date skill planner then I'll include spec as well, but the three that I know are dated or gone).

Also, these builds are examples, and while I provide alternatives in many places, it really comes down to what you're most comfortable using, all I can do is give you a helpful push in a direction. It's up to you to elaborate and improve upon the builds and strategies that I give yall here.

Now onto the builds...

Build Set 1: Healer (DSSV, Intrepid, Nebula, and D'Kyr):
General Notes:
Do not be afraid to use your Science Fleet and Dampening Field as Science Fleet will increase the shield resistances of everybody on your team, and Dampening Field will protect all team members from energy damage within 3 km or your ship. It should be noted that you should NEVER use them together as you would be wasting long cooldowns for minimal additional benefit.

Additionally use your sensor scan to assist your groups damage output on the main target, you may be healer but you can still help a little with dps. Furthermore try to make use of your Target Subsystem skills on the primary target (like shields and engines); they may not always have a perfect effect, but all it takes is one time for them to be crippling...

DSSV
Tac:
-Lt slot:
---Tac Team 1
---Attack Pattern Delta (APD)

Eng:
-Ensign:
---Emergency Power to Shields 1 (EPtS)
-Lt:
---Emergency Power to Shields 1
---Auxiliary Power to Structural Integrity Fields (AuxSIF)
-(Alternate Lt. slot)
---Engineering Team 1
---Reverse Shield Polarity 1(RSP)
-(Second Alternate)
---Engineering Team 1
---Emergency Power to Shields 2


Sci:
-Cmdr:
---Sci Team 1
---Transfer Shield Strength 2 (TSS)
---Hazard Emitters 3 (HE)
---Scramble Sensors 3 (potential alternatives: Photonic Shockwave3, Tractor Beam Repulsors 3, etc)
-Lt. Cmdr:
---Jam Sensors 1
---Hazard Emitters 2 (HE)
---Transfer Shield Strength 3 (TSS)

Weapons:
Fore:
-3x Phaser Beam Arrays (include a torp launcher if you prefer, or a DBB even)
Aft:
-2x Phaser Beam Arrays
-1x Chroniton Mine Launcher

General Strategy
Base Power Settings: Either 25/50/25/100 or 50/50/25/75 (full healing vs. extra group dps if applicable)

Very simple strategies here; you'll want to use your Scramble Sensors to debuff the enemy team as much as possible to disrupt their healing (if nothing else) for 25+ seconds each time, and utilize Jam Sensors on any one target that is shooting you (ideally hit the same target with jam and then scramble, and in a mix they'll have trouble re-acquiring you).

When healing your target you'll want to heal their shields first, then hit them with AuxSIF and/or HE depending on how bad the damage is. Try to notice if your ally is using RSP when you're healing so that you don't waste shield heals. An example healing order (assuming all cooldowns up) to use is: TSS 3->Sci Team 1->AuxSIF 1/Eng Team 1->HE 3.

When you're under fire you have plenty at your disposal to defend yourself. Your first move should be EPtS followed by Attack Pattern Delta, those in combo with manual shield routing to the facing under fire is enough to hold any ONE attacker at bay (EPtS lasts 30 seconds, APD lasts 15; at the end of APD's cycle if you're still under fire use one of your TSS's on yourself for the final 15 seconds thus healing your shields further and keeping your resists at a reasonable level). You also have the option of using Jam Sensors on your target as was mentioned earlier, and it should be noted that Attack Pattern Delta can be cast on a friendly target to protect them. Also, use your tac team to clear Fire on my Mark from the tactical officer; if you have it on you you will take significantly more damage through you tank, same goes for your allies (a good escort or raptor will be able to drop you like a ton of bricks through your tank with FomM on you).

Utilizing those abilities, working in your RSP if needed and applicable and you'll find yourself one tough nut to crack.

Offensively, you're not going to do that much damage anyway (you're a healer...), however it will be helpful to your team to continuously pump out the Chroniton mines, not for their damage but for their debuff to the target's maneuverability and speed, preventing their escape through a battery-EM sprint. Additionally the phaser proc can help out your team from time to time and they are easy to spec into for maximum effect.

Intrepid
Tac:
-Lt.
---Tac Team 1
---Attack Pattern Delta 1

Eng:
-Lt:
---EPtS 1
---AuxSIF 1
-(Alternate Lt. slot)
---EPtS 1
---RSP 1
-(Second Alternate)
---Engineering Team 1
---EPtS 2


Sci:
-Cmdr:
---Sci Team 1
---Transfer Shield Strength 2 (TSS)
---Hazard Emitters 3 (HE)
---Scramble Sensors 3 (potential alternatives: same as DSSV)
-Lt. Cmdr:
---Jam Sensors 1
---Hazard Emitters 2 (HE)
---Transfer Shield Strength 3 (TSS)
-Ensign
---Sci Team 1

Weapons:
(Same as DSSV)

General Strategy:
The overal strategy remains the same, you simply have an additional shield heal, and change out a spare ensign engineering slot for an extra defensive measure inherent to the Intrepid (ablative armor; which drops your shields and gives you massive hull resists). Be careful when you're picking your Engineering abilities as you would only have one hull heal if you do not select either AuxSIF or Eng Team, and if you pick both then you won't have enough for a solid tank rotation.

Nebula
Tac:
-Lt:
---Tac Team 1
---Attack Pattern Delta
-Universal Lt. assigned Tac
---Fire at Will 1
---Dispersal Pattern Alpha 1

Eng:
-Lt. Cmdr
---EPtS 1
---AuxSIF 1
---EPtS 3 (get from an engineer captain)
-(alternate)
---EPtS 1
---RSP 1
---AuxSIF 2
-(Second Alternate)
---Eng Team 1
---EPtS 2
---AuxSIF 2
-Alternate Lt Universal
---Eng Team 1
---EPtS 2
-etc, lots of possibilities


Sci:
-Cmdr
---Sci Team 1
---TSS 2
---HE 3
---Scramble 3 or PSW 3
-Ensign
---TSS 1

Weapons:
(Same as others)

General Strategy:
The Nebula is a different beast, the Lt. Cmdr eng station allows for additional breathing room with hull healing and defense if you so choose, but your shield healing takes a blow.

The general tanking strategy remains the same overall, though your options are somewhat different now. Additionally, if you chose to go the route of EPtS 3, then you will almost be defense capped right there as it yields a 40% resist bonus to your shields on top of your shields natural resists.

Offensively I chose the universal to be a tactical station as it permits the user some free-fire potential (you don't actually have to target anything to use Fire at Will), and it increases the output of supporting mines with Pattern Alpha.

If you have your heart set on using the Universal as an Engineer slot then you can fill it with any combination of Engineering Team, AuxSIF, EPtS, and RSP to fit your needs. If you want to make it a Sci then adding an additional Sci Team and either Jam Sensors or Tractor Beam (defense vs. group support) would work depending on your needs.

D'Kyr
Tac:
-Lt.
---Tac Team 1
---Attack Pattern Delta 1

Eng:
-Lt. Cmdr.
---EPtS 1
---AuxSIF 1
---EPtS 3 (again from an engineer captain)
-(alternate)
---EPtS 1
---RSP 1
---AuxSIF 2
-(Second Alternate)
---Eng Team 1
---EPtS 2
---AuxSIF 2


Sci:
-Cmdr.
---Sci Team 1
---TSS 2
---HE 3
---SS 3
-Lt.
---Sci Team 1
---TSS 2
-Ensign
---HE 1
Alternate Sci slots
-Cmdr.
---Sci Team 1
---HE 2
---TSS 3
---PSW 3
-Lt.
---Sci Team 1
---HE 2
-Ensign
---TSS 1


Weapons:
(unchanged)

General Strategy:
The D'kyr is a different beast as well, much like the Nebula is as it shares a very similar bridge officer layout, differences coming in the form of no universal station and a unique deployable craft. The overall strategy remains largely unchanged though: shield heals in combination with hull heals, use your support craft for some extra juice.

Final Healer notes
You may not like dealing very little damage, but face it your job is to heal, not throw right hooks. If you can't stand not shooting your weapons all the time, then the best suggestion is fire at will so that you have a little added punch; just realize that there are always trade-offs.

Also, you'll never throw the huge 15-20k heals of the Cruisers and E-Team 3, accept it. As a sci-ship healer you manage the ship's overall wellness through shield healing on top of hull healing (instead of big numbers you protect the whole package), and through HE 3 you heal as much HP, if not more, in it's duration than Eng Team 3 and AuxSIF 3 combined...

--continued on next post---