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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2 Second Build Set
06-09-2011, 12:39 PM
Build Set 2: Death By Science (All Classes)
Each of these builds is designed to have the potential for the captain of the Sci ship to kill their targets, and guarantee the target's death in group.

The biggest thing to note here is that none of the builds are designed to use a max aux or max weapon power setting, rather they are meant for split power settings to gain the most out of everything in one stroke. My line of thinking is that when you're solo you have to decide a point where the power settings are "good enough" to get the job done.

This may seem crazy to you, but I can tell you with personal experience that it will work; and each build will have a recommended power setting for the users and explanations to why. Please read through and try before you write me off.

Additionally, it is strongly recommended not to use Polaron or AntiProton weapons simply because of their speccing cost. It is much easier on your spec to pick phasers, disruptors, etc.

Build 1: "Shield Killer" RSV, Intrepid, and DSSV
RSV
Tac:
-Ensign
---Tac Team 1
-Lt.
---High Yield 1
---Beam Overload 2
-(alternate)
---Flip them

Eng:
-Lt.
---EPtS 1
---RSP 1

Sci:
-Cmdr.
---Sci Team 1
---TSS 2
---Tachyon Beam 3
---Charged Particle Burst 3 (CPB 3)
-Lt. Cmdr
---Tractor Beam 1
---HE 2
---Tyken's Rift 2 (TR 2)

Weapons:
Fore:
-2x Any Dual Beam Bank (recommend reading intro)
-1x Quantum Launcher
Aft:
-2x Beam Arrays (type matching fore weapons)
-1x Chroniton Mine Launcher (alternates: Quantum, Plasma, or Tricobalt Device Launcher)

General Strategy:
Recommended Base Power Settings: 75/50/25/50

With this setup your ship is built to melt the shields right off the strongest shield tank with barely a shot fired, and keep them down while you pound them into submission.

The power settings are set up along the lines of what I simply refer to as: Good Enough. You reach a point in solo play where your science abilities are strong enough that you can move to another subsystem (namely weapons) and give them the boost that they need. By doing so, and augmenting your power levels with skill spec and default Sci Ship Aux boosts, you'll give yourself a solid Aux rating along with solid shield, weapons and engines. They are all good enough for killing, and you don't over-commit to one thing so much that you are ineffective elsewhere.

Ideally, starting at 11-12k from the target, you buff up and pop either Science Fleet or Science Team to improve your abilities (whichever is applicable at the time) and pop an Aux battery if you are able. Fire your tachyon beam to begin hurting your target's shields; load up target subsystem Shields (or Engines if the first is on cooldown) and hit them with it; fire your TR 2 to keep power levels down; hit them with CPB 3; followed by tractor beam to lock them in place with the Tyken's then let loose with High Yield and Beam Overload once it's up.

Keep dropping chroniton mines so that they can't maneuver well and try to keep your speed low so that you can constantly bring your Tachyon Beam to bear. If you decide not to use Chronitons you could use Quantum mines for punch, plasma for the dot, or a Tricobalt Launcher for a single shot punch (the Tricobalt mine is not recommended due to the long activation period of the mine).

You're constantly crippling their shields, and when they try to out buff your stripping, hit them with SNB and when they pop RSP use only your kinetics and anti-shield measures. If you don't get lucky on the first pass or two then he'll eventually drown in his inability to keep his shields up for any significant amount.

Slow and inevitable death = Death by Science

Intrepid
Tac:
-Lt.
---High Yield 2
---Beam Overload 1
-(alternate is to flip them)

-Eng:
-Lt.
---EPtS 1
---RSP 1
-(alternate)
---Eng Team 1
---EPtS 2

Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Tachyon Beam 3
---CPB 3
-Lt. Cmdr
---Tractor Beam 1
---HE 2
---TR 2
-Ensign
---Jam Sensors 1

Weapons
Same as above

General Strategy
Same Power settings as above

The Intrepid's strategy is largely the same as the RSV's here, you simply have different defensive options. The offensive strategy remains largely the same though.

DSSV
Tac:
-Lt.
---Beam Overload 1
---High Yield 2
-(Alternate)
---Flip it


Eng:
-Ensign
---Emergency Power to Auxiliary 1 (EPtA 1)
-Lt.
---EPtS 1
---RSP 1
-(alternate Lt.)
---EPtS 1
---AuxSIF 1


Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Tachyon Beam 3
---CPB 3
-Lt. Cmdr
---Tractor Beam 1
---HE 2
---TR 2

Weapons:
-Same as before

General Strategy:
Power levels set at same levels.

The DSSV has the potential for the meanest shield ripping there is, simply because it can equip EPtA and not lose out on any defensive or offensive strength. Activate EPtA is you go in and your tachyon Beam, TR, and CPB will be all the stronger.


Build 2: "Breaker" RSV
Tac:
-Ensign
---Tac Team 1
-Lt.
---Beam Overload 1
---High Yield 2

Eng:
-Lt.
---EPtS 1
---RSP 1

Sci:
-Cmdr
---Sci Team 1
---HE 2
---CPB 2
---Gravity Well 3
Lt. Cmdr
---TSS 1
---Tractor Beam 2
---Photonic Shockwave 1 (PSW)

Weapons:
Fore:
-2x Plasma Dual Beam Banks
-1x Quantum Launcher
Aft:
-2x Plasma Beam Arrays
-1x Tricobalt Device Launcher

General Strategy
Base Power levels: 75/50/25/50

This is the build that my Fed Sci alt currently uses online, I have only made minor changes to the build since I designed it a few months ago (pre 1.2), it works. With my spec and power settings my GW 3 will hit for about 1000 per cycle (good enough) while my weapons and CPB deal with shields.

The idea is to close close quarters with the target, use CPB, followed by gravity well, lock them in with a tractor beam, fire off Beam overload (or target shields depending on situation) and High Yield; swing sharp around and fire off the tricobalt on the vulnerable facing. If they are not crippled then activate photonic fleet and be ready on your SNB to knock out their RSP. Photonic Shockwave is typically held back to prevent an Evasive Maneuver escape, but it can be used for other means depending on situation obviously.

The idea is to create what I call a "kill window" where you pressure them quickly and overwhelm; if the overwhelm fails then you're strong enough to tank them until you wear them out of help arrives. Effective solo, deadly in premades.

Build 3: "Siphon Stomp" All
RSV
Tac:
-Ensign
---Tac Team 1
-Lt.
---Beam Overload 1
---High Yield 2

Eng:
-Lt.
---EPtS 1
---RSP 1
-(Alternates)
---Eng Team 1
---EPtS 2
-(more)
---EPtS 1
---AuxSIF 1


Sci:
-Cmdr
---Sci Team 1
---HE 2
---PSW 1 (alt. Tachyon Beam 3)
---Tyken's Rift 3
-Lt. Cmdr
---Tractor Beam 1
---TSS 2
---Scramble Sensors 2

Weapons
Fore:
-2x Dual beam Banks
-1x Torpedo Launcher
Aft:
-2x Beam Arrays
-1x Mine or Torpedo Launcher

General Strategy:
Power: 75/50/25/50

The idea is to shut down your opponents power levels to the point of being completely ineffective. Open with Target Subsystem, hit them with TR 3, and followed by scramble. Hit them with PSW if they try to evasive out and use High Yield torpedoes and watch them melt as they cast their heals on you trying to bring themselves back up (not always but a lot).

Utilize Science Team or Fleet to buff your sci abilities, and an Aux battery never hurts.

Intrepid
Tac:
-Lt.
---Beam Overload 1
---High Yield 2

Sci:
-Cmdr
---Sci Team 1
---HE 2
---PSW 1 (alternate Tachyon Beam 3)
---Tyken's Rift 3
-Lt. Cmdr
---Tractor Beam 1
---TSS 2
---Scramble Sensors 2
-Ensign
---Tachyon Beam, Jam Sensors, HE1, TSS 1, or Sci Team 1

Weapons
Same

General Strategy:
Power: same

Mainly the same deal as the RSV, which is why I didn't post the Eng slots again. The spare Ensign slot leaves a lot of possibilities that really come down to the preference of the user; coming down to an extra heal, extra buff, extra defense, or extra offense.

DSSV:
Tac:
-Same as Intrepid

Eng:
-Ensign:
---EPtA 1
-Lt.
---EPtS 1
---AuxSIF

Sci:
-Same as RSV

Weapons
-Same as above

General Strategy
Power: 80/50/25/45

By utilizing Power to Aux, the DSSV again has the meanest of these builds; use the same strategy as the RSV.

Nebula
Tac:
-Same as Intrepid

Eng:
-Lt. Cmdr
---EPtA 1
---AuxSIF
---Eject Warp Plasma 1
-Universal Lt assigned Eng
---EPtS 1
---RSP 1

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

Weapons
-Same

General Strategy
Power: 80/50/25/45

Similar in strategy to the others, although in place of tractor to ensure that they stay in once place, use Warp Plasma to stick'em and add a damage over time debuff.

--Close to character limit, continued on next post--