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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 11:39 AM
Build 4: "Machine Gun Sci" DSSV
Note: I am not the biggest fan of cannon setups on science ships, but I've heard people swear by them so I made a working build for them; if you like it feel free to elaborate
Tac:
-Lt.
---High Yield 1
---Cannon: Rapid Fire 1

Eng:
-Ensign:
---Emergency Power to Weapons 1 (EPtW)
-Lt.
---EPtS 1
---RSP 1
-(Alternate Lt)
---EPtS 1
---AuxSIF
-(Second Alternate)
---Eng Team 1
---EPtS 1


Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Tachyon Beam 3
---FeedBack Pulse 3
-Lt. Cmdr
---Tractor Beam
---Hazard Emitters 2
---CPB 2

Weapons:
Fore:
-2x Cannons (180 degree arc, same weapons rules as before)
-1x Photon Torpedo launcher (Photons have a good punch and the highest refire rate of all torpedoes)
Aft:
-2x Turrets (same as forward weapons)
-1x Mine launcher (recommend Chroniton or Tricobalt {massive movement debuff vs. punch+stun})

General Strategy
Power: 75/50/25/50

It will be very important to try and time your uses of Cannon Rapid Fire with your uses of EPtW whenever possible (it doesn't always work out that way, but you do what you can). Between the rapid fire, the photon spamming, the anti-shield measures, and the Feedback pulse to turn their dps back on them; you will be a dangerous ship.

The build can be pretty easily modified for any of the other Sci ships, particularly the Nebula due to the universal slot, but I picked the DSSV for the example because it has a pretty easy time managing cannon power drain compared to the RSV and the Intrepid.

The major downside is that you cannot utilize your subsystem targeting, but depending on who you talk to that could matter and that might mean nothing, all in the eyes of the beholder really. Regardless though your tank should be tough enough for most things.


"Death By Science" Final Thoughts
Science ships are not, and never will be all about the biggest crits and topping the damage charts, but they can specialize in wearing down your enemy, and making his defeat a slow and painful one; forcing them to fight an inevitably lost battle with a ship they can't break by themselves. Science attacks it's opponents in ways that no other class can hope to accomplish, and are not easily countered. Each offensive science ship tends to be unique in setup and typically bears a trademark by it's creator.

It is important to note that while all of these ships have the basis for their design originating in Solo play, they are each effective in organized groups, and can assume roles all their own. For example, if you're facing a group that has a powerful healer, you can take one of these builds for yourself and be designated to harass the healer for the entire match. You might kill him and you might not, but he won't be able to kill you and you'll force them to waste a lot of their heals on themselves that would have otherwise gone to themselves.

Additionally, you might notice that I use Chroniton Mines in a lot of builds here; the main reason is the debuff not the damage that they do, so don't be too concerned with not speccing all the way into them on your talent sheet because you'll get the desired effect no matter what if you're using them, same for Tricobalts (although a fully specced tricobalt can one shot people sometimes, don't count on that happening a lot though).


Build Set 3: Group-Centric Builds (All Classes)
These builds are designed around one purpose, helping your team win by any means necessary. You're not making life easier for yourself, you're making life easier for your teammates; and hell for your enemies. These sci ships do not dominate the battlefield, but they do control it.

Build 1: "Clutter Nightmare" (All)
RSV
Tac:
-Lt.
---Beam Overload 1
---Dispersal Pattern Beta 1
-Ensign
---Tac Team 1

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

Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Gravity Well 1
---Sensor Scramble 3
-Lt. Cmdr
---Tractor Beam 1
---Hazard Emitter 2
---CPB 2

Weapons
Fore:
-Breen Transphasic Cluster Torpedo
-2x Dual Beam Banks (same rules for type)
Aft:
-1x Beam Array (you know the rules at this point.....I hope)
-2x Mine Launchers (recommend Chroniton, photon, transphasic, or tricobalt {some combination or them, but not two of one type})

General Strategy
Power: 75/50/25/50

The general idea here is pretty straightforward; make it a nightmare for the other team to shoot you and move around.

Once the fight has begun, begin dropping mines and using the cluster torpedo; use Scramble Sensors as soon as possible, activate Photonic Fleet for even more confusion, and use Gravity Well on the primary target. Utilize CPB when and where possible to ensure that the opposing team is taking shield damage as often as possible.

Additionally, when possible use your target subsystems on your assigned target.

Intrepid
-Lt.
---Beam Overload
---Dispersal Pattern Alpha 1

-Eng:
---Same as RSV

Sci:
---Sci Team 1
---TSS 2
---Gravity Well 1
---Sensor Scramble 3
-Lt. Cmdr
---Tractor Beam 1
---Hazard Emitter 2
---CPB 2
-Ensign
---Jam Sensors 1

Weapons:
-Same as RSV

General Strategy:
Power: Same as RSV

In general it's the same as the RSV; generate massive confusion for the enemy team, you simply have an additional defense option.

DSSV
Tac:
-Lt.
---Same as RSV or Intrepid

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


Sci:
---Same as RSV

Weapons:
-Same as above

General Strategy
Effectively the DSSV utilizes the same offensive strategy, the difference is that the DSSV has the potential for greater off-healing than the other two ships and that is something for groups to consider.

Nebula
Tac:
-Lt.
---Same as other ships

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

Sci:
-Cmdr
---Sci Team 1
---Hazard Emitters 2
---CPB 2
---Scramble 3
-Ensign
---TSS 1

Weapons
-Same loadout

General Strategy
Overall the Nebula would take the same approach as the others, though in in place of Gravity Well the captains would utilize Eject Warp Plasma in disrupting the group.

Additionally the Nebula has significant potential for off-healing the group in an emergency.

Build 2: "Offensive Healer" (RSV, DSSV, Nebula)
RSV
Tac:
-Ensign
---Fire At Will 1
-Lt.
---Beam Overload
---Attack Pattern Delta

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

Sci:
-Cmdr
----Sci Team 1
----TSS 2
----Hazard Emitter 3
----Tyken's Rift 3
-Lt.
----Sci Team 1
----TSS 2
----Tachyon Beam 3

Weapons:
Fore:
-2x Beam Arrays
-1x Dual Beam Bank
Aft:
-2x Beam Arrays
-1x Tricobalt Mine

General Strategy:
Power: 65/50/25/60

The design is meant as a group defender and pure supplement to the group's damage output as well as spot healing. Cast APD on the ally under fire, assist in shield healing and emergency healing; while helping the team with tachyon beam, a tricobalt mine, Tyken's Rift, and the combination of Beam overload, subsystem targeting, and continuous fire.

Sounds simple but it takes an alert player to pull it off.

DSSV
Tac:
-Lt.
---Fire at Will
---Attack Pattern Delta

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

Sci:
-Same as RSV

Weapons
-Same as RSV

General Strategy
The DSSV has the same general idea here as the RSV, just with additional defenses for the ship, and a different heal.

Nebula
Tac:
-Lt.
---Same as DSSV

Eng:
-Lt. Cmdr
---Eng Team 1
---AuxSIF1
---Aceton Field 1
-Universal Lt assigned Eng
---EPtS 1
---RSP 1

Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Hazard Emitter 3
---Tyken's Rift 3
-Ensign
---Tractor Beam 1

Weapons:
-Same as others

General Strategy:
Fairly straightforward and similar to the others like the other setups with significant defenses and hull healing.

---Approaching character limit, continued in the next post---