Science Spec Thread
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Join Date: Dec 2007
06-09-2011, 11:36 AM
Originally Posted by
Well here's mine:
My Comments before you tear it apart:
I run with weapons and shield high, aux and engines low
I use dual beam phasers (love the proc) and Photons (might switch to quantum, but they cost the same, so no big deal). No mines, phaser turrets in back instead.
I kind of focus more on damage (as a Sc/Sc, yes I know, not as good, but I have fun with it), but still want the ability to help "heal" if necessary (hence the abilities in the second science officer). On the ground, I am pretty much a pure healer, and have to say I love Nanite Health monitor, which is why I put so many points in it...
Speaking of that, the Nanite Treatment skill unlocks Nanite Health Monitor III... but does that do anything for group playing, or just when I'm soloing with my own officers? If it just helps while soloing, I might drop it down to 5 or 7 points, and put points into Starship Weapons System Performance, to help power my turrets in the back.
Comments/suggestions are welcome
Unlocking it only lets you teach your bridge officers. You need a better kit if you want to use III yourself.
I'm not a big fan of Transfer Shield Strength, especially since you have all 3 shield heal other skills. With your aux that low, your heals won't be that great. Your Extend Shield isn't that hot too. I suppose I'm just confused why you're gonna run a full DPS build but have so many heals.
Spreading your officer abilities along all the science paths is causing you to max all your points there at the detriment of other departments of your ship. If you feel this is how you'd like to play, then please disregard my comments, but being more focused would help your performance.