science Tactical cruiser build
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Join Date: Dec 2007
06-22-2011, 12:19 PM
PvE? PvP? Do you want to be more a healer or more a damage guy?
Weapons: 6-8 Beams of your favorite energy type (most economical is Phaser or Disruptor), fill the rest with quantum torpedoes or Hargh'Pen torps probably.
Engineering "Mandatory": The Shield Capacity Console (I can't keep its name straight)
Engineering (Healer): The consoles that boost starship hull repair, probably one EPS Flow Regulator
Engineering (DPS): 2 Consoles boosting Weapons Power, probably still one EPS Flow Regulator
Science: Halon or Deflector Field Console to boost Science Healing skills
Tactical: Whatever boosts your energy type or beams.
Ensign: Tactical Team I
Lieutenant (DPS): Beam Fire At Will I, Beam Fire At Will II (note: if you go with this in PvP, you will get complains as BFAW is currently basically broken and considered OP, and it's often bad form to use it.
Lieutenant (DPS/Burst): High Yield Torpedo I, Beam Overload II
Lieutenant (Heal/Burst]: Tactical Team I, High Yield Torpedo II
Lieutenant (Other): Mix any skills named above and figure out what works for you. You can also try the Beam Target Subsystem skills
Commander (Healer): Emergency Power to Shields I, Auxiliary to Structural Integrity Field I, Engineering Team III, Extend Shields
Commander (DPS): Emergency Power to Weapons I, Emergency Power to Shields II, Directed Energy Modulation II, Directed Energy Modulation II
Commander (Control/DPS): Emergency Power to Shields, Auxiliary to Dampeners I, Engineering Team III, Eject Warp Plasma
Lt.Cmdr (Healer) Emergency Power to Shields, Reverse Shield Polarity, Engineering Team III
Lt.Cmdr (DPS): Emergency Power to Weapons I, Emergency Power to Shields II, Engineering Team III
Lieutenant (Healer I): Hazard Emitters I, Transfer Shield Strength
Lieutenant (Healer II): Science Team I, Hazard Emitters II
Lieutenant (Healer): Science Team I, Transfer Shield Strength II
Lieutenant (Control/DPS): Tractor Beam, Polarize Hull
That are at least some ideas and should give you something to experiment it. I think some core things to consider:
More than 2 [xxx] Team skills means you run into shared or global cooldowns. That doesn't mean you shouldn't do it at all, but it means there are certain tactical "risks" when using those powers. Generally, Tactical Team + any Shield Heal is always a neat combination.
Emergency Powers - you can run two of the same type to get 100 % uptime. You can run 4 different Emergency Powers at most (requiring never more than two of one energy type).
Shield Resistances are important to make your life easy in PvE and are an absolute must in PvP if you don't want to be a soft target that doesn't last long enough to contribute in any way.
Extend Shields only works if you got a group, but then it works
well. Remember, shield resistances are important.