Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 The Science Ship Build Thread!
02-10-2012, 07:33 AM
Okay we have decent threads summarizing good builds for escorts, and for cruisers. I am wondering if we can get any going for Science ships. I can edit this first post with any decently well detailed Science Ship builds anyone has. We need for Advanced (Nebula), Intrepid - Retro, D'Kyr, and the standard RALH ones (does anyone use these?). Help the community out! Post your detailed builds!

If you want to see how to post a detailed build, take a look at the other build guides I recently bumped (and am looking for stickies on), for cruisers and escorts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-10-2012, 10:00 AM
Alrighty lets give this a try.

Recon Sci Vessel
Foward Weapons: 3x Plasma Torpedo Launchers
Rear Weapons: 1x Beam Array (any), 1 Plasma Mine Launcher, 1 Tricobalt Launcher
Alt Rear: 1x Beam Array (any), 2 Turrets

Device: Standard batteries/etc

Engineering Consoles: Electroceramic Hull Plating, Monotanium Alloy
Science Consoles: Field Generator, Assimilated Module, option of Shield Emitter Amplifier, Particle Generator, Flow Capacitor
Tactical: 3x Ambiplasma Envelope (Plasma Projectile)

Bridge Officer Skills
Lieutenant Tactical: Tactical Team I, Attack Pattern Beta OR Torpedo High Yield.
Ensign Tactical: Tactical Team I
Lieutenant Engineering: Emergency Power to Shields, Auxiliary Power to Structural Integrity Field
Commander Science: Tractor Beam I, Feedback Pulse I OR Photonic Officier, Gravity Well I, Tekken's Rift III
Lieutenant Commander Science: Hazard Emitters I, Transfer Shield Strength I, Photonic Shockwave I OR Tekken's Rift I

Notes:
The purpose of this build is to deal good consistent damage while providing control and energy drains. Because of this you should have two power settings you switch between, one full auxiliary rest shield for using powers, other full shield rest engine for when you are being focused. Against the high HP stationary targets just chip away with torpedoes while laying a minefield where the enemy ships will path. Against big targets use your innate subsystem targeting abilities along with the rift(s) to keep there energy drained. Do not be afraid to use your abilities simply to do damage against the high HP targets if they will come off cooldown in time. The all torpedoes may seem silly at first, but the [borg] proc and even the plasma dot effect really do add up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-10-2012, 02:58 PM
Quote:
Originally Posted by Kreael
Alrighty lets give this a try.

Recon Sci Vessel
Foward Weapons: 3x Plasma Torpedo Launchers
Rear Weapons: 1x Beam Array (any), 1 Plasma Mine Launcher, 1 Tricobalt Launcher
Alt Rear: 1x Beam Array (any), 2 Turrets

Device: Standard batteries/etc

Engineering Consoles: Electroceramic Hull Plating, Monotanium Alloy
Science Consoles: Field Generator, Assimilated Module, option of Shield Emitter Amplifier, Particle Generator, Flow Capacitor
Tactical: 3x Ambiplasma Envelope (Plasma Projectile)

Bridge Officer Skills
Lieutenant Tactical: Tactical Team I, Attack Pattern Beta OR Torpedo High Yield.
Ensign Tactical: Tactical Team I
Lieutenant Engineering: Emergency Power to Shields, Auxiliary Power to Structural Integrity Field
Commander Science: Tractor Beam I, Feedback Pulse I OR Photonic Officier, Gravity Well I, Tekken's Rift III
Lieutenant Commander Science: Hazard Emitters I, Transfer Shield Strength I, Photonic Shockwave I OR Tekken's Rift I

Notes:
The purpose of this build is to deal good consistent damage while providing control and energy drains. Because of this you should have two power settings you switch between, one full auxiliary rest shield for using powers, other full shield rest engine for when you are being focused. Against the high HP stationary targets just chip away with torpedoes while laying a minefield where the enemy ships will path. Against big targets use your innate subsystem targeting abilities along with the rift(s) to keep there energy drained. Do not be afraid to use your abilities simply to do damage against the high HP targets if they will come off cooldown in time. The all torpedoes may seem silly at first, but the [borg] proc and even the plasma dot effect really do add up.
Tekken's rift? Is that a new power? :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-10-2012, 05:37 PM
Tyken's Rift, don't know why I can never remember that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5 My standard build
02-10-2012, 11:20 PM
I run the long range retrofit.

in front i run dual phasers no kintetic weapons.

in the rear i run 2 turrets and a mine launcher(tractor beams)


Tac LT I run security team 1 and dispersal beta 1

Lt Engineering I run emerg shields and Aux to Structural integrity

Lt Comm Sci I run tachyon beam 1 Hazzard emitters 2 and science team 3

Ensign sci i run Transfer shield str 1

Commander sci I run polarize 1. Tractor 2, transfer shield 3, and tractor repulsors 3


The reasoning behind my set up should be pretty clear. I am a healer, shield healer and a CC ship.

I try to weaken them and keep the shields up on my allies while using the CC on elite stf's ...

the build has no real weakness other then being a squishy sci vessel. I run my aux at aprox 85 and the rest to weapons...I do shift to full aux when i heal if i feel pressed .


This build allows me to solo play on elite and stf's with no issues and my CC comes in handy.


One or 2 changes from gravity well to tyken and i can hopefully shut down some shields and cause mayhem there too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-11-2012, 03:18 AM
Guess I can contribute 1 of my sci ship builds. This is with a tactical captain, but will obviously work with a sci too. Not PvP approved, solely STFs/PvE.

Ship: Recon
Weapons (front): 2xDBB / 1xQuantum Torp
Weapons (aft): 2xTurrets / 1xPlasma Mine Launcher
- the plasma mines with [Borg] work quite well, but can be replaced with another turret

Devices: Weapons Batteries / Aux Batteries / Subspace Field Modulator
- 1 of the batteries can be replaced by Engine Batteries or whatever, but this allows to always have both max weapons and auxiliary power during STFs when needed (whitout having to shift power in the middle of a fight)

Tactical:
Tac Team 1 / High Yield 2
Beam Overload 1
- can be altered to APBeta 1 and High Yield 1, but I like the additional BO 1

Engineering:
EPtS 1 / EPtS 2

Science:
Polarize Hull 1 / Science Team 2 / Hazard Emitters 3 / Gravity Well 3
Tractor Beam 1 / Repulsors 1 / Transfer Shield Strength 3 / (Tykens Rift 3)
- mainly Grav Well as primary power, just switch officers if you need a power drain
- when Transfer Shield Strength 3 is not available, go with 2 and Repulsors 2 instead

Intended use is simple.Focus on forward damage which allows to use all weapons the same time and stay in the limited arc for Grav Well. When Grav Well is on cooldown the enemy can be hold with the Tractor Beam or pushed with the Repulsors (while still all weapons shoot the enemy). Tactical captain abilities are a great addition and work for both Grav Well and Repulsors. The Recon turns fast enough (even faster with APAlpha running), so no problems here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-13-2012, 07:14 PM
The best science vessel is the one in your shipyard. Stop flying useless junk.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-13-2012, 08:44 PM
er... I out-dps most of my entire team in STF with my 'sci' junk ship.


Nebula Refit - Magellan Class

Torpedo Spec : Shield Bypass

No capt points in energy weapons. Full points to flow capacitors, graviton, particle and shield/armor/defense. Torpedo specialization max.


Weapons (in order left-right)
Forward:
Borg Photon Torp XII , Har'Peng Torp XI, Borg Photon Torp XII
Rear:
Borg Plasma Torpedo XII, Borg Tricobalt Torp XII, Har'peng Torp XI

Kit:

Engines and Deflector: Breen Set XI (+30% Kinetic dmg bonus)
Shield: Reman XI (can be switched to any shield you want.. I alternate between reman and omega force)

Devices:
Tricobalt Torpedo Platform (it adds to the bang)
Subspace Field Modulator
Scorpion Fighters

Consoles:

Engineering- RCS Mk XI , Graviton Pulse Console (gold lockbox item yay!), Assimilated Module
Science: Nadeon Detonator, Field Generator (+35% shield one), and 2 X emitter array or particle generator Mk XI
Tactical: 2X +16% kinetic damage consoles (forget its name)

Boff Powers:

Lt Universal: Tac Team 1, High Yield 2
Lt Tactical: Torp Spread 1 , Torp Spread 2
Lt Cmdr Engineer: Emergency Pwr to Shield 1, Aux to SIF 2, Eject Warp Plasma 1
Cmdr Science: Hazard 1, Tractor Repulsors , Transfer Shield IIII, Gravity Well 3
Ensign Science: Polarize Hull

Of course, purple borg torpedo doff equipped, blue gravity well triple-proc chance doff among others.

Basically its a shield tank with a quick hull repair ability. Torpedo damage from harpengs, gravity well and warp plasma completely bypasses the shield and hits the hull. The Graviton console can make ships stop dead in their tracks and get insane critical hits on them with torpedo volleys.

Basically the forward photons rely on the torpedo spread but their single fire is quite damaging. Rear torps are used for the 'exit' hard bang damage: high yield in plasma followed by a regular tricobalt = nearly 40k damage hit. high yield tricobalt can do 20 to 25k damage(90k crits). Harpeng just autofires. Beauty of it is that if in rear there are a cluster of targets...aka borg spheres caught in grav well, firing spread 2 tricobalts has 3 tricobalt torps flying at them and each hitting for 15k damage...on all targets in range.

Lets just say that when the borg spheres and drones swarm out in STF and head for the gate this setup kills all of them in one pass.

I love this setup.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9 Vulcan Díkyr class is my Baby
04-13-2012, 08:39 PM
Hey Guys!

I've taken some good advice from you guys and a few Veteran players I've befriended in game. of course with the recent changes to science abilities this'll change again.


After a few PVP experiment matches against my Klingon friends, I'm taking my Science ship Build more serious, although the Foundry and PVE missions are fun they didn't show the true strength/weakness of my Science build as playing against another player. I been experimenting with different combinations and trying them against the Klingons or leveling missions in Elite mode.


Having a D'kyr I mounted a Duel Plasma beam bank, a Plasma Beam Array, and a Photon Torpedo Launcher to the front, and a Plasma Turret and Tetryon Turret, with another Plasma Beam Array to the back, this allows for a 360 degree radius of sustained fire power against a targets Shields with Dot fire damage effect to their hull.

For my Science Boff skills I use Science Team I, Tachyon Beam I, Jam Sensors II, Hazard Emitters I, Feedback Pulse I, Scramble Sensors II, and Tractor Beam Replusors III, these combined with my Captain Science officer abilities (Photonic Fleet, Dampening Field, Sub Nucleonic Beam, and Sensor scan), along with the Inert abilities of my Science ship (Subsystem targeting, Sensor Analysis, Launch Support Craft, and Photonic Displacer).


If I need to switch from Starship Countermeasures to Shield and Energy Draining Team support I have an alternative Science configuration, I switch my Ensign and Commander Boff's which equips Tachyon Beam II, Gravity Well I, and Viral Matrix III, (Replacing Feedback Pulse I, Scramble Sensors II, and Tractor Beam Replusors III).

For my Engineer Boff skills I use Emergency Power to Auxiliary to support my Science systems, Auxiliary Power to the Structural Integrity to support Hull heal simultaneous with Science team's Shield heals, Directed Energy Modulation for target shield penetration, along with a liberated Borg with the Efficient trait which increases my system's power levels the most economical use of skill points in this efficient system is typically to have low power settings (balanced) as there is no effect once the power setting is 75 or greater so I set Power levels at Weapons = 65, Auxiliary = 55, Shields = 45, and Engines = 35.


And finally for my Tactical Boff skills I use Beam Array - Overload I, which is most effective when used as a finishing blow after reducing my targets shields and Hull Strength, The Plasma Dual Beam Bank will inflict a more damaging Beam Overload than the Beam Array, To compensate for the Hugh weapons power drain I use an EPS Flow Regulator console to assist in energy recovery and store Weapons Battery devices used to instantaneously recover the power, and will even allow for two Beam Overloads to be delivered back to back. And lastly Torpedo High Yield II which has proven to be a very effective ability for space combats in both PvP and PvE. It allows me to deliver massive damage to an enemy's hull once their shield is down, and will fire three torpedoís instead of one at the target.

I've been gearing the Pilgra'us V (NX-199301) D'kyr Science Vessel towards Star-ship Countermeasures, with Shield and Energy Draining Support. Basically a "Cloak Ship hunter" my 24th century equivalent to the "Submarine hunter" the US Destroyers of WWII.

What I need now is to understand how to adjust my Skills tree and Consoles to optimize this build better, To Support (Heal)" my allies or "To Debuff (Hold/Weaken)" my Enemies, understanding the different Scientific theories in real time combat will help me incorporate them efficiently, effectively, and accurately to be superior in supporting my Fleet-mates in Leveling, Fleet Actions, STF's, or PVP.

As always your advice and opinion will be helpful.

Live long and Prosper
Starfleet Veteran
Join Date: Jun 2012
Posts: 2
# 10
10-15-2012, 02:40 PM
Quote:
Engines and Deflector: Breen Set XI (+30% Kinetic dmg bonus)
The Breen set says that it has a passive bonus of "+30 Transphasic Projectile Damage" but you use Tricobalt torpedoes. Is that something they changed? Did it used to have a flat bonus to all kinetic damage?
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