Sure, you can do this if you want, but I would strongly advise against this. The Varanus is part of what I prefer to call the Sci/eng group. In other words, due to having only 2 tac consoles, your damage is going to be severely gimped as compared to an equivalent escort or even a battlecruiser. Tac Initiative is also only going to work on two tac Boff abilities, which is very limited.
Having said that, if you want to do damage with sci skills, high spec in Particle Generators along with abilities dependent on this such as Grav Well, Tractor Beam Repulsors and Photonic Shockwave are a must.
The 'support' ships KDF-side are Gorn ships that have been adopted by KDF (Draguas, Phalanx, Varanus).
Hmm. This is the sort of road I went down the last time I was active... 'I can sort of make this work, but there's nothing productive about it'
Thanks! I have been thinking of starting a Klingon character... actually I did but deleted it. I want to start over. Dunno which species to go with, though being honest, seems like Klingon itself is the way to go.
Your Tac powers will buff the damage, shield drain, and (I believe) energy drain of your science powers. This is nice as it makes your powers stronger, but without SNB to remove the counters that these abilities prompt, remember that your "target is debuffed" windows will generally be smaller than Sci cappy's. You'll also, likely, find that things like Tractor Beams will be harder to stick to people as you'll be prompting the use of counters to clear them vs clearing said counters and then using the ability.
If you're going to stick to PvE, you should try and get yourself setup with shield drains and quantum torps w/appropriate doffs (you'll mangle things and virtually never be a detriment to your team). Or powerful grav wells. Just make sure you fill your Sci console slots in the same manner you would your Tac slots (IE: if you're focusing on drains, wall-to-wall Flow Caps; damage, wall-to-wall Particle Gens; etc.). PvP is a trickier beast. Hull hit is a lot more viable as players don't have inflated HP, so TBR and Transphasic weapons can be very effective, especially against ships that lack hull robust hull heals. The new Romulan T5 ability with Gravity Well deserves special mention as being something not to be underestimated (imagine Eject Warp Plasma 3 that drags you in and then starts melting your hull).
The main thing to remember is that you'll only have 2-3 Tac consoles ever to work with, so you'll be relying on your Sci powers to do more of your heavy lifting and damage dealing than if you were in, say, a Raptor or Bird of Prey or certain Battlecruisers.
So I have a tactical Gorn, and I'd LIKE him to use racial ship.
The Varanus has nice shields, but it's a science ship, through and through. Advice?
I'm thinking I should respec my Gorn as if he were a science captain, mostly, and then use tac abilities to spike damage and refresh abilities.
I've been flying a Gorn Tactical in a Gorn ship since I hit Lvl 50 (A long time ago). I've tried other birds, but I've always come back to the Varnaus.
Your ship is a very solid one, the only thing that sucks is killing stuff fast. You can set up a build that can pretty much ignore the enemy actions on normal difficulty and still be effective.
The only time I've had an issue was with a time limit. I'd win, no doubt, however it'd be some time, which often was longer than the time allowed to kill the target.
I normally run With Gravity Well I and III, with a high Aux and lots of Shield and hull heals.
I've found there's two appraoches.
1: Torpdeo build. I tried loads of torp types until I settled on Plasma. With three plasma laucnhers you can get a torpedo in the air every three seconds (the end of the cycle is slightly longer at 4).
That gets a constant plasma burn going on the enemy, and who cares if their shields are still up? This leaves you loads of power to run into Shields .
Tactical Abilities are normally two torpedo spreads, linked with Gravity well it gets allot of things on fire Very quickly.
I feel that the Fleet ship will only work even better with this build (third Plasma burn console). Not quite got there yet.
The other option I used is Two Cannons and three Turrets, along with a chroniton Torpedo.
For power management I put the power from shields into Weapons, and then strapped on a Plasmodic leech console. A gravity well followed by a Cannon scatter volley gets a startling strike rate and a fairlly signifficant boost to the the systems at low power.
I did try beam banks insted of cannons, with beam fire at will (kept the turrets though to control Agro generation) due to the ranges I normally fired at, but I just didn't like the down range effect, it felt less damaging. I suspect this is due to the lower fire rate, and the Turrets not getting boosted meaning that the power change wasn't as pronounced.
I I also tried replacing the Torpedo with another cannon and a turret with the Borg cutting beam. However the long range of the firing ment that the damage output from the Torpedo was superior.