Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
06-09-2011, 11:33 AM
I fly the D'Kyr with a Sci Officer. I usually come in the top 3 for damage in any PvP match. That may not say much to some, but when you are a Sci Officer in a Sci Ship like the D'Kyr, anyone with experience in PvP can say it's unusal and impressive.

Most players ignore me, they just let me do my thing. Then as they realize I am a threat, they gang up on me. Keep in mind, you won't be able to be a well built Tac Officer in an Escort. They are designed for damage, as you know. But you can contribute nicely and put up some impressive numbers of your own.

I have been playing my Tac lately, so my poor Sci has been on vacation, but I will post my build here for you in case you are interested.

Very few matches do I not get into the top three damage, depending on the number of escorts out there and how well they are doing. I ran two cap and hold matches over the weekend, in both I pulled over 700k damage and still had over a million healing. They weren't long matches, maybe 15 minutes or so.

http://skillplanner.stoacademy.com/?build=dkyr_0

Power Levels:
105/100
69/50
48/25
79/25

Front Weapons:
1DBB
1BA
1Quantum Torp
Rear Weapons:
2BA
1Quantum Torp

Borg Set

ENG Consoles:
1xField Generator (+35% shields)
1xBooster Modulator (+6 Auxillary power)
SCI Consoles:
1xCollimator (+15 Deflector Dish)
1xAstrometric Imaging Scanner (+16 Astrometrics)
1xTomographic Imager (+Spatial Anomoly)
TAC Consoles:
2xPhaser damage

Devices:
Rechargeable Shield Battery
Auxillary Battery
Weapon Battery

I try to keep the shuttle out all the time. His little heals help more than most people realize.

Typically I TB first, load Target Shields and start firing beams. I have my torps set to auto fire. If they start buffing up, SNB to clear them off. Sensor scan next to help get more damage through. When shields get close to gone, Beam Overload, Aux Battery and Gravity Well.

I like to fire SS in there if the are a cruiser, because many people don't pay attention and they spend those heals on me instead. I try to keep the nose pointed on them, the DBB and Tac Beam can get lots of damage to a hull and the torp helps too.

If I get surrounded, I usually switch full power to shields, and use EPtS until I can get seperation or get to some support. I try not to use Photonic Fleet until I get surrounded, they make great distractions when you fire off SS.

Basically with Tac Beam and the DBB in front you can hurt one side of any ship rather well. Gravity well helps take care of spam if needed, but it deals decent damage at this rank too. And, more often than not, you can force a player to use Evasive to try and get away from it (which means they can't run away for a while).

8 out of 10 matches I will kill much more than I die, but you have to pick your targets. Escorts can make you spend so much time trying to line them up that you lose that fight. If I can catch one in a Gravity Well, I will usually stand in there and work on him. Carriers, for some reason, I can eat up pretty well in most cases. There are a few pilots who are tough as nails, but most I can eat up their shields faster than they can regen.

Crusiers are a mixed bag. Sometimes I have little trouble with them, if they are offensive, but the defensive ones are just going to keep you busy forever.

Takes some practice to learn to fly a D'Kyr offensively. I rarely ever play healer, not really built for it. I will pass an HE or TSS to a teammate if I can on occasion, but I generally do a better job working down shields and GW + BO to the hull.

I try not to broadside too much, the energy drain isn't worth it. One change I have been debating on making to this build is dropping Shield Performance to zero and putting those points in Weapon Performance instead. With my already large shield cap, I can deal with a little less regen. Plus, the borg set procs often enough that it makes up the difference, I think. That would, of course, only increase my dmg output.

This build isn't about burst DPS. It's about steady damage that wears them down overtime. Timing is important. Use TB everytime you can, and try to keep your nose on the target so your DBB can hit them. FAW has been there since I go this ship, back before it was useful. I rarely use it unless I need help dealing with spam. The energy drain, IMO, drops your damage more than FAW boosts it. The D'Kry isn't an agile ship, really, so remember to use reverse and lower your speed so you can keep targets in the front. This is why escorts are tough.

If you can keep them lined up, you can hurt them pretty well. Also remember that skills like Science Fleet will boost your TB and GW.

Oh, and one last piece of advice. Use tribble to test out new builds. You can get in the ships and spec for it, then go to the Btran Cluster and find some combat. It is different from PvP, yes, but it gives you a sense of the ships capabilities. You can always invite a friend over to Tribble to help you PvP test. That is what I do. This saves you from having to waste precious respecs only to decide you don't like the ship.

Cheers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
06-09-2011, 11:33 AM
Thanks Staalker.

I actually have a very similar build on my science officer in his D'kyr. I also happen to think that the ship looks pretty wicked with the full borg set. Though, different tactics as I am not much of a PvP player. I do OK damage with him, but nothing really impressive. Maybe I'll some of your tactics and see how he fares. I always forget to deploy my shuttle

Excellent idea about the test server btw. I haven't even thought of that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
06-09-2011, 11:33 AM
If you wanna deal massive damage in a Science Vessel the best skill around is Feedback Pulse 3.

All you need to do is fly to the center of an enemy formation, get them to target you, engage FBP3 and start spamming shield heals. Make certain you have a copy of APB1 for your tactical LT power. 2 or more of the +to deflector field science consoles helps too. These synergize with Transfer Shield Strength too which further enhances this build.

Focus your fire on the ship dealing the most damage to you and target their shield subsystems. Hit them with a sensor scan as well to reduce their resistance even more. With enough training in sensors + APB your target will have near -100% resistance to damage!

This pops most BoPs and Escorts in a few seconds because they have such low shields and hull strength compared to the massive damage they dish out. Usually they don't even know what's happened until it's too late.

Great skills to combine with this build are Gravity Well, Tractor Beam Repulsors, DEM, Reverse Shield Polarity, Tactical Team, Beam FAW and any Transphasic Weapons. FBP (and some of the other skills mentioned) bypass shields and do direct hull damage to the target. This means you can literally kill targets while their shields are still up.

The main problem with this build is a single SNB will kill you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
06-09-2011, 11:33 AM
Quote:
Originally Posted by AdSin15 View Post
If you wanna deal massive damage in a Science Vessel the best skill around is Feedback Pulse 3.

All you need to do is fly to the center of an enemy formation, get them to target you, engage FBP3 and start spamming shield heals. Make certain you have a copy of APB1 for your tactical LT power. 2 or more of the +to deflector field science consoles helps too. These synergize with Transfer Shield Strength too which further enhances this build.

Focus your fire on the ship dealing the most damage to you and target their shield subsystems. Hit them with a sensor scan as well to reduce their resistance even more. With enough training in sensors + APB your target will have near -100% resistance to damage!

This pops most BoPs and Escorts in a few seconds because they have such low shields and hull strength compared to the massive damage they dish out. Usually they don't even know what's happened until it's too late.

Great skills to combine with this build are Gravity Well, Tractor Beam Repulsors, DEM, Reverse Shield Polarity, Tactical Team, Beam FAW and any Transphasic Weapons. FBP (and some of the other skills mentioned) bypass shields and do direct hull damage to the target. This means you can literally kill targets while their shields are still up.

The main problem with this build is a single SNB will kill you.
Excellent advice!!!! I will have to use some of this!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
06-09-2011, 11:33 AM
I say go with either the nebula or excelsior. I have two federation Tac officer. One klingon (because the klingon faction is sorry excuse of faction since launch and till this date) and one caitian.

The klingon Flies a defiant. The Caitian only a Commander but I got him in commander Nebula. He doing rather well in it. I Decide to keep him science ship at least till vice admiral. So next up with be intrepid then back to nebula. He may just stay in Nebula since I can use two LT tac officer with it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
06-09-2011, 11:33 AM
Feedback pulse was fixed so it hits shields. Good PvP players will not fall for FBP baiting. FaW spammers however...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
06-09-2011, 11:33 AM
FBP now hits 50/50 vs shields/hull. It used to bypass shields completely.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
06-09-2011, 11:33 AM
Ive done a lot of playtesting on this very issue, and heres what I settled on

Recon Science Vessel
Fore-2X DBB, 1 Quantum
Aft-2X Beams, 1 whatever the heck I feel like at the time. Sometimes trico, sometimes a 3rd beam, etc
Lt Tac-Tac Team Attack Pattern Beta/BO2/BfaW2 (depends on mood/objective)
Ens Tac-HYT
Lt. Engineering-Emergency to shields 1, Emergency to Aux 2
LtC Science-Science team 1, TSS 2, 2, TBR II
Com Science- HE1, Energy siphon 1, CPB, and TBR III

The Recon is fast enough and turns well enough that you can always face an enemy. get close, activate TBRIII, bulldoze them as youre hitting them with all your tac skills and your DBB and theyll be dead. TBR also has a short global cooldown and it is the cheapest of the Science offensive skills to spec in to at 300 per point. And it makes a good spam cleaner.

Your power settings and skill choices will largely influence the success or failure of this build, but I've yet to find a higher DPS science build. That doesnt mean there isnt one, I just havent found it. And I seem to have enough heals that I dont worry about staying alive.

I run BTran on elite with this for what its worth.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
06-09-2011, 11:33 AM
Nuclear's build is nice, but I don't see the point of CPB in there. TBR ignores shields completely and DBB's tend to melt shields just fine.

Otherwise, it's very similar to my old build and it was, as he said, a pretty high damage build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
06-09-2011, 11:33 AM
Quote:
Originally Posted by Wraith_Shadow
To make my ship more offensive i stopped using the Tricobalt torpedos in favor of dropping the F-bombs. They have an instant refresh as well as more uses. Plus they have a 2% chance of Stopping the enemy for a short period from disbelief.
You, good sir, are awesome!
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