Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-09-2011, 12:38 PM
Any officer can use any ship type well enough, just depending on what kind of approach to tactics that you're using.

I would say that the MVAM Prometheus is actually a decent option since you can always fall back to one of the different flight controls to use different boosts to either improve upon or to cover for a weakness in one of your power settings based on your configuration/setup.

The thing about science officers is their innate abilities from leveling fit a more supportive role, and don't necessarily offer straight boosters toward ships. (Tactical provide a good offensive booster, engineers provide a lot of hull boosters) So with that in mind, you have to take a look at your limited science and engineering slots and decide how you want to build your build.

You could use all heals, and build your ship more defensively minded, with using only the tactical slots to cover for your offense. Or you could use offensive science abilities to provide defenses, and fall back to your engineer powers to provide heals and support, with the potential for weapons booster instead of shield/hull booster.

There's also the consideration of building a 'supportive' build, which uses heals and abilities that may be defensive or offensive, but flexible to be used on others. (So, for example; Engineering team and Reverse SHield Polarity for engineering, so you can heal/debuff cleanse allies, and have RSP to provide your shield heals, and then using transfer shield strength, hazard emitters and science team as your science powers, which cover for shield and hull heals that you 'lose' from your engineering configuration, that also can be targeted toward others for support) If you do that, you have the option of making your tactical abilities offensively oriented (boosting cannon rapid fire, or beam fire at will as your offensive options, with torpedo or mine support), or supportive, sporting beams primarily for subsystem targeting, and running attack patterns and/or mines.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-09-2011, 12:38 PM
I'll start by saying I'm not a big escort fan, however some fleetmate's have been running the MVAM on their sci toons for our pvp matches and they have some pretty sweet builds. As far as escorts go, it's Ltcom sci slot makes it the ideal sci escort. You should still expect to play it liek an escort, it won't magically become an awesome healer ship or anything but the versatility of the extra sci abilities is great. Run a CPB to drain an enemies shields before you fire off your alpha strike? Yes please!

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
06-09-2011, 12:38 PM
Sci/Escorts are a great combo, since you have SNB to strip away any defensive buffs your opponent puts up when you start attacking.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
06-09-2011, 12:38 PM
Quote:
Originally Posted by mvs5191 View Post
Sci/Escorts are a great combo, since you have SNB to strip away any defensive buffs your opponent puts up when you start attacking.
This, as well as Sensor Scan as a potentially potent AOE debuff and the dampening field power to give your glass cannon a little extra survivability.

IMO Sci/Escort is one of the most potentially powerful combinations the game offers, and the MVAE Prommy is a golden ship to use with it. The only trickly bit id getting enough power to Aux to make your Sci skills really shine without draining too much from engines or weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
06-09-2011, 12:38 PM
Sci in escort is very funny and versaltile combination, just dont expect the burst and omg crits as from tactical. But you got many cards in your sleeve.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
06-09-2011, 12:38 PM
My Sci was in the MVAE for a while, the LtCom sci slot felt right for a sci officer compared to the other escorts.

I built with cannons and torps, used sci team, hazard emitters and photonic shockwave for the sci skills.

This way I didn't have to invest quite as heavily in Sci Skills, photonic shockwave isn't affected by auxillary, so that helps. Sci Team I don't use for the heal, I use it to remove debuffs and I HE I try to keep up all the time just because it helps clear up that bleedthrough damage.

My original MVAE built used Polaron cannons and transphasic torps. Before you boo, it was a test idea that actually worked out well.

Yes Quantums deal much more damage, but the big issue with PvP these days is breaking shields. Everyone stacks shield heals. You can spend hours pounding on a ships shields and see little progress. My idea was to boost Trans Torps as high as i could, since 20% of their damage breaks through the shields you can actually take out an opponent who relies on his shields for survival.

I went with polaron instead of AP simply because I like the drain effect.

I use EPtS and Engie Team (mostly to cure system failures). I have Tac Team, Torp Spread and HYT. Cannon RF and Scatter. Omega Pattern and Beta Pattern.

Although the build was never final, it was working quite well. I kept turrets in the rear, and 2 torp/cannons in front.

I flew the ship like a hit and run vessel. Fly in, preferrably from the side, and empty everything as I pass. Let the turrets do extra dmg as I move away to prepare for a second run.

The interesting thing about Torpedo spread is that with Transphasics it can be surprisingly mean. Sensor scan helps drop resistances so you end up dealing more torp damage.

I was laughed at a few times when I showed up with that build, but it came out more effective than even I thought it would be. I was of the mind, if I am going to stick my Sci Officer in an MVAE, then why not just be unique.

The first time I popped an intrepid that had full shields I couldn't help by give an evil grin. I got on his tail and stayed there. With dampening field it helped keep me alive to finish him off. Photonic Fleet often adds enough distraction to help keep them busy so they don't realize how much damage the hull is taking despite their stacking shield heals.

There was plenty of room to grow the build, it needed a little help for survival and any ship that could heal the hull caused the fight to drag on, but for a first draft test build it worked better than anyone expected.

Anyway, sorry to rant on but i think there is plenty of potential for Sci in an Escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
06-09-2011, 12:38 PM
Science officers in Escorts are a beautiful thing, despite what most people will think. Most Science Captain skills have a 90 degree firing arc. Escorts, as everyone will probably know, are the greatest turning ships out of any Starship type in the Federation (shuttles excluded, of course). With an Escort's ability to "turn and burn", as I call it, You can swivel around, pop your buffs and unload your cannons, then use your Subnucleonic Beam to un-buff your enemy and rip them to shreds. Put the right equipment in, and an escort can very easily be an ideal science ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
06-09-2011, 12:38 PM
I'm thinking about going the escort route with my sci since the t5 sci ships aren't really wowwing me. I'm thinking about the MVAE and running 3 dbb's and a torp up front and i guess 3 arrays in the back. Any thoughts anyone?

As far as abilities, I'll probably go Polarize Hull 2 and Sci Team 1... still trying to decide on a good offensive ability for that LC sci slot. I'm trying to decide between a drain/sap ability (like ES or Tachyon, for example) or a push ability like TBR or PSW (for longer forward arc damage)? I'll use an engi station for hull heals, either AuxSIF or ET along with EPtS.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
06-09-2011, 12:38 PM
Quote:
Originally Posted by manlai View Post
I'm thinking about going the escort route with my sci since the t5 sci ships aren't really wowwing me. I'm thinking about the MVAE and running 3 dbb's and a torp up front and i guess 3 arrays in the back. Any thoughts anyone?

As far as abilities, I'll probably go Polarize Hull 2 and Sci Team 1... still trying to decide on a good offensive ability for that LC sci slot. I'm trying to decide between a drain/sap ability (like ES or Tachyon, for example) or a push ability like TBR or PSW (for longer forward arc damage)? I'll use an engi station for hull heals, either AuxSIF or ET along with EPtS.
You'd really be much better off with Dual Heavy Cannons in the front (and maybe 1 DBB for Beam Overload). The Beam Arrays in the back are fine, just be careful to watch your power drain if you use FAW.

A lot of people use PSW as their LtC Sci slot. Personally, I'd go for either SciTeam 1/TSS 2/Hazard 3 or SciTeam 1/Hazard 2/TSS 3. A dead Escort isn't going to be killing anyone But I always overbuild towards survivability, so take that with a grain of salt.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
06-12-2011, 04:12 AM
Do target subsystems skills work with only beams only or cannons as well?!
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