Lt. Commander
Join Date: Dec 2007
Posts: 120
I've been having a lot of fun lately bulldozing borg down with TBR3 on my Nebula and was looking at respec'ing to take better advantage of it (I'm currently spec'd more escort-heavy), but I'm having trouble deciding on a Lt.Cmd. slot power. I've spent considerable time going through the forums and reading opinions on Sci powers, but most of them are primarily discussions about rank 3/Commander level powers.

Some people seem to really like HE3, which also combos skill-wise rather fantastically with TSS, so this is definitely something I'm seriously considering, but I'm curious what other skills people have been using, what they liked, and why?

IMO:
Tachyon Beam 3 is okay when fully spec'd into it, but I really hate the frontal arc limitation, and it seems like I'd be better off just broad-siding someone with beams to take their shields down anyway instead of facing them with 3-4 beams and a tachyon. Also only seems particularly useful when used in conjunction with another Commander-level shield punching power like CPB3, and even then, it's mostly used in PvE from what I can tell?

ES2 seems like it should work well with subsystem targeting, but is power drain really all that viable in PvE at all? Every discussion I've ever seen of power drain builds that I can recall has all been PvP PvP PvP *yawn*. Same goes for Tyken's Rift.

I tried GW1 and found that the damage was horrible even when their shields were down and I was at full aux. Granted, I didn't have it fully spec'd, but still... compared to the damage I was pumping out with TBR3, it was just awful.

FBP2 seems like it would be a little too weak without rank 3 and a spec fully devoted to making it work, not to mention how situational it is. A lot of people rave about FBP3 constantly, though, so perhaps it's worth a shot?

CPB2 is kind of out of the question. It's just not great in PvE as far as I'm concerned to begin with, but downranked 1 level and considering how expensive it is in the skill tree for a single extremely short-range shield puncher, it just doesn't seem worth the trouble.

PO2 seemed kinda meh when I used it. If it reduced the CD on a Tricobalt launcher, maybe I'd feel differently.

Not a huge fan of Tractor Beams. Haven't tried them since beta, though.

Scramble Sensors doesn't seem to have any use above rank 1 in PvE.


So... thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-16-2011, 04:52 PM
Hazard Emitters 3, Transfer Shield Strength 3, Scramble Sensors 2, Photonic Shockwave 1.

Hazard Emitters and Transfer Shield Strength are both nice to have, especially on my healers. On high aux and specced into Hazards, the heal from HE3 in particular is very nice.

I usually save anomalies for the Commander slot if I am in a science ship. I normally run GW3 on my DSSV, and Tyken's 3 on my RSV. They both can be very useful if used wisely, and in concert with other science abilities.

Scramble Sensors is something I have fun firing at Borg ships and then watching them shoot each other. I use it to give me and my team a break to heal up most of the time, or in the case of the Red Alerts, also help with bringing down cubes, probes and Unimatrix probes.

Photonic Shockwave is really nice for crowd control; getting a pesky ship off your fantail; give you a break to heal up; and to "hip check" enemies into hazards like EWP, and spatial anomalies.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
09-16-2011, 06:31 PM
Quote:
Originally Posted by Identiaetlos View Post
I usually save anomalies for the Commander slot if I am in a science ship. I normally run GW3 on my DSSV, and Tyken's 3 on my RSV. They both can be very useful if used wisely, and in concert with other science abilities.
I'm not completely sold on the anomalies. Considering the skill point investment (Spatial Anomalies costing 500/pt), especially, every time I've used them they just felt sub-par in a kind of "why did I go all this way just to do that when hopping in an escort and blasting them to pieces would have taken far less effort and time" way.

Quote:
Originally Posted by Identiaetlos View Post
Scramble Sensors is something I have fun firing at Borg ships and then watching them shoot each other. I use it to give me and my team a break to heal up most of the time, or in the case of the Red Alerts, also help with bringing down cubes, probes and Unimatrix probes.
I always pack a BO with SS1 for KA, but I'm not sure there's any point to running SS2 in PvE.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-16-2011, 07:02 PM
Quote:
Originally Posted by Myrianne
I'm not completely sold on the anomalies. Considering the skill point investment (Spatial Anomalies costing 500/pt), especially, every time I've used them they just felt sub-par in a kind of "why did I go all this way just to do that when hopping in an escort and blasting them to pieces would have taken far less effort and time" way.



I always pack a BO with SS1 for KA, but I'm not sure there's any point to running SS2 in PvE.
You asked what I prefer. Those are my answers.

Spatial anomalies are worthwhile even if you don't have the points to spend, imo. Run higher aux and they will still do just fine. Ensnaring a target in grav well, or draining energy via Tyken's can lead to fast kills if timed with other abilities. It's user preference on whether you want to use those abilities at all. I'm sure there are other powers that can be used in the Commander slot that can be just as useful, but having tried things like Viral Matrix it just doesn't fit my playstyle.

Of the two, I really like Gravity Well 3 the best, simply because it's a hold + kinetic damage. Used with something like Target Subsystem Engines, Tractor Beam, Charged Particle Burst, Photonic Shockwave, or a friend with EWP, again it can lead to fast kills.

Both my science ships are outfitted for group play as well as solo, and both ships actively participate in PVP as well, so some of these abilities are used there. The Science captain that actively runs GW3 is specced completely into it and with a mid-to-high aux build I am very satisfied with the results.

The reason why I went over Scramble Sensors 2 over 1 is because I wanted another offensive science ability that would be useful against the Borg specifically, work while faced away from the target, and not share a cooldown with any spatial anomalies.

Since I opted for Hazard Emitters 2 on the ship equipped with this (tac/sci RSV), it was something I wanted to experiment with and worked out well actually. It was between this and Feedback Pulse, which some of my fleeties prefer over Scramble Sensors 2. Though, once one of my fleeties has the time to train one of my Boffs in HE3, it will go away in favor of that.

I will say in using Scramble Sensors 2, I do see a bit of an improvement over Scramble Sensors 1 and I actually prefer it over Feedback Pulse, but that is my personal opinion and preferred playstyle.

Running a tac/offensive sci build, I like watching enemies shoot each other, and the breather to heal up and go on the offensive.

What I find when playing science is that science abilities are exposes, placactes, and confuses and aren't necessarily things that will kill someone in one shot. They're best used in combination with other abilities, be they tactical, engineering or science abilities.

For example, my favorite opening strike with my DSSV:

Gravity Well + Target Subsystem Shields + Tractor Beam + Tac Team + HYT2

What I am doing there, is freezing my target and crushing its hull with a spatial anomaly, disabling its shields with my phaser arrays, preventing target from escaping the gravity well while continuing to crush its hull, buffing weapons, and launching torpedoes at the exposed hull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-16-2011, 08:16 PM
Quote:
Originally Posted by Identiaetlos View Post
You asked what I prefer. Those are my answers.
And they've been greatly appreciated; I only meant to discuss, not refute. I'm actually going to spend a bit of time on Tribble now trying out some of the things you've suggested.

Thanks for the replies.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-16-2011, 10:53 PM
Quote:
Originally Posted by Identiaetlos View Post
Since I opted for Hazard Emitters 2 on the ship equipped with this (tac/sci RSV), it was something I wanted to experiment with and worked out well actually. It was between this and Feedback Pulse, which some of my fleeties prefer over Scramble Sensors 2. Though, once one of my fleeties has the time to train one of my Boffs in HE3, it will go away in favor of that.
Btw, I should be able to train that here shortly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-17-2011, 10:40 AM
Quote:
Originally Posted by Myrianne
Btw, I should be able to train that here shortly.
No problem

Awesome. Honestly, I think this or Transfer Shield Strength 3 are the best things to run in this slot.

However, my comfort zone is with tanks and healers. Even in my escorts I am usually flying around dishing out heals when I can.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-19-2011, 07:02 AM
Quote:
Originally Posted by Myrianne
ES2 seems like it should work well with subsystem targeting, but is power drain really all that viable in PvE at all? Every discussion I've ever seen of power drain builds that I can recall has all been PvP PvP PvP *yawn*. Same goes for Tyken's Rift.
Subsystem targeting is even easier in PvE than against another player. NPCs seem to run with power levels set to the balanced preset (50 in all subsystems) so a fully specced Target Shields 1 with a couple of Multi Spectro Scanner consoles (at VA) will easily drain all the power from the shield systems. They don't run with any EPS or other power transfer buffs so it takes a few seconds but they will drop.
ES is just weak so probably best avoided, if you wanted to go with the power drain though Tykens will also drain power from all subsystems so used alongside target subsystems will decrease the time until shields (or any other targeted subsystem) fail. If you're running a full Sci ship like the Intrepid you can squeeze in 3 anomalies without causing cooldown problems, they also use the same skills so although expensive to skill into you can make them worthwhile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
09-19-2011, 10:36 AM
Quote:
Originally Posted by Militis View Post
Subsystem targeting is even easier in PvE than against another player. NPCs seem to run with power levels set to the balanced preset (50 in all subsystems) so a fully specced Target Shields 1 with a couple of Multi Spectro Scanner consoles (at VA) will easily drain all the power from the shield systems. They don't run with any EPS or other power transfer buffs so it takes a few seconds but they will drop.
ES is just weak so probably best avoided, if you wanted to go with the power drain though Tykens will also drain power from all subsystems so used alongside target subsystems will decrease the time until shields (or any other targeted subsystem) fail. If you're running a full Sci ship like the Intrepid you can squeeze in 3 anomalies without causing cooldown problems, they also use the same skills so although expensive to skill into you can make them worthwhile.
Yeah, I actually had a pretty good time with that and with GW3 and TBR3 on Tribble before finally deciding on just going back to face-melting with an escort. I much prefer the fun Sci skills and broadsiding with beams and circling my targets than having to aim my ship from a near dead stand-still and spam tactical skills, but it's just hard to argue with sheer DPS, especially when I'm still trying to finish off my "place first" Fleet Action accolades.
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