Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Noob Science Captain
05-03-2012, 08:04 AM
Hi Everyone! I have been reading the forums and finding some good info. I just started playing recently. I am leveling a science captain. Is there a right way to play science or a role? I'm confused by all the options out there. I am finally starting to learn how the skill planner works and it has been helpful, but I don't know how any of it actually works together in game. Any advice would be much appreciated.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-03-2012, 08:16 AM
Quote:
Originally Posted by igorvalentine
Hi Everyone! I have been reading the forums and finding some good info. I just started playing recently. I am leveling a science captain. Is there a right way to play science or a role? I'm confused by all the options out there. I am finally starting to learn how the skill planner works and it has been helpful, but I don't know how any of it actually works together in game. Any advice would be much appreciated.
i posted a thread asking players what "best" advice they would give to new or existing players. find that thread. a lot of good advice was posted. yahoo search is your friend.

welcome to the game and forum.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-03-2012, 09:33 AM
well science is mostly heal's and buff/debuffs, which means while you can either be overall average and do a little bit of everything, or descide if you want to be more of a healing or buff/debuff guy. its hard to know what a player likes before giving any advice on a "good build"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-03-2012, 10:24 AM
Thanks rdm1958. I found your thread very helpful and will make an entry myself.

Tenkari, i'm the do a little bit of everything kind of guy. However, I don't want to be average either, lol. I should probably play a little more before I can truly answer that question.

My struggle has been that I have spent more time on skillplanner, STO Wiki and the STO forums than actually playing the game. When I find some good info, I find myself questioning whether it is up to date or not. I think I will start a thread listing all the stuff I have found helpful.

Thank you to the STO community for helping me with my noob questions. I know other people have asked, but with all the changes that seem to happen, I feel like it is necessary to ask them again, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-03-2012, 10:52 AM
The thing about Science Captain is that you have to many choices. So the thing to to is to play around with different abilities. The nice thing is that you can change up virtually all of your Bridge Officer abilities at will. The things you can't will be the rare III versions of BOFF abilites. Some can only be gotten from random blue/purple BOFFs and other are only trainable by Captain with other professions (i.e. Engineering or Tactical).

so my advice is to play around with different BOFF load out as your currency permits. It's hard to do when first starting out, but by the time you are a high grade Commander or higher, you should currencies (i.e. Energy Credits and Bridge Officer XP) to really start exploring. And the nice thing for you character, if that you can change out your kits as you need to. So you can really play around as you are rewarded or by more kits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-07-2012, 10:00 PM
If you wish leveling at "maximun warp" on space pick a escort, full Double Heavy Cannons at fore and full turrets and atf.

If you wish leveling at "cruise speed" try the different ships and find your best "feeling" ship if you pick either escort or cruiser before than science, don't worry. (I go with cruisers)

You wil see a skill of your captain (subnucleonic beam) very usefull on PVP.

Try and try. Of course, several Boff will stay with you beacouse they are very usefull.

Science: polarized hull and Hazzar emiters.
Eng.: Emergency Power to Shield (x2)
Tactical. Tactical team (x2)

Eng teams and Sci teams are decent skils but you can do the same and more with another skills and they do a cooldown time from tactical team.... And tactical teams will safe your live.

Set Duty Officers (Doff) to active ground or space, They will be a significative help.

Raise the level of your Bridge Officers (BOff) just when you raise rank. Even when they can't use all of his skills on your ship, they will use on ground.

If you see red alerts on space sector, go in... don't tihink about it... just go

And of course, good luck.


Thanks to everybody for the fun, sorry for my bad english.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-08-2012, 05:37 PM
Quote:
Originally Posted by igorvalentine
Hi Everyone! I have been reading the forums and finding some good info. I just started playing recently. I am leveling a science captain. Is there a right way to play science or a role? I'm confused by all the options out there. I am finally starting to learn how the skill planner works and it has been helpful, but I don't know how any of it actually works together in game. Any advice would be much appreciated.
Science is a pretty versatile Captain choice.

Selecting your captain skills is probably not the best starting point though, as skill selection is largely dependent on your overall build. So you'll first need to figure out what your preferred playstyle/role is--Healer, Tank, DPS, Support, etc. Then you'll need to figure out what type of ship you want to be flying--Escort, Science Vessel, Cruiser, or Carrier; this is fairly dependent on the playstyle/role choice previously chosen. After that, you'll want to figure out your Bridge Officer (BOFF) setup and what abilities you'll be running; this is dependent on the previous two steps. Then, you can sort out your gear, and plan your skill point allocation properly.

Of course you don't have to do it in this way, but I would suggest it, as in this way you'll maximize your efficiency and effectiveness. You don't want to waste skill points or spec for something that doesn't work, after all, given the how costly respecing can be.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-23-2012, 12:47 PM
How much engine power should a science captain have?

Should I put skill points into starship engine performance?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-24-2012, 08:09 AM
Again, depends on what ship you fly. If a science vessel, I would say no. (however, do spec into Impulse Thrusters as they affect turn rate)

Science Captains in Science Vessels have some of the most diverse options in the game. You are the ONLY character that will have a "counter" to everything out there. Play with the bridge officer setups depending on what ship you end up with. And remember that some of them double. For example while Polarize Hull will disable all tractor beams on you, Jam sensors will disable a specefic targets tractor beam.

In addtion to the standard healer there is a control model and a damage/control hybrid model of play.

The controller uses his powers to control the enemy. Tractor Beams, Tachyon Beam, Repulsors, Shockwaves, etc...

The damage/control hybrid is what I play as and uses powers that have dual purposes such as Gravity Well, Tyken's Rift, Tractor Beam. However this model requires a lot of time and practice, practice, practice to develop as it requires micromanaging of power systems as well as subsystem targeting.

Welcome to the STO community!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-24-2012, 08:20 AM
There's also torpedo boat shield burner, a Sci build that specializes in draining enemy shields (taychon beams, Charged particle burst, tractor beams with shield draining). With this one you can easly take down enemy shields and then destroy it with torpedoes.

Try look for 'Interpid build' topic here on the forums.
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