Lt. Commander
Join Date: Jul 2012
Posts: 168
# 1 ENG capt in a Sci, whoops!!
07-07-2012, 03:44 AM
Started playing with the intention of follow as closely as possible, the general ideal of Star Trek as a whole, which i saw as being an ENG captain in a cruiser.Having now played for a while have come to really enjoy my recon sci, esp her turn rate and abilitys. My problem is that i just cannot seem to get the mix right with weapons, abilitys, etc. What i am after is a build that covers all bases to a certain extent. Have read plenty on various builds and have tried to modify them to suit, but just cant seem to get the right mix-main issue being the right mix of boff skills.I am aware that she will never be a dps mega machine, but thats not what i am after, any mug can load up on dps and obliterate anything in their path in a nanosecond, but wheres the skill involved? I am not a die hard trekkie or anything, but i dont recall seeing ANY starfleet ship on any of the shows win by brute force alone...(admit that i have not seen every show though, so it may have happened).Elite STFs are a problem, and i dont want to let my team down , so any advice on a build that offers REASONABLE dps while retaining the essence of the sci would be appreciated, at the end of the day i want to earn my loot through skill, not by being the biggest gun on the block!!!!
( on a seperate note, am looking to form a fleet just for noobs, esp in the sydney time zone....i probably dont know more than i do, but want to help those just starting out before they quit, something i never had!!, am going to start with a new toon shortly to facilitate just such an idea, want to level up with my new guys rather than offer advice from above,mail me at landon@coldbeer72 if your keen).
Rihannsu
Join Date: Jun 2012
Posts: 625
# 2
07-07-2012, 08:48 AM
Well the conventional wisdom for a Science ship is to have it either strip the shields on a target with BOFF skills or in STF have it perform crowd control to give its buddies an easier time.

Depending on what class of science ship you have investing in dual beam weapons can help. Ships like the Intrepid can bring them to bear easily.

Quote:
Originally Posted by coldbeer72 View Post
I am not a die hard trekkie or anything, but i dont recall seeing ANY starfleet ship on any of the shows win by brute force alone...(admit that i have not seen every show though, so it may have happened).
http://en.memory-alpha.org/wiki/USS_Defiant_(2370)
My Romulan Liberated Borg character made it to Level 30 and beat the (old) Defense of New Romulus with the skill point bug.
Empire Veteran
Join Date: Jun 2012
Posts: 1,118
# 3
07-07-2012, 09:21 AM
Quote:
Originally Posted by coldbeer72 View Post
I am not a die hard trekkie or anything, but i dont recall seeing ANY starfleet ship on any of the shows win by brute force alone...(admit that i have not seen every show though, so it may have happened).
I think http://www.youtube.com/watch?v=w5FmSmyHaCI explains it a little better than http://en.memory-alpha.org/wiki/USS_Defiant_(2370)
Man is a gaming animal. He must always be trying to get the better in something or other.
Warning, this poster tends to talk nonsensically when caffine levels fall below 80%.
Lt. Commander
Join Date: Jun 2012
Posts: 234
# 4
07-07-2012, 12:45 PM
Cold beer, if you're flying a science vessel, then it will require more tinkering with the skillset to be effective than if you were flying an escort or cruiser; with those two, you really just need to focus on your health and dps skills, whereas science pretty much requires you sink lots of points into at least one main science power-affecting skill, such as particle generators. Now, I say this because the build I'm going to give you might not work that well with any other ship:

Ship--> Advanced Research Science Vessel, aka the Nebula, aka Space Manatee

Captain Powers--> Nadeon Inversion (mostly useless), EPS Power (more useful in giving to tac escort allies), Rotate Shield (good), and Miracle Worker (rarely used)

Bridge Officer Powers:
1.) Science Commander Station: Hazard Emitters I, Science Team II, Gravity Well I, Photonic Shockwave III
2.) Engineering Lieutenant Commander Station: Emergency Power to Weapons I, Emergency Power to Shields II, Aceton Beam I/Auxiliary to Structural II
3.) Engineering Lieutenant Station: Emergency Power to Weapons I, Emergency Power to Shields II
4.) Lieutenant Tactical Station: Torpedo Spread I/Tactical Team I, Torpedo Spread I
5.) Ensign Science Station: Hazard Emitters I/Transfer Shield Power I

Weaponry:
1.) Fore: One (1) Disruptor Dual Beam Bank, Two (2) Photon Torpedoes
2.) Aft: Three (3) Disruptor Turrets

Consoles:
1.) Engineering: Borg Console, Vent Theta/Nadion Detonator/RCS, Armor (+kinetic and +energy, name escapes me atm)
2.) Science: One (1) Field Generator, Three (3) Particle Generators (can run 4 instead if so desired, science shields are really nice)
3.) Tactical: One (1) +Disruptor damage, One (1) +Photon Torpedo damage, or Two (2) +Photon Torpedo damage consoles


Now, I won't bother getting into shield/deflector/engine, as I find that is generally up to preference, so I figure you'll find your own setup that works. This build, with 9 into particle generators, energy and projectile damage skills, can deal between 2.8-3.2k dps in a given STF for me, and I can always fiddle with skills depending on the group I'm in. Sometimes the group needs more hull than shield heals, so I'll toss on another hazard emitter; or, on maps where I don't need the immediate CC that vent theta provides, I'll use an RCS or Nadion Detonator console to increase my mobility/long-range CC/dmg.

This build is a variation of Cygone's own Nebula build, and I am still tweaking things here and there as I discover my niche in my fleet's STF runs. But, not only is this thing fun to fly, but I can tank, debuff, and dps very well...moreso than most cruisers I fly with, tbh. Now, you'll probably only have the Recon Science Vessel or the Deep Space Science Vessel available to fly, so you'll have to tweak the build accordingly. But really, science vessels shine well with builds based around torpedoes, and if you can get your dps around 3k+, you'll be a bigger asset to your team than most cruisers.
Lt. Commander
Join Date: Jul 2012
Posts: 168
# 5
07-08-2012, 01:47 AM
Thanks for the comments guys, think i am going to gravitate towards a shield stripping type build, but would like to retain a bit of cc or heal as secondary skills.
In that regard, do tetryon beams make any real difference to shield stripping over other types(am currently running antiproton dbbs)

If they do was thinking of going with this for weapon setup-

Fore- 1x tetryon dbb
2x Quantum torps( or other recommended type)

Aft- 2x tetryon turrets
1x tricobolt launcher( for a big dps hit after the sheilds are down)

I presume i would be better to equip consoles to boost the torps rather than the beams for a bigger dps hit?

Any thoughts on this plan will be much appreciated
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