I'm a recently returning player. I played when the game first launched but couldn't really get into it but have come back and have really been impressed with the changes the game has made. I'm basically at the point I'm going to resub because I'm having so much fun.
Having said that I'm working towards my first 50 and I'm having a lot of trouble tracking down a good Science/Science build for me, and I'm wondering if anyone could answer some of my questions.
I'm looking for a build for PVE (STFs). After playing around with some BOFF abilities (I'm only a Lt. Commander right now), I'm thinking going for a build that focuses control/healing. I'm really leaning towards getting a Caitian Carrier if that helps frame responses.
My best guess as for a BOFF setup would be something like:
Tactical: Tac Team (I) Attack Pattern Delta (I)
Engineering: Emer. power to Shields (I) Emer. power to Aux (II) Extend shields (II)
Science: Tractor Beam (I) Science Team (I) Transfer Shield (II) Polarize Hull (II) Hazard Emiters (III) x2 and Gravity Well (III)
I think my weak point is with Science Team and Polarize Hull. I feel like a 3rd root like a Tractor Beam (II) might make more sense.
I'm also not sure about what weapons I should shoot for. I'm thinking Beam array/Torp in the front to compensate for the carrier's turning and Turrets in the back.
Any advice on BOFF abilities and weapon loadouts would be much appreciated.
While I dont have any real experience with the kitty carrier, I do have an intrepid. I would suggest looking up Cygone's Intrepid build, as this is a very good science focused build, and there is a nebula build that looks good also.
Curious, in the skill planner link, you seem to have taken points in both Projectiles and energy weapons, which do you intend on focusing on? A science focusing on torpedoes can work well, as it allows you to set your aux to 120 and run low weapons power.
As a general tip, don't go above 6 for warp core potential, the last three levels literally net each system less than a full point of additional power.
I'm not sure that going above 6 for warp core efficiency is such a great idea, either.
Subsystem performance powers that add a few points of extra power are not THAT great either (the calculation is literally ExtraPower = StatPoints/10, so a level 9 (99 stat points) nets you 9.9 bonus power, and level 6 (84) nets you 8.4 bonus power). You may be able to use these points more effectively elsewhere, e.g. improvements to the hull.
Furthermore, I don't know why you're putting points into 'starship energy specialization' without putting any into 'starship energy weapons.' If you're set on torpedoes, you should probably put these points into the torpedo specialization skill.
Note my only science toon is gathering dust, so my science experience is VERY limited, but these tips are more general and hopefully will provide you with a bit more efficiency with your build.