Ensign
Join Date: Jul 2012
Posts: 18
I'm a science captain and have been respeccing pretty often to try out different powers and ships. I'd like the flexibility to switch back and forth between ships without a skill respec, so I've tried to come up with a versatile build that's pretty decent at most things. I have 13,500 more points to assign and would appreciate some suggestions as to how to spend them.

http://www.stoacademy.com/tools/skil...enceGeneric1_0

I am mostly looking for something that will see me through elite STFs. My previous build works fine for an escort, but lacks in areas that let me try out fun science powers. I don't need perfect performance, but I want to make sure I'm not missing anything obviously important also.

Thanks for any advice!
Career Officer
Join Date: Jun 2012
Posts: 161
# 2
01-27-2013, 06:26 AM
Some similarities to my Sci's spec:

http://www.stoacademy.com/tools/skil...estaDrain_1751

I fly:

Vesta - general solo/STF drain
Mobius - solo/STF dps
Wells - heal/drain
Odyssey - heal/tank

I don't think a number of skills where you have points are good investments for PvE/STF.

Stuff I'd skip (i.e. zero-out) in your build:

Driver Coil
Subsystem Repair
Power Insulators
Inertial Dampeners
Subspace Decompiler
Willpower (Ground)

That would free up 40.5K space points and 7.5K ground

Skills that should be maxed out, IMO, but aren't:

Starship Weapons Training
Hull Repair
Shield Emitters
Shield Systems
Structural Integrity
Targeting Systems
Weapon Proficiency (Ground)

These will require 33K space and 3K ground.

So (taking into account your 13.5K unallocated space) that gives you 21K space points to allocate to taste, and 4.5K ground points to shuffle around.

I'd probably put an additional 9K each into Weapon and Aux performance, and 3K more into Attack Patterns, if you use an Escort much.

Thus:

http://www.stoacademy.com/tools/skil...SciAdvice_1751
Empire Veteran
Join Date: Jun 2012
Posts: 580
# 3
03-01-2013, 04:11 PM
Quote:
Originally Posted by lagunad View Post
Some similarities to my Sci's spec:

http://www.stoacademy.com/tools/skil...estaDrain_1751

I fly:

Vesta - general solo/STF drain
Mobius - solo/STF dps
Wells - heal/drain
Odyssey - heal/tank

I don't think a number of skills where you have points are good investments for PvE/STF.

Stuff I'd skip (i.e. zero-out) in your build:

Driver Coil
Subsystem Repair
Power Insulators
Inertial Dampeners
Subspace Decompiler
Willpower (Ground)

That would free up 40.5K space points and 7.5K ground

Skills that should be maxed out, IMO, but aren't:

Starship Weapons Training
Hull Repair
Shield Emitters
Shield Systems
Structural Integrity
Targeting Systems
Weapon Proficiency (Ground)

These will require 33K space and 3K ground.

So (taking into account your 13.5K unallocated space) that gives you 21K space points to allocate to taste, and 4.5K ground points to shuffle around.

I'd probably put an additional 9K each into Weapon and Aux performance, and 3K more into Attack Patterns, if you use an Escort much.

Thus:

http://www.stoacademy.com/tools/skil...SciAdvice_1751
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Ensign
Join Date: Jul 2012
Posts: 18
# 4
03-06-2013, 06:54 PM
Thanks for the response. Took awhile to get back to it, but I know a little more about the game now, too, so maybe it's for the best. A couple of questions regarding your suggestions:

1. Are inertial dampers, subsystem repair, power insulators, and willpower all just completely useless? Like, it seems like it was a good strategy to just divest a few points for 3 ranks apiece as insurance against randomly getting hosed by various abilities. It's hard to tell if I actually get something out of them or not, though.

2. What's the thought behind starship sensors? Do we have regular targets against whom having improved sensors assists?

3. What are your thoughts on 3 points in Threat Control for the resist bonuses? I seem to get agro pretty easily anyway, so maybe another 4.9% resist all would help?

4. Just more of a comment then a question, which is that I know Driver Coil isn't very loved, but I very frequently appreciate the higher minimum power levels during full impulse.
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