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Jolan tru Captain!
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***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
im not a sci ship expert, but it looks like you intended to use torps, with the THY, but you didnt spec into torp damage at all. if your going to use VM, your proboly best off maxing decompilers too.
also consider this, the vesta can mimic the station setup of the intrepid, recon, nebula and deep space sci ship, and can have the same console set up as all 3 of them. the best bang for your buck vs geting the fleet version of any of those ships, is to get the vesta, that can be them and more. and also has a hanger, and can mount DHCs. its kinda to bad that the vesta made all those sci ships so irreverent. it could also have the LTC used for eng or tactical, so even more interesting possibilities there.
the only ships the vesta doesn't make redundant are the nova, ball ship and wells. those can all still have unique station setups it cant mimc
I was thinking about that actually... The Vesta seems like it could do this pretty easy as well.
Depending on how I was going to lay out the weapons I would have used torps on the 1st build, and all beams / turrets on the second one.
In game @kahn. Click my sig to see our fleet's website.
Very Rare Conn officer (for evasive maneuvers cd reduction) (if you want you can swap this out for a specialized fleet science doff if you like....)
Rare Shield Distribution Officer (very rare would be better)
Very Rare [Photonic] Conn officer
Very Rare Exocomp
here if you don't have at least 1 (two would be awesome) very rare Conn doffs that reduce cool down on tactical team, use two rare Conn doffs.
This setup is for heavy DPS and protection.
This setup has been tailored for Science-class captains.
This setup is, as DDIS would describe, a tac/sci build. Only difference is this also emphasizes heavy defense, with a focus on healing.
Torpedo spread I
Cannon: Rapid Fire I
Cannon: Rapid Fire II
Tactical Team I
Emergency Power to Shields I
Reverse Shield Polarity I
Directed Energy Modulation II
Emergency Power to Shields I
Auxiliary Power to the Initial Dampeners I
Transfer Shield Strength I
Hazard Emitters II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WEAPONS
FORE WEAPONS
Tetryon Cannon Mk XI [Acc]x2 [CrtH]
Tetryon Cannon Mk XII [Acc] [CrtD] [CrtH]
Tetryon Cannon Mk XI [Acc] [CrtH]x2
Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]
EQUIPMENT
Borg Deflector
Borg Engine
M.A.C.O. Resilient Shield Array Mk XII
AFT WEAPONS
Tetryon Turret Mk XII [Acc]x2
Tetryon Turret Mk XII [Acc]x2 [CrtH]
Tetryon Turret Mk XII [Acc]x2 [Dmg]
Kinetic Cutting Beam Mk XII [Dmg]x3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CONSOLES
(all regular consoles here are of RARE quality)
Universal - Graviton Pulse Generator (can be replaced with an extra
Engineering - SIF generator Mk XI
Engineering - Neutronium Alloy Mk XI
Engineering - Neutronium Alloy Mk XI
Universal - Battle Module 3000
Science - Emitter Array Mk XI
Science - Field Generator Mk XI
Tactical - Tetryon Pulse Generator Mk XII
Tactical - Tetryon Pulse Generator Mk XI
Rulse 62 Multipurpose Combat Console
LINK to full photo set for visual representation
(as for skill point build, you can modify the allocation of points, in accordance to your class - since those are what will also determine your innate abilities)
I was thinking about that actually... The Vesta seems like it could do this pretty easy as well.
Depending on how I was going to lay out the weapons I would have used torps on the 1st build, and all beams / turrets on the second one.
What DDIS said. For sic ships go Vesta or go home. Wells/korath is nice, if you consider them to be a realistic alternative. The orb weaver offers a healing heavy setup that i don't think the vesta can field. But the vesta's cannons, and pets should make up for it.
Until the next sci ship 3pc pack is release, no reason to bother with any other sci ships anymore.
ah yes, the orb is another non redundant sci ship, and a good one still i think. its turn is a bit low, so most have moved from it to a wells, a shame
Just don't make the mistake of selling the Fleet Science Ships short, they're pretty much top-to-bottom excellent... except maybe the Fleet DSSV.
The Vesta cannot mimic every possible Nebula layout, nor the Golfball (Fleet Research Science Vessel) or Nova (Fleet Science Vessel). That said, it and the Wells are the level-best choices... just not so far ahead of the other Fleet Sci ships you should feel obligated to buy them.
If you support Science Bridge Officer powers not being affected by Tactical Captain powers then you need to stop drinking the Kool-Aid.
If you think Tactical Captains in Escorts rule PvP you should call your local Poison Control Center immediately.
Just don't make the mistake of selling the Fleet Science Ships short, they're pretty much top-to-bottom excellent... except maybe the Fleet DSSV.
The Vesta cannot mimic every possible Nebula layout, nor the Golfball (Fleet Research Science Vessel) or Nova (Fleet Science Vessel). That said, it and the Wells are the level-best choices... just not so far ahead of the other Fleet Sci ships you should feel obligated to buy them.
the fleet DSSV strangely has the 5 sci consoles. would have made more sense and been consistent with the fleet gal and fleet defiant for the intrepid to have the 5 sci consoles. oh well, hardly maters with vesta existing.
i did mention in another post that the nova and golf ball still had a niche, and technically if you slotted a tac in the universal on the neb, that would be unique still.
so the sci ships in game that currently mater are
vesta
nova
hospital golfball
nebula, though vesta can basically do what it can do
orb
wells
DSSV, recon, intrepid have no reason to exist with vesta around. though i suppose the recon has 1 better turn then the vesta, but no dhcs or pet hanger.
the fleet DSSV strangely has the 5 sci consoles. would have made more sense and been consistent with the fleet gal and fleet defiant for the intrepid to have the 5 sci consoles. oh well, hardly maters with vesta existing.
i did mention in another post that the nova and golf ball still had a niche, and technically if you slotted a tac in the universal on the neb, that would be unique still.
so the sci ships in game that currently mater are
vesta
nova
hospital golfball
nebula, though vesta can basically do what it can do
orb
wells
DSSV, recon, intrepid have no reason to exist with vesta around. though i suppose the recon has 1 better turn then the vesta, but no dhcs or pet hanger.
That's it in a nutshell. The Intrepid and Rec Sci are still good, just not better than the Vesta, though I'd contend the Vesta's not too much better if Danubes were out of the picture (in all seriousness, who's idea was it to make CC powers on pets automatic and refreshed by launching new pets). All the Fleet Sci ships are moderately to (in the Nebbie's case) significantly tougher than the Vesta. Only the Nebbie and DSSV have worse turn rates than the Vesta. The F-Intrepid ties it, the F-Rec Sci and F-Golfball exceed it by 1, and the F-Nova, well, it's tied with the Wells at 15.
The main thrust of my point is that a person should not feel obligated to fly just the Vesta or Wells, they're top-dogs, but not by so much that you're strictly hurting yourself and your teammates by flying one of the other Fleet Sci ships.
Except, maybe, the Fleet DSSV. That ship is sadness-inducing. It comes off as a kinda of well-rounded Sci ship that doesn't really do anything that the other ones don't just out-sci it at (other than maybe having the biggest potential shield capacity in STO*).
*If you're spamming your Sci Ship's Sci Console slots with Field Gens, yes, you are doing it wrong.
If you support Science Bridge Officer powers not being affected by Tactical Captain powers then you need to stop drinking the Kool-Aid.
If you think Tactical Captains in Escorts rule PvP you should call your local Poison Control Center immediately.
Advanced strategies and tactics- ships and captain types
the thread has a lot of builds now, but its lacking on strategies for success. i think the boot camp touches on that, but im not involved and cant be sure. i'll touch on some basic truths about somethings from my point of view, what works and what you shouldn't bother with an all that.
eng/cruiser- the best use of an eng, and in a pug the best healer.
sci/cruiser- this is what you wont in an organized match for a healer. the extra set of sci debuffs with the cruiser heals can make a huge difference. the eng doesn't bring a whole lot to the team compared to a sci in that situation, partly why many consider the eng very underpowered.
tac/cruiser- this is a perfect fit on kdf cruisers, these can be escort replacements, that need much less healer attention. fed cruiser though outside of puging simply cant effect a target if there is any cross healing going on. its possible to get strong damage out of these, but its gradual damage, and gradual damage might as well be no damage.
eng/escort- worthless, aside from blowing through pve easier with your eng, this is a terrible combo. your weapons without tac buffs wont have the spike needed to effectively injure, and nadieon and EPS transfer are made irrelevant next to simple weapons power overcaping.
sci/escort- deals same damage as an eng, BUT you have the most powerful debuffs in the game. use an escort with a LTC sci and you can be especially dangerous, throwing VM, scan and nuk on someone can make them easy pickings. in a team environment you can never have to many of those 3 things when focusing on a target.
tac/escort- the obvious choice. best damage, and with all the passive heals you can run anymore, its not even that squishy. speed tanking with maxed out engine power and the rest in shields seems tankier then any other sort of tanking that involves out healing incoming damage.
eng/sci- no real synergy at all, just tankier. proboly most harmless combination possible
tac/sci- all the damage dealing sci skills deal ether a form of energy or kinetic damage, meaning tac captain tac buffs effect them. abilities like TBR, FBP, PSW, and an ISO charge console with as many particle jen consoles as possible are recommended. if your sci ship has a LTC eng, EWP1 is recommended too. its buffed by those tac buffs and particle gens as well. if you have a LTC tac, APO for sure, makes using TBR much easier and buffs damage a bit. transphasic torps for additional hull damaging is recommended, all these skill mainly damage hull too. like a tac cruiser, these are less effective as well in orginized teams, the cross healing can negate your effect and your presents means 1 less sci around for issuing debuffs
sci/sci- imagine your target is a ball, it is your job to juggle that ball so it is completely unable to respond. the sci/sci is not for killing primarily, it is for makeing a target so befudled that it is easy for others to kill. it does not mater that you deal next to no damage, if you make someone more killable you are invaluable.
sci/sci- imagine your target is a ball, it is your job to juggle that ball so it is completely unable to respond. the sci/sci is not for killing primarily, it is for making a target so befuddled that it is easy for others to kill. it does not matter that you deal next to no damage, if you make someone more 'killable' you are invaluable.
wiser [gaming] words have never been spoken....
P.S.how would you classify a Nebula that is tailored toward optimized recharging of boffs abilities? (that would perhaps include self-heals and a bit of level 2, or higher, sub-system disabling) - sci/sci? or something else?