Ensign
Join Date: Oct 2012
Posts: 12
# 671
04-02-2013, 07:06 PM
Hey guys I've been flying this ship for a while now, and it works quite well on shield stripping even though it doesn't get enough credit.

Fleet Recon Sci

Fore: 3x Quantum Torps [Acc]x2 [CrtH]
Aft: 1x Phased Tetryon Beam [Acc]x2, 1x Quantum Torp [Acc]x2 [CrtH], 1x Tachyon Mines

Adapted MACO Deflector
Adapted MACO Engines
MACO Shields

Neutronium, Rule 62 Console
4x Flow Capacitors
3x Quantum Zero Point, 1x Warhead Yield

TT1, Dispersal Beta 1
TT1

EptS1, EptS2
TB1, TSS2, Tachyon3, CPB3
PH1, HE2, Tachyon3


Doffs : 3x Torps (recharge), 1x Tachyon Beam Doff (Turn rate debuff), 1x Tractor Beam Doff (drain shields)

Alt sci boff layout:
TSS1, TSS2, Tractor3, CPB3
PH1, HE2, Tractor 3


Alt doff layout:
3x Torp (recharge), 1x Tractor Beam doff (drain shields) , 1x _________

Last edited by babyfacez; 04-08-2013 at 07:44 PM.
Lt. Commander
Join Date: Jul 2012
Posts: 197
I think it's time I wrote up my sci oddy pug healer; it's time we got some more healboats in the queues! This is a little different from Mav's sci oddy build; it focuses entirely on healing, almost to the detriment of everything else

Here's the link, where you can also see skill point distribution: http://skillplanner.stoacademy.com/?...ddypughealer_0. The important stuff's below.

Captain class: Engineer
Ship: Odyssey Science Cruiser

Bridge Officer Abilities:
TT1, TT2
EPtS1, AtSIF1 / ExS1, ExS2, AtSIF3
EPtS1
ST1, TSS2, TSS3
HE1, HE2

Shields: MACO
Deflector: Borg
Engines: Borg

Doffs: 2xShield Distribution Officers, 3xDamage Control Engineers (AtSIF variant)
Alternate: 3xShield Distribution Officers, 2x your choice. Nurses can be helpful.

Consoles:
Engineering: 4x Neutronium Mk XI
Science: Field Generator Mk XI, 3xEmitter Array Mk XI
Tactical: Assimilated Module, Photonic Displacer

Power Settings:
25/65/25/85 (Nominal)
46/96/46/115 (With no buffs)
46/115/46/115 (With EPtS1)
56/125/56/125 (With EPtS1 + MACO boost)

Disclaimer: You will not do any damage in this setup. Your only job and the only thing you will be capable of doing is to try and save the puggers that have been blessed with you. If you do manage to score a kill, proclaim it far and wide in OPvP!

WARNING: Incoming wall 'o text!

This build pretty much stems from the observation that, due to the Engineer's built-in self heal abilities, the Engineer is naturally fit for the role of pug healer: sending out a lot of heals while expecting none in return. And that's exactly what this build does: be the (mostly?) invincible bastion of support, propping your team up and giving them a fighting chance in the arena.

Some key features:

1) Double Tactical Team
As a pug healer, you'll need to cover for silly puggers who don't know how to balance their shields. Oftentimes, your teammates have shields, but they can't use them effectively. That's what the double Tactical Team is for; you'll sending them out almost constantly to allies that are being focused to do their shield redistribution for them. This will make your shield heals far more effective, and help keep them alive.

Use TT whenever you or your wards need it; two copies ensures that you'll almost always have one to throw around.

2) AtSIF + HE, not ET
Given that you're going to be throwing TTs around as soon as they're available, you don't have much flexibility to run other team abilities. Hence, ET and ST (covered later) are less attractive, so much so that I've removed ET from my build entirely. Don't worry, you still have plenty of hull heals. At high aux power, your AtSIF3 is almost as powerful as an ET3 while also providing strong resistance for 10s; the damage control doffs can nearly double the total hull heals that AtSIF3 provide, if they proc. HE provides large hull healing over time, while also clearing DoTs and freeing teammates from warp plasma and Theta.

Toss AtSIFs around liberally to patch up holes and boosts resists in preparation for an incoming alpha, or to save an ally from imminent destruction; use the HE's for people who aren't in immediate danger and/or need DoTs cleared.

If you feel like you absolutely need an ET3, then swap the AtSIF1 for an ExS1, and swap the ExS2 for an ET3.

3) 2xEPtS1
You'll be cycling 2xEPtS1 for the strong shield resist bonus and extra power that it gives, as well as to keep your shields topped off when you're not under fire so that you won't need to waste team heals on yourself. Plus, it'll keep your shield power up, boosting the effectiveness of ExS.

Cycle EPtS to always keep it active. Unless you're under focused fire, you won't need another shield heal for yourself.

4) 2xTSS + ExS, but only ST1
Again, your TT cycle makes relying on ST for shield heals unattractive. However, you'll still need to carry ST1 in order to clear SNB debuffs on yourself or your allies. Instead of ST, you'll be cycling TSS as your major source of shield heals, and you have ExS in order to support a teammate under focused fire.

Stagger your EPtS and TSS activations (activate EPtS, 15s later throw a TSS, then 15s later activate the second EPtS, then 15s later use the other TSS). This will allow you to easily switch to an efficient self-heal cycle if you are focused. Use ExS to support allies who are being focused, or to keep shields strong on your secondary heal target.

Other Notes:
With these abilities, you should be able to keep your pug teammates alive under most conditions. Also, you'll be able to use almost all of these abilities on yourself if you do come under fire. Neutronium armor will increase the time you'll survive until you can use your heals on yourself, giving you added peace of mind. (If you're feeling particularly secure in your own survivability, you can swap the armor out for SIF generators.) You won't generally need to activate BFI or use RSF under most circumstances; you can keep those in reserve for emergencies -- or SNBs, as described below.

In addition, note that all of the resist skills have been maxed out. (Even Sensors!) This is so that you'll almost never have to waste a clear on yourself; for the most part, you can just sit still and tank any debuff thrown at you. (Grabbing an all-human bridge crew will be definitely helpful for keeping your subsystems up.) Combined with your massive self-healing ability, you won't need to carry many of the standard escape abilities (PH, AtID, PSW, etc.), allowing you to focus even more on healing yourself and your allies.

Surviving SNBs:
In pugs, you can't rely on heals from others, especially in the critical moments right after you've been SNB'ed. That's why this build is also set up for strong resilience, which will hopefully allow you to survive multiple SNBs without any backup.

First of all, note that the build has two copies of most healing abilities. I've found that this means that, even if you're SNB'ed in the middle of my heal cycle, you'll get at least one copy of EPtS, TSS, and HE that remains on the expected same-copy cooldown. (i.e. you'll have a shield heal in 15s or less, an HE within 30s, and perhaps an AtSIF sooner.) This means that you won't be dead in the water when an SNB hits; you just need to survive until these heals come off of cooldown.

Because you aren't using ST for your primary shield heals, you'll probably have it available when the 1st SNB hits. Hit it as soon as it comes off cooldown to bring your abilities back up to speed. Unfortunately, you likely won't have it available for the 2nd or following SNBs; the stealth abilities will be useful here to escape and wait out the cooldown delays.

Your major challenge will be to survive until your heals become available. This means activating one or more emergency heals to keep yourself going for a few moments. I've set up my build with four "oh crap!" buttons; hopefully you won't need to activate more than one for each SNB, and they'll recharge before you're next SNB'ed.

1. BFI + RSF:
This is your primary go-to button, and the main reason why Engineer is one of the best classes to play the pug healer. BFI will usually instantly refill your shields, and RSF will keep the shields up. Your main challenge will be to distribute your shields fast enough so that no facing goes down.

2. MW + Eng Fleet:
This is your backup button, again courtesy of the Engineer class. Hopefully your enemies have blown most of their attack buffs by the time you have to hit this; this combo will give you a few extra seconds that could allow you to hit more of your heals if you have them.

3. Evasive Maneuvers + Engines Battery + Photonic Displacement:
If you don't feel like you can tank the incoming damage (or if ST is on extended cooldown), use this combo to run away. You can usually escape most tractor beams with EM + Eng battery to run out to 5km, and use Photonic Displacement to hide and wait out the remaining cooldowns on your heals. Remember that APB, FOMM, APD debuff, and Sensor Scan will keep you visible; run far enough away from pursuers so that they lose track of you.

4. Deuterium Surplus/Ramming Speed + Quantum Singularity Manipulation:
If you've hit all your other emergency buttons, this is your final hope. QSM has an incredibly long cooldown, but it'll provide a (almost?) perfect cloak. Make your getaway, and hope that you'll have heals by the time it wears off.

Usually these four emergency buttons help me survive one or two SNBs in a row. With luck, three SNBs are survivable by judicious use of Photonic Displacement; if you're hit with 4 chained SNBs, pop everything and pray that the RNG deems your life worth preserving.

Using your weapons:
Let me repeat this again: you will NOT do any significant damage in this setup. See those turrets? See the rainbow loadout? That should give you an idea of exactly how important DPS is to this build.

Your weapons will be useful primarily for dealing with mine and heavy torpedo spam. Set your weapons to autofire, allow targeting of NPCs, set your HUD options so that your weapons fire without having an enemy targeted, and that should cover most of what you'll be doing. If you're good at micromanaging, you can experiment with manually selecting mines/torpedoes/pets, but it's not anywhere close to a major focus of this build.

Concluding Thoughts:
Hopefully this write-up has detailed the main points of building a pug healboat, as well as some helpful ability combos that will allow you to survive with little to no outside assistance. Remember, this build is focused solely on healing your teammates, with particular focus on supporting pug teams. If you're planning on doing DPS or control, this isn't the build for you; however, if giving pugs a chance at surviving and needlessly prolonging matches while being an (almost) unbreakable tub is your idea of fun, this'll be perfect for you!

tl;dr: This build:
  • Heals? Yes!
  • Survivablity? Definitely!
  • Damage? Control? Blasphemy!
  • Annoying to go up against? Possibly.
  • Satisfying to do right? Incredibly.

I hope people find this build helpful! I look forward to hearing comments/suggestions if people have any!
Career Officer
Join Date: Jun 2012
Posts: 376
# 673
04-05-2013, 06:38 AM
Quote:
Originally Posted by renimalt View Post
I think it's time I wrote up my sci oddy pug healer; it's time we got some more healboats in the queues! This is a little different from Mav's sci oddy build; it focuses entirely on healing, almost to the detriment of everything else

........

I hope people find this build helpful! I look forward to hearing comments/suggestions if people have any!
You can also check my corsair build. it has the same boff setup, but instead of 2x TT1, 1x ST3 with lab doffs making it 2x ST3. Everybody runs TT, so better use ST. Doing that, makes your LT tac free for other things, like BFAW to clear spam (preventing damage is also "healing"). I use also 2x TB1 to slow escorts as means of crowd control.
Empire Veteran
Join Date: Jun 2012
Posts: 6,628
# 674
04-07-2013, 04:11 PM
jeeze, how did i not notice these posts

Quote:
Originally Posted by babyfacez View Post
Hey guys I've been flying this ship for a while now, and while it works as intended I feel something is missing. Could you guys take a look?

Fleet Recon Sci

Fore: 3x Quantum Torps [Acc]x2 [CrtH]
Aft: 1x Phased Tetryon Beam [Acc]x2, 1x Quantum Torp [Acc]x2 [CrtH], 1x Tachyon Mines

Adapted MACO Deflector
Adapted MACO Engines
MACO Shields

Neutronium, Rule 62 Console
4x Flow Capacitors
3x Quantum Zero Point, 1x Warhead Yield

TT1, Dispersal Beta 1
TT1

EptS1, EptS2
TB1, TSS2, Tachyon3, CPB3
PH1, HE2, Tachyon3


Doffs : 3x Torps (recharge), 1x Tachyon Beam Doff (Turn rate debuff), 1x Tractor Beam Doff (drain shields)
ah, the classic shield stripper. had any luck with it? its pretty difficult to get shield striping to do a whole lot anymore. with TB doffs and tach mines, it might just work better then people give it credit for. try TB3 maybe, the doff drains more with higher grades of TB. i'll add to TOC
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Empire Veteran
Join Date: Jun 2012
Posts: 6,628
# 675
04-07-2013, 04:12 PM
Quote:
Originally Posted by renimalt View Post
I think it's time I wrote up my sci oddy pug healer; it's time we got some more healboats in the queues! This is a little different from Mav's sci oddy build; it focuses entirely on healing, almost to the detriment of everything else
oh good! renims heal hax in print! proboly the best eng pug healer that still loges on anymore, if you want to be a good healer follow this advice

Quote:
Originally Posted by rudiefix1 View Post
You can also check my corsair build. it has the same boff setup, but instead of 2x TT1, 1x ST3 with lab doffs making it 2x ST3. Everybody runs TT, so better use ST. Doing that, makes your LT tac free for other things, like BFAW to clear spam (preventing damage is also "healing"). I use also 2x TB1 to slow escorts as means of crowd control.
lol, its practically a meme at this point to suggest renim role a kdf and get a fleet corsair
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Ensign
Join Date: Oct 2012
Posts: 12
# 676
04-08-2013, 06:27 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
jeeze, how did i not notice these posts



ah, the classic shield stripper. had any luck with it? its pretty difficult to get shield striping to do a whole lot anymore. with TB doffs and tach mines, it might just work better then people give it credit for. try TB3 maybe, the doff drains more with higher grades of TB. i'll add to TOC
It's actually pretty fun to fly, and it strips off shields quite decently too. Switching tachyons for tractors is a good idea, gonna add that in as an Alt option.

Last edited by babyfacez; 04-08-2013 at 07:42 PM.
Career Officer
Join Date: Jun 2012
Posts: 158
# 677
04-09-2013, 01:16 AM
Hey guys, a quick question for you all... I have a 2nd Science character that I use for fun and as a way to try interesting things. She acquired a JHEC recently. Would the double A2B build used for the Vet Destroyers work, or should I stick to being a Sci in my RSV?

Here's what I'm thinking as a build:

Skill Planner

Edit: Forgot about my DOffs; 3x Technician, 2x BFI (Purples)

Tim
Quote:
Originally Posted by zer0niusrex View Post
-Sela now has a cape.
-She'll be starring in a 3-part miniseries on the Elements Network (Entertainment for Romulan Women) called "How Sela Got Her Cape Back". It's a feel-good story about women's empowerment and the importance of a good wardrobe for military leaders.

Last edited by tmichc; 04-09-2013 at 01:43 AM. Reason: Edit: DOffs!
Captain
Join Date: Nov 2012
Posts: 585
# 678
04-09-2013, 09:17 PM
Quote:
Originally Posted by tmichc View Post
Hey guys, a quick question for you all... I have a 2nd Science character that I use for fun and as a way to try interesting things. She acquired a JHEC recently. Would the double A2B build used for the Vet Destroyers work, or should I stick to being a Sci in my RSV?

Here's what I'm thinking as a build:

Skill Planner

Edit: Forgot about my DOffs; 3x Technician, 2x BFI (Purples)

Tim
It's not that putting your Sci guy in the JHEC is a problem, it's more that putting your Sci guy in a JHEC and tanking the usefulness of your main damage multiplier (Sensor Scan) and one of your main panic buttons (Scattering Field) is probably not a great idea. YMMV, I suppose, but it just seems to me that putting Aux2Bat on a carrier with a Sci Captain all together loses more than it gains in capability.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Captain
Join Date: Jun 2012
Posts: 1,015
# 679
04-10-2013, 06:15 AM
Quote:
Originally Posted by tmichc View Post
Hey guys, a quick question for you all... I have a 2nd Science character that I use for fun and as a way to try interesting things. She acquired a JHEC recently. Would the double A2B build used for the Vet Destroyers work, or should I stick to being a Sci in my RSV?

Here's what I'm thinking as a build:

Skill Planner

Edit: Forgot about my DOffs; 3x Technician, 2x BFI (Purples)

Tim
Quote:
Originally Posted by thegrimcorsair View Post
It's not that putting your Sci guy in the JHEC is a problem, it's more that putting your Sci guy in a JHEC and tanking the usefulness of your main damage multiplier (Sensor Scan) and one of your main panic buttons (Scattering Field) is probably not a great idea. YMMV, I suppose, but it just seems to me that putting Aux2Bat on a carrier with a Sci Captain all together loses more than it gains in capability.
You can do it, and do it well, potentially. A2B, pets, and Super Scans (125 aux Sensor Scans) all require micromanagement, so putting all 3 on 1 build is going to be demanding.

My personal opinion is that 2 purple technicians are enough. Shorter abilities like CRF will be a few seconds short of horizontal but the longer ones like RSP and DEM will get the same benefit from 2 purple tech doffs as they do from 3.

In the place of that 3rd tech doff slot a quartermaster battery cd doff. Blues are cheap after the last run on the doff pack and I think purple would be overkill anyway. This is going to give you the aux batt when you need it for SS and SF.

On your build in general, I've dropped EPTA on my double A2B builds, especially with a battery doff. EPTE or EPTW is up to you. Also I start with DEM (and Marion) and only switch RSP in if I can't stay alive.
Career Officer
Join Date: Jun 2012
Posts: 158
# 680
04-10-2013, 11:47 AM
Quote:
Originally Posted by redricky View Post
You can do it, and do it well, potentially. A2B, pets, and Super Scans (125 aux Sensor Scans) all require micromanagement, so putting all 3 on 1 build is going to be demanding.

My personal opinion is that 2 purple technicians are enough. Shorter abilities like CRF will be a few seconds short of horizontal but the longer ones like RSP and DEM will get the same benefit from 2 purple tech doffs as they do from 3.

In the place of that 3rd tech doff slot a quartermaster battery cd doff. Blues are cheap after the last run on the doff pack and I think purple would be overkill anyway. This is going to give you the aux batt when you need it for SS and SF.

On your build in general, I've dropped EPTA on my double A2B builds, especially with a battery doff. EPTE or EPTW is up to you. Also I start with DEM (and Marion) and only switch RSP in if I can't stay alive.
Ah cool, thanks RR! Was kinda hoping you'd give me some hints in the new and exciting world of A2B (I have read your post on it, which is where I got the thought for it).

Grim, I agree, it will take a lot of micromanagment to ensure that I'm getting everything done right. My main thought is that using Scattering Field and/or Sensor Scan before I hit A2B would be the way forward. If my aux is low at that point, then I can just slam in an aux battery to give it a temporary boost. As it is, the 'slosh' from the systems back to Aux is usually enough that I don't get an awkward 'Aux Offline' moment. I'm not the best with it at the moment (she's currently swanning about in her sci ship as I seem to be Pugging with no scis recently) but I'm hoping to use my Fleeties to practise on and make her better.

Thanks for the input guys! Now if I could just work out where my Bug build is failing me...

The build in question: My main character

I don't know what it is, but I just seem to be failing with it at times, and seem to have a lower damage output compared to a few team mates. DOffs: 1x Hamlet, 2x Attack Pattern, 2x EPtX reduction (all purples)

Any suggestions as to where to improve for the full min/max potential?

Tim
Quote:
Originally Posted by zer0niusrex View Post
-Sela now has a cape.
-She'll be starring in a 3-part miniseries on the Elements Network (Entertainment for Romulan Women) called "How Sela Got Her Cape Back". It's a feel-good story about women's empowerment and the importance of a good wardrobe for military leaders.
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