I've got it the point where I can solo a side on KASE or defend the Kang all by my lonesome.
The soloing one side of KASE is impressive. Solo defending the Kang, not so much.
Only one healer is needed to protect the Kang. If more that two players are needed to protect the Kang, then that team is not doing it right, and will very likely loose not just the optional, but the entire mission.
I run the tac Vesta on my FED tac toon... she's epic in it.
+1 though I wish the main weapon was not limited to phasers....
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Shouldn't it be particle generators? It says graviton is for tractor beams and photonic shockwave.
Gravity Well Skill tends to cater towards pull / repel effects. High skill in this will make your Grav Wells pull ships from very long distance and jumble them around. Very, very handy.
Particle Generator Skill tends to cater to the damage effects. Whether it is from Grav Well damage (if any shields are dropped, watch out!), TBR, CPB effects on shields, etc.
Also, remember that TAC abilities amplify all damage done by your ship, namely Attack Pattern Alpha (player) and Omega (BOFF skill). Not just energy weapons and torps. Play it right, a TAC Captain can get pretty ridiculous on his dmg output with certain Sci abilities.
Right around the time of LOR, for kicks, I took my KDF TAC into a Vo'Quv Carrier to troll PVP. I loaded up Attack Pattern Omega 1, Feedback Pulse 3, maxing out Particle Generators, and some other survivability skills. Carriers tend to be magnets for attacks, which was what I was hoping for. Right when I sensed an alpha strike / decloaking strike was coming for me, I ensured high Aux Power, pop APO, pop Feedback Pulse 3, and pop defensive / resist / healing skills as I did so. High dmg alpha strikers would melt their hulls from the returned dmg, and a decloaker with massive spike dmg? They can kill themselves in less than a handful of seconds.
Since I was a TAC, I could rotated between APO or APA. Or, if I wanted to "make sure" I pop APO+APA along with the rest of the other stuff. The dmg returned to the attacker is noticeable and people will disengage, or kill themselves outright. (Caveat: This ploy only works on certain players. Seasoned PVP'ers will see the signs and avoid you. Less experienced ones will try to lay into you. This build is very good in deterrence and retribution, but very poor in team play since the build is completely "about you and only you")
The other benefit is that TAC Tactical Initiative will lessen BOFF skill cooldown. This is a very big deal for Science Skills, because its best ones tend to have very long cooldowns. Couple this with clever DOFF management, and you can see why I consider TAC Captains to be superior in performing damaging Sci abilities than Science Captains.