Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-04-2011, 01:23 PM
Quote:
id personally still drop the tact team and either take another subsystem tartget 1 or a torp high yeild/spread.

since damage is not your objective id reroute the weapons power to aux. and id definatly drop the dual beam banks and take either 4 beam arrays, the tric torp and a regular torp. or a regular torp and a tric mine.

or if your really want just to be a support player, take 4 turrets. that way you get the maximum amount of proc chances no matter what angle your attack is from.
i only have one torpedo, the tricobalt, so torpedo powers would not work

i dont use tric mines because they never last more than a few seconds

a science build with turrets wouldn't work, because I would lose my target subsystems.

i'd love to spare the weapon power to sustain that many beams at once, but i can't. right now, as i understand it, the chance of a target subsystem to work is tied to weapon power? i'm trying to free up as much weapon power as possible, but it is difficult not to gimp myself in other areas.

i've done some testing, and the 2 dual beam banks does more dmg than four beam arrays. I'm not 100% sure my test was accurate though, so if someone has more reliable numbers feel free to post them
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-04-2011, 01:55 PM
I'd like some clarification on whether or not weapon power has an effect on target sub systems. I would have thought six would effect it if anything.

Also, in his full support build suggestion I'd assume he meant for the four turrets to compliment abeam up front and probably behind. With four possible power settings I would think that your main would be something like:

25
50
25
100

Then if you ever needed you'ld swap to a setting with 100 weapon power. Anything less just seems to sacrifice too much that could be better used allocated to another system. I'm not in a sci ship though so these are merely assumptions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-04-2011, 02:55 PM
as far as i know, weapon power oinly effects damage, nothing else. it doenst increase the chance of a proc, it doesnt increase the chance of a hit and it doesnt increase the power drained when useing a target subsystem.

right, the idea with 4 turrters would be a tric launcher and 1 beam array. or dropping the tric launcher altogether and usinbg the 4 turrets and 2 beams.

ideally though only using a single tric torp launcher and no other torps is severly limiting what you can support wise i feel. if anything take a chrono torp with a high yeild 1 in the rear so when you do your drive by you can slow them down for another pass or something.

most people though would use a chrono mine but you said you dont like mine spam so i hvnt suggested that.

its also starting to sound like you want to do damage with that single tric torp since youve mentioned it several times and if thats the case then you need to go with a completely different build and no be a hybrid healer/cc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-05-2011, 01:34 AM
Weapon Power Level only affects the damage output of an energy weapon (be that a Beam, Cannon, or Turret), it neither affects the proc chance of those weapons, nor does it affect the effectiveness of the Beam: Target Subsystem X abilities, as both of those things are calculated independently of the weapon's damage dealing.

For a CC/sub-Healer, using a Tricobalt Torpedo (or two) as a primary damage source is a viable strategy, but the OP's build would need considerable tweaking to make it viable. For starters, shield draining abilities (CPB and Tach Beam, primarily) would need to be factored into the build, when used in conjunction with control abilities like Tractor Beam and Scramble Sensors, the Tricobalt can be a tremendously effective weapon.

The other advantage of using torpedoes as your primary damage source (again, this is primarily viable in a team environment, mostly PvP, though it 'can' be employed in PvE... It simply takes MUCH longer...), is that torpedoes do not require Weapon Power at all to retain their maximum effectiveness, thus, sparing yourself the skillpoints in supporting them.

Additionally, since the Beam: Target Subsystem X abilities are also independent of Weapon Power, it strongly benefits you to spec into their respective skills (Operations, Sensors, Sensor Array) and be sure to use the free Tier-1 versions that come on every Science Vessel.

I love to use the Intrepid-Retrofit, both for its visual beauty, and for its BOff-layout... One of the builds that I commonly employ, which fits this idea:

BOFF-LAYOUT:

Science:

Commander:
  • Charged Particle Burst 3
  • Hazard Emitters 3
  • Scramble Sensors 1
  • Science Team 1

Lt. Commander:
  • Tachyon Beam 3
  • Transfer Shield Strength 2
  • Tractor Beam 1

Ensign:
  • Tractor Beam 1

Engineer:
  • Emergency Power to Shields 2
  • Emergency Power to Shields 1

Tactical:
  • Beam: Target Subsystem X 2
  • Tactical Team 1 (when in PuGs) / Beam: Target Subsystem X 1 (when in Pre-made)


WEAPONS:

Fore:
  • Tricobalt Torpedo Launcher
  • 2 x Polarized Tetryon Beam Arrays Mk VIII

Aft:
  • Tricobalt Torpedo Launcher
  • 2 x Polarized Tetryon Beam Arrays Mk VIII

For the weapons, I have a Tric launcher fore and aft, so I have one available every 30 seconds, and with the dual Tractor Beams, I rarely have trouble getting swung around to hit a vulnerable target... The Polarized Tetryon Beam Arrays are only Mk VIII, but they have a 10% proc rate, which, as mentioned earlier, is independent of the Weapon Power Level. (NOTE: These weapons are available in both Beam Array and Dual Beam Bank form, as a reward for Mission Replay of 'The New Link' mission, in Cardassian space.)

Power Slider Settings: 25 / 50 / 25 / 100 (I don't have the numbers in front of me, but this gets roughly to a modified 33 / 83 / 58 / 124.)

If you have any questions about this, feel free to ask here or in-game,
-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-05-2011, 05:30 AM
Hey, BRJ... Your build needs more Shockwave and more Aux2Dampeners. Okay, maybe it doesn't need it, but it would get closer to my Intrepid build. And of course, I don't use such unusual weapon... Would have never occured to me..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-05-2011, 05:33 AM
On the note of target subsystems, it is worth knowing they are boosted by both Sensor Scan and I believe the innate Sensor Analysis targeting skill that science ships now have.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-05-2011, 01:03 PM
thanks for all the replies guys. I've lowered my weapon power and managed a lot better heals and support than usual

i will say that, sadly, most fed pugs do not have an escort or have an.... inferior one. The tricobalt torpedo more often than not is the only way my team manages a kill.

i've switched my weapons to 2 tricobalt torps in front, a rear chroniton torp, 4 beam arrays and, though i hate it with a passion, a chroniton mine in back.*

switched a bunch of my BO skills for 2 copies of tss, 2 has, 2 sci teams, and scramble.

i'm also thinking of switching to borg equipment and the reman shield; any thoughts on that over aegis?

*planning on using these new tractor mines if I can
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-05-2011, 09:31 PM
Quote:
Originally Posted by OVERLOURD
thanks for all the replies guys. I've lowered my weapon power and managed a lot better heals and support than usual

i will say that, sadly, most fed pugs do not have an escort or have an.... inferior one. The tricobalt torpedo more often than not is the only way my team manages a kill.

i've switched my weapons to 2 tricobalt torps in front, a rear chroniton torp, 4 beam arrays and, though i hate it with a passion, a chroniton mine in back.*

switched a bunch of my BO skills for 2 copies of tss, 2 has, 2 sci teams, and scramble.

i'm also thinking of switching to borg equipment and the reman shield; any thoughts on that over aegis?

*planning on using these new tractor mines if I can
2 + 1 + 4 + 1 = 8? ... You've got an Intrepid with 8 weapon slots?! Me want!... (LOL, I know it's probably just a mis-type in there somewhere. )

The Borg Gear (full set, if you're able to get it) is a wonderful set to run on a Science ship... In fact, any Regenerative Shield, particularly with [Reg]x2+ (the best is the Borg one), is a great idea on a Science Vessel... The added bonus of the random hull and shield proc heals is a nice touch.

<sigh>... The new Tractor Mines...

-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-05-2011, 09:42 PM
i wish i had 8 weapon slots..

ok yea i mistyped. i have 2 tric torps in front, 3 beam arrays, and a chroniton torp in back. little heavy on torps, but at 46 weapon power, i'm not doing dmg with beams anyway.

i want 3 borg pieces and then the reman shield, but right now i have to settle for regenerative mk XI [reg X2] shields
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-06-2011, 10:32 AM
having 2 tric torps in front is a bit much with having a rear torp launcher too
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