Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Offensive Science Vessel
06-09-2011, 11:33 AM
Hey all,

My Tac officer is currently flying an Advanced Escort. I flew escorts primarily at the RA/VA levels, but I leveled up in Science Vessels.

I do good dps in my escort, and I have a pretty aggressive maneuver/attack play style. I don't use cannons on my ship anymore, preferring weaving and circling with beams rather than burst damage and run with cannons. I may not do the insane amounts of burst damage that some cannon escort builds can do, but this just fits my play style better (I really only do PvE, very rarely PvP only for emblem dailies).

My science VA flies a D'Kyr and I like the ship, but it is used primarily for scince abilities with less of an emphasis on attack. More of a support build.

So my dilemma...

While I am satisfied with my Tac's build in an escort, my problem lies more with in-character and RP purposes. Being my Fleet's Admiral, I have a problem with an escort being the Fleet's flagship. Both in size and survivability. IMO, the lead ship shouldn't be as squishy as an escort is. I survive OK, and I have a strong enough build that I can sometimes outlast some other fleetmates, it still doesn't really fit in-character.

I'm wondering if I can turn something, like a Nebula, in an attacked based aggressive starship. The turn rate and maneuvering will be a lot lower than my escort, but I figure I could use the universal slot with a tac boff, and run with weapons and engines relatively high.

Right now, my advanced escort uses 2 phaser arrays, 1 phaser DBB, and a quantum torp fore. And 2 phaser arrays and quantum torp aft.

On the science ship, I'd prob drop the DBB so I can just focus on broadsiding and circling the target.

my bridge officer set up right now consists of:
Tac: Tactical Team
Tac: Target subsystems shields, BO2
Tac: Target subsystems engines, FAW2, HYT3, attack pattern omega
Eng: EPtS, ET2
Sci boffs I switch depending on the situation:
Sci (survival): PH, ST2, TSS
Sci (aggressive): PH, SS2, GW1

My science VA was always built for support, so I am just looking for some advice from experienced Sci vessel captains if a build can be produced with high average dps, and good survival at the VA level.
Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2011, 11:33 AM
Quote:
Originally Posted by CNova View Post
My science VA was always built for support, so I am just looking for some advice from experienced Sci vessel captains if a build can be produced with high average dps, and good survival at the VA level.
Thanks
You do lose out on the big tactical buffs, as well as weapon slots and turn rate. Those are big downsides. On the upside, you can use Gravity Well III (will need a sci captain to train it for you). Does quite nice damage and holds things in place for a bit. With the Lt Commander engineering slot, you can pick up DEM II, which should provide a nice DPS boost on your energy weapons. And you get target subsystem Is for free.

Sci does give you good survival powers, with TSS and HE. That can be further boosted by a couple of low level engineering ones, like EPtS and APtSIF.

So, just off the top of my head, something like this:
LT Tac: B:FaW or T:HY; APB I or else another offensive power of choice.
LTC Engineering: EPtShields I; APtSIF I; DEM II
Com Sci: HE I; TSS II; TSS III, PSW, or maybe Photonic Officer; GW III
Ens Sci: TB I, HE I, or TSS I
Lt Universal: another tactical, for more of the same.

Weapon focus would be mainly on beam weapons, although you could go for turrets, C:RF Is as the LT spots for the tacticals. Possibly a single torpedo launcher in the back. Could also go for something more focused on the frontal arc, say 2-3 DBBs, 0-1 single beam arrays up front, with 3 turrets in the back and rely on gravity well, target engines, and TB to help keep the enemy where you want it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 11:33 AM
Quote:
Originally Posted by CNova View Post
On the science ship, I'd prob drop the DBB so I can just focus on broadsiding and circling the target.
A good move. Still, the Nebula turns slow and is still 2 weapon slots short of the sustained DPS capabilities of a cruiser.

The Nebula's fun. But I don't think it's really much of a DPS choice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 11:33 AM
My alt is a Tac captain in a Shi ship. I love it i use cannons and turrets then rapid fire and tact team then if i'm in the RSSV high yeild. Sci ships have a lot of nice dps skills when done right and with the main line skills that tact officers have that buffs them they can be very very nasty. shockwave, grav well, and if you in neblua or vulcan ship eject warp plasma.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 11:33 AM
Thanks guys. I'm going to experiment a bit when I get home from work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 11:33 AM
I would recommend Recon Science. 2 dual beam banks and quantum torpedo up front, 3 beam arrays rear. Your beams will not overlap, keeping weapon power high. Plenty of maneuverability to keep front on target. Unless you really want the extra hull. Nebula is better support ship, but Recon is more fun to me. Let us know what you decide.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 11:33 AM
agreed. with everything.

Its actually worse than you think. A TBR build will push enemies out of range of the effect of CPB.

In my buid, its just a relic of a previous shield stripping build that I specced out of. Ill probably drop it for a higher level of HE, and then replace the original HE with Polarize Hull I or Something Else I.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 11:33 AM
I'm currently experimenting with a deflector/anomaly build, using GW3 and tyken's rift 2 as the Commander and LT. Commander science skills.

In a LRSV
Science:
Ensign Slot: Science Team 1
Lt Commander slot: Polarize Hull, Science Team 2, TSS3
Commander Slot: Jam Target Sensors, Scramble sensors, Tyken's Rift2, Gravity Well 3

Engineering:
Lt. Slot: Emergency Power to Shields, Engineering Team

Tactical
Lt. Slot: HYT1, HYT2
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 11:33 AM
You might want to think about power to aux 1. With TSS3 and 2 sci teams you should be good for shield heals. Then maybe an aux to sif 1 and HE some where in there.

That could let you run high weapons and mid aux levels. Getting the best of both worlds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 11:33 AM
Thanks Koopa.

I was looking to maybe run weapons high, like around 80 base, maybe 50 shields, 20 engines, and 50 aux. Something to that effect. I already have a decent amount of points in the efficiency and performance areas, so I might be covered fairly well with those power levels.
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