Lt. Commander
Join Date: Dec 2007
Posts: 120
Notice before starting: This guide is being created for the purposes of showing people that there are working builds for science ships. The guide is designed around Sci-players in science ships, so if you're an Engineer or Tactical this won't be perfect for you, but it can serve as a building block.

Introduction:
There are a few things that people need to understand before going in on a science ship; the first is that science ships do not have the highest dps out there, if you're looking for high damage numbers then you should grab an escort. Secondly, while the science ship makes a fine healer, it takes a different approach to healing than a cruiser and is much less about hull healing than the cruiser is, and more about a combination of shield and hull healing.

I will post each build with a strategy for use (if anybody has an up to date skill planner then I'll include spec as well, but the three that I know are dated or gone).

Also, these builds are examples, and while I provide alternatives in many places, it really comes down to what you're most comfortable using, all I can do is give you a helpful push in a direction. It's up to you to elaborate and improve upon the builds and strategies that I give yall here.

Now onto the builds...

Build Set 1: Healer (DSSV, Intrepid, Nebula, and D'Kyr):
General Notes:
Do not be afraid to use your Science Fleet and Dampening Field as Science Fleet will increase the shield resistances of everybody on your team, and Dampening Field will protect all team members from energy damage within 3 km or your ship. It should be noted that you should NEVER use them together as you would be wasting long cooldowns for minimal additional benefit.

Additionally use your sensor scan to assist your groups damage output on the main target, you may be healer but you can still help a little with dps. Furthermore try to make use of your Target Subsystem skills on the primary target (like shields and engines); they may not always have a perfect effect, but all it takes is one time for them to be crippling...

DSSV
Tac:
-Lt slot:
---Tac Team 1
---Attack Pattern Delta (APD)

Eng:
-Ensign:
---Emergency Power to Shields 1 (EPtS)
-Lt:
---Emergency Power to Shields 1
---Auxiliary Power to Structural Integrity Fields (AuxSIF)
-(Alternate Lt. slot)
---Engineering Team 1
---Reverse Shield Polarity 1(RSP)
-(Second Alternate)
---Engineering Team 1
---Emergency Power to Shields 2


Sci:
-Cmdr:
---Sci Team 1
---Transfer Shield Strength 2 (TSS)
---Hazard Emitters 3 (HE)
---Scramble Sensors 3 (potential alternatives: Photonic Shockwave3, Tractor Beam Repulsors 3, etc)
-Lt. Cmdr:
---Jam Sensors 1
---Hazard Emitters 2 (HE)
---Transfer Shield Strength 3 (TSS)

Weapons:
Fore:
-3x Phaser Beam Arrays (include a torp launcher if you prefer, or a DBB even)
Aft:
-2x Phaser Beam Arrays
-1x Chroniton Mine Launcher

General Strategy
Base Power Settings: Either 25/50/25/100 or 50/50/25/75 (full healing vs. extra group dps if applicable)

Very simple strategies here; you'll want to use your Scramble Sensors to debuff the enemy team as much as possible to disrupt their healing (if nothing else) for 25+ seconds each time, and utilize Jam Sensors on any one target that is shooting you (ideally hit the same target with jam and then scramble, and in a mix they'll have trouble re-acquiring you).

When healing your target you'll want to heal their shields first, then hit them with AuxSIF and/or HE depending on how bad the damage is. Try to notice if your ally is using RSP when you're healing so that you don't waste shield heals. An example healing order (assuming all cooldowns up) to use is: TSS 3->Sci Team 1->AuxSIF 1/Eng Team 1->HE 3.

When you're under fire you have plenty at your disposal to defend yourself. Your first move should be EPtS followed by Attack Pattern Delta, those in combo with manual shield routing to the facing under fire is enough to hold any ONE attacker at bay (EPtS lasts 30 seconds, APD lasts 15; at the end of APD's cycle if you're still under fire use one of your TSS's on yourself for the final 15 seconds thus healing your shields further and keeping your resists at a reasonable level). You also have the option of using Jam Sensors on your target as was mentioned earlier, and it should be noted that Attack Pattern Delta can be cast on a friendly target to protect them. Also, use your tac team to clear Fire on my Mark from the tactical officer; if you have it on you you will take significantly more damage through you tank, same goes for your allies (a good escort or raptor will be able to drop you like a ton of bricks through your tank with FomM on you).

Utilizing those abilities, working in your RSP if needed and applicable and you'll find yourself one tough nut to crack.

Offensively, you're not going to do that much damage anyway (you're a healer...), however it will be helpful to your team to continuously pump out the Chroniton mines, not for their damage but for their debuff to the target's maneuverability and speed, preventing their escape through a battery-EM sprint. Additionally the phaser proc can help out your team from time to time and they are easy to spec into for maximum effect.

Intrepid
Tac:
-Lt.
---Tac Team 1
---Attack Pattern Delta 1

Eng:
-Lt:
---EPtS 1
---AuxSIF 1
-(Alternate Lt. slot)
---EPtS 1
---RSP 1
-(Second Alternate)
---Engineering Team 1
---EPtS 2


Sci:
-Cmdr:
---Sci Team 1
---Transfer Shield Strength 2 (TSS)
---Hazard Emitters 3 (HE)
---Scramble Sensors 3 (potential alternatives: same as DSSV)
-Lt. Cmdr:
---Jam Sensors 1
---Hazard Emitters 2 (HE)
---Transfer Shield Strength 3 (TSS)
-Ensign
---Sci Team 1

Weapons:
(Same as DSSV)

General Strategy:
The overal strategy remains the same, you simply have an additional shield heal, and change out a spare ensign engineering slot for an extra defensive measure inherent to the Intrepid (ablative armor; which drops your shields and gives you massive hull resists). Be careful when you're picking your Engineering abilities as you would only have one hull heal if you do not select either AuxSIF or Eng Team, and if you pick both then you won't have enough for a solid tank rotation.

Nebula
Tac:
-Lt:
---Tac Team 1
---Attack Pattern Delta
-Universal Lt. assigned Tac
---Fire at Will 1
---Dispersal Pattern Alpha 1

Eng:
-Lt. Cmdr
---EPtS 1
---AuxSIF 1
---EPtS 3 (get from an engineer captain)
-(alternate)
---EPtS 1
---RSP 1
---AuxSIF 2
-(Second Alternate)
---Eng Team 1
---EPtS 2
---AuxSIF 2
-Alternate Lt Universal
---Eng Team 1
---EPtS 2
-etc, lots of possibilities


Sci:
-Cmdr
---Sci Team 1
---TSS 2
---HE 3
---Scramble 3 or PSW 3
-Ensign
---TSS 1

Weapons:
(Same as others)

General Strategy:
The Nebula is a different beast, the Lt. Cmdr eng station allows for additional breathing room with hull healing and defense if you so choose, but your shield healing takes a blow.

The general tanking strategy remains the same overall, though your options are somewhat different now. Additionally, if you chose to go the route of EPtS 3, then you will almost be defense capped right there as it yields a 40% resist bonus to your shields on top of your shields natural resists.

Offensively I chose the universal to be a tactical station as it permits the user some free-fire potential (you don't actually have to target anything to use Fire at Will), and it increases the output of supporting mines with Pattern Alpha.

If you have your heart set on using the Universal as an Engineer slot then you can fill it with any combination of Engineering Team, AuxSIF, EPtS, and RSP to fit your needs. If you want to make it a Sci then adding an additional Sci Team and either Jam Sensors or Tractor Beam (defense vs. group support) would work depending on your needs.

D'Kyr
Tac:
-Lt.
---Tac Team 1
---Attack Pattern Delta 1

Eng:
-Lt. Cmdr.
---EPtS 1
---AuxSIF 1
---EPtS 3 (again from an engineer captain)
-(alternate)
---EPtS 1
---RSP 1
---AuxSIF 2
-(Second Alternate)
---Eng Team 1
---EPtS 2
---AuxSIF 2


Sci:
-Cmdr.
---Sci Team 1
---TSS 2
---HE 3
---SS 3
-Lt.
---Sci Team 1
---TSS 2
-Ensign
---HE 1
Alternate Sci slots
-Cmdr.
---Sci Team 1
---HE 2
---TSS 3
---PSW 3
-Lt.
---Sci Team 1
---HE 2
-Ensign
---TSS 1


Weapons:
(unchanged)

General Strategy:
The D'kyr is a different beast as well, much like the Nebula is as it shares a very similar bridge officer layout, differences coming in the form of no universal station and a unique deployable craft. The overall strategy remains largely unchanged though: shield heals in combination with hull heals, use your support craft for some extra juice.

Final Healer notes
You may not like dealing very little damage, but face it your job is to heal, not throw right hooks. If you can't stand not shooting your weapons all the time, then the best suggestion is fire at will so that you have a little added punch; just realize that there are always trade-offs.

Also, you'll never throw the huge 15-20k heals of the Cruisers and E-Team 3, accept it. As a sci-ship healer you manage the ship's overall wellness through shield healing on top of hull healing (instead of big numbers you protect the whole package), and through HE 3 you heal as much HP, if not more, in it's duration than Eng Team 3 and AuxSIF 3 combined...

--continued on next post---
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2 Second Build Set
06-09-2011, 11:39 AM
Build Set 2: Death By Science (All Classes)
Each of these builds is designed to have the potential for the captain of the Sci ship to kill their targets, and guarantee the target's death in group.

The biggest thing to note here is that none of the builds are designed to use a max aux or max weapon power setting, rather they are meant for split power settings to gain the most out of everything in one stroke. My line of thinking is that when you're solo you have to decide a point where the power settings are "good enough" to get the job done.

This may seem crazy to you, but I can tell you with personal experience that it will work; and each build will have a recommended power setting for the users and explanations to why. Please read through and try before you write me off.

Additionally, it is strongly recommended not to use Polaron or AntiProton weapons simply because of their speccing cost. It is much easier on your spec to pick phasers, disruptors, etc.

Build 1: "Shield Killer" RSV, Intrepid, and DSSV
RSV
Tac:
-Ensign
---Tac Team 1
-Lt.
---High Yield 1
---Beam Overload 2
-(alternate)
---Flip them

Eng:
-Lt.
---EPtS 1
---RSP 1

Sci:
-Cmdr.
---Sci Team 1
---TSS 2
---Tachyon Beam 3
---Charged Particle Burst 3 (CPB 3)
-Lt. Cmdr
---Tractor Beam 1
---HE 2
---Tyken's Rift 2 (TR 2)

Weapons:
Fore:
-2x Any Dual Beam Bank (recommend reading intro)
-1x Quantum Launcher
Aft:
-2x Beam Arrays (type matching fore weapons)
-1x Chroniton Mine Launcher (alternates: Quantum, Plasma, or Tricobalt Device Launcher)

General Strategy:
Recommended Base Power Settings: 75/50/25/50

With this setup your ship is built to melt the shields right off the strongest shield tank with barely a shot fired, and keep them down while you pound them into submission.

The power settings are set up along the lines of what I simply refer to as: Good Enough. You reach a point in solo play where your science abilities are strong enough that you can move to another subsystem (namely weapons) and give them the boost that they need. By doing so, and augmenting your power levels with skill spec and default Sci Ship Aux boosts, you'll give yourself a solid Aux rating along with solid shield, weapons and engines. They are all good enough for killing, and you don't over-commit to one thing so much that you are ineffective elsewhere.

Ideally, starting at 11-12k from the target, you buff up and pop either Science Fleet or Science Team to improve your abilities (whichever is applicable at the time) and pop an Aux battery if you are able. Fire your tachyon beam to begin hurting your target's shields; load up target subsystem Shields (or Engines if the first is on cooldown) and hit them with it; fire your TR 2 to keep power levels down; hit them with CPB 3; followed by tractor beam to lock them in place with the Tyken's then let loose with High Yield and Beam Overload once it's up.

Keep dropping chroniton mines so that they can't maneuver well and try to keep your speed low so that you can constantly bring your Tachyon Beam to bear. If you decide not to use Chronitons you could use Quantum mines for punch, plasma for the dot, or a Tricobalt Launcher for a single shot punch (the Tricobalt mine is not recommended due to the long activation period of the mine).

You're constantly crippling their shields, and when they try to out buff your stripping, hit them with SNB and when they pop RSP use only your kinetics and anti-shield measures. If you don't get lucky on the first pass or two then he'll eventually drown in his inability to keep his shields up for any significant amount.

Slow and inevitable death = Death by Science

Intrepid
Tac:
-Lt.
---High Yield 2
---Beam Overload 1
-(alternate is to flip them)

-Eng:
-Lt.
---EPtS 1
---RSP 1
-(alternate)
---Eng Team 1
---EPtS 2

Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Tachyon Beam 3
---CPB 3
-Lt. Cmdr
---Tractor Beam 1
---HE 2
---TR 2
-Ensign
---Jam Sensors 1

Weapons
Same as above

General Strategy
Same Power settings as above

The Intrepid's strategy is largely the same as the RSV's here, you simply have different defensive options. The offensive strategy remains largely the same though.

DSSV
Tac:
-Lt.
---Beam Overload 1
---High Yield 2
-(Alternate)
---Flip it


Eng:
-Ensign
---Emergency Power to Auxiliary 1 (EPtA 1)
-Lt.
---EPtS 1
---RSP 1
-(alternate Lt.)
---EPtS 1
---AuxSIF 1


Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Tachyon Beam 3
---CPB 3
-Lt. Cmdr
---Tractor Beam 1
---HE 2
---TR 2

Weapons:
-Same as before

General Strategy:
Power levels set at same levels.

The DSSV has the potential for the meanest shield ripping there is, simply because it can equip EPtA and not lose out on any defensive or offensive strength. Activate EPtA is you go in and your tachyon Beam, TR, and CPB will be all the stronger.


Build 2: "Breaker" RSV
Tac:
-Ensign
---Tac Team 1
-Lt.
---Beam Overload 1
---High Yield 2

Eng:
-Lt.
---EPtS 1
---RSP 1

Sci:
-Cmdr
---Sci Team 1
---HE 2
---CPB 2
---Gravity Well 3
Lt. Cmdr
---TSS 1
---Tractor Beam 2
---Photonic Shockwave 1 (PSW)

Weapons:
Fore:
-2x Plasma Dual Beam Banks
-1x Quantum Launcher
Aft:
-2x Plasma Beam Arrays
-1x Tricobalt Device Launcher

General Strategy
Base Power levels: 75/50/25/50

This is the build that my Fed Sci alt currently uses online, I have only made minor changes to the build since I designed it a few months ago (pre 1.2), it works. With my spec and power settings my GW 3 will hit for about 1000 per cycle (good enough) while my weapons and CPB deal with shields.

The idea is to close close quarters with the target, use CPB, followed by gravity well, lock them in with a tractor beam, fire off Beam overload (or target shields depending on situation) and High Yield; swing sharp around and fire off the tricobalt on the vulnerable facing. If they are not crippled then activate photonic fleet and be ready on your SNB to knock out their RSP. Photonic Shockwave is typically held back to prevent an Evasive Maneuver escape, but it can be used for other means depending on situation obviously.

The idea is to create what I call a "kill window" where you pressure them quickly and overwhelm; if the overwhelm fails then you're strong enough to tank them until you wear them out of help arrives. Effective solo, deadly in premades.

Build 3: "Siphon Stomp" All
RSV
Tac:
-Ensign
---Tac Team 1
-Lt.
---Beam Overload 1
---High Yield 2

Eng:
-Lt.
---EPtS 1
---RSP 1
-(Alternates)
---Eng Team 1
---EPtS 2
-(more)
---EPtS 1
---AuxSIF 1


Sci:
-Cmdr
---Sci Team 1
---HE 2
---PSW 1 (alt. Tachyon Beam 3)
---Tyken's Rift 3
-Lt. Cmdr
---Tractor Beam 1
---TSS 2
---Scramble Sensors 2

Weapons
Fore:
-2x Dual beam Banks
-1x Torpedo Launcher
Aft:
-2x Beam Arrays
-1x Mine or Torpedo Launcher

General Strategy:
Power: 75/50/25/50

The idea is to shut down your opponents power levels to the point of being completely ineffective. Open with Target Subsystem, hit them with TR 3, and followed by scramble. Hit them with PSW if they try to evasive out and use High Yield torpedoes and watch them melt as they cast their heals on you trying to bring themselves back up (not always but a lot).

Utilize Science Team or Fleet to buff your sci abilities, and an Aux battery never hurts.

Intrepid
Tac:
-Lt.
---Beam Overload 1
---High Yield 2

Sci:
-Cmdr
---Sci Team 1
---HE 2
---PSW 1 (alternate Tachyon Beam 3)
---Tyken's Rift 3
-Lt. Cmdr
---Tractor Beam 1
---TSS 2
---Scramble Sensors 2
-Ensign
---Tachyon Beam, Jam Sensors, HE1, TSS 1, or Sci Team 1

Weapons
Same

General Strategy:
Power: same

Mainly the same deal as the RSV, which is why I didn't post the Eng slots again. The spare Ensign slot leaves a lot of possibilities that really come down to the preference of the user; coming down to an extra heal, extra buff, extra defense, or extra offense.

DSSV:
Tac:
-Same as Intrepid

Eng:
-Ensign:
---EPtA 1
-Lt.
---EPtS 1
---AuxSIF

Sci:
-Same as RSV

Weapons
-Same as above

General Strategy
Power: 80/50/25/45

By utilizing Power to Aux, the DSSV again has the meanest of these builds; use the same strategy as the RSV.

Nebula
Tac:
-Same as Intrepid

Eng:
-Lt. Cmdr
---EPtA 1
---AuxSIF
---Eject Warp Plasma 1
-Universal Lt assigned Eng
---EPtS 1
---RSP 1

Sci:
-Cmdr
---Sci Team 1
---HE 2
---Scramble 2
---TR 3
-Ensign
---TSS 1

Weapons
-Same

General Strategy
Power: 80/50/25/45

Similar in strategy to the others, although in place of tractor to ensure that they stay in once place, use Warp Plasma to stick'em and add a damage over time debuff.

--Close to character limit, continued on next post--
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 11:39 AM
Build 4: "Machine Gun Sci" DSSV
Note: I am not the biggest fan of cannon setups on science ships, but I've heard people swear by them so I made a working build for them; if you like it feel free to elaborate
Tac:
-Lt.
---High Yield 1
---Cannon: Rapid Fire 1

Eng:
-Ensign:
---Emergency Power to Weapons 1 (EPtW)
-Lt.
---EPtS 1
---RSP 1
-(Alternate Lt)
---EPtS 1
---AuxSIF
-(Second Alternate)
---Eng Team 1
---EPtS 1


Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Tachyon Beam 3
---FeedBack Pulse 3
-Lt. Cmdr
---Tractor Beam
---Hazard Emitters 2
---CPB 2

Weapons:
Fore:
-2x Cannons (180 degree arc, same weapons rules as before)
-1x Photon Torpedo launcher (Photons have a good punch and the highest refire rate of all torpedoes)
Aft:
-2x Turrets (same as forward weapons)
-1x Mine launcher (recommend Chroniton or Tricobalt {massive movement debuff vs. punch+stun})

General Strategy
Power: 75/50/25/50

It will be very important to try and time your uses of Cannon Rapid Fire with your uses of EPtW whenever possible (it doesn't always work out that way, but you do what you can). Between the rapid fire, the photon spamming, the anti-shield measures, and the Feedback pulse to turn their dps back on them; you will be a dangerous ship.

The build can be pretty easily modified for any of the other Sci ships, particularly the Nebula due to the universal slot, but I picked the DSSV for the example because it has a pretty easy time managing cannon power drain compared to the RSV and the Intrepid.

The major downside is that you cannot utilize your subsystem targeting, but depending on who you talk to that could matter and that might mean nothing, all in the eyes of the beholder really. Regardless though your tank should be tough enough for most things.


"Death By Science" Final Thoughts
Science ships are not, and never will be all about the biggest crits and topping the damage charts, but they can specialize in wearing down your enemy, and making his defeat a slow and painful one; forcing them to fight an inevitably lost battle with a ship they can't break by themselves. Science attacks it's opponents in ways that no other class can hope to accomplish, and are not easily countered. Each offensive science ship tends to be unique in setup and typically bears a trademark by it's creator.

It is important to note that while all of these ships have the basis for their design originating in Solo play, they are each effective in organized groups, and can assume roles all their own. For example, if you're facing a group that has a powerful healer, you can take one of these builds for yourself and be designated to harass the healer for the entire match. You might kill him and you might not, but he won't be able to kill you and you'll force them to waste a lot of their heals on themselves that would have otherwise gone to themselves.

Additionally, you might notice that I use Chroniton Mines in a lot of builds here; the main reason is the debuff not the damage that they do, so don't be too concerned with not speccing all the way into them on your talent sheet because you'll get the desired effect no matter what if you're using them, same for Tricobalts (although a fully specced tricobalt can one shot people sometimes, don't count on that happening a lot though).


Build Set 3: Group-Centric Builds (All Classes)
These builds are designed around one purpose, helping your team win by any means necessary. You're not making life easier for yourself, you're making life easier for your teammates; and hell for your enemies. These sci ships do not dominate the battlefield, but they do control it.

Build 1: "Clutter Nightmare" (All)
RSV
Tac:
-Lt.
---Beam Overload 1
---Dispersal Pattern Beta 1
-Ensign
---Tac Team 1

Eng:
-Lt.
---EPtS 1
---RSP 1

Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Gravity Well 1
---Sensor Scramble 3
-Lt. Cmdr
---Tractor Beam 1
---Hazard Emitter 2
---CPB 2

Weapons
Fore:
-Breen Transphasic Cluster Torpedo
-2x Dual Beam Banks (same rules for type)
Aft:
-1x Beam Array (you know the rules at this point.....I hope)
-2x Mine Launchers (recommend Chroniton, photon, transphasic, or tricobalt {some combination or them, but not two of one type})

General Strategy
Power: 75/50/25/50

The general idea here is pretty straightforward; make it a nightmare for the other team to shoot you and move around.

Once the fight has begun, begin dropping mines and using the cluster torpedo; use Scramble Sensors as soon as possible, activate Photonic Fleet for even more confusion, and use Gravity Well on the primary target. Utilize CPB when and where possible to ensure that the opposing team is taking shield damage as often as possible.

Additionally, when possible use your target subsystems on your assigned target.

Intrepid
-Lt.
---Beam Overload
---Dispersal Pattern Alpha 1

-Eng:
---Same as RSV

Sci:
---Sci Team 1
---TSS 2
---Gravity Well 1
---Sensor Scramble 3
-Lt. Cmdr
---Tractor Beam 1
---Hazard Emitter 2
---CPB 2
-Ensign
---Jam Sensors 1

Weapons:
-Same as RSV

General Strategy:
Power: Same as RSV

In general it's the same as the RSV; generate massive confusion for the enemy team, you simply have an additional defense option.

DSSV
Tac:
-Lt.
---Same as RSV or Intrepid

Eng:
-Ensign
---EPtS 1
-Lt.
---Eng Team 1
---RSP 1
-(Alternate Lt)
---EPtS 1
---AuxSIF 1
-(more)
---Eng Team 1
---EPtS 2


Sci:
---Same as RSV

Weapons:
-Same as above

General Strategy
Effectively the DSSV utilizes the same offensive strategy, the difference is that the DSSV has the potential for greater off-healing than the other two ships and that is something for groups to consider.

Nebula
Tac:
-Lt.
---Same as other ships

Eng:
-Lt. Cmdr
---Eng Team 1
---AuxSIF
---Eject Warp Plasma
-Universal Lt. assigned Eng
---EPtS 1
---RSP 1

Sci:
-Cmdr
---Sci Team 1
---Hazard Emitters 2
---CPB 2
---Scramble 3
-Ensign
---TSS 1

Weapons
-Same loadout

General Strategy
Overall the Nebula would take the same approach as the others, though in in place of Gravity Well the captains would utilize Eject Warp Plasma in disrupting the group.

Additionally the Nebula has significant potential for off-healing the group in an emergency.

Build 2: "Offensive Healer" (RSV, DSSV, Nebula)
RSV
Tac:
-Ensign
---Fire At Will 1
-Lt.
---Beam Overload
---Attack Pattern Delta

Eng:
-Lt.
---EPtS 1
---AuxSIF

Sci:
-Cmdr
----Sci Team 1
----TSS 2
----Hazard Emitter 3
----Tyken's Rift 3
-Lt.
----Sci Team 1
----TSS 2
----Tachyon Beam 3

Weapons:
Fore:
-2x Beam Arrays
-1x Dual Beam Bank
Aft:
-2x Beam Arrays
-1x Tricobalt Mine

General Strategy:
Power: 65/50/25/60

The design is meant as a group defender and pure supplement to the group's damage output as well as spot healing. Cast APD on the ally under fire, assist in shield healing and emergency healing; while helping the team with tachyon beam, a tricobalt mine, Tyken's Rift, and the combination of Beam overload, subsystem targeting, and continuous fire.

Sounds simple but it takes an alert player to pull it off.

DSSV
Tac:
-Lt.
---Fire at Will
---Attack Pattern Delta

Eng:
-Ensign
---Eng Team 1
-Lt.
---EPtS 1
---RSP 1

Sci:
-Same as RSV

Weapons
-Same as RSV

General Strategy
The DSSV has the same general idea here as the RSV, just with additional defenses for the ship, and a different heal.

Nebula
Tac:
-Lt.
---Same as DSSV

Eng:
-Lt. Cmdr
---Eng Team 1
---AuxSIF1
---Aceton Field 1
-Universal Lt assigned Eng
---EPtS 1
---RSP 1

Sci:
-Cmdr
---Sci Team 1
---TSS 2
---Hazard Emitter 3
---Tyken's Rift 3
-Ensign
---Tractor Beam 1

Weapons:
-Same as others

General Strategy:
Fairly straightforward and similar to the others like the other setups with significant defenses and hull healing.

---Approaching character limit, continued in the next post---
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 11:39 AM
Build 3: "Power Diver" DSSV and Nebula
DSSV
Tac:
-Lt.
---Fire at Will
---Attack Pattern Delta

Eng:
-Ensign
---Emergency Power to Engines 1 (EPtE)
-Lt.
---EPtS 1
---RSP 1

Sci:
-Cmdr
---Hazard Emitter 1
---TSS 2
---Viral Matrix 1
---Tractor Beam Repulsors 3 (TBR)
-Lt. Cmdr
---Sci Team 1
---Hazard Emitters 2
---PSW 1

Weapons:
Fore:
-2x Beam Arrays
-1x Dual Beam Bank
Aft:
-2x Beam Arrays
-1x Chroniton Mine Launcher

General Strategy
Power: 75/50/25/50

This is a different one from the typical ship strategy that you see; the idea is that you use your ship to literally take an opposing healer out of play. Once you are in the fray with your team, target the opposing healer, then use EPtE in combination with Evasive Maneuvers for a speed boost and hit TBR as you're rushing at the target and you'll push them away from the team as you head out (you could also use a battery-EM combo for a high-speed sprint but the timing may be too difficult).

Once pushed out of the way, it doesn't matter if you kill the healer as long as you keep them from getting back to their team to heal, and since you have a solid tank they won't be able to kill you. Utilize VM to disable his Subsystems (along with Subsystem Targeting), Chroniton mines to slow them down, and hold PSW for their attempts to use EM to get back to the group.

Difficult and borderline suicidal (at least it was in the BoP :p), but knocking out a team's main healer can be crippling....

Nebula
Tac:
-Lt.
---Fire at Will
---Attack Pattern Delta

Eng:
-Lt. Cmdr
---EPtE 1
---AuxSIF 1
---Eject Warp Plasma 1
-Universal Lt assigned Eng
---Eng Team 1
---EPtS 2

Sci:
-Cmdr
---Sci Team 1
---Hazard Emitter 2
---PSW 1
---TBR 3
-Ensign
---TSS 1

Weapons
-Same as the DSSV

General Strategy
Similar idea, just with a different tank and abilities.

Group Builds Final Thoughts:
In general some of these builds might not seem as fun as the others, while other might just seem outright crazy; but in the end that's the beauty of Science . Do some experimentation and you'll probably think of things that I didn't.


Build-Set: D'kyr
Since the D'kyr-class Science Vessel wasn't released until several months after the creation of this post, it obviously wasn't included. Due to the size of the other 3 posts, this is the only place left to add builds/information for the D'kyr, the exception being the healer build in the first post, and unfortunately that means that if Cryptic releases another Sci-ship type for the Federation that I'll need to create an entirely new thread to include that one.

Anyway, the D'Kyr is similar to the Nebula in terms of BO layout, with the primary difference being that there is no Universal Lt-station on the D'kyr, it is instead locked into the Science slot. The trade off is that the D'Kyr has a support ship that can assist you in various ways for your team.

With that said, here are a couple of builds to help you get started with your D'Kyr, but because all of the Nebula builds listed previously can be adapted for the D'Kyr, I will not rehash older builds, these are more unique to the D'Kyr (and could be reversed for the Nebula if needed).

Build One: "Lockdown"
Tac:
-Lt.
---Beam Overload 1
---High-Yield 2

Eng:
-Lt. Cmdr.
---EPtS 1
---AuxSIF 1
---Eject Warp Plasma 1
-(Alternate)
---Eng Team 1
---EPtS 2
---Eject Warp Plasma 1


Sci:
-Cmdr.
---Sci Team 1
---TSS 2
---PSW 1
---Gravity Well 3
-Lt.
---Tractor Beam 1
---HE 2
-Ensign
---Jam Sensors 1

Weapons:
Fore:
-2x DBB
-1x Torp Launcher
Aft:
-2x Beam Arrays
-1x Mine Launcher (Chroniton, Tricobalt, or Tractor)

General Strategy:
Power: 75/50/25/50

Basically the idea is to keep your enemy from getting away or being able to control the fight by any means, mainly by keeping yourself out of their primary arc and making it difficult for them to escape.

Ideally the general strategy would be to open up with GW 3 to grab your target(s), follow that up with EWP when the gravity well has nearly expired, and tractor beam when they're free of that. Keep your shockwave in reserve for when they're about to escape or for emergencies, and use your Jam sensors if they're about to unload on you as it can buy you a second or two at the very least. Your mine choice also plays a role as it is really the telling factor for this build being solo or group oriented (tricobalt for solo, chroniton for group, etc) as there is a difference in damage output.

From there you wear them down; SNB their heavy defenses or major damage buffs, utilize target subsystems if you wish, and just keep on pounding them. It takes a fair bit of timing but this can frustrated the hell out of your opponents.

Build Two: "Sapper"
Tac:
-Lt.
---High Yield Torpedo 1
---Beam Overload 2

Eng:
-Lt. Cmdr.
---EPtS 1
---AuxSIF 1
---Aceton Field 1
-(alternate)
---EPtS 1
---Eng Team 2
---Aceton Field 1


Sci:
-Cmdr.
---Sci Team 1
---HE 2
---Tachyon Beam 3
---CPB 3
-Lt.
---TSS 1
---Tractor Beam Repulsors 1
-Ensign
---Jam Sensors 1

Weapons:
Fore:
-2x Photon Torpedo Launchers
-1x Beam Array
Aft:
-2x Beam Arrays
-1x Mine Launcher (while you'd get the most benefit from photons, anything will do here, even a tricobalt launcher)

General Strategy:
Power Settings: 70/50/25/55

As you might have noticed, this build is a bit heavier in kinetics, this is not some secret requirement to success but rather another method of play.

The idea behind this build is generally to engage your target at range and not get into a dog-fight with them. Of course then you might wonder why I have Charged Particle Burst in there since it is a short-mid ranged ability; my reasoning is that your enemies will inevitably get in close and you need to make that time count before you push them off with Tractor Beam Repulsors.

As a backup defensive measure you also have jam sensors to buy you some time, and Aceton Field to reduce their damage output. All the while you're using the high refire rate of photons in combination with the shield stripping of tachyon beam; use your beam carefully and you'll find this build an interesting one to deploy.

D'Kyr Final Thoughts:
While similar to the Nebula, the D'kyr is an interesting beast in it's own right, and there really isn't anything bad to be said about it. All in all though, it is a very capable ship and worth a shot if you own it.

Conclusion
In conclusion, the science ship has an incredible number of uses and potential roles to fill. They can kill their enemies and support their allies at the same time; they can strip a target's shields while being an enormous pain to knock out of the fight.

As I said in the introduction, the builds that I put here are examples, it's up to yall to create new possibilities are great, and the experimentation to find new ways to busting heads is just part of the fun.

Good hunting my fellow Sci captains, I hope you've found this guide useful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 11:39 AM
Quote:
Originally Posted by Sivar View Post
reserved...

oooo cookies!!!
You better hurry up: http://de.academic.ru/pictures/dewik...ip_cookies.jpg
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 11:39 AM
That pretty much is the build I'm using on my ship for when I want to heal except for scramble and the tac stuff, and I honestly don't think it's that effective.

The giant drawback with that build is simply this: A cruiser is still a better healer, and can dish out solid ammounts of damage at the same time, you can't.

What happens with that kind of setup is pretty much this: 5 minutes into the match your opponent goes "Wait a minute, every time I try to kill something there is these green beams and it lives, where are those coming from...?" and then the next time you heal someone they will just instantly switch targets and burn you down. From that point forth you're a second rate cruiser, having to save all your heals for yourself without the ability to dish out any damage.

Science Fleet, Dampening Field and Sensor Scan are all captain abilities, you could use them on any ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 11:39 AM
I see no recon

edit: oh my bad, its healer part only !
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 11:39 AM
Quote:
Originally Posted by Rothnang
That pretty much is the build I'm using on my ship for when I want to heal except for scramble and the tac stuff, and I honestly don't think it's that effective.

The giant drawback with that build is simply this: A cruiser is still a better healer, and can dish out solid ammounts of damage at the same time, you can't.

What happens with that kind of setup is pretty much this: 5 minutes into the match your opponent goes "Wait a minute, every time I try to kill something there is these green beams and it lives, where are those coming from...?" and then the next time you heal someone they will just instantly switch targets and burn you down. From that point forth you're a second rate cruiser, having to save all your heals for yourself without the ability to dish out any damage.

Science Fleet, Dampening Field and Sensor Scan are all captain abilities, you could use them on any ship.
Read my post next time instead of skipping to the builds, exactly the kind of skimming that I wanted to avoid....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 11:39 AM
I did read your post, it contains nothing that would seriously mitigate that effect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 11:39 AM
Quote:
Originally Posted by Rothnang
I did read your post, it contains nothing that would seriously mitigate that effect.
Any pvp premade worth having will have backup heals just in case the main healer gets overwhelmed (normally a science ship, go figure....); and if you're complaining about getting overwhelmed while in PuG then there is nothing anybody can do because it's luck of the draw how good opponents and teammates are.

Your comment about captain abilities leads me to believe that you didn't read the post as I specifically said that it was geared towards Science captains in Science ships.
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