Thanks again, I've some further questions if you dont mind
Originally Posted by Taeyan
I agree with choosing one energy weapon type to focus on instead of two
Could you please suggest where else would be a decent place for the points? Any skills I've missed that I should really get?
Originally Posted by Taeyan
I would definitely replace Transfer Shield Strength with Jam Sensors, and you might even want to take out Science Team I as you'll have shared cooldown overlap between Engi Team I and Sci Team III already. If you really need an extra shield heal for team play you can always pick up Extend Shields.
Would you keep Engi team? I've been struggling to decide between DSV and RSV, not fully understanding the role of each. I want the capacity to heal my team, make the enemy blow each other up, and survive at least a medium beating.
I expect my personal damage will not benefit that greatly from having an extra level 1 tac station, but the toss up between another level 1 tac ability and another level 1 engi ability seems to be a bit... lame. I am leaning toward engi team being of more use than another level 1 tac skill.
What do you think? Is DSV the ship for me?
Originally Posted by Taeyan
Instead of running multiple beam types to make up for beam overload you might go with turrets in the aft instead as they act as cannons and aren't affected. That also gives you the option of going with something like High Yield I and Rapid Fire I. Beam overload, fire at will, and torpedo spread are all a bit underpowered at the moment and I have a hard time recommending any of them until they get some balance love.
Do turrets share cooldowns like cannons or is it fine to have multiple turrets going from the aft slots? Is Rapid Fire particularly potent?
]I'm a her not a him.
You're not using sensor array and have it maxed instead of tractor.
Sorry on that one
Well, I mentioned I was just putting something into Sensor Array to improve Sensor Scan. Did that on my escort, too (Attack Patterns etc.). Though I'm not sure if it's worth it.
So would you just max Tractor Beam and put 4 into Sensor Array or do you see any better way to spend those points?
Since Kiala is on an "answer rage" I'll give him something to look at, as well
I played sci/sci in OB to admiral and would say I have some kind of experience about it, but I guess you can give me some good input, since you're really into this stuff and I just did what I pleased in OB ^^
It's surely not perfect but thats kinda what I think I will head for. Since my Admiral Escort is a lot bored and I decided to give science another chance.
As you'll notice, I didn't pick any ground talents. I just don't see the necessity. Though I chose some other talents out of despair.
In OP I used 4 Science BOs which I switched around, depending on the situation (aoe, single target, jada jada) - this time I tried to choose 2 fix officers. I wasn't really sure what to do with the ensign talents so I just picked those two. Tractor is nice but surely not a big thing I would focus on. I've never used Polarize Hull before but it doesn't sound completely useless. Wasn't sure if I should go for a second Hazards or something so I just grabbed it.
I'm also not yet sure about Sensor Array vs. Tractor Beam. Maybe I'll put more into Tractor since Array only pushes Sensor Scan. Thoughts appreciated.
I don't see a point in investing into Engine Efficiency so the only real option is Aux (I'm running Weapon/Shield high setup) and Shields for EmPS.
My biggest concern are the Admiral Talents because I don't like them at all. Skilling your final Vessel is nice but it wasn't game braking for my escort. Weapon Performance sounds all right, since more weapon power is always appreciated.
A few points in Tac Team Leader are just gap fillers since I didn't know where else to put them :<
So that's about it. I have to admit, I'm not yet sure if I'll go for the RSV or the DSSV. The additonal Ensign slot doesn't change worlds to me, so I chose the tac for now. Maybe the design or something else will change that opinion.
Sorry for the wall of text and be mercifull with my english since it's not my native language.
Well I'm no kiala but I'm getting there. Also I only agree with about 98% of what she says. I do believe there is some value in spending 1-5 ranks on less important skills rather than min maxing everything. Why because you get diminishing returns on the skills invested and at certain ranks you end up needing to throw around a few extra points just to unlock the next tier. Having said all of that I've only made it to commander 8 and kiala knows what the heck she's talking about.
Some flaws I see with this.
You have three "team" abilities. Drop at least 1 if not 2 of them they all share the same cool down. 2 is the most you can conceivably use. I'd recommend you drop tac.
You're lacking reverse shield - if you're going to do any PvP that's almost a must IMO
Drop energy syphon - unless they buff it almost any other skill is going to be more effective. The only way I'd consider using this is if you where running full poloron and tykens rift (and yes I've thought of tyring this gimmicky build myself )
Drop Tac team lead and throw it in starship engineering training
Whats you're theory for maxing aux efficiency? Are you planning on running 25 aux most times? if so great if not you might want to consider lowering that. I just reread your post and I'd still concider lower that but you do in fact have a valid reason for maxing it.
Lastly I believe the jury is still out on the value of maxing the admiral science vessel captain skills (either deep space or recon) the ROI on hull and turning is minimal past 3 ranks... I haven't confirmed this for myself but from other posters I've heard that each rank of the skill only adds a few hundred hull points.
I hope that helps - *listens for kiala to tear up my recommendation*
I play with 2 dual beams (currently they are plasma as I have not invested any skill points in disruptor and I could get two blue mk VI plasma for cheap) and photon torp in front. turrets and 1 mine layer in back. For those of you that don't like mines they do more damage than torps (test it its true) and because there are 5 of them debuff procs are much more likely. Which is why I've settled on croniton as it adds to my lock down and I rely on my front for damage. Am seriously considering poloron turrets in aft but may stick with disruptor and move those points.
I fly like an escort except that I find the need to stop often as with VM + tractor + tykens + croniton my target is usually held/disabled
-I've got a few wasted points in deflector and hazard and subsystem repair. However they offer minor benefits to polorize hull, engineering team and most important of those three subnucleonic beam.
-Undecided on Attack pattern beta + Feedback pulse vs HYT II + Charged particle burst. Need to play with beta and feedback a bit more. But I've heard great things about those two abilities combined at t4 and 5
-I love Tykens rift with high aux. it is a horrible skill at rank 1 without skills + consoles to back it up- but even at 28 I can drain 70 power from all subsytems making it a stronger lock down than viral matrix that science team cannot counter (yes it has a MUCH shorter duration but its AOE)
Learned I love croniton mines for the speed debuff. have the few poitns spread there but don't feel the need to max it
-Am thinking of getting cannon skills and running 2 poloron turrets in aft.
-Am fairly settled on the deep space for the extra eng boff and console slot as that give me engineering team and an extra slot for EPS.
-Surprised myself that photon are in fact better than quantum now that I've learned to fly I can keep my nose pointed at target long enough that the extra burst is not a good trade off for the extra DPS.
-Still undecided on the value of scramble sensors in PvP. (it is a must in PvE and I will have a boff trained with I and II of this skill)
-Still undecided on phaser vs disruptor need to make a final call on that soon. leaning towards disruptor as killing them faster trumps annoying them with one greyed out ability for a few seconds so I prefer the damage debuff
-Undecided on transfer shield power and extend shields need to look at those more as well. May run alt Boffs with those powers.
Kiala I really appreciate your advice on a similar thread back in OB I've changed my play style quite a bit since then and would love to hear you're thought (and everyone else's but she's the most prolific giver of advice)
You are right about energy siphon - I'm also not really convinced it's that powerful but its not bad. I liked it in OB because of its buff potential. Lowering the enemy's power was just an addition. Maybe I'll think on that. I liked Tyken's as well but that would cost me additional skill points.
Using all 3 Team Skills is something I always did. I surely know about the cooldown but I just buff myself with tac team right before the battle begins so the engi or science team are ready if I need them later on. Then you just have to decide what will help you more. Buff yur shields if they're still up and use Engineering Team after the battle to heal your hull or, if your shields are already down, use Engineering Team for an emergency heal in fight.
I think I wouldn't mind dropping Engineering Team but I don't know what else I should go for instead. Reverse Shield Polarity seems to be everybody's darling - well, I don't like it's high cooldown. But maybe I should give it a try, even though I'm currently not planning to do any PVP action at all.
So there are no additional engineering abilities I could go for, except Extend Shields. But I prefer skills I can use on others AND me - depending on the situation.
When it comes to the admiral vessel skills, you got me on your side... my escort got it and a friend of mine hasn't. The difference in hull capacity is about 4k. Sure maneuverability is a little better, but is it worth so many points? I'm not convinced yet.
Originally Posted by sresk
Good thoughts. Same here ^^ Disruptor vs Phaser is bothering me for a few days now. I was thinking about "the easy way" phasers, because you can grab turrets and dual beam banks mk X at the exploration vendor. Though I think disruptor is just better. But I'm not sure how big the difference truly is.
Photon vs quantum seems true, as well. I always loved quantums but especially as an escort. But nothing survives rapid fire spam + an impact of 4 quantum torpedos so thats another story. As a science ship I indeed think photon > quantum, too.
Additonally I would like to know how you perform running a high aux setting. I know the benefits of running high aux but is it truly worth losing fire power? Or where do you get those additional energy from?
Focus on draining their engines/shield energy to 0, tractor in Tyken's, nuke hull down.
The only questions I'm still having with myself are:
Aux system eff vs Shield system eff
7 Spatial Anomoly vs 7 Weapon Performance
1. tac team + eng team + science team does not work due to shared cool down
2. photonic shock wave II really? only played with I and it was meh... tell me why you want that instead of gravity or better yet viral matrix?
3. If you've going energy drain why not energy drain mk II and poloron?
4. why max plasma? try max phaser/disruptor or save the skills and put a few poitnsin poloron (drop some out of DPSV captain
5. if you're running tykens you will be running high aux why aux efficiency? why engine eff at all?