Lt. Commander
Join Date: Dec 2007
Posts: 120
# 131
06-09-2011, 01:36 PM
Quote:
Originally Posted by Ghartan
Just for giggles ... this is what I would do for each tier ... will update during slow spots in the Super Bowl game.

*Stuff*

Tier 5 (Final)

http://sto-builder.binarybit.ch/inde...07_4-27-63-60-

Since there are so few points to spend ... it genuinely is your personal call. I grabbed the Deep Space Science Vessel since I will be flying it till the level cap is raised. I also love Photonic Fleet. It may not be the best choice for min maxers but I love it. So I grabbed Photonic Theory to boost it. But again, this is really your call for how to spend points.
HAHAHAHAHAHA, oh are you serious? Tons of wasted maintenance points, both Doctor and Scientist, maxed Sci Practic and got 8 in Theory?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 132
06-09-2011, 01:36 PM
Quote:
Originally Posted by Cygnus-X-1
Rough draft. Any feedback appreciated.

SCIENCE BUILD

*Stuff*
Don't go two ground lines. Healing or debuffing/exposing. Pick one. Max stuff. I don't care what people said about "Oh diminishing returns at 9!", that's a load of garbage. Max stuff out. Especially Sci Vessel.

Why is everyone getting Subsystem Repair? It doesn't do anything for us. Get rid of it. Scrap Hull Repair, that's a waste in Admiral ranks. You're using 15/16 Admiral skills. Fix that.

Disruptor but no beam weapons? Torpedo but no damage type? Do something about that.

Those maintenance skills except for shield aren't helping you much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 133
06-09-2011, 01:36 PM
Quote:
Originally Posted by Rufgar
Was thinking of running this.. Though im praying for respecs because due to trial and error on this game and the poor tooltip wording, I have a lot of wasted points currently.

Mainly a healer on the ground, and a Heal/Control/Debuff type in Space.
Don't get doctor and scientist. Don't get engine maint. You're using 11/16 Admiral skills. Fix that. Subsystem Repair is useless. Don't spend so many points in Lt. skills. Get a energy and projectile damage type. I recommend either disruptors or phasers and photon or quantum.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 134
06-09-2011, 01:36 PM
Quote:
Originally Posted by Kingsidecastle View Post
I never got past Lieutenant during open beta/Headstart so I really dont know anything about the specs, skills or how to deal with bridge officers. I am looking for help on how to salvage my spec and prospective builds for my playstyle.

I am a Joined Trill with Astrophysicist and Warp Theorist. I went Sci/Sci and am LC6. My current build is Here I am flying the Tier2 Science vessel with 2 Sci officers and one promoted to LT. He has Science team and tachyon.

I didnt spend any skill points after I got my Tier2 ship because I read somewhere that due to the skill cap people dont put all 9 points into skills unless it is vital for the build. I have seen a number of build specs on this forum but there is so little justification of why things are chosen I cant really make heads or tails of them. I also have not seen any general Science officer guides that descripe build specs, playstyles, BO management and tactics.

I need help from some veteran Sci/Sci to proceed. My playestyle for ship combat prefers broadside beams or dual rear turrets so that I dont have to care about facing my target. I keep one torp in the front for my tac officer High yield torp skill. I would like my playstyle to generally be to debuff the enemy, heal my team and pitch in on damage. As far as ground combat I dont really have a preference. I like debuff/expose about the same as healing. Right now I am using the AoE heal PBAoE knockback/expose kit and depend on my science officers to do the healing
You're gonna have to fill that out, you know. I can't read an incomplete form.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 135 ok my turn
06-09-2011, 01:36 PM
I have a headache now, but here goes

http://sto-builder.binarybit.ch/inde...05_4-55-61-81-
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 136
06-09-2011, 01:36 PM
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.

click

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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 137
06-09-2011, 01:36 PM
M4triX,
If you're dead set against reverse shield and if you're not in PvP I could understand not using it but if you also want something to help you self have you considered either aux to dampeners or structural? personally I've never used em or heard anything about em

[/quote]
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.[/quote]

Glad to hear that! I'd love some more admirals to chime in on this skill but so far it seems to be lackluster. Perhaps its more important for cruisers as they have a larger hull to begin with so the % increase is more noticeable.

If you're looking for something to replace energy syphon perhaps photonic officer? I've heard poor results from this one but it would help make reverse more palatable and give you more use out of viral. If you're looking for group PvE running two copies of scramble sensors is actually fun and worth while. I use two in fleet actions. With the 20 second global you can pretty much have this up and runnign at all time with two. The same could be said for doubling up on viral or tractor.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 138
06-09-2011, 01:36 PM
Quote:
Originally Posted by sresk View Post
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?
My reasoning behind the 3 team setup is when I'm trying the burst when shields are down I want to max my quantums, I do this through HYT:II + tac team + photonic shock wave. Science and engineering are for healing a teammate whose being focused by a mob.

Energy siphon II would bump either tyken's II or Science team III, I don't see that being a better choice.

From my time using Tyken's I have not noticed any difference in its strength based on your aux settings. Is this a tooltip error?

The plasmas were chosen for when the initial burst with no shields fails. Typically the target will have 10% hull remaining and pop 2 shield regens giving them a large amount fast. My plasmas can then sometimes finish off the remaining hull w/o having to burn through all their shields again.

I'm only T3 right now so the higher choices were based just on skill descriptions. Thanks for the input.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 139
06-09-2011, 01:36 PM
Quote:
Originally Posted by Cryxx View Post
My reasoning behind the 3 team setup is when I'm trying the burst when shields are down I want to max my quantums, I do this through HYT:II + tac team + photonic shock wave. Science and engineering are for healing a teammate whose being focused by a mob.

.
I agree that folks need to consider what I call situational BO skills. For example, I like Beam Overload even though it deactivates my beams. But that would ONLY be a problem if I spammed it without thinking. I use it for when I want to punch through a failing shield and unleash my quant torps while I still have the target positioned.

So if it works for you ... go for it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 140
06-09-2011, 01:36 PM
Quote:
Originally Posted by sresk View Post
M4triX,
If you're dead set against reverse shield and if you're not in PvP I could understand not using it but if you also want something to help you self have you considered either aux to dampeners or structural? personally I've never used em or heard anything about em


Glad to hear that! I'd love some more admirals to chime in on this skill but so far it seems to be lackluster. Perhaps its more important for cruisers as they have a larger hull to begin with so the % increase is more noticeable.

If you're looking for something to replace energy syphon perhaps photonic officer? I've heard poor results from this one but it would help make reverse more palatable and give you more use out of viral. If you're looking for group PvE running two copies of scramble sensors is actually fun and worth while. I use two in fleet actions. With the 20 second global you can pretty much have this up and runnign at all time with two. The same could be said for doubling up on viral or tractor.
Well I haven't tested "aux to x" myself yet but I would suggest it's strength is based on my aux setting? Which is low. What brings us back to the edit of my post you might have missed ^^
Where do you get the energy from you need for high aux? Lowering weapons power setting? Is that really an option? Won't you just gimp your dmg totally? Maybe I just missed the big thing here, so plz clearify ^^

Running two versions of either viral or scramble sounds like a real plan! Maybe I'll do that. Photonic officer seems to be no real benefit at all, at the moment, so I'll skip that one.
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