Lt. Commander
Join Date: Dec 2007
Posts: 120
Am I missing something...or are there no "healing" traits for the "healer" Science ship?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2 Science Officer in a Cruiser
06-09-2011, 12:39 PM
So then would a Science Officer in a Cruiser be better for heals than in a Science ship?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 12:39 PM
Quote:
Originally Posted by AdSin15 View Post
All science heals can be used on yourself AND others which is why I recommend using Engineering slots for self-heals when you fly a science vessel.
It can be argued, however, that you can use engineering heals that also can be used on both yourself and others, giving you more overall versatility. Like, I'd recommend at least throwing in an Engineering Team instead of a second EPtS, if for nothing else than to clear engineering debuffs on top of the hull heal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 12:39 PM
Science ships make excellent healers; this isn't a role just for Cruisers. I fly a healing science vessel in PvP and elsewhere, and have for some time. It would be even more tanky if I was an Engineer.

This is my Nebula set up-

Tactical: Tactical Team 1, Attack Pattern (Delta) 1.
Engineering: Emergency Power (Shields) 1 x2, Engineering Team 2, Extend Shields 1, Auxiliary to Structural 2
Science: Science Team 1, Hazard Emitters 1, Hazard Emitters 2, Transfer Shield Strength 3, Scramble Sensors 3.

The only real drawbacks about Science healing is it requires a higher Auxiliary level (Cruisers can get away with lower Auxiliary power), and there's no Commander-rank Science heal. However this can be just as much a boon as a disadvantage.. it'll let you slot in whatever you want without taking a direct hit to your healing potential.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 12:39 PM
Quote:
Originally Posted by KillingMeSoftly
The only real drawbacks about Science healing is it requires a higher Auxiliary level (Cruisers can get away with lower Auxiliary power), and there's no Commander-rank Science heal. However this can be just as much a boon as a disadvantage.. it'll let you slot in whatever you want without taking a direct hit to your healing potential.
Photonic Officer 3 with a yummy 45% (When Specced/With Console(s))cool-down on boff powers can be great asset, nay, is a great asset, I too fly a Nebula class and my Cmdr Slot may be giving up on a Grav Well or Tykens rift but the increased rate to throw out heals and buffs is just as good.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 12:39 PM
Quote:
Originally Posted by Catulla
High end Admiral traits...I mean.
I am not sure what you mean. In general, ships don't get new traits as your rank increases.

Higher level ships have more and higher level Bridge Officer slots, allowing them to use more powerful skills.
As a Captain, you also acquire new powers.

Science Captain abilities that are useful for healers.
  • Dampening Field
  • Science Fleet
Particularly the latter is very potent, reducing the damage your team's shield takes significantly.

If you mean Bridge Officer Skills/Powers, there are no Commander level skills that heal damage. I would suggest looking into Scramble Sensors, as this disrupts the enemy team's offense and healer, and thus makes your job a little easier. (Assuming you really want to focus on healing).

The best healing science vessel is probably the Nebula, as you can mix the best science with some of the best engineering heals.

A "classic" science vessel with the regular BO configuration, I would look into a build like this:

Tactical: Tactical Team I, Attack Pattern Delta I
Engineering: Emergency Power to Shields I, Extend Shields I
Science: Scramble Sensors, Hazard Emitters III, Transfer Shield Strength III, Hazard Emitters II, Transfer Shield Strength II, Science Team I, Science Team I
If you want to be a little more defensive, then you could take EMergency Power to Shields II instead of Extend Shields I.

That is still missing a power for the Ensign slot (I would suggest going with the Deep Space Science Vessel or the Fleet Support Vessel on the KDF side)
Tactical: You will probably have to pick an offensive choice, I might go with HIgh Yield Torpedo I.
Science: You can't really use more heals, and probably also best pick something to aid your team's offense: Tractor Beam
Engineering: Emergency Power to Shields I (and now you should definitely pick up either Extend Shields or Aux2Sif1.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 12:39 PM
As I see it Cruisers and Sci share the healer-job with diffrent focuses. The Cruiser is the Hull-healer and the Sci the Shield-healer.
The combination of both make good heals, not just one of them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 12:39 PM
My SV Healer:

DSSV - Eng Captain (But Sci would work as well)

Weapons
1 array - 1 Quantum - 1 Tricobalt on either end

25-50-25-100 power

Borg Deflector+Engine
Reman Shield

------
Consoles
3 SIF Gens
4 DefF (Induction I think)
1 Borg - 1 Torpedo
------
BOs
Tac:
TacTeam 1 - B:TSS2

Eng:
EP2S1 - ASIF1
EP2S1

Sci:
SciTeam1 - TSS2 - HE3 - CPB3
SciTeam1 - TSS2 - HE3

------------------------------------------------


Carrier is more or less identical, except BO setups and weapons (Obviously I wont be relying on torpedos with a flying whale):

Weapons 1 Array either end, rest Polaron Turrets (for their proc) - Replacable with 6beam FAW for PvE

Tac:
TacTeam1 - B:TSE2 - APDelta2

Eng:
EP2S1 - EP2S2 - ASIF2 (alt BO have ETeam3)

Sci:
SciTeam1 - TSS2 - HE3 - FBP3
TSS1 - HE2

(Tactics, Ill launch pets and start healing.. Once a few ships are beginning to shoot me (ideally Ill catch an escort about to Alpha me) I'll Delta2 and Scan3, and use my FBP - Fully Auxed, that will hurt .. alot.

The idea is to capitalize on the huge heals, even on unconsoled Hazards, while boosting TSS (and FBP I believe)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 12:39 PM
Quote:
Originally Posted by Dane_Strife
Photonic Officer 3 with a yummy 45% (When Specced/With Console(s))cool-down on boff powers can be great asset, nay, is a great asset, I too fly a Nebula class and my Cmdr Slot may be giving up on a Grav Well or Tykens rift but the increased rate to throw out heals and buffs is just as good.
may i point out that the consoles dont do anything to increase its cooldown reducing rate, your best off using just healing science consoles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 12:39 PM
Quote:
Originally Posted by MelineAaele View Post
My SV Healer:

DSSV - Eng Captain (But Sci would work as well)

Weapons
1 array - 1 Quantum - 1 Tricobalt on either end

25-50-25-100 power

Borg Deflector+Engine
Reman Shield

------
Consoles
3 SIF Gens
4 DefF (Induction I think)
1 Borg - 1 Torpedo
------
BOs
Tac:
TacTeam 1 - B:TSS2

Eng:
EP2S1 - ASIF1
EP2S1

Sci:
SciTeam1 - TSS2 - HE3 - CPB3
SciTeam1 - TSS2 - HE3

------------------------------------------------


Carrier is more or less identical, except BO setups and weapons (Obviously I wont be relying on torpedos with a flying whale):

Weapons 1 Array either end, rest Polaron Turrets (for their proc) - Replacable with 6beam FAW for PvE

Tac:
TacTeam1 - B:TSE2 - APDelta2

Eng:
EP2S1 - EP2S2 - ASIF2 (alt BO have ETeam3)

Sci:
SciTeam1 - TSS2 - HE3 - FBP3
TSS1 - HE2

(Tactics, Ill launch pets and start healing.. Once a few ships are beginning to shoot me (ideally Ill catch an escort about to Alpha me) I'll Delta2 and Scan3, and use my FBP - Fully Auxed, that will hurt .. alot.

The idea is to capitalize on the huge heals, even on unconsoled Hazards, while boosting TSS (and FBP I believe)
I may be wrong, but I don't think the SIF Generators help Aux to SIF at all. Only Aux power (and Aux skills) boost it. Though, those 3 consoles would make for a great EngTeam 2... even though you'd be missing out on being able to throw out heals rapidly, due to Scis high CDs.

(Also, yes: DefF and Induction Stabilizers boost TSS, FBP, and SciTeam.)
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