Lt. Commander
Join Date: Dec 2007
Posts: 120
Hi there,

Please can you assist me with my build for this Science LT Gen. Am I spending too little in weapon- and auxiliary-related skills? I am finding my damage and shield sustainablity an issue, even with an engineer trained in EPtS III and a science officer in SCI III, and a tactical officer with FAW III.

Boff Training:

Level 1

Starship Energy Weapons Training +9
Starship Projectile Weapons Training +9
Starship Engineering Training +9
Starship Warp Core Training +9
Starship Operations Training +9
Scientific Practice +9
Scientific Theory +9
Engineering Team Leader +9
Science Team Leader +9
Starship Attack Vectors +9
Starship Command +9
Tactical Team Leader +9

Level 2

Starship Beam Weapons +9
Starship Cannon Weapons +9
Starship Torpedo Weapons +9
Starship Auxiliary Systems Maintenance +5
Starship Engine Maintenance +5
Starship Shield Maintenance +5
Starship Weaspon Systems Maintenance +5
Starship Deflectors +9
Starship Emitters +9
Starship Sensors +9
Doctor +9
Researcher +9
Scientist +9
Starship Combat Maneuvers +9

Level 3
Starship Disruptor Weapons +8
Starship Quantum Projectiles +8
Starship Auxiliary Systems Efficiency +5
Starship Energy Weapon Efficiency +5
Starship Engine Efficiency +5
Starship Shield Efficiency +5
Starship Deflector Dish +9
Starship Sensor Array +9

Level 4
Starship Engine Performance +2
Starship Shield Performance +2
Starship Subsystem repair +2
Starship Deflector Field +9
Starship Hazard System +9
Starship Sensor Probes +9

Level 5
Starship Auxiliary Systems Performance +1
Starship Hull Repair +1
Starship Weapon Systems Performance +1
Photonic Theory +9
Spacial Anomaly +9

Vo'Quv Carrier

Dual Disruptor Beam Bank Mk XI [CrtD] [Dmg]x2
Dual Disruptor Beam Bank Mk XI [Acc] [CrtH] [Dmg]
Quantum Torpedo Launcher Mk XI [Acc] [Dmg]x2

Assimilated Graviton Deflector Array
Assimilated Subtranswarp Engines
Assimilated Regenerative Shield Array

Disruptor Beam Array Mk XI [CrtD] [Dmg]x2
Disruptor Beam Array Mk XI [CrtD] [Dmg]x2
Disruptor Beam Array Mk XI [CrtD] [Dmg]x2


Console - Engineering - Ablative Hull Armor Mk XI
Console - Engineering - Tetraburnium Hull Armor Mk XI
Console - Engineering - Shield Emitter Amplifier Mk XI

Console - Science - Collimator Mk XI
Console - Science - Induction Stabilizer Mk XI
Console - Science - Holomatrix Diode Mk XI
Console - Science - Biofunction Monitor Mk XI

Console - Tactical - Directed Energy Distribution Manifold Mk XI

Console - Universal - Assimilated Module

Any assistance or help would be appreciated!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-26-2011, 06:17 PM
Well, without knowing anything about your powers setup, the main thing that jumps out at me is that you have 9 points in a lot of skills. Personally i wouldnt go more than 7 points in anything but your weapon skills. The benefit you get from those last 2 points just isn't worth it.

Also ditch cannons all together. It doent help you in any way shape and/or form.

As for your weapons, why did you decide to go with 2 DBB up front? I'm genuinely curious.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-26-2011, 06:44 PM
Yeah, what other boff abilities are you using? I 2nd the dual beam bank question.

I will say, right away, Im not a huge fan of Sci team 3, Transfer shields 3 would be better in my opinion. Hopefully you got it off the reman boff.

Shield Maintenance would be better at 7 I think, if you're using power to shields 3.

Starship Attack Vectors would be good if you're a tac, but since your sci it helps your Acc. You could shave a few points off that.

For the efficiency skills. Put points into whatever you keep low. If you have 100 to weapons, you dont need efficency etc. Also Id say 7s could work there.

Why have points in engine performance?

Why have 1 point in Auxiliary Systems Performance, Hull Repair and Weapon Systems Performance? Unless you're using power to weapons and DEM for the last one, and then you need more than a point.

Also, are you using scramble sensors, or viral matrix? with all those points in probes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-26-2011, 11:02 PM
The Voquv Carrier is more of a defensive ship. Especially as a sci, you wont be able to do much damage in it (tacts have buffs [though I dont recommend them in it], and Engineers have good power management).

If you want an offensive sci, you should go with an offensive Varanus (mostly high level offensive Sci abilities rather than raw damage), the Bird of Prey or the Garumba.

That said, if I were to go Sci Carrier I would make it a defensive harasser:

SCI COMM

Photonic Shockwave III (Scramble III would be good, but it is considered broken/overpowered by many pvpers, so avoid it)
Hazard III
Transfer II
Sci Team I

SCI LT

Transfer Shields II
Hazard I

TACT LTC

Target Engines III (or one of the others)
Delta I
Tact Team I (To help against pesky escorts on your rear shield facing)

ENG LTC

Aux to SIF II
Extend Shields I
EPt Shields I

Consoles:

Engineering:

Field Generator (+35% shields)
N. Alloy (+18 All Resistance)
N. Alloy (+18 All Resistance)

Science:

Halon System (+18 Hazards)
Halon System (+18 Hazards)
Halon System (+18 Hazards)
Halon System (+18 Hazards)

Tactical:

Borg Console
+26 to Beams/Weapon Type (this one doesnt really matter)

Weapons:

x6 Phaser Beam Arrays with high accuracy modifiers.

Equipment:

All Borg except the Shield. Get a Mk X Cap x3 Shield from Gonalda station.

Power Settings:

W - 25
S - 50
E - 25
A - 100
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5 Thanks everyone
06-27-2011, 09:09 AM
Quote:
Originally Posted by Crow_Splat
Well, without knowing anything about your powers setup, the main thing that jumps out at me is that you have 9 points in a lot of skills. Personally i wouldnt go more than 7 points in anything but your weapon skills. The benefit you get from those last 2 points just isn't worth it.

Also ditch cannons all together. It doent help you in any way shape and/or form.

As for your weapons, why did you decide to go with 2 DBB up front? I'm genuinely curious.
Thanks all

In regards to the beam and cannon spilt because I often swop to my BOP and tire of respec-ing each time!

These are my Boff skills:

Science crew compliment

HE I, SCI II, Tach. Beam III, SS III
HE I, SCI II, TSS III, TBR III
PH I, HE II, SCI III, FBP III
SCI I, TSS II, JS III, TR III
TSS I, PO I, SCI III, PSW III

Tactical crew compliment

THY I, BO II, BFAW III, DPB III
THY I, BFAW II, TSpread III, DPB III
TT I, BO II, CRF II, DPB III
THY I, BO II, CRF II, APO II

Engineering crew compliment

EptA I, EptS II, AtS II, EWP II
EptS I, ENG II, EptS III, EWP III
ENG I, EptS II, DEM II, AF III
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6 Thank you! Thank you!
06-27-2011, 10:03 AM
I am astounded how things have improved - ney I was nearly invincible and still manged to dish out 400k damage with 706k healing! Didn't die once and I have a MACO escort on my tail the whole time!

"All I wanta do is heal my buds, the rest is incidental..."

Joy!

(PS. Thanks to Roach too! Your presence is missed, though your continued friendship and support is so very much appreciated. )
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-27-2011, 12:03 PM
Quote:
Originally Posted by drkfrontiers
I am astounded how things have improved - ney I was nearly invincible and still manged to dish out 400k damage with 706k healing! Didn't die once and I have a MACO escort on my tail the whole time!
Yay for community support!

Quote:
"All I wanta do is heal my buds, the rest is incidental..."

Joy!

(PS. Thanks to Roach too! Your presence is missed, though your continued friendship and support is so very much appreciated. )
I miss him as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-27-2011, 12:23 PM
Good answers; what would be a recommendation for an offensive Sci build?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-29-2011, 04:03 AM
I specced out like i would a tac officer except i put my sci points specifically into areas that affect my inherient sci abilities like SNB, Photonic fleet etc. So i tossed that toon into a defiant and its an interesting and effective set up. No fancy stuff like photonic shock wave, but sensor scan 3 with attack pattern Beta and SNB pretty much seals the deal
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-29-2011, 07:38 AM
Quote:
Originally Posted by StarKiller66
Good answers; what would be a recommendation for an offensive Sci build?
There are many many ways to do Sci..

Tactical in a RSV with repulsors3 or GW3 can do quite potent damage.. For TBR3 you need to buff up, then fire up evasive and simply push the enemy away (works great with a escort friend that know your tactics, so he can follow out and pump DHC fire into them)

Sci can do nasty nasty feedback with FBP3. (but this is a passive build)

Havent flown SVs too much, but Ive had good success with builds based on those powers.
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