Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Sci Ship Power Levels
08-13-2011, 01:28 PM
I am thinking of rolling a Sci character soon and was wondering what power levels people run in there science ships? For my tac and eng characters i always use the weapon preset (100/50/25/25) and it always works great but since science ships rely on science abilities alot more ( go figure ) i was wondering if people generally sacrificed weapon power for more aux or if that just made it take too long to kill stuff
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-14-2011, 07:29 AM
In terms of levelling your character STO is rather simple, all you need is having max power to as many weapons as possible, find your targets : fly at a straight line at them, they will be dead before you reach them everytime

Sci ships get a bonus to AUX anyway, but at later tiers you might want to chuck a quick +aux power console on their too.

Or just level in an escort
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-14-2011, 09:00 AM
That power setting is generally still good. "ADvanced" tactics could be switching your power levels around when you see one of your more improtant science powers come off of cooldown.

Some specialized builds can also run with 25/50/25/100, for example if you focus on healing and crowd control. (But that usually requires to have team mates to be really useful, otherwise you probably have crowd control but no NPCs to control, or no one that needs that much healing.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-14-2011, 10:22 AM
Quote:
Originally Posted by MustrumRidcully View Post
That power setting is generally still good. "ADvanced" tactics could be switching your power levels around when you see one of your more improtant science powers come off of cooldown.

Some specialized builds can also run with 25/50/25/100, for example if you focus on healing and crowd control. (But that usually requires to have team mates to be really useful, otherwise you probably have crowd control but no NPCs to control, or no one that needs that much healing.)

Yep thats a very nice team build.

Another way to go for general solo is to adjust both weappons and Aux so that they are at 90 or maybe a little above. Then 25 engines and shields take whatever is left. Thats 90 after all adds on the wep and aux.

This is easily enough to get the job done. Helps if you really have planned overall power level bonuses out carefully.

Heres the link to the sticky with the ship power spreadhseet download : very very useful.

http://forums.startrekonline.com/sho...d.php?t=155777
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-14-2011, 08:56 PM
If you have at least 2 shield healing abilities slotted, then you can probably live with dropping your shield power to 25 and using that power for AUX instead, and just use the shield heal powers to keep your shields up. In a sufficiently fast battle (and if you have one of the slower-to-recharge types of shields such as Covariant), the amount of shield recharge you would get at 50 power is dwarfed by the amount you would get from the shield healing abilities anyway.
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