Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 A career in Science
01-01-2012, 07:35 AM
Hi all, I am currently a Lt Commander rank 5 and going for a career in science.

What are the advantages of being a Science focused player within a group or fleet on STO?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-01-2012, 07:44 AM
Science characters in a Science Ship are the primary 'Healers' of the party, able to provide long distance healing and repair services (e.g. Transfer Shield Strength, Hazard Emitters) during combat to other players... Less common is the combat Science configuration, which provides assistance by hindering the abilities of the opponents... (e.g. Sensor Scan, Gravity Well, Scramble Sensors, Photonic Shockwave)...

On the other hand, Science Ships don't have the combat endurance of Cruisers, and lack the firepower of Escorts, (but have great shield strength and decent hull strength) so they can't exactly use the same space tactics as the other two classes, (I myself treat them as 'light' cruisers, avoiding close combat until the enemy shields are down...)

Ground roles for Science are also similar, providing healing skills, (e.g. Nanite Health Monitor is the only ability to reverse Borg Assimulation...) and hindering the oppositions abilities (e.g. Tachyon Harmonics to knock down Personal Shields, ) but with the exception of 'Endothermic Field' (the science equivalent of a Area of Effect plasma grenade...) lack the toys and firepower of the other 2 clases...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-01-2012, 08:22 AM
Quote:
Originally Posted by Grouchy.Otaku
Science characters in a Science Ship are the primary 'Healers' of the party, able to provide long distance healing and repair services (e.g. Transfer Shield Strength, Hazard Emitters) during combat to other players... Less common is the combat Science configuration, which provides assistance by hindering the abilities of the opponents... (e.g. Sensor Scan, Gravity Well, Scramble Sensors, Photonic Shockwave)...

On the other hand, Science Ships don't have the combat endurance of Cruisers, and lack the firepower of Escorts, (but have great shield strength and decent hull strength) so they can't exactly use the same space tactics as the other two classes, (I myself treat them as 'light' cruisers, avoiding close combat until the enemy shields are down...)

Ground roles for Science are also similar, providing healing skills, (e.g. Nanite Health Monitor is the only ability to reverse Borg Assimulation...) and hindering the oppositions abilities (e.g. Tachyon Harmonics to knock down Personal Shields, ) but with the exception of 'Endothermic Field' (the science equivalent of a Area of Effect plasma grenade...) lack the toys and firepower of the other 2 clases...
While your on ground committed to your career specific kits, space offers generally a huge freedom of choice. Any career can fly every ship, the only special about a science officer there are the career abilities. So you might pick a supportive role, but you don't have to.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-01-2012, 08:28 AM
Quote:
Originally Posted by cmd_linski
Hi all, I am currently a Lt Commander rank 5 and going for a career in science.

What are the advantages of being a Science focused player within a group or fleet on STO?
Science is awesome, of my 10 characters 5 are Sci and I play them the most. Although I find Tac the most fun in space (a little fragile but capable of lots of damage) Science is a nice middle ground between Engineering and Science; neither as tough as an Engineer but with some powerful debuffs that help with dealing damage, as well as target subsystems on your Science ships.

It's lucky you mentioned Science in a group because IMO this is where Science ships really shine. A debuffing Science ship can completely shut down any NPC with ease but they can't take advantage of that, they need other ships to do it for them, especially at VA where the NPCs have a lot of HP. Power drain is particularly potent in PvE as the NPCs run fairly low power levels and won't clear the debuffs.

On the ground, Science is by far the most versatile of the three classes; you can heal, debuff or deal damage with the kits available. I tend towards the damage dealing Sci in PvE and it's very effective when combined with your Captain skill debuffs like Nanoprobe Infestation and Tricorder Scan.
Healing on the ground is very tricky in a group as the damage dealt and the low HP of players means that one shots are prevalent at higher difficulty levels and in STFs so I tend to just res people as they go down to save them the walk back, if they look as though they're helping themselves anyway then they get heals but it's not uncommon to see people sitting still in the open and they don't get healed.
The debuffing kits are very powerful on the ground, as a Science officer you want to maximise your Expose/ Exploit and a lot of the Science debuffs have a 10% chance to expose coupled with the Root/ Slow/ DR Debuff/ DoT or whatever unpleasant thing your doing to the target which gives lots of opportunity to score an Expose; I run a Compression Pistol for the fast Exploit shot that will usually vapourise the target (as they're pretty much always debuffed) but a Sniper Rifle also works.

Science really is a good class, nice and versatile so you can do whatever you need to if you have the appropriate kit. Also worth looking into your DOffs, there are several DOffs that will help you with your Sciecne skills on the ground with everything from a Medic that beams down when you use a Hypo (just a chance, not always) to a debuff on your target when heals are used or an HP increase when you heal yourself.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-01-2012, 08:45 AM
Thank you all for the advice!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-02-2012, 11:37 AM
With the right BOFF skills, your shields will never go down. I have power levels at 50-50-25-75 and engineer and 1 science oficer with shield buffs. I just got commander and my shields never go into the red!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-02-2012, 04:54 PM
Science is by far the most versatile and dare I say, "adaptable" class of the 3. I mostly fly my science officer as it is my primary and I am one of those odd far out there "damage & control" science ships. But let me tell you, after playing STFs for close too 2 months now I have as of yet to find myself in a situation where I was unable to help the team out.

Something to remember though...Science I personally believe has the most abilities as far as their varying effect. You have Gravity Well which can easily destroy small ships with a moderate damage and pull feature to something like photonic officer which speeds up recharge on the boff abilities. Before season 5 skill allocation was difficult. To a certain point it still is harder than your brethren Tac and Engineer Officers. This leads into consoles which seem to lack a "great" description for what they affect as far as science powers. There are several posts on this topic and I'm not going into that here...

A solution that I would recommed is transfering your character to tribble so that you can play with the skills a little bit. This will allow you to choose abilities and skill settings best suited to your play style both in space and on the ground.

Good Luck and Godspeed

Live Long & Prosper
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