Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 LRSV-Retro Build Critique
02-25-2012, 03:14 PM
Here is what I am running right now. Im doing the 2800 missions at the moment as well as STF. This is a drain build aimed at disabling shields and providing consistent damage.

Id like some feedback on what I can change to get some more damage in there. I know Im not supposed to be a one man army, but I think I have too much defence. It takes a long time to kill stuff, and that is even when their shields are down half of the time due to the polaron, Tyken's and Shield targeting. I did the combat log parses in combat from STF. DPS was slightly over 2000 for both raw and net. I think Escorts get 4000+, and Cruisers maybe a little less?

Is what I have the best a science ship can achieve? Would I have to switch to Distruptors or Anti Proton and Tricobalt? What are some abilities I can swap to get faster kills? Thanks for the help!

http://www.stoacademy.com/tools/skil...ild=Artemis6_0

http://i15.photobucket.com/albums/a3...ranswarp-3.jpg
http://i15.photobucket.com/albums/a3...emis_DS9-2.jpg

USS Artemis
NCC-955555
Intrepid class

Power: (MACO +2 included)
[97 / 75]
[56 / 25]
[51 / 25]
[105 / 75]

Fore:
1x Polaron Beam Array
1x Polaron Cannon
1x Quantum Torpedo

Aft:
3x Polaron Turret

Devices:

[Subspace Field Modulator, Engine Battery, Shield Battery]

Equipment:

[M.A.C.O. Shields]
[Aegis Deflector]
[Aegis Engines]

Consoles:
[RCS, Assimilated, Neutronium]
[Flow Capacitor, Sensor Probes, Ablative, Field Generator]
[Polaron, Polaron]

Stats:
DPS: 2 000
Defence: 62.7%
Hull: 35 000
Shields: 14 423
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-25-2012, 03:43 PM
Can I ask what you overall goal is? Like do you want to do the most dps in normal/elite stf? Support/heal/debuff in pvp? Because let's face it... space stf is all about dps... and how fast you can kill something, tank/support/heal/etc, are really only useful for pvp.

Either way can you provide a sort of summary of what exactly you're looking for, so I (and the community) can give advice that would actually help. Because sci ships arn't like escorts where you just want to throw on the biggest guns and call it day.

Just as an example, if you're pvping with a friend who has an escort, you can debuff the hell out of someone and support heal the escort, while he does the killing, the polaron would indeed be a decent weapon to use especially if you leave your weapon power low.

On the other hand, if you want to go out and kill stuff quickly, i.e. missions and stfs, then max weapons settings and anti proton should be something you want. Yes, even in a sci ship because you can always switch your power settings before you throw out a grav well or something.

Anyway, point is sci ships have too many variation without knowing what you want out of it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-25-2012, 03:52 PM
Sure,

I want to be able to do objectives on my own. As in be quick enough to kill the probes trying to get to the Time Portal, or kill the Transwarp Conduits. I was sitting there for maybe 5 minutes and I only dropped it by 25% health.

I guess my build is not very efficient against structures as these since they already have no shields and dont attack. So...90% of the build is useless there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-25-2012, 04:14 PM
If you're looking for more damage, switch your fronts to dual beam banks. You've already put an RCS console on, no need to have a beam array up there. I guess the cannon is for rapid fire, but switch to beam overload or FAW for the same effect.

Also, as you mention, if you're doing STFs, alot of your skills are not going to be overly effective. From my experience so far, the holds are much more useful than energy drains. I'd try to get a gravity well in there in place of sensor scramble. Maybe PSW or CPB in place of viral matrix. Fit the new jem'hadar 2 piece set to add polaron damage. I personally like a tractor beam or 2 along with grav well, so science team could go if you still feel tanky. Tractor beam won't do much against structures, but grav well will help (and doff with the second well spawn chance). Then switch to all particle generators for your free science consoles. I haven't actually used the ablative console yet, but in STFs, if it lasts any longer than the respawn timer, it's not worth it, you're loosing damage potential.

Skill wise, unless you have attack patterns on other builds, it's wasted here. Particle generator skill will add to science power damage. Every little bit helps in the science vessels. Energy weapon spec as well, but I'm fairly new and don't have a good grasp on how useful skill points to max are on most things. You'd at least want some in there though.

Finally, you could look at the Recon instead, as it gets the extra tactical station and console slot, both of which will help your damage more than the sci console.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-25-2012, 04:26 PM
Quote:
Originally Posted by hyprodimus
Sure,

I want to be able to do objectives on my own. As in be quick enough to kill the probes trying to get to the Time Portal, or kill the Transwarp Conduits. I was sitting there for maybe 5 minutes and I only dropped it by 25% health.

I guess my build is not very efficient against structures as these since they already have no shields and dont attack. So...90% of the build is useless there.
Ok so it sounds like you're planning for mostly pve stuff, i.e. stfs. So here's what I'd like to suggest...

would say your settings should be the generic one:
xxx/100
xxx/50
xxx/25
xxx/25

and have the second setting easily accessible:
xxx/25
xxx/50
xxx/25
xxx/100

switch from the first to the second just before you hit something with a grav well or anything really that isn't energy weapon, then switch back to the first and continue shooting.

weapons should be something like...
anti proton DBB x 2
q-torp x1 OR tri-cobalt x 1 (I will try and explain which one to choose later on)

anti proton turrets x3 in the back

BO's should look something like...

tac:
TT1 or THY1 - Beam Overload2 (I will try to explain which one to choose later)

eng:
EPtW1 - EPtW2

sci:
***** - ***** - ***** - *****
***** - ***** - *****
*****

***** are whatever skills you like. I personally really like grav well and tractor repulser, not so much tyken's rift or tachyon. But it's really up to you what healing or damage skills want.

The BO2 is to max dps for DBB's.

The EPtW1 and 2 you will use every time it's off CD to keep you weapon power at 125 (make sure you use EPtW before BO2). Using one copy of EPtW will give the ability a 45 sec CD and put the other copy on a 30 sec CD. But the buff lasts 30 sec, so when it wears off from the first one, the second will be ready.

The ***** slot i would suggest either TT1 (for survival more than the dps), as it can reroute shields almost instantly to keep you alive, and give a very minor dmg increase. Or you can pick up THY1. with TT1 use tri-cobalt, and q-torp with THY1. The tri cobalt does less overall dmg than THY1+qtorp, but it also disables, so it's really up to you. Personally i suggest q-torp+THY1 since you can always grav well to slow stuff.

consoles:
eng:
EPS - Borg - neutronium (or any other armor of your choice)
anther option is the +3.5 weapon power setting in case you can't get 125 power setting even with EPtW. And the borg console can alway go in a sci slot.

sci:
+35% shield - ***** - *****- *****
i have shield emitter, shield regen, and insulator, but I run my ship more like an escort than sci ship so dont use these... instead if you have alot of deflector dish skills, then consoles that enhance those would be much better, graviton generator or particle generator, etc. Although I will say... the shield emitter is nice for healing

tac:
anti proton x 2

hopefully i've answered you're questions, let me know if I missed anything.

EDIT: also... the skill tree you linked has too many 9 pointers, and you would be better off trading some of the for mroe 3/6 pointers. I will try and link what I have later.

ok so this is what I use:
nm... link broken and removed... will tryu again later
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-25-2012, 07:47 PM
Thanks for the input guys. So I dropped the Array, Cannon and Rapidfire for 2 DDB, Beam Overload II, and swapped the defensive Eng abilities for EPtW I and II.

Im now doing 2 800 dps which is 40% more than my original build! (and I often forgot to use EPtW)

This wasnt the highest Raw damage, but iI got the highest Net damage of my group! I assume this is because I was disabling shields to do hull damage.

I removed Sensor Probes as I originally thought it helped Viral matrix....It did but the wiki didnt update and now it doenst. I moved the Assimilated console down to Science and now have 2x RCS.

Power:
[97 / 75] (which is actually 125 because of constant EPtW)
[56 / 25]
[71 / 50]
[85 / 50]

Switching to and from Max Auxilliary Power only takes 1.5 seconds.

Defence is now 70% and turn rate is 28 degrees per second.
I didnt miss the Engineer abilities at all, hardly needed the science ones too. Probably due to the MACO shields and high defence percent.

Im not going to respec now though. That will come when I feel like paying Cryptic for a respec...Theres so many bugs in the game right now.

Here is what I have now
http://www.stoacademy.com/tools/skil...ild=Artemis7_0

And this is where I got my original build's inspiration from.
http://sto.necrobones.com/science-dps.html
It looked viable at first, but Im liking the the "Sci-scort" much better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-26-2012, 05:41 AM
I also am using a LRSV-R for normal STF's. Do yourself a favor and equip with the point defense system-universal console from the thunderchild refit. It mowes down nearby probes (<5km) automatically at 10x damage, even while your normal weapons are focused on another target. STOwiki by the way falsely claims it can only be equipt on escorts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-26-2012, 09:52 AM
Quote:
Originally Posted by hyprodimus
Thanks for the input guys. So I dropped the Array, Cannon and Rapidfire for 2 DDB, Beam Overload II, and swapped the defensive Eng abilities for EPtW I and II.

Im now doing 2 800 dps which is 40% more than my original build! (and I often forgot to use EPtW)

This wasnt the highest Raw damage, but iI got the highest Net damage of my group! I assume this is because I was disabling shields to do hull damage.

I removed Sensor Probes as I originally thought it helped Viral matrix....It did but the wiki didnt update and now it doenst. I moved the Assimilated console down to Science and now have 2x RCS.

Power:
[97 / 75] (which is actually 125 because of constant EPtW)
[56 / 25]
[71 / 50]
[85 / 50]

Switching to and from Max Auxilliary Power only takes 1.5 seconds.

Defence is now 70% and turn rate is 28 degrees per second.
I didnt miss the Engineer abilities at all, hardly needed the science ones too. Probably due to the MACO shields and high defence percent.

Im not going to respec now though. That will come when I feel like paying Cryptic for a respec...Theres so many bugs in the game right now.

Here is what I have now
http://www.stoacademy.com/tools/skil...ild=Artemis7_0

And this is where I got my original build's inspiration from.
http://sto.necrobones.com/science-dps.html
It looked viable at first, but Im liking the the "Sci-scort" much better.
two thing that i wanted to mention is that your weapon power can actually go over 125. 135 i think is the max, the numbers dont show, and doesn't increase you're dmg. but it does get used before you're normal weapon power does, so you can fire an extra weapon at max strength. So with EPtW you should aim for 135, and honestly you can afford a few points from engine, especially since you have an RCS. Just food for thought.

the other things is that the EPS i mention i didnt put in because of the transfer rate from sub to sub. instead it increases the regen rate of your weapon power, which you can use because BO2 chews up alot of power, so the faster you can recover from it the better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-26-2012, 10:24 AM
Quote:
Originally Posted by Cyell
two thing that i wanted to mention is that your weapon power can actually go over 125. 135 i think is the max, the numbers dont show, and doesn't increase you're dmg. but it does get used before you're normal weapon power does, so you can fire an extra weapon at max strength.
Long ago it was this way. But today 125 is a hard cap. You gain nothing at all by going beyond 125.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-26-2012, 11:10 AM
Quote:
Originally Posted by Schneemann View Post
Long ago it was this way. But today 125 is a hard cap. You gain nothing at all by going beyond 125.
I guess im not updated on the info... can you tell me if there's anything else in place that is similar to this? I ask because when I use BO2 on my cruiser i consistantly see my power drop from 125 to 60. On the other hand when I use EPtW (125+23=148), i never see my power drop to 60. In fact they seem to hover around 70 instead.

I looked what you said and it seems that what you said is correct, as others said the sae thing. But i shot at a fleet memeber for about 5 mins, and the numers i got back were fairly consistant. 50-60 without going over, 70-ish with going over.
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