Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm struggling with figuring out the best power settings for a science ship doing solo PvE content.

I know everybody says to run 100/50/25/25 for power settings and fly an escort for leveling, and that's what I've done previously. But I want to start a new sci toon and just try to make it work with a sci ship while enjoying the content.

Most of the sci abilities require a ton of Aux power, but that means taking away from weapons.

If I want to use Tachyon Beam or Tyken's Rift or even something like Tractor Beam Repulsors, they all need a high Aux setting to be effective.

So how do you balance it without killing your weapon power when running missions?

The only thing I could think of was to run 25/50/25/100 and just use torpedoes since they aren't affected by weapon power, but that seems silly and I don't know if a torpedo boat for sci ships is particularly effective.

The other option that's coming to mind is to run 100/50/25/25 and keep a big stack of aux batteries and use the batteries before using sci abilities, which could work I suppose but I don't like the ideal of relying on batteries to be able to use my powers. But then I'd be stuck waiting out the 2 min CD on batteries whenever I wanted to use my sci stuff.

Does anybody have some insights here on what power levels to run on a sci ship? Specifically for solo PvE. I haven't tried fleet stuff yet, but I figure when I get it it I won't be as worried about doing damage at that point and be more focused on the actual sci abilities.

Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-04-2012, 01:52 PM
I'd suggest 75/50/25/50.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-04-2012, 01:56 PM
Oops, double post.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-04-2012, 02:11 PM
Quote:
Originally Posted by Forgotten-Nemesis View Post
I'd suggest 75/50/25/50.
And use aux batteries to max aux when using the powers?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-04-2012, 02:17 PM
Quote:
Originally Posted by flyingwaffle123
And use aux batteries to max aux when using the powers?
Yep. Aux batteries are awesome like that. Of course you should invest points in the batteries skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-04-2012, 02:36 PM
Going to. But now I'm wondering about whether a sci ship can function as a torpedo boat lol. They have the turn rates for it, so would going 1 cannon, 2 torpedoes on each end be effective? Or would it be better to fit 2 energy weapons and 1 torpedo?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-04-2012, 02:37 PM
That's the problem with science ships sadly.

You either put power into AUX to do 'science' stuff or you put them into shields and weapons to do 'effective' stuff.

Currently, it is more effective to run AUX on 25 power and let your captain skills boost it to nearly 40~50 ...and put the rest into weapon and shield. The reason is simple: A gravity well fired at 50 aux does a little less than half damage than at 125 aux .. but if you add in 100+ weapon power from beams to it, the damage from the grav well+beams far, FAR exceeds that which 125 aux/low weapon power would achieve.

Many people say to use the power preset settings.. thats just BS. Switching back and forth power settings on a ship that already has you overwhelmed with clicking heals and science/weapon abilities is not workable.

Escorts and cruisers on the other hand only have to run with 2 power settings on high. Weapons/Engines (escorts) and weapons/shields (cruisers)...because that gives them firepower and defense. Science ships cannot. If a sci ship goes Wep/AUX it will die because it simply cant tank. If it goes shield/AUX it will do crap damage all the time and be somewhat functional every 45 seconds (sci timers). engine/aux does not work for sci due to its inherent low top speed and turn rate.

The only solution I found was two different setups.

One is support for team the other is damage based.

Support:

Tactical: Fire at will 1 , torpedo spread 2
Front weapons: 1X chroniton torpedo, 1X photon torpedo 1X beam array (polaron)
Rear weapons: 2X polaron beam arrays, 1X tricobalt

Science: uses tyken rift and power siphon on target, xfer shield strength, hazard and tractor repulsors.
Engineer: uses emg power to shields and weapons.

This ship runs with 50 weapon power, 50 shield, 25 engine and 75 on aux. (base settings, your bonus power skills boosts them higher)

Purpose: power drain target first with the tyken and siphons and use subsystem target attacks to 'nail' that subsystem useless. Chroniton torpedo slows ships down and photons add some needed damage output..plus its good when you shut down the ship's shield power and your torpedoes can slam the hull.

Tyken and siphon can bring a ship to nearly -75 power on all systems but its not enough to shut down a system itself. For that, the subsystem attack drain (which occurs 100% of times..im not taking about the random chance disable) can drain a further 50 to 75 power from it (depends on your flow capacitor stats)..which effectively shuts that subsystem down.

Damage:

Tactical: Torpedo Spread 1, Torpedo Spread 2
Frontal Weapons: 2X photon torpedoes, 1X breen cluster torpedo
Rear weapons: 1X harpeng, 1X beam array, 1X tricobalt

Science: gravity well 3, hazard 3, shield heal 2, repulsors
Engineering: emergency to shields, emergency to dampeners

Ship runs on 25 weapon power, 75 shield power, 25 engine power, 75 aux power (base settings, your bonus power skills boosts them higher).

Purpose: Damage, damage, damage. Constant torp spreads inflict heavy hull bleed-through and gravity well adds heavy hull damage. repulsors can hurt hull as well as being multi-purpose. harpeng bypasses shields and hits hull, the tricobalt when fired at ship clustered in a grav well are very effective. The beam array in rear is to use the subsystem target attack on rear arc (which you will constantly be exposing to target as you circle the target to rotate your torpedoes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-04-2012, 03:21 PM
I run 85/25/25/65, which with boffs and skills and whatnot equals 103/57/51/95. That's at VA tho. But hafta say, shield and engine is low priority for me.. weapons for killing and aux for (shield)heals is how I "roll" ^^ I don't use many "sciency" skills tho, like rift etc, I just wear ships down and occasionally heal up my shields. It's not a fast way, but it's not very demanding either :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-04-2012, 03:59 PM
Quote:
Originally Posted by CmdrSkyfaller
That's the problem with science ships sadly.

You either put power into AUX to do 'science' stuff or you put them into shields and weapons to do 'effective' stuff.

Currently, it is more effective to run AUX on 25 power and let your captain skills boost it to nearly 40~50 ...and put the rest into weapon and shield. The reason is simple: A gravity well fired at 50 aux does a little less than half damage than at 125 aux .. but if you add in 100+ weapon power from beams to it, the damage from the grav well+beams far, FAR exceeds that which 125 aux/low weapon power would achieve.

Many people say to use the power preset settings.. thats just BS. Switching back and forth power settings on a ship that already has you overwhelmed with clicking heals and science/weapon abilities is not workable.

Escorts and cruisers on the other hand only have to run with 2 power settings on high. Weapons/Engines (escorts) and weapons/shields (cruisers)...because that gives them firepower and defense. Science ships cannot. If a sci ship goes Wep/AUX it will die because it simply cant tank. If it goes shield/AUX it will do crap damage all the time and be somewhat functional every 45 seconds (sci timers). engine/aux does not work for sci due to its inherent low top speed and turn rate.

The only solution I found was two different setups.

One is support for team the other is damage based.

Support:

Tactical: Fire at will 1 , torpedo spread 2
Front weapons: 1X chroniton torpedo, 1X photon torpedo 1X beam array (polaron)
Rear weapons: 2X polaron beam arrays, 1X tricobalt

Science: uses tyken rift and power siphon on target, xfer shield strength, hazard and tractor repulsors.
Engineer: uses emg power to shields and weapons.

This ship runs with 50 weapon power, 50 shield, 25 engine and 75 on aux. (base settings, your bonus power skills boosts them higher)

Purpose: power drain target first with the tyken and siphons and use subsystem target attacks to 'nail' that subsystem useless. Chroniton torpedo slows ships down and photons add some needed damage output..plus its good when you shut down the ship's shield power and your torpedoes can slam the hull.

Tyken and siphon can bring a ship to nearly -75 power on all systems but its not enough to shut down a system itself. For that, the subsystem attack drain (which occurs 100% of times..im not taking about the random chance disable) can drain a further 50 to 75 power from it (depends on your flow capacitor stats)..which effectively shuts that subsystem down.

Damage:

Tactical: Torpedo Spread 1, Torpedo Spread 2
Frontal Weapons: 2X photon torpedoes, 1X breen cluster torpedo
Rear weapons: 1X harpeng, 1X beam array, 1X tricobalt

Science: gravity well 3, hazard 3, shield heal 2, repulsors
Engineering: emergency to shields, emergency to dampeners

Ship runs on 25 weapon power, 75 shield power, 25 engine power, 75 aux power (base settings, your bonus power skills boosts them higher).

Purpose: Damage, damage, damage. Constant torp spreads inflict heavy hull bleed-through and gravity well adds heavy hull damage. repulsors can hurt hull as well as being multi-purpose. harpeng bypasses shields and hits hull, the tricobalt when fired at ship clustered in a grav well are very effective. The beam array in rear is to use the subsystem target attack on rear arc (which you will constantly be exposing to target as you circle the target to rotate your torpedoes.
I like what you said, but why do you have the rainbow torpedoes? I thought using rainbow weapons like this wasn't very efficient?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-04-2012, 04:08 PM
You can keep shield power up with Emergency to Shields, possibly two.
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