Lt. Commander
Join Date: Dec 2007
Posts: 120
# 91
04-25-2012, 09:37 AM
Quote:
Originally Posted by Cygone View Post
In regards to 'poorish' DPS, may I suggest you get a parser (java one) and look over what it is you are doing in an ESTF, you might find thier is something you are doing wrong that you can easilly fix. If you like drop me a message on the forums, in this thread or in game and I will be happy to run some STFs with you and try and 'point out' some areas where you might be able to improve.
Hey Cygone - Thanks for the reply!

To be honest, whilst I guess the DPS could be a little higher, it's still superior to any other setup I've utilised and I'm actually quite happy with it. Being able to launch photon torpedoes in quick sucession is very effective and that, combined with sub-system targeting and shield draining powers, has actually proven more effective than the setup I had on my Science Odyssey. And the surivability increase is fantastic!

I'm very happy with it - therefore, thanks for the thread/pointers!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 92
04-25-2012, 09:44 AM
Just wish i didnt disapear for 3 days, forum posts that need answering and a stupid amount of in-game mails to answer!!

What are you people doing to do when D3 comes out!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 93
04-25-2012, 01:59 PM
Quote:
Originally Posted by Cygone View Post
Tac captain does NOT increase the amount that can be drained from the abilities, have a look at your skills screen and report back in here what they drain for, remember its 10 ticks for both TrB and TaB and its x4 as it 'hits' all 4 facings,

I did toy around with a copy of TRift with 1TaB, but its not really that usefull IMO, they cause a 15sec CD on the other, and why would you want to take thier shield power, if they have no shieids to power as you have drained them all ?
Ah, that would explain the whole thing, as I did not multiply by four to include all facings.

My idea behind the Rift was the crowd control aspect, although as fas as I could see, it did not drain the engine power fast enough, so that the targets would stay in the Rift.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 94
04-26-2012, 08:19 AM
Quote:
Originally Posted by thuard
Ah, that would explain the whole thing, as I did not multiply by four to include all facings.

My idea behind the Rift was the crowd control aspect, although as fas as I could see, it did not drain the engine power fast enough, so that the targets would stay in the Rift.
I would suggest using GW if you need to use one for a CC,
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 95
04-26-2012, 08:49 AM
Thanks for posting this build. I'm new to the game and wanted to play science. After hearing from friends that Science has been nerfed, I'm glad to see it's still valuable.

I'm also a bit confused with the the builds, the Nebula one was for a tactical captain? Is this one for a science captain?


Since it will be a while until I have enough C-points to get any buyable ship I don't supposed you have a build or suggestions for a Reconnaissance Science Vessel? Thats the ship I've currently using. Right now I'm on my first character and still going through the episodes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 96
04-27-2012, 07:31 AM
This build certainly delivers even for a science captain. I have almost the exact same equipment setup on my LRSV Retro, except all my equipment is with [BORG] modifiers. Couple of questions however have risen.

1. Disruptor breach. I never seem to see it in the debuffs of the target. Is it still shown or hidden from the UI completely?

2. While it certainly delivers commendable hull damage, the drain part of the build seems a bit lacking. It only dents the big targets (tac cubes, donatra for example) while draining regular elite cubes and anything smaller quite effectively. Could this be happening because I only have MK XI Rares as my flow cap consoles? Will be taking it to some arenas for testing agains player targets.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 97
04-30-2012, 06:52 PM
well i tried this build and tested it in almost every conceivable way. is this the best sci build i ever had, yes and no. first testing it out in kitomer and starbase 24 fleet actions. i would almost score every time as the guy with the highest dps. kitomer this ship worked very well and probes or platforms were quickly killed. i had some issues with cubes but i usually end up taking them by myself anyways. in 24 and i did at least 10 missions i never scored under 2nd place. this build works in any pve.
in pvp i got the exact opposite results. shields would slowly drain but torps were almost useless. i respec and the ship in whole is less resilient than what i had but mostly i think from loosing a few shield consoles.
on a side note gravity well works great in pve.
i also tested in duel privately against an escort and a cruiser.
the escort whipped me (he is a top pvp er) and the cruiser was a draw i could crack his shields but never kill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 98
05-02-2012, 01:44 AM
Well, was finding that the [Borg] antiproton beam array I had fitted fore and aft were barely denting the Borg spheres/cubes and have therefore dropped them in favour of another torpedo launcher, making the ship more of a torpedo boat. Had to use a Quantum launcher (at least until collect either enough EDC's or energy credits to obtain another photon torp launcher) but, in view of this, have amended my console setup to include a projectile chamber.

Would like to follow the OP' setup, but still don't have the kit and don't have an easy/quick way of obtaining it, so have fitted [Borg] antiproton turrets aft (as already had those). Haven't tested it yet, but will be interesting to see if it improves matters - and can suppliment the turrets with the point defense console.

Edit: Managed to do Khitomer Space (normal) on my lunchbreak from work - the turrets work well! Have to admit, dropped the second projectile chamber in favour of a blue antiproton Mag Regulator (will get a purple once have the EC); it worked a treat. Just about manages to weaken the shields enough for my inital torpedo salvo to destroy the shield, and a follow-up salvo (using high yeild) to destroy the ship altogether. And activated my point-defense console, on top of the aforementioned tatic, at one point and took out a Borg raptor far faster than I've ever done!

Love it!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 99
05-02-2012, 01:45 PM
nice built, and it seems the drain powers are all whats left of cool sci abilities on sci ships.
want to try it ou myself, but right now my escort is just too versatile compared to my intrepid. Thats a shame actually considering that sci ships should be the versatile ones.

One question! Why do you use aux battery and not weapon battery? you run it at 125, so what do you accomplish by fireing an aux battery?

Quote:
in pvp i got the exact opposite results. shields would slowly drain but torps were almost useless
3 points in power insulators nearly eliminates all drain abilities. and most people do have powerfull shield heals at their disposal.

Quote:
2. While it certainly delivers commendable hull damage, the drain part of the build seems a bit lacking. It only dents the big targets (tac cubes, donatra for example) while draining regular elite cubes and anything smaller quite effectively. Could this be happening because I only have MK XI Rares as my flow cap consoles? Will be taking it to some arenas for testing agains player targets.
those ships have a massive amount of shield points, it will take longer to drain...much longer. The drain part is maxed out in his built, you will not find more. What power lvl are you running? if you are under 125 aux, you found the reason.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 100
05-03-2012, 03:07 AM
Quote:
Originally Posted by Raudl View Post
nice built, and it seems the drain powers are all whats left of cool sci abilities on sci ships.
want to try it ou myself, but right now my escort is just too versatile compared to my intrepid. Thats a shame actually considering that sci ships should be the versatile ones.

One question! Why do you use aux battery and not weapon battery? you run it at 125, so what do you accomplish by fireing an aux battery?



3 points in power insulators nearly eliminates all drain abilities. and most people do have powerfull shield heals at their disposal.



those ships have a massive amount of shield points, it will take longer to drain...much longer. The drain part is maxed out in his built, you will not find more. What power lvl are you running? if you are under 125 aux, you found the reason.

Aux batteries are used to boost Aux when you come out of Full Impulse, especially usefull if you die. Can you also be good when when you need that little extra tankability and are running 100 Shield power. use a quick Aux battery for better heals on TSS and HE.

Indeed, no build other build on any other ship can produce the same amount of drain as this one can. Things like Tac Cubes and the Donatra has MASSIVE shield strenght, I would guess updates of 250,000, this build works best of these targets once their shields are gone, as it keeps their shield down, thats when you can really get damage ont eh target.

I have managed to kill the Donatra before she cloaks by using the drains to keep the shields down.
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