Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
04-15-2012, 07:35 PM
Nice post. I was looking to make a SCi using SCI vessels as my third char but not a lot of info out there. A lot of Sci hate. Anyway for the original build I see 3 photon torpedos. It was my understanding, from another torpedo escort post, that with Torp Doffs and with the cooldowns etc etc. 3 Quantums would be more effective. Does anyone have any concrete info on that?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
04-16-2012, 01:08 AM
Quote:
Originally Posted by AdmiralSchaal View Post
Nice post. I was looking to make a SCi using SCI vessels as my third char but not a lot of info out there. A lot of Sci hate. Anyway for the original build I see 3 photon torpedos. It was my understanding, from another torpedo escort post, that with Torp Doffs and with the cooldowns etc etc. 3 Quantums would be more effective. Does anyone have any concrete info on that?
I do, I did the tests myself,

Dont use 3 PWD, its not worth it, I did the tests earlier in the week, (copyied out of my other thread)

A Few figues, I will update this post as I get more,

2 Photon Launchers - 1 Blue, 1 Purple Doff - 111 Torpedos in 300 seconds ***111 / 300***
3 Photon Launchers - 1 Blue, 1 Purple Doff - 147 Torpedos in 300 seconds ***147 / 300***
2 Photon Launchers - 2 Blue, 1 Purple Doff - 126 Torpedos in 300 seconds ***126 / 300***
3 Photon Launchers - 2 Blue, 1 Purple Doff - 148 Torpedos in 300 seconds ***148 / 300***

2 Quantum Launchers - 1 Blue, 1 Purple Doff - 104 Torpedos in 300 seconds ***104 / 300***
3 Qunatum Launchers - 1 Blue, 1 Purple Doff - 131 Torpedos in 300 seconds ***131 / 300***
2 Quantum Launchers - 2 Blue, 1 Purple Doff - 111 Torpedos in 300 seconds ***111 / 300***
3 Quantum Launchers - 2 Blue, 1 Purple Doff - 137 Torpedos in 300 seconds ***137 / 300***

3 Rapid Reload Transphasic Torpedos - 1 Blue, 1 Purple Doff - 140 Torpedos in 300 Seconds ***140/300***
3 Rapid Reload Transphasic Torpedos - 2 Blue, 1 Purple Doff - 147 Torpedos in 300 Seconds ***147/300***

I can't use 3 Doffs, because I am using 2xDevelopment Lab Scientists and 1xTractor Specialist, this means I can only use 2 Projectile Weapon Doffs, so Photons are the better options for DPS. Frankly, I dont think I would want to use another Doff slot just to ekk out that smidgen of DPS from 3Q/3D

Tests were done in a 1v1 PvP situation, torps were set to autofire, no THY or TS used, parser counted the shots and the time elapsed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
04-16-2012, 01:28 AM
Quote:
Originally Posted by eversive View Post
Hello Cygone,

Before reading this thread i was wondering wich was a very good setup for stripping out shields as much as possible with a science ship, i went "near" to your setup but never tought at the dual tractor beam with the purple doff for removing shields, thanks a LOT for this, i tought was a weak bonus (it states a very low amount) but when used it becomes great.

I started up a new fed sci character just for working on a shield stripper build and i tryed to adapt it to all the ships i'm using since lvl 20 (nebula) and lvl 30 (bellerophon).

Obviously i will get the full effect only with the proper ship (intrepid retrofit) but i can clearly state that even with the lvl 30 intrepid the results are very nice, i use to make mostly pvp and missioning with my friends so DPS against hull is not a problem and for the bellerophon i have modified the build as following:

BOFFS:

Lt Tac: Tactical Team, Beam Overload 2
Lt Eng: EPtS 1, RSP 1
Ens. Eng: EPtS 1
Cmd. Sci: Tractor Beam 1, Tachyon Beam 2, Tachyon Beam 3, Charged Particle Burst 3
Lt.Cmd. Sci: Tractor Beam 1, Hazard Emitters 2

DOFFS:

2x Purple Conn Officers for reducing tactical team recharge to 15 seconds (gives me 66% uptime of automated fast shield transfer, this increas survaivability a LOT and increase dps too)
1x Purple tractor beam officer
1x Tactyon beam officer (reduce turn rate 50% when using tacyon beam, good in pvp)
1x i don't remember

Weapons Loadout

3x Dual Tetryon Beam Banks (alternative 2x Dual Tetryon Beam Banks, 1 Harg'peng)
3x Tetryon Beam Arrays (i know it does not shoot while i'm facing forward but at this level my weapon power does not allow me to fire 6 weps togheter at end game it will)

The results of this build are very good, considering i'm a pretty experienced pvp player i'm pretty good at keeping my target in front arc, over about 20/25 matches i always ended up first or second as damage dealer and even very tanked targets that were hard to take down for my mates went down like butter as soon as i stripped their shields.

Thanks a lot for your suggestions, i will try "again" the 3x torpedo build but at the moment i feel more efficent with dual beams in front.
This build will certaintly work while you level to 50, but at 50, I would suggest you drop the energy weapons because weapon power will be set to 25, due to this Torps seriously out DPS energy weapons, Tetryon turrets are used, not for thier damage but for the proc as you are taking into account FlwC.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
04-16-2012, 01:31 AM
Quote:
Originally Posted by hyprodimus
I ended up trying a "prototype" build. Blue, not purple Doffs and Polaron turrets.



I thought it was reverse. Raw damage output is excellent, 4500ish on KA or Infected. I can solo entire sides if no one wants to help (although I think thats more of a matter of just being able to tank the Elite Cubes as a power drain build works as well)

Im trying to get the engine tech though, so that is Cure. You need more crowd control. I guess you could delegate that to someone else, but I feel as the science, I should be doing more of that. Without TBR or GW, you cant slow down multiple enemies. Having Chroniton mines helped a bit

IMHO, Id rather let the escorts deal more of the damage, and I control the field.

Its sure fun in the rest of PvE.
Cure is a tricky one, and honestly its more to do with the team than it is with the build. Best way I have found to do this, is for 3 people to take a side each, and have 2 people roaming (preferably a Cruiser and an Escort), you can very easilly take out the BoPs and work on the cube / spheres, in the down time.

I do often switch CPB for VM3/PSW for Cure, the extra CC is nice, but you are more than a match to hold your side in Cure.

Neg'Vars are easilly killed by getting one to blow up on the others, so TB is very good for th is.

You are getting more DPS out of yours than I am mine, but that is likely because you are using [Borg] Photons and the 1000dmg a hit would equal about another 350k damage (350 torps fired) in a single KA. And I do play a little lazy at times and wont change to a higer weapons setting when I dont need the drain or CC (for example when I am soloing a side - which you can do quite easilly if you are using MACO XII Shield and 3pc Borg.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
04-16-2012, 04:30 AM
Ive only got one [Borg] torp. 350k nice damage.

I cant get my fleet together all the time, so Ive just been using my excelsior for cure. Atleast I can count on 1/3 being held off which the pug does their thing on the other cubes.

I think the ideal team for cure would be 1 science ship with GW, TBR, 1 cruiser with 2x EWP and the other 3 are damage dealers. It only gets hard after the 1st cube pops, leaving 2 raptor spawns. With EWP, you slow down one group, everyone else goes to kill other group. If one raptor flock gets too close, TBR them away.

I think the main difference between cruiser CC and science CC is that GW is cast at a distance. You dont need to fly in front of the group.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
04-16-2012, 04:47 AM
Quote:
Originally Posted by hyprodimus
Ive only got one [Borg] torp. 350k nice damage.

I cant get my fleet together all the time, so Ive just been using my excelsior for cure. Atleast I can count on 1/3 being held off which the pug does their thing on the other cubes.

I think the ideal team for cure would be 1 science ship with GW, TBR, 1 cruiser with 2x EWP and the other 3 are damage dealers. It only gets hard after the 1st cube pops, leaving 2 raptor spawns. With EWP, you slow down one group, everyone else goes to kill other group. If one raptor flock gets too close, TBR them away.

I think the main difference between cruiser CC and science CC is that GW is cast at a distance. You dont need to fly in front of the group.
Do it a different way, with the 3 people you have 'guarding' each side (while doing some dmg to spheres), once the 2 'floating' have killed the remainder of your sphers, you as the 'guard' for that side, start doing dmg to the cube. It really is best to pop all cubs at the same time, that way even if you get Neg'Vars spawns, it makes no difference as the Kang has warped out. this way it dont matter how long or haow many times you die killing even 9 Neg'Vars

Yes damage is inportant, but comming the next patch so will survivability, as you have increased death timers in STFs (+15 seconds per death, if you die more than once per 5mins), This is going to make the 5 Escort ESTFs a thing of the past. Cruisers and the Nebula are going to be ALLOT more viable.

The issue with this build is its lack of 'defensive' options. I might well make a new Thread, 'Cygones Nebula Build' for use in ESTFs while NOT dying.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
04-16-2012, 07:48 AM
Cygone

i do like this build as im a big fan of the intrepid with shield stripper build.

fore and aft any 1 beam and 2 torpedo's

please will you be posting your dreadnought build please ?

thank you
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
04-16-2012, 08:16 AM
Quote:
Originally Posted by nigh****chmen
Cygone

i do like this build as im a big fan of the intrepid with shield stripper build.

fore and aft any 1 beam and 2 torpedo's

please will you be posting your dreadnought build please ?

thank you
How on Earth do you know, I have a Gal-X? I guess I must have mentioned it in this thread somewhere.

I am happy to do so. But which build would you like, the PvP one, or the ESFT one, (and which role, Main Tank or Cruiser DPS?)

Just found it, post #12 in this thread. I guess I should be honored that you basically either read the entire thread, or atleast all my posts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
04-16-2012, 09:40 AM
I'm always on the look out for good builds so I have been reading your post since you started
Thank You I will keep an eye out for your next post
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
04-16-2012, 09:50 AM
why use maco deflector, borg engine and maco shield? Isn't this setup better? All borg set minus shield for maco shield?
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