Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 sto sci
05-05-2012, 05:33 PM
i wont to start a new science game and i was looking in the forum and find some useful information
i come up whit this build
STO SCI BUILD

i can really use your help to know if this is a good build for healer ( or something other then healer )
Or
im way off on my build
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-05-2012, 07:14 PM
I wouldn't say that you are way off, but it could use improvement...

#1)...Science on a Cruiser
You will not have the in built weapons power that an Engineer has. Without skills in weapons performance (ie: running just with consoles) you might be able to hit 110 and with 6 beams sucking 10 power each, you will lose 60 of that in one broadside. You will either need emergency power to weapons 1, plenty of weapons power consoles, or spec 5-6 slots into weapons performance at the admiral level.

#2) Tactical Team
You will need Tactical Team 1 for your ensign level tac power. This power automatically sends shield power to the shield taking fire. A very useful tactic in a combat situation.

#3) Healer?, Control? or Damage/Control Hybrid?

These are you typical roles as a science officer. If you truly want to play as a healer, the odyssey is a great platform...you WILL be able to out tank a tactical cube on elite. However some suggestions I would make is that you focus on one of these roles. As a healer: Extend Shields 2, Hazard Emitters 2 or 3, Transfer Shield Strength 2, Science Team 1, Engineering Team 1, Aux to Structural 2/3, and RSP 2/3.

Also something to remember is that A LOT of the end game STFs rely on science officers to be able to help in crowd control of the borg nanite probes/spheres and a healer will not be able to assist as much as some of the other roles.

Personally, I play as a Hybrid in an Intrepid Retrofit...See setup and you can get the idea for the role:

Lt Tac: Tac Team 1, Torpedo HY II
Lt Eng: Engineer Team 1, Emergeny Power to Shields 2
Ens Sci: Polarize Hull (Anti-many Tractor Beams)
Lt Com Sci: Sci Team 1, Hazard II, TSS 3
Com Sci: Jam Sensors (Anti 1 Tractor Beam), Tractor Beam II, Tykens Rift II, Gravity Well III
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-05-2012, 10:07 PM
I want to know why you have points in attack patterns. Also I would get out of the oddy. It is a fine ship but if you. Want to take advantage of being a good science toon you must have a commander science level skill. With the oddy you can become an excellent tank or healer. Science toons are more about tricks, crowd control, or shield stripping. These are some of the strength of the science toon.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-06-2012, 08:20 AM
Quote:
Originally Posted by Simeion View Post
I want to know why you have points in attack patterns. Also I would get out of the oddy. It is a fine ship but if you. Want to take advantage of being a good science toon you must have a commander science level skill. With the oddy you can become an excellent tank or healer. Science toons are more about tricks, crowd control, or shield stripping. These are some of the strength of the science toon.
i was going for a tank/ healer kind of game play
BUT IT LOOKS LIKE IM WAY OFF

i was using this as guide line

Build Set 1: Healer (DSSV, Intrepid, and Nebula):

DSSV
Tac:
-Lt slot:
---Tac Team 1
---Attack Pattern Delta (APD)

Eng:
-Ensign:
---Emergency Power to Shields 1 (EPtS)
-Lt:
---Emergency Power to Shields 1
---Auxiliary Power to Structural Integrity Fields (AuxSIF)
-(Alternate Lt. slot)
---Engineering Team 1
---Reverse Shield Polarity 1(RSP)
-(Second Alternate)
---Engineering Team 1
---Emergency Power to Shields 2

Sci:
-Cmdr:
---Sci Team 1
---Transfer Shield Strength 2 (TSS)
---Hazard Emitters 3 (HE)
---Scramble Sensors 3 (potential alternatives: Photonic Shockwave3, Tractor Beam Repulsors 3, etc)
-Lt. Cmdr:
---Jam Sensors 1
---Hazard Emitters 2 (HE)
---Transfer Shield Strength 3 (TSS)

Weapons:
Fore:
-2x Phaser Beam Arrays
-1x Phaser Dual Beam Bank (or torp if you prefer)
Aft:
-2x Phaser Beam Arrays
-1x Chroniton Mine Launcher
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-06-2012, 09:06 AM
Quote:
Originally Posted by JAlaska
Also something to remember is that A LOT of the end game STFs rely on science officers to be able to help in crowd control of the borg nanite probes/spheres and a healer will not be able to assist as much as some of the other roles.

Personally, I play as a Hybrid in an Intrepid Retrofit...See setup and you can get the idea for the role:

Lt Tac: Tac Team 1, Torpedo HY II
Lt Eng: Engineer Team 1, Emergeny Power to Shields 2
Ens Sci: Polarize Hull (Anti-many Tractor Beams)
Lt Com Sci: Sci Team 1, Hazard II, TSS 3
Com Sci: Jam Sensors (Anti 1 Tractor Beam), Tractor Beam II, Tykens Rift II, Gravity Well III
here is a modded build
STO SCI TAKE 2
see if this 1 is any good
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-06-2012, 10:39 PM
You keep mentioning a commander level science position, also talking about flying the oddy. There is no commander science position on the oddy.
Here is the build I use with my engineer in the science oddy for use of the sensor analyst.
Lt tac: high yield 1 and fire at will 2
Eng sci: polarize hull
Lt science: tss1 and he2
Lt com science: he1, tss2 and sci team 3
Commander eng: epts1&2, eng team 3 and aux to sif 3
I usually tank any thing and have petty of heals to throw. I use epts and aux to sif as my heals on a key bind that also redistribute shields
Visit stowiki for key bind info.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-07-2012, 01:39 AM
why even bother with cruisers or sci vessels...go for escort. Your usefullness comes from the subnucleonic beam and sensor scan, maybe the dampening field too

In an escort you can deal some serious dmg too (if you use cannons), and with the right BOFF layout you are not as squishy as many would think.

a general advice: you don't need to skill all sci abilities only because you are a sci officer. Concentrate on max. 3 + maybe 3 points in inertial dampeners and power insulators.

http://home.comcast.net/~amicus/Skil...%20Effects.htm

this will help you determine how much points are worth spending in every single skill...you will realize that 6 in more than enough in most of them.

if you want a fun sci, i advice you to go cannon escort, with all the sci nerfs and the general uselessness of sci vessels thats, in my opinion, the best way to play a sci. Maybe a carrier isn't a bad choice either.

PS:
Quote:
key bind that also redistribute shields
Visit stowiki for key bind info.
very good advice, if you don't have that you will need a tactical team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-07-2012, 02:06 AM
Quote:
Originally Posted by Simeion View Post
You keep mentioning a commander level science position, also talking about flying the oddy. There is no commander science position on the oddy.
Visit stowiki for key bind info.
i changed my build and moved to a science ship


Quote:
Originally Posted by Raudl View Post
why even bother with cruisers or sci vessels...go for escort. Your usefullness comes from the subnucleonic beam and sensor scan, maybe the dampening field too

i think from what i read that the science is the support on sto and to do that you need a science ship

Quote:
Originally Posted by Simeion View Post
http://home.comcast.net/~amicus/Skil...%20Effects.htm

this will help you determine how much points are worth spending in every single skill...you will realize that 6 in more than enough in most of them.
i think that I DIDN'T GET ANY OF THAT

if any 1 can give a build that thay think will work best for an end game sci officer
taht will be cool

you can use this skill planner
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-07-2012, 02:18 AM
Quote:
think from what i read that the science is the support on sto and to do that you need a science ship
that was the intention...but its not working at all. a cruiser is a much better supporter, while being more durable. I don't argue that cruisers are a bad choice, but i think that escorts deal way more dmg and are not as squishy as they should be to compensate the higher dmg output.
Since most STF's are timed encounters the more dmg you bring the higher the chance of completing is.
And you can set up an escort to tank a tactical cube, but that needs practice and a guiding hand.


an engineer captain in a cruiser can tank everything with ease, an engineer in an escort can tank anything if he is skilled and a sci in a cruiser is not durable (but there are some skilled players that can pull off an impressive sci in cruiser built that is durable)
for a new player i suggest escorts, because it's the easiest to master, meaning that you have value for the grp by dealing some good dmg. leave the hard gameplay to the skilled, maybe in 6 month (if you are still into the game) you are able and have gathered the knowledge to be a good supporter.

by then you will have also understood the link i posted.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-08-2012, 10:27 PM
I am not trying to rain on anyone's parade but my science build tends to do just as much damage as an escort. As far as being in an escort it is easy to do. Anyone can hack, slash, and burn. It takes real skill to master the science toon in a science vessel, specially the way they keep nerfing them. Don't get me wrong you need cruisers and escort they serve a purpose. But I don't know how many times I had to bail out a team in an STF whith either a gravity well or tractor repulsors. It really come down to play style and what you like to play.
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