I think the idea of science resists in and on itself is not bad. But the implementation is bad.
The main issue I experienced with science was the ability to chain-use abilities or stack them. Science Resists should apply for these cases, and not just by default. If you get hit by a science power, you should get the resist benefits _afterwards_ for a certain amount of time (15 seconds is often enough). That's worked just fine for stuns.
I have to agree Science needs fixing, I've had a Sci toon since S1 and she used to be fun to play with but since the S5 nerfbat most of the skills are useless, Cryptic needs to rework the skills and balance the buffs out for all types of toon's.
recently i use the carrier its the only sci ship that has nearly the same dps as a cruiser turns slower then some cruisers works well enough but still some of the lock outs on using our abilities some specific changes that have made skills do nothing at all need to be adressed.
resistance is fine however resistance should not impede the sci pilot from being able to kill someone it should only make it harder i have looked into a bunch of builds on tribble respeccing like mad and only found a couple builds viable for 1v1 and then that got cut down dramatically when it was introduced into even more foes it makes no difference what we do we just have to do the best we can I'm sure that cryptic will find time for us eventually.
till then control those npcs since that's about all we can do use your power siphoning builds to peeve people off and wait till that final straw breaks the camels back.
either science and cruisers suck and need an overhaul or escorts are over powered and the rest just need slight tweaks makes you wonder don't it
found a viable build lets just say its a porcupine carrier