Lieutenant
Join Date: Jul 2012
Posts: 46
Like so many others, I've redone my setup. Just wanted to share and collect some feedback. Mostly do STFs

USS Ultima, Recon Science Vessel

Fore weapons: 2x Photon Torpedo Launcher, Mk XII AntiBorg, Polarized Tetryon Array Mk XI
Aft Weapons: Same

Deflector, Engines, Shields: Omega set Mk XII

Devices: Engine Battery, Subspace Field Modulator, Deuterium Surplus

Engineering Consoles: Nadeon Detonator, SIF Generator Mk XII - Blue
Science Consoles: 2x Particle Generator Mk XII - Blue, 2x Field Generator Mk XI - Blue
Tactical Consoles: 3x Photon Detonation Assembly Mk XII - Green

Tactical BOff: 2x Tactical Team I, Torpedo Spread II
Engineering BOff: Emergency Power to Shields I & II
Science BOff: Hazard Emitters I, II, III, Transfer Shield Strength I, Tractor Beam Repulsors I, Feedback Pulse II, Photonic Shockwave III

Active Space Duty Officers: 2x Projectile Weapons Officer - Purple, 2x Shield Distribution Officer - Purple, Photonic Studies Scientist - Purple

Captain Skills:
Lt: Weapons 9, Batteries 3, Hull Repair 6, Flow Caps 6, Shield Emitters 9

Lt. Com: Energy Weapons 6, Projectile Weapons 9, Structural Integrity 6, Power Insulators 6, Shield Systems 9

Com: Maneuvers 9, Targeting Systems 9, Electro-Plasma 6, Impulse 3, Warp Potential 6, Graviton 6, Particle 9

Captain: Hull Plating 6, Shield Performance 9

Admiral: Projectile Spec 9, Armor 6, Aux Performance 6, Decompiler 5

Power:
Weapons 74/70
Shields 74/60
Engines 29/25
Aux 73/45



Focused on Space, obviously... this is Star Trek, after all. Anyways... I can never decide what to do with the Ensign & Lt level Sci abilities. They all just... suck LOL. My other power setups basically increase my power to weapons/shields/aux to max should I ever need them to. And even though I mentioned this in another thread a few days ago, I have both Tac teams and both EPtS keybound to spacebar, Brace for Impact keybound along with Scattering Field and Feedback Pulse, and I have Evasive Maneuvers keybound with the Engine Batteries. Comes in handy when you need to shoot across to the other side and pound on some Borg probes...

Now if only I could get CombatLogParser to actually tell me my DPS. I open my combat log and it gives me nothing. Yet, if I check the combat log from inside the program, it shows me everything from the combat log.
U.S.S. Ultima, NCC-100101-X, Fleet Recon Science Vessel
U.S.S. Demi, NCC-100101-Z, Peregrine Fighter
U.S.S. Spaceball 1, NCC-123456, Tuffli Class Freighter

Last edited by darthvicious666; 07-04-2012 at 03:37 PM.
Lieutenant
Join Date: Jun 2012
Posts: 81
# 2
07-05-2012, 09:11 AM
If you're focusing on heavy torpedo build i recommend using Tyken's Rift 3. It's Drains power from the borg and in combination with Beam Target Shields It can bring their shields down, making them vulnerable for your torpedos.

Also i would add that nice new DoFF which gives a chance for another tyken aftershock.
Maybe replace 1 Photonic Scientist and 1 Projectile officer with 2 of them (I don't remember their designation)

Also I'm not sure how much I like 2 torpedos on the aft. You have 2 Tac teams and enough turn rate to keep constant front facing on the opponent. Also Running Transfer Shield Strength 2 or 3 instead of HE 2 or 3 is much better since you run a Science ships with not that much Hull Strength and you mainly rely on your shields to protect you.
Maybe even trade HE1 for Polarize Hull because Sphere Tractor beams can be nasty.

There was a specific command to turn the combat log on
/combatlog 1
or something like that
Lieutenant
Join Date: Jul 2012
Posts: 46
# 3
07-05-2012, 12:20 PM
It's a Gravimetric Scientist, and you can only have one of those.

I also figured out what I was doing wrong with the parser. Still wondering which data it puts out that I can call my DPS...

Also, I'm learning away from torpedoes. Throwing something else together as we speak.
U.S.S. Ultima, NCC-100101-X, Fleet Recon Science Vessel
U.S.S. Demi, NCC-100101-Z, Peregrine Fighter
U.S.S. Spaceball 1, NCC-123456, Tuffli Class Freighter
Starfleet Veteran
Join Date: Jul 2012
Posts: 80
# 4
07-05-2012, 01:07 PM
I'm not trolling you, but science ships... kinda suck. I'd rather see you in a Sci focused Oddy then a sci ship because at least then I know you (as a player) can fit your ship more to your build then the other way around. If you still want to get science then think about the Nebular, trade off some of the Sci fat for some Eng boff's.

Dedicated Sci ships simply have too many sci boff slots to make "good" use off, and STF's are about damage far more then de-buff's. I'd argue that more then 4 slots on any ship for science is a waste when you could buff your damage or defence. If you want to roll with science ships then so be it, I can't stop you, but the are sub par compared to Cruisers & Escorts or even Hybrid science ships.

As for your build...

Tractor Beam Repulsors is a horrid ability that will cause more harm then good. The major issue is that it will push objects both vertically & horizontally in random directions away from you. This can make it 10 times harder to kill the borg. Sure you save your team or buy a few seconds, but it often creates more issues then it solves. Once again you're better off in a Cruiser/Nebular with Eject Warp Plasma <-- that ability is a god send. Then again there is the Theta Radiation Vent console... if you like lockboxes...

You could go with a 3xDBB + Faw build to strip shields + Mines or Tri cobalt in the back for a little kinetic punch, Turrets+Cannons (single) + CSV or CRF for max forward damage. In either situation you need to put your power behind your weapons to get the most out of them.
Lt. Commander
Join Date: Jun 2012
Posts: 235
# 5
07-05-2012, 02:10 PM
Quote:
Originally Posted by r37 View Post
I'm not trolling you, but science ships... kinda suck. I'd rather see you in a Sci focused Oddy then a sci ship because at least then I know you (as a player) can fit your ship more to your build then the other way around. If you still want to get science then think about the Nebular, trade off some of the Sci fat for some Eng boff's.

Dedicated Sci ships simply have too many sci boff slots to make "good" use off, and STF's are about damage far more then de-buff's. I'd argue that more then 4 slots on any ship for science is a waste when you could buff your damage or defence. If you want to roll with science ships then so be it, I can't stop you, but the are sub par compared to Cruisers & Escorts or even Hybrid science ships.

As for your build...

Tractor Beam Repulsors is a horrid ability that will cause more harm then good. The major issue is that it will push objects both vertically & horizontally in random directions away from you. This can make it 10 times harder to kill the borg. Sure you save your team or buy a few seconds, but it often creates more issues then it solves. Once again you're better off in a Cruiser/Nebular with Eject Warp Plasma <-- that ability is a god send. Then again there is the Theta Radiation Vent console... if you like lockboxes...

You could go with a 3xDBB + Faw build to strip shields + Mines or Tri cobalt in the back for a little kinetic punch, Turrets+Cannons (single) + CSV or CRF for max forward damage. In either situation you need to put your power behind your weapons to get the most out of them.

While I fly a Nebula as an engineer, I'd have to say science ships in general don't necessarily "suck". While yes, most dps-oriented science vessel builds rely primarily on torpedoes, dealing significant damage in an science vessel depends entirely on how you setup not only your powers, but on your skill as a captain.

I have seen many DSSVs do better than cruisers at tanking and dps, while still throwing out debuffs; in fact, I would say science vessels are better tanks than cruisers because of their superior shielding and wide array of debuffs. So, not only can they take more direct shield damage, they mitigate it even further by crippling the enemy. And I'll take a well-placed gravity well over an eject wp any day of the week.

Having said that...PLEASE, FOR THE LOVE OF GOD, DO NOT USE REPULSORS!!! Yes, it is hilarious to push Donatra across the map and "into" the planet. But you are better off keeping the enemy rooted via tractor/grav/eject/theta than you are by pushing them away. Why? Because you can focus on a shield face and have your entire team pummel that specific side. Plus, more often than not, I have "allies" who repulse enemies out of my gravity well. It's already hard enough trying to keep people in my damn well...I don't need allies helping out the enemy.

A RecSV won't be tanking more than the other science vessels, but I think if you focus on shield stripping and torpedoes, you'll be able to up your damage easily. Then, once you've found a nice, steady dps (I hover around 2.8-3.2k), fiddle around with the tanking and debuff parts of your build. Pick up a vent theta console for a couple million EC, toss in an RCS, whatever you want, really.

As for the skills, I would be inclined to say take out all points into graviton generators if you're not planning on any PvP; even then, tractors aren't very helpful against escorts decked out with AP:O, Polarize, and evasive maneuvers. And it's pretty much worthless in regards to gravity well. And since your skills suggest you are trying for a hybrid torpedo build, drop your back weapons for disruptor turrets and load up a dual beam bank with two torps up front. Those target subsystem innates help alot, even if they're only lvl 1. If you really want to roll with three fore torpedoes, then drop an aft turret and stick a beam array in there to help out. The loss in dps won't be very high, and you can still utilize the target subsystem powers.

Pick up the MACO shield if you can, it'll really help tank the borg in STFs, and the power bonus it gives you is pretty nice for your across-the-board-esque power style. For the Ensign/Lt. Science skills, Science Team II is pretty nice, but if you want to keep your Tactical Teams I would say perhaps Tachyon Beam. Also consider the invaluable gravity well skill, and not just to help your team; by relying on enemy ships blowing up and damaging nearby vessels, you can take out more ships than your dps would suggest.

Again, the best asset to a science vessel captain is smart flying with what you have.
Captain
Join Date: Jun 2012
Posts: 1,015
# 6
07-05-2012, 02:36 PM
Is this for a Tac? I hope so. PSW & TBR do lovely things with Tac buffs.

Don't listen to people who tell you in caps not to use TBR. Listen to me instead. The repel is based on aux levels. Kill your aux before you hit TBR and you'll hit them with more pulses, meaning more damage. Also you'll have an easier time managing the shuffle-board game with a lessened repel. It does beautiful damage to objects that can't be repelled like generators, gates, and, shhh, don't tell nobody, PvP escorts running APO, lol.

OK, you ready to have your mind blown? Aux2Batt. Yes I said it. With Technician doffs you can run 1 Tac Team and 1 EPTS. You can run one high level TSS and HE. "But why would I kill my Aux levels on a sci ship?" Well, you're only killing them for 10 seconds, and you can get it right back with an Aux batt if you suddenly need a heal. Dump your heals on somebody, then hit Aux2Batt. Your Aux based heals are on cooldown anyway, so what does it matter if you kill your levels for 10 seconds?

It gets better. One of those sci slots you just opened up because you no longer need multiple copies of HE can get PO. Suddenly PSW is up all the time, Torp Spread comes up faster so the projectile doffs are getting triggered more...it's a beautiful thing.
Lt. Commander
Join Date: Jun 2012
Posts: 235
# 7
07-05-2012, 03:23 PM
Quote:
Originally Posted by redricky View Post
Is this for a Tac? I hope so. PSW & TBR do lovely things with Tac buffs.

Don't listen to people who tell you in caps not to use TBR. Listen to me instead.
Nay, forum wench! Begone!

Aye, for PvP it's very nice considering roots are easily avoided, but in PvE I would rather have a science vessel with some "oh, ****!" utility when things break down...hence, grav well over repulsors. Unless you can control yourself when an ally pops a grav well, that is...also, if you get grav well for utility, you don't have to worry about getting your aux real high before you pop it. It's all a matter of play-style; I've encountered far too many selfish players with repulsors to recommend it for STFs, though.
Lieutenant
Join Date: Jul 2012
Posts: 46
# 8
07-06-2012, 09:23 AM
Ive gone a completely different way guys lolol.

Yes, I'm more focused on DPS with cannons, turrets aft, and CRF, but with sci abilities. In my few tests its much more fun than a torpedo boat shield stripper.

Tac: 2x TacTeam 1, Cannon Rapid Fire 1
Eng: EPtS 1&2
Sci: 2x HE 1, 2x Energy Siphon 1, 2x Feedback Pulse 2, PSW 3

Jemhadar set.
2x Polaron cannons and a photon torp fore.
3x Polaron turrets aft.
Same eng and sci consoles, with 3x Polaron tac consoles.

Active Space Duty:
1 Energy Weapons Officer - Green (Cannons) [might be removing him for something better, just dont know what]
2 Shield Distribution Officers - Purple [the reason I dont use shield heals, and they get better with those emitter skills]
1 Warp Core Engineer - Blue [fits in nicely with EPtS spamming, plus synergy with the power drains]
1 Photonic Studies Scientist - Purple [makes sense I want my single highest damaging ability to be used more]

Skills
Lt: Attack Patterns 3, Weapons Training 9, Hull Repair 6, Flow Caps 9, Shield Emitters 9
LtC: Energy Weapons 6, Projectile Weapons 6, Structural Int. 6, Power Ins. 6, Shield Systems 9
Com: Maneuvers 9, Targeting 9, Elec-Plasma 9, Impulse 3, Warp Potential 9, Particle Generators 9
Capt: Hull Plating 6, Shield Perf. 9
Adm: EWSpec 3, PWSpec 3, Armor 6, AuxPerf 6, WeapPerf 6, Decompilers 3

I intended on using APB:I instead of CRF:I, but the rapid fire just seemed better. Tac captains correct me if I'm wrong on that, your mileage may vary. I get all sorts of BOff skill points from the Mirror event, so it's no biggie for me to change those around.

I used TBR:I to push probes back toward the gates BTW, and it's saved many optionals for me. But... I do agree, they should NOT be used against Donatra. Unless, MAYBE, when she's about to fire her Thaylaron(spelling?) blast, and you're in it with three tractor spheres holding you. MAYBE.

I cannot disagree with the awesomeness that is Gravity Well. I used to use it and it is IMO the best skill for CC there is, hands down. Tyken's I'm not a huge fan of, but it is good against the bigger Borg ships. TBR is also very good for CC, but it's tricky to use. You HAVE to be between ALL your possible targets and their destination, and you have to be far enough ahead of them to make sure you're not just pushing them up or down. I used to use GW & TBR in tandem to stop entire swarms of probes from getting past me, even if I didn't kill any of them doing it. Repulsor them away, GW holds them there just long enough for TBR to recharge, Rinse, Repeat until victorious.

Aux2batt is interesting tho. Have you used it before?
U.S.S. Ultima, NCC-100101-X, Fleet Recon Science Vessel
U.S.S. Demi, NCC-100101-Z, Peregrine Fighter
U.S.S. Spaceball 1, NCC-123456, Tuffli Class Freighter

Last edited by darthvicious666; 07-06-2012 at 04:45 PM.
Lieutenant
Join Date: Jul 2012
Posts: 46
# 9
07-20-2012, 10:32 AM
Soloed an elite tac cube last night from 100% with this build. I was in its face (0.0 km) the entire time too. Team hadn't even destroyed the gate yet, and my hull never went below 50%. Shields barely ever dropped. They were like 'WTF just happened?' Lol.

Fore: 3x Polaron Cannon Mk XII [Acc]x2 [Dmg]
Aft: 3x Polaron Turret Mk X [Acc]x3

Omega deflector & shield, Mk XII
Borg engine

Eng: EPS Flow regulator Mk XII blue, Borg console
Sci: 2x Field generator Mk XII blue, 2x Flow Capacitor Mk XII purple
Tac: 3x Polaron Mk XII blue

2 purple shield distribution officer, 3 blue energy weapons - cannon officer

Tac BOff: 2x TT1, CRF1
Eng: EPtS 1&2
Sci: PH1, Tractor 1, HE2, TBR1, 2x ES2, FBP3

Changed my skills around a bit, got more useful things instead of those useless skills... but its mostly the same.
U.S.S. Ultima, NCC-100101-X, Fleet Recon Science Vessel
U.S.S. Demi, NCC-100101-Z, Peregrine Fighter
U.S.S. Spaceball 1, NCC-123456, Tuffli Class Freighter
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