Captain
Join Date: Jan 2013
Posts: 569
I found that about half the times I am playing KASE, about everyone on the team fly off to one direction, forcing me to defend the probe from the other gateway - which, being a carrier, means I am unable to kill the probe fast enough to prevent failing the optional.

I am a sci in a Mirror vo'quv. I am still only at Tier 3 for rom and omega reputation. This is my current layout:

Set: Jem'hadar XI
3x polaron beam array at fore
2x polaron beam array at aft, + 1x KCB

Hangar: 1x Adv B'rolth and 1x scorpion

Tac: Tac Team I, Pattern Delta I, Pattern Beta II
Eng: Eng Team I, Rev Shiled Polarity I, Aux to Structural II
Eng: Empergency power to shield, Eng Team II
Sci: Sci team I, Polarize Hull II, Harzard Emitter III, Tyken's Rift III

I need to know what I did wrong in this case - or may be I should go back to my standard vo'quv?
Captain
Join Date: Oct 2012
Posts: 1,139
# 2
05-12-2013, 05:06 PM
Quote:
Originally Posted by jestersage View Post
I found that about half the times I am playing KASE, about everyone on the team fly off to one direction, forcing me to defend the probe from the other gateway - which, being a carrier, means I am unable to kill the probe fast enough to prevent failing the optional.

I am a sci in a Mirror vo'quv. I am still only at Tier 3 for rom and omega reputation. This is my current layout:

Set: Jem'hadar XI
3x polaron beam array at fore
2x polaron beam array at aft, + 1x KCB

Hangar: 1x Adv B'rolth and 1x scorpion

Tac: Tac Team I, Pattern Delta I, Pattern Beta II
Eng: Eng Team I, Rev Shiled Polarity I, Aux to Structural II
Eng: Empergency power to shield, Eng Team II
Sci: Sci team I, Polarize Hull II, Harzard Emitter III, Tyken's Rift III

I need to know what I did wrong in this case - or may be I should go back to my standard vo'quv?
For starters, I'd swap the attack delta for another beta

and you have way too many team powers that all share linked cooldowns.

Then you have beams instead of cannons.
Captain
Join Date: Jul 2012
Posts: 1,273
# 3
05-12-2013, 05:46 PM
Yeah, if your role is to just sit stationary and dish out DPS, team support, and fighters. . .you could stick dual cannons or dual heavy cannons on there. You're not moving a lot, so you can keep yourself pointed in the right direction.

And yeah, switch out the Pattern Delta for a second Beta. Carrying two APBs on my Hegh'ta is the best PvE decision I've made yet.

Regarding the ability setup in general: The real uses for Eng and Sci team are for the debuffs they clear. The heals are ultimately a side benefit, as there are plenty of other abilities that provide heals at a similar rate. If you just want heals/buffs, I suggest switching out the Eng Team 1 for a second Aux to Structural, or if you want more shield healing put in a second Emergency Power to Shields 1. With the HE3, you'll have all the heals you'll need. Swap out Sci Team 1 for Transfer Shield Strength. A good non-healing option for the ensign sci slot is to put in Tractor Beam 1.

Also, swap out Tyken's Rift for Gravity Well. That'll help more with slowing enemies down so you can keep hitting them. Tyken's Rift is better for power drain, and you're not really running a drain build. . .you're more likely aiming for a holding + DPS build.
Captain
Join Date: Jan 2013
Posts: 569
# 4
05-12-2013, 05:55 PM
My understanding of Attack Pattern Delta is a reactive damage debuff, therefore if I am holding, it would be helpful? Anyway, I will swap it out for APB I just to try it out...

I will try out the other abilities, however.
Captain
Join Date: Jan 2013
Posts: 4,754
# 5
05-12-2013, 05:59 PM
Carriers can't turn fast enough to chase down anything, and Sci captains have a very hard time cranking out DPS due to lack of available skill points. What this means is you shouldn't be doing probe duty as a sci-carrier, you got the worst ship and the worst skills for it. You actually *can* do it, but you shouldnt do it, you should be directing your damage to the cubes and gates, and let some other ship/captain worry about the probes.

In regards to your build... Sci captains are so tight on skill points that they really need to optimize the build to match a specific playbook. I dont see any kind of strategy behind your build. So maybe the first thing is sit down and think of 3 attack runs you can do, and then optimize for them.
Captain
Join Date: Jan 2013
Posts: 569
# 6
05-12-2013, 06:09 PM
I think the only thing I can say is that I picked the wrong class and the wrong ship, and since I do not want to roll a new toon, short of a respec for tac/ eng (and learn to live with the ship) there is only a minimal I can do.

What i want to do is basically simple: Let my pets deal as much damage as possible while I just sit back and stay alive. In CO I use heal shields/ healign drones

So In this light: If science is actually not suitable, can I respec to a different class with the respec token? If so, should I respec to a tac or an Eng? I have tried Eng play on my Fed, which does help me stay alive.

Last edited by jestersage; 05-12-2013 at 06:12 PM.
Career Officer
Join Date: Jun 2012
Posts: 1,220
# 7
05-12-2013, 06:51 PM
You said you have access to the standard VQ. I have little experience with the Mirror version, but this is a close approximation to my current Atrox setup, which should translate nicely to a standard or fleet VQ:

http://sto-forum.perfectworld.com/sh...1&postcount=10

That parse there is from ISE, but trust me, I have plenty of DPS for probes. Once you get settled in you will put out plenty of damage, as well. The VQ is a different type of ship then most, and learning how to handle her is an art.

The Auxilary to Battery Doffs are "free." If you do the colonization chain in Borg Space, the reward for a crit on the repeatable is a purple A2B doff. Also, the missions there are up twice as often, because you can hit up both the lower level and the level 50 version, as well as checking on your ship (don't forget to also check your Operations officer in all 4 zones as well. With the Zone assignments and the officer assignments you get 8 chances for your assignment to be up at any one time)

My main is a sci. Sci in a carrier is plenty viable. I prefer my sci in her Atrox over my Tac in her VQ and Kar'Fi, even tho I consider both of the other 2 ships superior. Tac is nice, don't get me wrong, but your tac captain abilities wind up not effecting your primary weapons (your pets) so I end up prefering my tac in an escort or battle cruiser.

Edit: For converting the Atrox build to a VQ, I think I would start with changing out the Viral Matrix for Torp Spread 3 (Free from the Jem Hadar Boff) and if you haven't unlocked the isometric charge you could maybe use a nadion generator (Tho I would go ahead and unlock the isometric... or possibly the plasmodic leach) I'd also strongly consider using bird of prey pets over scorps.

Edit: What I call Adapted MACO in my post you can get as Klingon Honor Guard, and a fair bit easier then I got my Adapted MACO.

Edit: Also, with the new RCS changes getting ready to go live with the expansion, it might pay off to load one of those instead of the "hard-to-get-console." On live currently it really is not worth it to load the console, but they are more effective in the expansion. I don't plan on switching to one, but if you are still new to dealing with the low turn rate it might be a nice "training wheels" console while you adapt.
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard

Last edited by kimmym; 05-12-2013 at 07:01 PM.
Captain
Join Date: Jan 2013
Posts: 4,754
# 8
05-12-2013, 07:15 PM
Sci carrier can be very effective, but its still sci and you still have to build a playbook. Most people with your combo will just load up on torpedoes and park 9k from the big targets while the pets buzz around. That works surprisingly well most of the time.

I use a mirror voq with my tac captain, with disruptor beams and the romulan plasma torp (skillplanner link). I have two basic attack modes, one is park and throw stuff at the target then use the beams to defend against whatever comes to me, whie the other mode is to dump everything in an initial attack run and then fly a circle around the target. I can use the torp spread 3 to soften up a group of probes pretty well, or I can use the nadeon detonator for a single heavy hit against a large target. Gravity well is mostly supplemental for my tac captain, but it is good at slowing stuff down and contributing kinetic damage. Disruptors lower the targets resists which makes everything else do more damage.

For you I would probably change the skills a bit to blend what you already have:

Tac: TacTeam 1, Attack Pattern Beta 1, Torp Spread 2/3 (TS3 can only be trained from BOFFs)
Eng: EngTeam1, Emerg. Power to Weaps/Aux 2, Aux to SIF 2
Eng: Emerg. Power to Shields 1, Emerg. Power to Weaps/Aux 2
Sci: Tractor Beam 1, Transfer Shield Strength 2, Hazard Emitters 2, Gravity Well 3

Is this your only/primary ship? You should spec into weapon and torp damage, and gravimetric sci, then do the rest as you wish. Gravity well needs high particle generator skill to do big damage, and tractor beam will do kinetic damage if you have a lot of particle skill, and tere are a couple of consoles that do kinetic damage from particle generators too.

Basic plan would be to pull up about 9k from the target, point the nose at it, throw some torpedoes and the gravity well, sic the pets on it, then turn sideways a bit and try to broadside with beams and open an escape route if you need to run. If you get sucked into fighting the probes, use the torp spread volley, gravity well to slow them (they have high defense against it), broadside them as much as you can, tractor beam to hold one in emergency.

ps--the Advanced Orion Slavers are better than the BOP pets..

Last edited by ursusmorologus; 05-12-2013 at 07:21 PM.
Lieutenant
Join Date: Jan 2013
Posts: 98
# 9
05-12-2013, 07:32 PM
Quote:
Originally Posted by jestersage View Post
I found that about half the times I am playing KASE, about everyone on the team fly off to one direction, forcing me to defend the probe from the other gateway - which, being a carrier, means I am unable to kill the probe fast enough to prevent failing the optional.

I am a sci in a Mirror vo'quv. I am still only at Tier 3 for rom and omega reputation. This is my current layout:

Set: Jem'hadar XI
3x polaron beam array at fore
2x polaron beam array at aft, + 1x KCB

Hangar: 1x Adv B'rolth and 1x scorpion

Tac: Tac Team I, Pattern Delta I, Pattern Beta II
Eng: Eng Team I, Rev Shiled Polarity I, Aux to Structural II
Eng: Empergency power to shield, Eng Team II
Sci: Sci team I, Polarize Hull II, Harzard Emitter III, Tyken's Rift III

I need to know what I did wrong in this case - or may be I should go back to my standard vo'quv?

This is what I would do:

Swap pattern Delta for beam Fire At will

Swap Eng Team I for EPTWeapons I or even better Swap Eng Team II for EPTWeapons II

Swap Sci Team I for Haz Emi I

Swap HE III for transfer shield strength

Swap Tyken's Rift III for Grav Well III


beam Fire at will + Emergency power to weapons alone will give you the damage you need and Grav Well is just better than rift. it will stop probes in their tracks

I dont see the point in having Sci team, Tac Team and 2x eng team they all share the same timer, just a waste. you're mostly going to be spaming Tac Team.

Sure EPTW and EPTS share a timer but you wont be needing EPTS when you are just killing probes. EPTW will give your beams some real bite, and combined with BFAWill you will do some real DPS.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 04:32 PM.