Lieutenant
Join Date: Jun 2012
Posts: 56
I've mainly stuck with Tac's and Engi's, but out of sheer boredom, decided to try a Sci Toon.
Any idea's or suggestions for Science Ship builds that anyone has found to be useful would be greatly appreciated.
Career Officer
Join Date: Jun 2012
Posts: 120
# 2
08-18-2012, 04:40 PM
Scan the "character builds and power" section as there are way too many options regarding science setups...depending on what you want to do with it will determine the amount of thread research you will need to do.
Captain
Join Date: Jun 2012
Posts: 3,025
# 3
08-18-2012, 05:01 PM
Gravity Well 3 is the only worthwhile commander-level sci skill anymore, and has a lot of applications in STFs. You can use it for crowd control, anti-heavy-torpedo, anti-pet, and straight damage. PSW3 was good and a lot of threads you research may recommend it, but with the 'fix' last patch, it lost 60%+ of its power, so don't waste your time. Tractor Beam Repulsors are fairly useful, but you really need to think before firing it off or you can really frustrate your teammates (focus on using them for slowing things down; damage is just a bonus except on cubes and gates). Tractor Beam with the appropriate doff can also be pretty good. And of course you'll want HE and PH in there somewhere, and either ST or TSS as a shield heal. Finally for a weapons loadout I've found (after trying many combinations) that turrets in the back and a mix of torpedoes and DBBs in the front gives you a good punch against the mostly-unshielded stuff but lets you still use your subsystem targeting.
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