Join Date: Aug 2012
Posts: 18
# 1 Science ship choice/Ground
08-25-2012, 03:47 AM
I just hit level 40 and I'm honestly not sure what ship to take. Until now I've been using a escort+escort build for leveling but I'd like to know if I can still switch to a sci-ship now or if I should just stick to escorts. I'd also like some pointers about my ground spec (mainly for healing).
My build
My traits are Accurate, Elusive, Warpcore Theorist and Astrophysicist

Any help would be appreciated
Join Date: Jun 2012
Posts: 346
# 2
08-25-2012, 05:25 AM
The Skills you've invested in atm aremostly good for all types of Ships, so you should be able to switch easily.

A bit of advice:
- Sensors isn't great. 3 ranks isn't too bad, but I wouldn't invest anymore, regardless of which way you go.
- If you decide to go SV, you'll have to invest in some more Science Skills (Particle Generators and Flow Capacitors at the very least, Graviton can be pretty good as well Decompiler and Countermeasure are more debatable), and you can max that Projectile Weapons.
- If you decide to stick to Escorts, you should max Attack Patterns and Energy Weapon Spec. Engine Performance is also highly recommended. Ignore the above Skills in this case.
- In either case, I'd max Shield Performance, Shield Systems and Hull Plating and invest at least 3 ranks into Armor Reinforcements.
Oh, and no sense leaving Warp Core Efficiency and Hull Repair at 8, max them.

I don't know much about Ground as I tend to eschew it, but like in Space, Weapon Proficiency gives great bang for your buck.
Personally, I'm also a fan of P5 Generators and Combat Armor.
Join Date: Jul 2012
Posts: 312
# 3
08-25-2012, 07:19 AM
I fly Sci. ships and I am using the Atrox carrier right now.

If you go carrier than set it up just like an escort if you want. I did that and put DHCs on it.
With my carrier I stayed away from Sci. skills because they have been nerfed to nothing. Really. The points would be wasted there. It would be better to have points in Tac and Engineering.

Delta Fleet Command
Join Date: Aug 2012
Posts: 18
# 4
08-25-2012, 09:26 AM
Thank you very much for your input (especially the skill point hints)
For now I'm going down the escort route. From what I've heard they're still pretty good constant damage dealers. I think I'm going to get the free Advanced escort since it seems to have better synergy with Science captains.
Join Date: Jul 2012
Posts: 32
# 5
08-25-2012, 04:00 PM
For space try to check Tychen's Rift and Energy Shipon, use emergency power to weapon to increase your dps and put skills points on weapons energy, use torp is debatable, depends of the ship you flying, I fly a Inteprid and use 6 beams and no torp at all. Every time you cast a sci skill increase your aux energy lvl also, so switch energy between weapon and aux in this case, buy a eps console will be faster the energy transfer, for the sci consoles use the ones which will boost your main debuffs, for tac consoles use the ones which increase your weapon type energy.

In ground check analyst kit have a mix of skills really good (specially for stf's), medic kit is good also specially in stf bosses part.

Kind regards.

Last edited by nnite; 08-25-2012 at 04:05 PM.
Join Date: Jun 2012
Posts: 864
# 6
08-25-2012, 10:49 PM
Gravity Well might also be of some value--weaker ships get sucked into it, and it deals moderate hull damage (high damage with Gravity Well III, which is the Commander-level ability trainable by Science Captains).
Join Date: Aug 2012
Posts: 18
# 7
08-27-2012, 06:30 AM
Again, thank you for the tips
I already got myself the Advanced Escort which is going to use torps, but these Inteprid-related(?) hints are still useful to me.
I'm not sure about science boff abilities, it seems that survival related skills seem a bit more important. Since the AE sadly gets no sci Lt Commander I'll have to wait until I can experiment with higher tier skills

I've got almost anything, you guys have been very helpful

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