This is the build I have so far for my Fleet Nova.
MK XII Phaser DBB, MK XII Phaser BA, MK XII Quantum Torp fore.
2x MK XII Phaser Turrets, MK XII Quantum Torp Aft.
Borg Deflector, Borg Engines, MACO MK XII Shields.
Eng Consoles: RCS, Neutronium, Ablative
Sci Consoles: Borg Console, Particle Generator, 2X Field Generator
Tac Console: 3X Phaser Relay
Lt. Commander Tac Boff: Tac Team, BFAW2, TS3
Lt. Eng Boff: EPtS1, Eng Team2
Commander Sci: PH, TBR2, HE3, GW3
Lt. Sci: TSS1, CPB (will most likely change this out either way)
Ensign Sci: HE1
Doffs being used are Torp recharge 2X, the one that extends the gravity well, Shield recharge with Brace for Impact, Transwarp recharge. All purple doffs (sorry I forgot the names, not in game right now).
I don't feel 100% satisfied with it right now. Could be buyers remorse, or that the ship just isn't up to snuff. Or maybe it's something I'm doing wrong. I'm a tactical captain btw.
I also thought about building it as a torp boat. I've only really done that with carriers in the past. I'm sure it's relatively the same on a science ship, but I'm not that experienced with torp boats and not sure how effective they are.
This ship build would be for PvE.
I leveled this toon up in science ships, and only first switched to escorts at RA level. So science ships feel comfortable for me, I just haven't flown them in a while since I hit RA basically a month or so after the game was launched lol.
Anyone have any advice on build for this ship, or any advice in general? It would be much appreciated.
Last edited by novathelegend; 09-07-2012 at 06:08 PM.
I'm a Joined Trill Engineer and plan to use Single Cannons on the ship. My setup for the Fleet Luna Class will be the one I use on the Fleet Nova Class. I just will need to figure out what to put into the extra Engineering console slot.
I use the MK XII MACO Shield & Deflector with the Borg Engines & Console on the Fleet Recon & T5 Akira Class Heavy Escort Carrier.
I like to use Sci abilities for STF crowd control along with the Theta Radiation Console. My ENG abilities keep the ship hull and shields up along with TSS and HE.
My Build Setup on my Fleet Recon:
100 Weapons (123 usually)
40 Shields (63 usually)
30 Engines (60 usually)
30 Aux (59 usually)
MK XII MACO Shield
MK XII MACO Deflector
Borg Transwarp Engines
(I like having some of the MACO & Borg powers handy like auto regeneration)
Sci Consoles: Theta Radiation Vent console, MK XII Blue Emitter Array, MK XII Blue Shield Emitter Amplifier, MK XI Purple Particle Generator Eng Consoles: Borg Console, MK XI Blue Neutronium Armor Tac Consoles: 3x MK XII Blue Antiproton Mag Regulators
1 MK XII QTorp launcher (Borg), 1 MK XII Antiproton Single Cannons (Borg), 1 Dual Beam MK XI Antiproton beam array (Borg)
2 MK XII Antiproton Turrets (Borg), 1 MK XI Harpeng Torp launcher
Ens Sci: PH1
Lt CMD Tac: TT 1, HYT 2, CRF 2
Eng Lt: ET 1, EPtS 2
Lt Sci: TSS 1, HE 2
Cmd Sci: HE 1, ST 2, TB Repulses 1, GW 3
In all fairness it is a science ship and you are only going to push so much out of it even as a tac, I only recently finished the core of my own science ship and with a sci at the helm makes 400-700 damage per beam hit (sometimes higher depending upon what debuffs I have put in place on the target) so you should do a good 500-800 comfortably perhaps max at 1500-1700 damage per hit.
Anyway, my recommendation if you want to make the most out of BFAW is to use 4 beams and add some crowd control E.G. Grav well and/tykens rift (either of these at lvl 2 can stop an NPC ship dead for a short time so make sure you can be in position within a few seconds) and blast away if you want to get the most damage to enemy hulls I recommend the use of an HYT as the ships turn rate makes i worth while (I can pull it off in an Excelsior with an engi at the helm),
I would also advise as you won't pull too much aggro (and any you do get will soon be taken by an escort anyway) so I'd advise you take 1 field generator off use a flow capacitor (Purple Mk Xs aren't too expensive upon last check) instead and swap over to a weapon type that drains something (polaron or tetryon) as it'll help the team and take you less time to get through something's shields.
With regard to subsystem targeting, if you have 4 beam arrays on your ship you will quickly make it to the bare hull of a ship and then you can apply maximum possible drain ((to my understanding). I mentioned debuffs above I use AP:B so that combined with your AP:A should do a little more damage but it means sacrificing either BFAW or a torp boost neither of which I recommend as you have "Fire on my mark" which should be more than sufficient for a debuff. After that you have to decide upon your play style, examples include: in the middle (dealing damage and giving AoE support however the main one there is science captain skill), or in the middle dealing damage while throwing the odd heal around (not the best healing strategy but some can pull it off), if you don't fancy being in the middle of the action you can play more the cruiser style, sit on the outside throwing fair damage and debuffs in and keeping an eye on your allies keeping them healthy as best you can. once you have decided how you're going to play the ship is when you can finalise your science BOFF layout (I recommend playing with multiple science layouts for each play style).
Bottom line, if you are the only science ship in a team then unless someone really knows nothing about ship building you will score the lowest damage there regardless of your build
4 transphasic [acc]x2 a Dual Beam Bank [acc]x3 and a beam array [acc]x3. That is the only way to do dmg with this sci. for pvp feedback3 and energy sypon2 and and for pve gravity well 3 +2. power level weap and eng 25. and watch your dmg go up. and throw in an high yield
@davidfloresii I'm just a little confused on your load out advice. Are you suggesting 2 transphasic torps fore with a dbb and 2 transphasic torps aft with a beam array?
No problem, as regards David, there is merit to what he says in that you could do fair damage straight to hull with low weapon power (which is useful in a science ship as you want to keep large stores of power in aux) the disadvantage of this is that you will be less help to a team using say Quantum torps as you will have lower potential shield drain ability and the shield penetration on transphasics isn't great (I have experimented myself), most players will tell you that in the grand scheme of things the damage potential of quantums or the DPS of photons more than makes up for transphasic shield penetration and when you do bring something down to it's bare hull the main selling point of transphasics is lost anyway.