Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 The Science Ship Build Thread!
02-10-2012, 07:33 AM
Okay we have decent threads summarizing good builds for escorts, and for cruisers. I am wondering if we can get any going for Science ships. I can edit this first post with any decently well detailed Science Ship builds anyone has. We need for Advanced (Nebula), Intrepid - Retro, D'Kyr, and the standard RALH ones (does anyone use these?). Help the community out! Post your detailed builds!

If you want to see how to post a detailed build, take a look at the other build guides I recently bumped (and am looking for stickies on), for cruisers and escorts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-10-2012, 10:00 AM
Alrighty lets give this a try.

Recon Sci Vessel
Foward Weapons: 3x Plasma Torpedo Launchers
Rear Weapons: 1x Beam Array (any), 1 Plasma Mine Launcher, 1 Tricobalt Launcher
Alt Rear: 1x Beam Array (any), 2 Turrets

Device: Standard batteries/etc

Engineering Consoles: Electroceramic Hull Plating, Monotanium Alloy
Science Consoles: Field Generator, Assimilated Module, option of Shield Emitter Amplifier, Particle Generator, Flow Capacitor
Tactical: 3x Ambiplasma Envelope (Plasma Projectile)

Bridge Officer Skills
Lieutenant Tactical: Tactical Team I, Attack Pattern Beta OR Torpedo High Yield.
Ensign Tactical: Tactical Team I
Lieutenant Engineering: Emergency Power to Shields, Auxiliary Power to Structural Integrity Field
Commander Science: Tractor Beam I, Feedback Pulse I OR Photonic Officier, Gravity Well I, Tekken's Rift III
Lieutenant Commander Science: Hazard Emitters I, Transfer Shield Strength I, Photonic Shockwave I OR Tekken's Rift I

Notes:
The purpose of this build is to deal good consistent damage while providing control and energy drains. Because of this you should have two power settings you switch between, one full auxiliary rest shield for using powers, other full shield rest engine for when you are being focused. Against the high HP stationary targets just chip away with torpedoes while laying a minefield where the enemy ships will path. Against big targets use your innate subsystem targeting abilities along with the rift(s) to keep there energy drained. Do not be afraid to use your abilities simply to do damage against the high HP targets if they will come off cooldown in time. The all torpedoes may seem silly at first, but the [borg] proc and even the plasma dot effect really do add up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-10-2012, 02:58 PM
Quote:
Originally Posted by Kreael
Alrighty lets give this a try.

Recon Sci Vessel
Foward Weapons: 3x Plasma Torpedo Launchers
Rear Weapons: 1x Beam Array (any), 1 Plasma Mine Launcher, 1 Tricobalt Launcher
Alt Rear: 1x Beam Array (any), 2 Turrets

Device: Standard batteries/etc

Engineering Consoles: Electroceramic Hull Plating, Monotanium Alloy
Science Consoles: Field Generator, Assimilated Module, option of Shield Emitter Amplifier, Particle Generator, Flow Capacitor
Tactical: 3x Ambiplasma Envelope (Plasma Projectile)

Bridge Officer Skills
Lieutenant Tactical: Tactical Team I, Attack Pattern Beta OR Torpedo High Yield.
Ensign Tactical: Tactical Team I
Lieutenant Engineering: Emergency Power to Shields, Auxiliary Power to Structural Integrity Field
Commander Science: Tractor Beam I, Feedback Pulse I OR Photonic Officier, Gravity Well I, Tekken's Rift III
Lieutenant Commander Science: Hazard Emitters I, Transfer Shield Strength I, Photonic Shockwave I OR Tekken's Rift I

Notes:
The purpose of this build is to deal good consistent damage while providing control and energy drains. Because of this you should have two power settings you switch between, one full auxiliary rest shield for using powers, other full shield rest engine for when you are being focused. Against the high HP stationary targets just chip away with torpedoes while laying a minefield where the enemy ships will path. Against big targets use your innate subsystem targeting abilities along with the rift(s) to keep there energy drained. Do not be afraid to use your abilities simply to do damage against the high HP targets if they will come off cooldown in time. The all torpedoes may seem silly at first, but the [borg] proc and even the plasma dot effect really do add up.
Tekken's rift? Is that a new power? :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-10-2012, 05:37 PM
Tyken's Rift, don't know why I can never remember that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5 My standard build
02-10-2012, 11:20 PM
I run the long range retrofit.

in front i run dual phasers no kintetic weapons.

in the rear i run 2 turrets and a mine launcher(tractor beams)


Tac LT I run security team 1 and dispersal beta 1

Lt Engineering I run emerg shields and Aux to Structural integrity

Lt Comm Sci I run tachyon beam 1 Hazzard emitters 2 and science team 3

Ensign sci i run Transfer shield str 1

Commander sci I run polarize 1. Tractor 2, transfer shield 3, and tractor repulsors 3


The reasoning behind my set up should be pretty clear. I am a healer, shield healer and a CC ship.

I try to weaken them and keep the shields up on my allies while using the CC on elite stf's ...

the build has no real weakness other then being a squishy sci vessel. I run my aux at aprox 85 and the rest to weapons...I do shift to full aux when i heal if i feel pressed .


This build allows me to solo play on elite and stf's with no issues and my CC comes in handy.


One or 2 changes from gravity well to tyken and i can hopefully shut down some shields and cause mayhem there too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-11-2012, 03:18 AM
Guess I can contribute 1 of my sci ship builds. This is with a tactical captain, but will obviously work with a sci too. Not PvP approved, solely STFs/PvE.

Ship: Recon
Weapons (front): 2xDBB / 1xQuantum Torp
Weapons (aft): 2xTurrets / 1xPlasma Mine Launcher
- the plasma mines with [Borg] work quite well, but can be replaced with another turret

Devices: Weapons Batteries / Aux Batteries / Subspace Field Modulator
- 1 of the batteries can be replaced by Engine Batteries or whatever, but this allows to always have both max weapons and auxiliary power during STFs when needed (whitout having to shift power in the middle of a fight)

Tactical:
Tac Team 1 / High Yield 2
Beam Overload 1
- can be altered to APBeta 1 and High Yield 1, but I like the additional BO 1

Engineering:
EPtS 1 / EPtS 2

Science:
Polarize Hull 1 / Science Team 2 / Hazard Emitters 3 / Gravity Well 3
Tractor Beam 1 / Repulsors 1 / Transfer Shield Strength 3 / (Tykens Rift 3)
- mainly Grav Well as primary power, just switch officers if you need a power drain
- when Transfer Shield Strength 3 is not available, go with 2 and Repulsors 2 instead

Intended use is simple.Focus on forward damage which allows to use all weapons the same time and stay in the limited arc for Grav Well. When Grav Well is on cooldown the enemy can be hold with the Tractor Beam or pushed with the Repulsors (while still all weapons shoot the enemy). Tactical captain abilities are a great addition and work for both Grav Well and Repulsors. The Recon turns fast enough (even faster with APAlpha running), so no problems here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-12-2012, 01:20 AM
http://www.stoacademy.com/tools/skil...kjk91science_0
that is a set up ive been running since the skill updates (also lists my boff powers and ship class im also gonna list it all down below as well)

Ship: Long Range Science Vessel Retrofit

Weapons
Fore: x2 Phaser Beam Array Mk XII [ACC][CrtH][Borg] / Photon Torpedo Launcher Mk XII [CrtD][CrtH][Borg]

Aft: x2 Phaser Beam Array Mk XII [ACC][CrtH][Borg] / Tricobalt Mobile Device Launcher Mk XII [CrtD][CrtH][Borg]

Borg retro stf set (deflector/engine/shields)

Devices: subspace field modulator

Consoles

Engineering: SIF Generator / Electroceramic Hull Plating / Ablative Generator

Science: Assimilated Module / Graviton Generator / Particle Generator / Inertial Dampeners

Tactical: Nadeon Detonator / Phaser Relay

Boff Abilities

Eng: Emg power to Aux I / Eng Team II

Tac: Tac team I / Spread II

Sci: TB I / Polarize Hull II / Tyken's Right II / GW III
Tachyon Beam I / Transfer Shield str II / Hazard Emitters III
Jam targeting sensors I

this is my set up for STF's. it's designed to lockdown probes in KA/infection (elite or normal). it can also be used in cure space to protect the kang, but i hate cure space so i dont have much test time on that map. basically when your guarding the gate in KA pop emg pwr to aux and then GW III to stop the probes followed by tac team and spread II. then just hammer them down as they get close and TB the last one thats alive and watch as the others explode around him and they all suicide :p

its great in stf/pve but in pvp im not sure. ive only pvp'd in space a few times. i dont prefer it compared to ground pvp. if someone is hardcore in space pvp and wants to test it out go for it and let me know how you do
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-12-2012, 08:25 AM
kjk91: How do you find the Nadeon Detonator? I'm seriously pondering if I should pick one up (plus the ship class) but I'd like to know how effective is the Photonic Shockwaves from the photon torpedos. Does it proc with every photon torpedo? And does it have the same effects as say, a rank 1 Photonic Shockwave? Or does it just give a new ability to fire the special torpedo? (in which case it's totally useless for what I'd want to use it for)

Anyhow, here's my ship build. Mk and quality of the items are irrelevant, what's important is the concept behind the choices.

Recon Sci Vessel
Weapons:
- Fore: 3x Dual Polaron Beam Banks
- Aft: 3x Polaron Turrets
Full MACO equipment
Eng Consoles: EPS Flow Regulator; "Armour" console. Whichever is more useful at the point in time. Usually use the Monotanium
Sci Consoles: Field Generator; 3x Flow Capacitors, or Emitter Arrays
Tac Consoles: 3x POlaron Phase Modulators

BOff Powers:
Sci Team I; Transfer Shield Strength II; Hazard Emitters III; Tyken's Rift III
Polarise Hull I; Jam Targeting Sensors II; Gravity Well I
Eng Team I; Emergency Power to Shields II
Tac Team I; Attack Pattern: Beta
Beam: Fire at Will/Beam Target Weapons I

DOffs:
Aim to have around 15s CD reduction on Tac/Eng/Sci teams. Spare Doff slots as you wish. I run CD reduction on Evasive; Debuff offensive strength with Sensor Scan and chance for extra power when using any Emergency Power ability.


The key is flexibility. This load out gives the ship IMHO a very nice selection of capabilities but the absolute key thing is swapping power settings as the situation calls for it, though popping a battery in an emergency isn't such a bad idea. The power settings for the 'defensive' mode take into account the +10 power from the MACO set when under fire and assuming EP:S is active. Swap to Aux when you need want to front load the target subsystems like shields or weapons, follow up with a AP:B and a sensor scan and you've taken off a very good chunk of damage resistance. With the EPS console, you can switch back to full weapons strength within 4 seconds if you've designed your power settings to anticipate for quick transfers. In fact, if your Sensor Scan is coming off CD, you can wait until 4 seconds, switch over, hit the scan the moment it's off CD for a full strength scan then immediately transfer back into weapons mode without skipping a beat.

The 15s CD teams are another aspect of flexibility. Being able to use any team ability every 15s gives you the ability to continuously be on the aggressive with a very strong shield front and cycling between EP:S and TSS for high shield resistence, or being able to quickly repair and regenerate shields when there's a lull or being able to toss out a team to a friendly because you know you won't be out of the team for long.

Weapons load out is designed for frontal damage. No, you won't get DPS rivalling a well designed Escort, but that's ok so long as you're not a deadweight when everything is calm and all you need to do is pour in the fire power. There's more than enough punch to take care of the trash in elite STFs. In normals so long as you've got decent up to date equipment, nothing threatens you unless it's like 3-4 spheres at the same time. Even then, you have the tools to jam one of them, polarise hull and leg it to buy some breathing time then circle around to slam them with gravity wells and/or Tyken's and subsystem disables while bringing your frontal damage to bare. There is the option to swap between Fire at Will and another target subsystem. The advantage in picking a Boff target subsystem is obviously being able to use it every 30s instead of waiting 2mins. Pre-loading the innate then using the Boff version immediately afterwards could very well knock out that particular subsystem outright in the initial salvo with a follow up Tyken's to lock it down.

Gravity Well needs no introduction. Being able to restrict clusters of enemies for your escorts to rip apart with their cannon scatter shots or blast them with Fire at Will/Torpedo Spreads is a great thing; not to mention the benefits of preventing enemies from getting to where they want to be. The BOff set up allows you to group enemies with Gravity Well, hit them all with AP:B using Fire at Will and then scan them for a huge AoE potential. Damage from Gravity Well isn't a key selling point, but it's not bad to have when you're sitting and firing at a gate.

For repairs, survivability and 'direct healing support' you have EP:S, which is personal, the teams and TSS + Hazard Emitters, Polarise Hull and a 'OMG, get it off me!' Jam Targeting Sensors. There isn't a lot of immediate healing available but you can't be expected to babysit everyone and have them run with no personal survivability CDs. Using a second copy of TSS or Hazard only drops the effective CD to 30s from 45s, not worth it IMHO. You have available all debuff removal options. Tac teams for boarding parties, eng team for subsystem disables, sci team for sci debuffs, polarise hull for tractors and extra damage resistance in the worst case scenarios and jam targeting sensors is helpful when you want to dedicate your survivability CDs to others, instead of yourself. Or when you need to book it. You could feasibly replace the Jam Targeting Sensors with say, Photonic Officer or Tachyon Beams or any other 2nd level ability. Scramble Sensors sounds like a good idea for CC but I've never had it reliably do what it needs to do in STFs when you'd want that extra CC. Energy Siphon is another viable option and can complement the design undercurrent of subsystem disables and lock downs.

MACO is highly recommended as the science vessels have always had low hull durability. Halving the damage bleed through the shields adds a lot to overall survivability and being able to have 14k shield facings with a Mk X MACO shield for an effective ~60k shield with appropriate use of Tactical Team plus the damage resistances of EP:S and TSS along with innate Sci captain abilities gives you a surprisingly large capacity to absorb damage of any kind. The big disadvantage is that hull damage is difficult to repair and the plasma fires from the Borg Weapons can be troublesome. Hazard Emitters is a 45s CD, which won't be enough when the proverbial hits the fan and the team CD would most likely be locked to Tactical Team in those situations. Escaping from the danger situation or bunkering down with full power to shields so that the team CD can be shifted towards repairs or shield reinforcements are some options.

There is a 'free' engineering console which is normally dedicated to an armour console of some sort. I normally run straight up kinetic resistance as my bigger danger was weathering torpedo hits and I want to protect my hull health as much as possible. The plasma fires can be dealt with by using Hazard Emitters, however the big High Yield plasma torpedos will have a very strong DoT effect, but then again, the challenge would be surviving a direct hit from one of those in the first place, and that's where the full kinetic resistance comes into play.

Passive hull repair/shield regeneration isn't that much of a factor with this build. The shields are already so thick that base regeneration would most likely be inefficient compared to just using the 15s teams.

Overall, this build is a full middle of the road force multiplier. It can hold its own in a fairly decent manner but its true strength is being able to take the edge off big targets as well as soften them up being being self-sufficient in a fight that it won't have to run away at the sight of a sphere and can switch between aux or weapons based within 3-4 seconds without using a battery. AP:B every 30s off CD, chaining targeting sub systems via the innate with Fire at Will/Boff targeting and the mass power drain of Tyken's gives it utility whether it's bashing a stationary gate, controlling a pack of spheres or raptors or helping to make sure that tact cube does not one shot your team. Being able to adapt to the current needs of the fight and bringing something to every possible situation is what this build is about.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-13-2012, 07:14 PM
The best science vessel is the one in your shipyard. Stop flying useless junk.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-13-2012, 08:44 PM
er... I out-dps most of my entire team in STF with my 'sci' junk ship.


Nebula Refit - Magellan Class

Torpedo Spec : Shield Bypass

No capt points in energy weapons. Full points to flow capacitors, graviton, particle and shield/armor/defense. Torpedo specialization max.


Weapons (in order left-right)
Forward:
Borg Photon Torp XII , Har'Peng Torp XI, Borg Photon Torp XII
Rear:
Borg Plasma Torpedo XII, Borg Tricobalt Torp XII, Har'peng Torp XI

Kit:

Engines and Deflector: Breen Set XI (+30% Kinetic dmg bonus)
Shield: Reman XI (can be switched to any shield you want.. I alternate between reman and omega force)

Devices:
Tricobalt Torpedo Platform (it adds to the bang)
Subspace Field Modulator
Scorpion Fighters

Consoles:

Engineering- RCS Mk XI , Graviton Pulse Console (gold lockbox item yay!), Assimilated Module
Science: Nadeon Detonator, Field Generator (+35% shield one), and 2 X emitter array or particle generator Mk XI
Tactical: 2X +16% kinetic damage consoles (forget its name)

Boff Powers:

Lt Universal: Tac Team 1, High Yield 2
Lt Tactical: Torp Spread 1 , Torp Spread 2
Lt Cmdr Engineer: Emergency Pwr to Shield 1, Aux to SIF 2, Eject Warp Plasma 1
Cmdr Science: Hazard 1, Tractor Repulsors , Transfer Shield IIII, Gravity Well 3
Ensign Science: Polarize Hull

Of course, purple borg torpedo doff equipped, blue gravity well triple-proc chance doff among others.

Basically its a shield tank with a quick hull repair ability. Torpedo damage from harpengs, gravity well and warp plasma completely bypasses the shield and hits the hull. The Graviton console can make ships stop dead in their tracks and get insane critical hits on them with torpedo volleys.

Basically the forward photons rely on the torpedo spread but their single fire is quite damaging. Rear torps are used for the 'exit' hard bang damage: high yield in plasma followed by a regular tricobalt = nearly 40k damage hit. high yield tricobalt can do 20 to 25k damage(90k crits). Harpeng just autofires. Beauty of it is that if in rear there are a cluster of targets...aka borg spheres caught in grav well, firing spread 2 tricobalts has 3 tricobalt torps flying at them and each hitting for 15k damage...on all targets in range.

Lets just say that when the borg spheres and drones swarm out in STF and head for the gate this setup kills all of them in one pass.

I love this setup.
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