The Atrox is an Engineer and Sci captain's ship. Mostly engineer, scis you really only get that initial Sub Nuc strike with this thing to really rely on it otherwise. This ship can be an absolute Monster on shield healing which gives it incredible solid potential for use on a team, the shuttle craft and various options they contain, give you a host of crowd control by default. This ships purpose, in this configuration is all about Healing and CC. While it does have 100 weapons power to assist in DPS dealing it's not going to be topping the charts there. However the healing capabilities are ridiculous. And in a proper team, you won't see too many fatalities on the field.
Weapons: 6x Tetryon Arrays [Acc]x2
The Recluse, is most likely the best healing ship in the game at present. It's commander universal, and strong LTC eng and LTC sci stations allow you tremendous flexibility as a heal ship.
It also keeps the door open for decent CC/Debuff as well.
Weapons: 6 Beam arrays. Polaron, Tetryon for sci captains.
Acc2 CrtH, or CrtH2 Accs.
Shield, Maco, Fleet Resilient shield or KHG.
Consoles: 2 SIF Generators, 2 Armor. Preferably Neutronium or Diburnium and Tetraburnium. Alt 4 SIF Generators.
2 shield emitters consoles (the boost to shield healing) 2 Field Generators.
1 Energy console, 1 Borg.
Power Settings. 60 weapons, 75 shields, 25 engine, 40 Aux.
Cmdr: Energy Siphon 3, this skill has no firing arc limitations and does a solid job at draining power (and more importantly Boosting your own it's a free EPS power transfer. which in the hands of an eng, gives you ludicrously long periods of high power settings) Sci Team 3 Hazard Emitters 2 Tractor beam1
Ens Tac. Tac Team1
Lt Cmdr Eng. EPTS1 EPTS2, Extend Shields 2
Ens Sci. Polarize Hull. Alternate Transfer Shield Strength 1
The Recluse is bar none the best heal ship in the game. And this is why. With the Cmdr Universal, you can roll a Cmdr Eng, still have not only the LTC eng under it, but an LTC Sci slot as well.
This ship is capable of generating well over 6 million healing at the end of an arena, comfortably. It also has ridiculous shield capacity and hull points, when properly specced and equipped.
Shield: Maco, MK12 Cap 2 Res. KHG, or the new Fleet shield that has 15 pha, tet and pol resistance.
Consoles: 2 SIF Generators 2 Armor. I recommend, either Ablative and Neutronium. or Diburnium, and Tetra Burnium.
2 Field Generators, 2 Emitter Arrays Alternate: 4 Field Gens
1 Oberth Console, and 1 Borg..
Boffs: ASIF3, ET3, EPTS2, EPTS1
En Tac Tac Team
En Sci Polarize hull. (can swap this for a TSS1)
LTC ENG. Extend Shields 2, RSP1 EPTA1
LTC Sci: Hazard1, Hazard 2, Transfer Shield Strength 3
Doffs: 2 purple Maint Engineers. 1 Warp Core engineer. 2 Shield Distribution Officers. If your babies are being killed, 2 Purp Maint Engs, 1 Warpcore, and 2 Flight Deck officers.
Consoles: Engineering. 2 SIF Generators
Sci: Field Generator, 3 Graviton Generators
Tac: Borg and Ablative.
This build, is the standard high aux high shield power no weapon power what so ever science vessel. It's good for healing, provides decent CC, in the way of Zone denial, aoe dps, and 2 movement debuffs in Tractor beam.
The Chroniton torps also provide debuffs, and the beam arrays are there to allow you to utilize your target sub systems, and a little burst dps.
This build really lost potency once charged particle burst went to crap however. I posted this incase cryptic ever got it together and fixes it. That being said, the movement debuff abilities of this ship are still formidable, as it's healing potential. The Standard is really a sci captain, or eng captains specialty, given it's utter robustness and lack of real focus on damage. It has a place on an average team, but right now in my opinion it's a little lacking for high end work. Good to learn on though.
Doffs: 2 Purple development Lab scientists, 3 Systems Engineers (viral matrix doffs)
This is the most effective/second most effective Tac Recon I've rolled thus far. It does Ludicrous Damage, it's got great lock down potential, and it's fast. Did I mention it does Retarded Amounts of Damage?
Weapons. This is the first time you'll see a real break in the mold for weaponry in this thread. I run (or rather soon will.) with 3 Dual Beam Banks, and 3 Turrets. Why? Simply put the Recon with a tac is Agile. Very Agile. The DBBs pretty much gaurantee that I'll be firing off overloads only on DBBs, they do good forward bite, (which if you look at my skill layout it works best when I'm hitting targets infront of me anyway) and make it very easy to think about lining up TBR push runs.
Power Settings 100 weapons /50 shields/ 25 engine /25 aux
Setting 2 100 weapons /25 shields /25 engine /50 aux
setting 3 /25 weapons /75 shields /25 engines /75 aux (Defense)
Doffs: 3 Systems Engineers (gives my Viral Matrix 3 chances for shut downs). 2 Shield Distribution Officers. Alternate (when running GW) Aftershock doff(name in a sec), 3 Shield Distribution officers, Warp Core Engineer.
Do you have an unhealthy fascination with setting things on fire? Who doesn't right? As pvpers we produce more flames, and explosions than a Michael Bay movie in one single match. We like it like this of course. But what if you are having a hair of issue in terms of overall...burning in your sci?
Well this ship might just be for you. This seems on the surface like any run of the mill sci ship, and boff wise it is. What differentiates it though is the stuff in the torpedo tubes, and what comes out the back of the ship. Plasma. Lots and lots of hawt sexy burning stuff. Plasma burns, overtime can accumulate very quickly because they stack, and not only this they are also tac boostable.
with 3 purple torp doffs you will be firing these out at a machine gun pace as well. (infact it's quite likely you'll have more torps than firing angle even in the intrepid and recon)
In the tests, I found that they can put on a decent sustained pressure. This boff layout with it should provide more pressure and system shutdowns.
This ship is built around being a good Break In ship for guys used to flying Cruisers. It's very user friendly for engineer captains, or sci captains who are used to the cruiser experience. Which makes the nebula a very good choice for those players. It can also be built a great deal more aggressively but I will cover those builds in a subsequent post.
Weapons. I recommend either 3 photon torps, or 2 Chroniton, or 2 plasma torps. Depending on the doffs you want to go with. preferably Acc CrtHX2s in any case.
Aft: 2 Chroniton Mine launchers, 1 beam array energy type anything but plasma or antiproton.
Power Levels: /25 weapons /75 shields /25 engine /75 aux.
The Skills: Cmdr Sci. Grav well 3/PSW3, Sci Team 3, Transfer Shield Strength2, Hazard 1
Lt Cmdr: ASIF2, EPTS2, EPTS1
Lt Tac: Tac Team, Attack Pattern Delta1
Ens Sci: Tractor Beam
Lt Universal: EPTA1 (emergency power to aux 1), Extend Shields 1. Alternate: Sci, Tractor Beam1, Transfer Shield strength2
Engineering: 2 SIF Generators, Neutronium Armor
Science: 2 Field Generators, 2 Graviton Generators, or 2 Emitter Array Consoles. (boosts your shield healing by ridiculous levels)
Tactical: Borg, and Torp Console of your choice.
Doffs: There are a couple of different doff layouts for this thing. 2 Purple Dev Lab scientists go in all of them to get ST3 into it's global. (can also use 2 greens and a blue for this, or 2 blues to get you started if you want 3 other doff slots) Next up, is the aftershock GW doff if you decide to use grav well 3. After that 2 Shield Distribution officers (as good as you can get)
Doff #2. 2 Purple Dev lab scientists, 1 shield distribution doff, 2 Purple Torpedo Doffs.
Doffy 3 2 purple dev labs, 3 purple torpedo officers.
Doffs: Aftershock, Matteranti matter, 2 purple dev lab scientists, 1 purp shield distribution doff.
Alternate: Warp Core Engineer, 2 purple dev labs, 2 Shield Distribution doffs.
This ship is considerably more aggressive than the last nebula posting I made. As it is not really a DPS ship you want as strong of holding power as you can use safely, so gravitons are the way to go. Countermeasure consoles also make a good secondary set too as it raises your scramble duration. Scramble is pretty good for dealing with carrier pets, as well as slowing down healing for a little bit. GW1 gives a good slow for dealing with carriers, and TBR as an alternate can be used against more faster moving targets, and bust up fedballs.
It's capable of supplement heals still as well. The only thing it does not do well is burst damage. New transphasic torps are capable of dealing some good damage for non tacs, but the ship is ponderous. They are there mostly to put pressure on once the sub nuke drops.
Engies can change the torps out for Beams (and all you have to do is shift your spec out of torps into Energy), and change the power settings abit to get max weapon power.
Consoles: 2 Neutronium Armors 1 Borg
2 Particle Generators, 1 Field Generator. (balance) Offense 3 Particle Gens, or 3 Graviton Consoles, Defense 1 Graviton or particle gen, 2 Field Generators.
3 Energy Consoles.
Doffs: I recommend the after shock doff, the matter anti matter specialist, and 3 shield distribution officers on one setup. For another more setup incase the GW and plas start to fail, 3 Systems Engineers (viral matrix) 2 shield distribution officers.
3rd loadout. Matter Anti Matter, Aftershock, 2 Systems Engineers, 1 Shield Distribution officer.
This particular Sci bird is built to set up massive zone control with shut down capability. Like all smart bops it's made to hit and get out ASAP should the attack fail. RSP is really only there to help you escape. It's not there to help you sustain a fight. The two cannon skills similarly are there for options. CSV gives you spam clearing options (always good in modern STO!), while CRF gives you more burst options.
Grav well and warp plasma are utterly devastating when combined together and the bop is more than fast enough to utilize this setup. Couple these with VM and Sub Nuc and you have a ship that probably can, and will make people at some point throw something, probably something heavy across the room in anguish.
Get 2 of these Birds together and things get utterly hilarious, very quickly.
This is a relatively old sci bird, with an addition of VM and doffs but it still works incredibly well when positioned and used correctly. It also is one of the few bop layouts that is not 100 percent duplicate's by federation starships (at present) It is also one of the last vestiges the Bug has not completely replaced.
This is another sci bird of prey. This one's focus however is to be a vampire. It has two suites of options here, or rather three, once the nasty drains hit the field.
After some retesting of Tykens recently, they appear to have finally fixed it. At least if you are decked to the 9s with it anyway and are using mark 3. (TR3 still seems only about where 2 was before all the skill tree changes, but that's still a fairly usable skill when used enmasse)
Like my previous Sci Bird this one is meant to be paired with a duplicate of her capabilities.
Gear: Weapons Polaron Acc 2 CrtH, Dual Heavy Cannons X4, Attack pattern B change out a DHC for a Beam Array. 2 Polaron Turrets Acc2 CrtH
Shield: KHG, MK12 Resilient Cap2. Or Mk X Res Cap3 if you still have one.
Consoles: Engineering Barrier Field Generator, Aceton Assimilator, Neutronium Armor
Science : 2 Field Generators, 1 Borg
Tactical : 3 Polaron Consoles.
Doffs: Gravimetric Scientist (Tykens), 2 Systems Engineers, 1 Purple Shield distribution officer.
Power Settings: 100 Weapons, 25 shields, 25 engine, 50 aux. 50 weapons, 25 shield, 25 engine, 100 Aux. (cloak, and decloak starter setting unless you want to eat a battery for aux) Run Away, 25 weapon, 75 Shields, 75 Engines, 25 aux.
The Barrier field replaces the busted leech, and provides the ability to segregate ships on the opposing team from each other. This gives you another soft counter to extend shields, and will slow down healing tremendously from your opposition, when properly deployed especially with a second field on the well field. The assimilators, even though they no longer stack like they once did and their drain is greatly reduced, gives you a static 5 power loss or so on the field to assist in tyken and polaron Drains.
This bird is mean to hit and run once things get hot and heavy like the last sci bird and set the battlefield for total destruction of the opposition