So I was browsing the index here, and I noticed that there wasn't yet a build for a ship that I have some fond memories of piloting, the one ship that launched my entire career (if you can call it such) of healing in STO: the Deep Space Science Vessel. Clearly, this won't do; I shall take it upon myself to lovingly craft a fine --and cheap!-- build for this absolute gem of a vessel!
Nostalgia aside, the DSSV is actually a wonderful little ship for healing; I'd call it the best of the free Fed ships for that job. A link for the build is here; I'll go over the important stuff below.
Captain class: Engineer Ship: Deep Space Science Vessel
Shields: MACO Deflector: Borg Warp Core: Overcharged Warp Core Mk X [A->S] [Rep] Engines: Borg
Doffs: 2xShield Distribution Officer, 3xDamage Control Engineer (AtSIF variant)
Alternate: 3xShield Distribution Officer, Warp Core Engineer (EPtS variant), choice
Engineering: 3xNeutronium Mk XI
Science: Field Generator Mk XI, 3xEmitter Array Mk XI
Tactical: Assimilated Module, Photonic Displacer
If you've looked at my eng/sci oddy heal build, you'll very quickly notice that there are a lot of similarities between that build and this one. In particular, both place a very strong emphasis on good science heals; in fact, having the DSSV as my first healboat is the reason why I chose to put a high-level science officer on the oddy. Since such a large part of the build is shared (such as main healing tactics and escape buttons), I'll just note a few important differences.
1. Your hull is thin. Your shields are not.
The DSSV, like other science vessels, has a great shield mod in exchange for a thin hull. This means that effects that grant shield resistance, like RSF, EPtS, and TSS, can be put to great use, but that you also have to be extra-careful about taking hull damage. Any amount of hull damage is cause for concern while you're piloting the DSSV; the three neutronium consoles slotted will be helpful, but they cannot obviate the need for good tactics. This means that you must:
Pay close attention to how your shields are distributed. Use TT liberally if you're under fire, and be very, very careful during its 5s downtime -- if a shield facing goes down and they hit hull, you're liable to explode. In addition, the DSSV can turn moderately well; maneuver to present the strongest shield facing to your enemies.
Be wary of hull DoTs. Don't wait for too long before you hit the hazard emitters; you have two copies of them (of high ranks, to boot), so use them when you're being slammed by seven or eight plasma torpedoes all at once.
Be proactive with polarize hull. If you think that your shields are about to fail, or you're being roasted alive by plasma, use it! It's also great for escaping from tractor beams and thereby evading alphas.
On the flip side, your shields are able to soak up a lot of damage, especially if you attain high shield resistance. This will be your primary defense in normal combat; your survivability will depend on keeping your shields full and your shield resistance high. This means that you should:
Keep EPtS cycling, and integrate TSS into the cycle when you come under fire. This is more important than ever; without good shield resistance, your shields -- no matter how thick they are -- are going to evaporate under any sort of attack. TSS will be your standard shield heal if you come under focus fire, with EPtS providing the core resistance that keeps you going.
Use BFI often, possibly at the same time as other shield heals. With your shield distribution officers, BFI becomes a fairly reliable source of strong shield heals. But because your shield capacity is so high, don't expect BFI to completely fill your shields by themselves. Get comfortable using BFI in combination with other shield heals like EPtS and TSS.
Use RSF a little earlier. The strong shield resistance provided by RSF combos extremely well with high shield cap and will greatly extend the time that your shields stay up, but it can't save you if your shields are completely gone.
Thankfully, your Engineer captain abilities can help you make the most out of the strong shields, and help you patch up any holes you do take in the ship's thin hull.
2. AtSIF + Damage Control Engineers
The DSSV is a little low on the engineering heals, but the Damage Control Engineers really help fill the gap. Because the additional heal they provide is not tied to the rank of AtSIF used, they can provide a huge boost to the amount of healing that your AtSIF1 does. If they proc, they can easily cause AtSIF1 to heal as much as HE2, over a shorter period of time with a faster cooldown!
3. What to do with that Cm. Sci slot?
This is really up to you. Because there are no heals at Cm. Sci level, I don't have a strong recommendation for what should go on a healboat. I'd tentatively suggest PO3, just so you can get back on your feet quicker after you've been SNB'ed (or even chain-SNB'ed). Other useful alternatives include PSW in order to knock off enemy extends, or TBR to clear mine/torpedo spam.
In terms of cost, this build is on the cheap side for PvP; free ship, no fleet gear, white (or nonexistent!) weapons, cheap/free doffs:
Rarities are suggested based on what I use currently. This level of gear can be bought from the exchange for very cheap.
VR Shield Distribution Officers can be obtained for free from criticals on the Rolor Nebula colonization repeatable mission.
The other doffs, being only rare quality, are likewise fairly cheap on the exchange.
The Photonic Displacer console was just given away as part of the Rhode Island Refit, so most people should have it. If not, then any other console of your choice may be substituted (preferably some sort of escape ability).
Photonic Officer 3 is rare, but if you ask in OPvP you might find someone willing to train it for you for free, since those that can obtain it have an infinite supply.
The biggest investment will be the reputation gear; the good news is that it's all from the Omega tree, and Mk X tends to work just as well for pug PvP as Mk XI or even Mk XII.
In summary, the DSSV is one of the lesser-known gems for healboating. Neglected and oft-maligned, it actually has a fairly strong bridge officer layout and good console slot distribution. I consider it the best free Fed ship for healing; while it may not be able to measure up directly to the Oddy or the Recluse, it's a great little workhorse that will serve you well until you decide to make the big investment into PvP healing. (Plus, it's fun to come back to even after you've gotten yourself one of those fancy ship!)
(Oh, and DDIS? Remember how you said that eng/sci had no real synergy at all? Well, you're wrong. )
You could also get a cheaper and better version: the mirror DSSV (aka recon vessel with DSSV setup).
It has better turn, and is way cheaper. The normal DSSV costs 120K dilithium, whereas the mirror is cheap to get from the exchange.
With 2 purple damage control engineers (which can be farmed), you can have a reliable 2 EptX systems up above 90% of the time. You could then use EptS1 AND EptA1. More aux power will boost also your sci based heals.
And I would not go for PO3 to only reduce the time IF you are nucced. All relevant abilities have already 2 copies. Personally I would go for viral matrix, shockwavel or repulsors
Technically the regular DSSV is even cheaper than the mirror DSSV if you've just reached admiral status. But you're right, the mirror DSSV is a good ship to run with this build as well, since crew doesn't relaly seem to do much at this point.
I don't usually recommend builds that rely on DCEs to run different EPtX abilities, because there's the chance that they don't work and leave the user hanging at a crucial moment. Especially for this build, which is aimed at people who probably haven't flown healboats before and don't have or want to invest the resources required for a lockbox/c-store ship. Furthermore, with the skill point distribution given, you can easily reach 125/130 power in shields/aux and still have some power left over to splash into engines. At that point, EPtA doesn't boost heals any more; plus, relying on EPtA to power sci heals means that if you're nucced your sci-based heals will be weaker.
Like I mentioned in the post, PO3 was just a suggestion. It does tend to help against things like SS + doffs, which would otherwise force an additional 5s downtime between TT cycles. I don't think VM would work very well for this build, since you haven't invested in subspace decompilers and so your VM would have very short duration. PSW or TBR are good alternates; I also forgot to mention that FBP is an alternative, if you're just looking for ways to make people shoot you less.
With it being a Battle Cruiser and having one of the highest Cruiser Turn Rate of ANY ship (only exceeded by the K't'inga and Kamarag), I wanted to maximise its damage potential, therefore equipping dual heavy cannons is the answer, with a few turrets on the back of course. Beams don't do a lot of damage, so I left them.
Due to the innate 10 to Engines, this automatically harnesses even more turn rate and will allow me to do more damage, more often because my cannons will be brought to bear all the time. The extra power into shields allows me to have better shield regen, which equalls more survivability.
After that, I equipped equipping the Borg Deflector, Borg Engine and then eventually the Borg Regenerative Shield Array (the highest I could get my hands on) so I could have an epic ability to regenerate shields quickly enough in an intense battle. In my remaining device slots, I utilised a Weapon and Engine Battery respectively (to help bolster those power levels if they are low or disabled), an Auxiliary Battery for helping to improve that Subsystem as well (for benefit of Nukara T4 Reputation reward) and then the Subspace Field Modulator from "Skirmish" for better overall resistance.
It is of course a BATTLEship (or BATTLE Cruiser). This means the Tactical section should be a standard dual Tactical Team setup, with a dual Cannon Rapid Fire 1 as the Lt. Tac powers. This maximises my damage potential with excellent weapons combined with an epic cruiser turn rate, allowing me to cycle them with my cannons. I then set my weapons to autofire for better effect also, as the computer is a lot faster than the player at firing (and Human firing is messy). I used DHC's on this ship (something I'd recommend on any Battle Cruiser), since they all have a 10 power to weapons for just being a ship. I use my dual Tactical Teams as my primary resistance shield ability, since it redirects all shield facings to ther shields taking fire, a fantastic asset to have. Attack Pattern Omega 1 is also there for not only better damage, but better resitance, turn rate, speed and immunity to several key abilities (such as tractor beams). I then grabbed my hands on [Acc]x3 weapons (see below for [Acc] bonuses and details).
This is of course a Battle CRUISER. This means I have to have some kind of tanking ability, and a Cmdr Engineering slot is exactly what I need. I use the dual Emergency Power to Shields (3 and 1) as my primary shield heals and the Reverse Shield Polarity abilities for "oh dear" moments. I also utilise AuxSIF3 for my primary hull healing ability, since it is your Cmdr Eng. ability and I find it very useful indeed.
The Science side of things are a little sparse on this ship, but equipping Transfer Shield Strength 2 is suggested because it is a good shield heal whilst my EPTS are working off as well. Hazard Emitters 1, my secondary hull heal, should allow me to better withstand the Borg. Polarize Hull1 on this ship as a good hull resist and tractor immunity power also works wonder as well (just incase APO1 is on cooldown).
Overall, the survivability to turn rate ratio and ship ability is incredible, so stabbing my tactical in this increases its damage to Escort-level, whilst still maintaining the survivability aspect of the Cruiser.
2x Energy Weapons Doff - Increase Shield Power
1x Shield Distribution Officer - Brace for Impact Shield Heal
1x Damage Control Engineer - Chance to reduce recharge of all Emergency Power to Abilities
1x Warp Core Engineer - Chance to remove all debuffs with Emergency Power to Abilities
Why [Acc]x3 weapons?
Accuracy is literally that, more hits. Each Accuracy modifier grants 10% to Accuracy, and adds it on top of the innate 100% Accurcy everyone starts off with. In PvP, ships move, and they have movement defensive values to directly affect Accuracy (and no, its not a simple subtraction sum - its a lot more complicated). Sufficed to say, if the damage dealer has more than 100% accuracy on a target (moving or not), then any additional accuracy directly bleeds over into BOTH Critical Chance and Severity. This means, you get the Crit bonuses anyway from having [Acc]x3 weapons if your target has a low enough defensive value (a value that applied to NPC's as well as player ships).
Survivability to Turn Rate and Ship Ability Ratio:-
Extreme - Highly Recommended Ship
Special Abilities of this Build:-
Plasmonic Leech - To increase power significantly whilst draining enemies of theirs
Borg Tractor Beam - Handy toy for power level increase and stalling ships for me to cut them down with my DHC's
Borg Bonuses - Incredible Shield and Hull regeneration
Subspace Transceiver - For a bit of extra annoyance for enemy ships thanks to the Control Craft for disabling them and the Healing Craft for.... healing me
Passive - Many passive abilities come with this build (2-Peice Borg Console set, Leech, 2 Shield Power Increase Doffs, Borg set bonus) - meaning you won't have to do as much work and you can concentrate on blowing up ships
For shotgunning people in the face
Better Criticals and survivability on both space and ground, as well as some nice placates from the Romulan Sensor Target power (passive) and the Auxiliary boost from T4 Nukara
T5 Ship Comparison Spreadsheet
Play my missions on Holodeck!
Return of Ja'Dok Series (6 Part Series)
Enemy of the Exile Series (4 Part Series)
Task Force Ja'Dok Series (3 Part Series)
I made a variant, which is good in making kills. No double tap BO's, but based on disables and trannies. Even as a sci I can make kills alone by sneaking up on the target, disable it and kill. A tac T'Varo would even be more effective I guess. However, as a sci you are probably better of in a team since you stay cloaked. Remember, this build still needs a full reman bridge crew all with (superior) infiltrator trait to make sure you have above 6000 stealth.
Front: 2 transphasic torp, trans cluster, bio-molecular torp
back: 2 transphasic torps, nukara web mine
Full KHG set (more torp damage, more aux power, more crew heal)
Advanced Fleet Hyper-Stabilizing Singularity Core Mk XII or normal hyper core
Eng consoles: 3x mine neutronium with Hull/turn
sci consoles: plasma and singularity stabilizer (T'varo set), Jump console / crit consoles / other fun
tac: 4x transphasic compressors
Purple doffs: must have: 2x torpedo. remaining can be filled with conn evasive doffs, scramble doff, aux power technician, aftershock doff, Attack pattern reduce doffs.
power settings: 15/15/45/85
Because the Tvaro is not as fast as Bops, more speed is needed with APO1, EptE1 and evasive. When aproaching your enemy, scramble him and fire the sinularity torp. When within 3 km, activate shockwave and tractor beam. Then fly over him, drop your web mine spread and make a turn so you have your front arc on him again. Sensor scan, and only then fire your trannies. If well timed, the stun/hold will keep him in place. Remember, after the shockwave expires, your web mines will also disable him. Since everything you use is kinetic with large bleedthrough, tactical team wont work. Cruisers and sci vessels and slow moving warbirds are the easy targets. Fast moving escorts are the real challenge.
To escape use singularity jump, 3 piece KHG cloak, evasive and other speed buffs.
ok, i got some time to think elatchi, so here's some builds
the perfect, within reason, battle cruiser. 10 turn rate, average hitpoints for a kdf style cruiser, one of the strongest shield mods any cruiser has, DHC use, 4 tac consoles, and the all around most useful tac cruiser station setup to date. but is it nice to look at? nope. is it iconic and an old favorite, half the reason to fly battle cruisers in the first place? nope. if all you care about is stats, it cant be beat though
depending on how much lobi you have, you can trick it out with the 2 elatchi ship consoles, the subspace device, the heavy single crescent, and the torp and get lots of set bonuses and synergy. or you can keep it simple and play it strait and concentrate on it being the best battle cruiser brawler to date.
second from the top advanced warp core
4 dil mine turn +all res consoels
leach, support craft
4 energy damage consoles
3 tech doffs, 2 BO/damage control doffs
this should have near 40 turn rate, slide around well, move fast, absorb damage like a champ, and hit like a truck. everything a battle cruiser needs to do to be a value to the team. its weaknesses are lack of hold and ah crap counter measures, no tractor immunity or RSP to be found. but the ship is fast and resilient enough that i dont miss these things much. if you ran APO, you would be without a BO or cannon skill, derailing your ability to be a threat in most cases. 4 DHCs is just to easy to tank nowadays, even if your using all elatchi DHCs. this is the best balance between being dangerous and surviving you can be with the ship in my opinion, but theres still room to be creative with the universal stations it has
warp soup replacing a TB, and you get RSP in exchange for TSS, which would normally run low aux anyway. very tempted to try this out soon, im sure it would do great as well.
theres also nothing stopping you from running it like a beam boat, and when you do that its better then the galor in every way, save for not coming with spirals and having a bit less of an impulse mod. the excelsior has a bit more hull, but 3 eng ENS stations, not to bad a thing in its case, but an unpopular thing to have.
one of the most peculiar escorts to date, quickly called overpowered with its 1.3 shield mod, and then quickly dismissed by everyone that thinks they are so smart. the truth here splits the different. its got very average stats movement stats and a hitpoint arrangement not unlike a sci ship. its also the first escort, well other then the vet ship, that can have a LTC and LT sci, sort of the healing holy grail. thats right, you could make it a heal boat that can do a good escort alpha every 30 seconds, instead of every 15 like more classic escorts. hey thats one thing you could do. of you could go the opposite, and give it a 2 AtB build. it responds much better to that then the temporal destroyer does, to run a 2 AtB build there you would have to much tac and no sci. not even close to that problem here. JUST a COM tac is PERFECT for AtB builds.
second from the top advanced warp core
2 dil mine turn +all res consoels
leach, borg, zero point, elatchi +decomp console (basically whatever you want here)
4 energy damage consoles
3 tech doffs, 2 BO/damage control/VM doffs
this reminds me of my favorite kamarang build, only it trades COM stations. VM1, with proper spacing and doffs with AtB keeping it cycling stupidly often is almost as debilitating as fighting someone with the placate proc. almost. you got the exact number of hull and shield heals im most comfortable with, all the essential tac skills are there, this is a great, solid destroyer type. to bad about warbird, showing up everything hilariously that doesn't have a battlecloak.
here's that support variant i mentioned. it sort of reminds me of a healer sci ship, only its got a COM tac.