Lt. Commander
Join Date: Jun 2012
Posts: 157
First, if there are any good science ground guides feel free to post the link. If you want to read this and offcer advice, feel free to do that also.

So I make it a point to not play ground STFs until I have the Omega 11 Ground set. I
recently completed the set on my Nausicaan Science officer. Problem is, I've never used a Science officer before for Ground missions. Normal episodes and things like defera yeah, but that stuff is easy. I'm certainly not a noob at this, but I've never built a science officer for ground before.So I make it a point to not play ground STFs until I have the Omega 11 Ground set. I recently completed the set on my Nausicaan Science officer. Problem is, I've never used a Science officer before for Ground missions. Normal episodes and things like defera yeah, but that is kids stuff. I'm certainly not a noob at this, but I've never built a science officer for ground before.

So I need some help. I would like to start with standard STFs with this guy and move to elites soon.

Here is is current load out:
Omega 11 Set
Auto Carbine(of coarse)
Disruptor Pulsewave Mk12
Large Hypo
Large Shield heal
Large Power Cell
Tribble(nei) +2.5 Damage
Purple Physicists MkX Kit

Some posts I've read said the Science captain can put out insane DPS. Others that he's the team healer. What is the best option? How do I gear towards either of those options? Any advice would be helpful.
Empire Veteran
Join Date: Jul 2012
Posts: 496
# 2
11-06-2012, 02:34 AM
What duty officers do you have slotted?



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Captain
Join Date: Jun 2012
Posts: 3,146
# 3
11-06-2012, 02:51 AM
my advice for elite stf's would be a dedicated healer. for the cure especially since somebody needs to tank the boss at the end and the sci healer with a pulsewave ore melee weapon is perfect for that.
omega set is fine, but probably not so good for tanking. If you use a melee weapon for that part, you can just take a non set high resistance fleet gear.
Go pro or go home
Specialist
Join Date: Jun 2012
Posts: 2,057
# 4
11-06-2012, 09:47 PM
I think any claims of insane DPS from sci's are from ages past, before the epic massive mega-nerf that was imprinted with much force upon the forheads of all SCI characters.

Now they're a total joke. I've had a hard time dealing with ground STFs in my sci as compared to my tac.

That's not even counting how broken the ground combat AI system is from the ground up, just comparing "broken with TAC" to "broken with SCI" -- it's harder as a sci, for sure. Everything you do triggers the need to remodulate, no matter how petty. It's pathetic. It hamstrings your every move. Borg adapt to... Fire? Yes. Natural elements. Instead of being kinetic, borg adapt to it and it does no damage. It also means you can't be SHOOTING them while setting them on fire because you now have to remodulate weapons. try hypersonic? Nope! Adapted! Wasted my skill, now it's on cooldown, even though I didn't FIRE A SINGLE SHOT between when I just remodulated and when I fired off my special skill!

SCIs are an utterly abused class by Cryptic lately. They're the whipping boy and have been nerfed to uselessness. You can try the healing role well if you have your hotkeys set up for fast selection of your teammates, but as far as offense? Forget it. The nerfhammer was too strong.

Shame, though. I think I'd have a lot more fun in my sci char, just as far as the sci class goes, if it could actually... you know... harm stuff.
Commander
Join Date: Jul 2012
Posts: 262
# 5
11-07-2012, 12:17 AM
i use my sci as a tank. i use the borg kit with melee and it slices and dices beautifully. i use 1 v. rare biologist (extends sensor scan time), 1 v. rare biochemist (gives -10 dmg resist defuff when using sci skills) and 3x rare melee security officers. combine that with a gambling device and a mk xi v. rare sword with 3x crtd modifier and you'll be doing some nice damage. you won't be doing the damage like tac captains do, but you'll be extremely hard to kill.

remember to fire off sensor scan and tach harmonic whenever you can. the damage resist debuff makes everyone stronger. for big bosses, the nano virus skill makes everything hurt more for them too.

sure, it's an expensive build... but it's fun as hell and it really gets the job done.
Captain
Join Date: Jun 2012
Posts: 3,146
# 6
11-07-2012, 07:43 AM
Quote:
Originally Posted by xsharpex View Post
i use my sci as a tank. i use the borg kit with melee and it slices and dices beautifully. i use 1 v. rare biologist (extends sensor scan time), 1 v. rare biochemist (gives -10 dmg resist defuff when using sci skills) and 3x rare melee security officers. combine that with a gambling device and a mk xi v. rare sword with 3x crtd modifier and you'll be doing some nice damage. you won't be doing the damage like tac captains do, but you'll be extremely hard to kill.

remember to fire off sensor scan and tach harmonic whenever you can. the damage resist debuff makes everyone stronger. for big bosses, the nano virus skill makes everything hurt more for them too.

sure, it's an expensive build... but it's fun as hell and it really gets the job done.
exactly my point. sci is ok for ground...it's just that you need to be a healer/tank to really shine! If you play that way, it is actually fun to be a sci.
Go pro or go home
Captain
Join Date: Jun 2012
Posts: 2,051
# 7
11-07-2012, 12:01 PM
Science can actually deal very high DPS in STFs when using the Analyst Kit and a very specific duty officer layout. I run this ground build on a Bajoran Science character with a full MACO Mk XII set and a Mk XII Antiproton Pulsewave Assault. MACO compliments science very well, the two piece bonus removes the need to carry shield charges. This build is also very flexible, allowing your to quickly switch between dealing damage and healing your team. All it needs is one kit swap.

Devices:
Shard of Possibilities
Medium Hypo
Fleet Tribble
Immunosupport Nanite Injector

Duty officers (purple):
1 Biochemist | -10 All Damage resist to target for 60 seconds every time a science debuff is used. Affects all offensive abilities in the analyst kit and has no stack limit. Also affects tricorder scan, neural neutralizer, and dampening field.
1 Biologist | Extends the damage resistance and damage reduction effect from tricorder scan and Anesthizine Gas by 8 seconds.
2 Doctor | 20% chance to increase target's maximum health by 30 for 30 seconds every time medical tricorder or vascular regenerator is used. (Useful while using the medic kit).
1 Counselor | 20% chance to add a +30 willpower buff to the target for 30 seconds every time a science buff OR heal is used.

The trick to this build is to know when to be in high damage mode or heavy healing mode. In high damage mode you use the analyst kit. To use this build most effectively, you want your enemies tightly packed. Start off by throwing tricorder scan on a group of enemies, then hit the group with Tachyon Harmonic. Now they have the tricorder scan debuff and two biochemist debuffs on them. Next hit them with Neural neutralizer and then Sonic pulse. While they are down press the X key to aim, tricorder scan again, and hit them with the pulsewave archwave setting. You will easily deal 800 damage to the borg targets. On crit you can get up to the 3000 range. And if you have a tactical officer use tactical initiative, your debuffs get a very large cooldown drop and you can easily rack up 15-20 stacks of the biochemist debuff, netting a -150 to -200 all damage resist for 60 seconds. Firing the archwave in this case will easily deal 2000 or more damage to the borg.

However, there are times when you need to switch out the high DPS build for a healing build. The healing build is essential for defeating Armek in cure ground. The healing build is also useful when your team is very poor and they can't stay on their feet for two seconds or at particularly difficult points in missions. In this case you can switch to a full heal build and toss heals on your allies. I would suggest assigning hotkeys to each of your teamates and to your kit powers so you can quickly cycle them when they need heals. This build is not without it's damage potential, you still have your four innate debuffs (tricorder scan, neural neutralizer, dampening field, and nanite infestation). You won't be able to stack damage resists as you would while using analyst, but you will still deal significant damage.

EDIT: Bajorans and Betazoids are the most ideal races for ground science officers on the Starfleet side. (And to a lesser extent Vulcans, Rigelians, and Trill) Bajorans are great self healers and team healers, the creative and spiritual traits greatly enhance healing. Good third and fourth traits are Peak Health and Soldier (or Sure Footed). Betazoids are very good team healers and stealth detectors, the empathic trait increases team heal rate along with self threat reduction, while the telepathic trait allows for better stealth detection(not very helpful against borg) and expose chance. Good third and fourth traits for betazoids are creative and peak health (or sure footed). Trill are also good self healers with the Hyper Metabolism trait, but not as good as Bajorans with the spiritual trait or Betazoids with the AoE health regeneration boost from the Empathic trait. As with Bajorans and Betazoids, picking up the creative trait is ideal. Good third and fourth traits are peak health and sure footed (or limited telepathy). Rigelians are good for their extra heal ability and Vulcans are good for their extra control resists and melee boost, but overall Bajorans and Betazoids will outheal them.

On the KFD side, Orion females and Joined Trill are the best choices for science officers. (Orion Males to a lesser extent for bonus melee) For Orion females the control resist and the threat generation reduction are both helpful when trying to heal your team. It will still allow you to keep Armek's aggro during the cure fight, but it will make tactical drones less likely to shoot at you while you throw heals on your team. Creative is again essential for the 5% bonus to all kit healing and kit damage. Good third and fourth traits for Orion females are peak health and sure footed. The joined trill is the same as the Starfleet Trill suggestions, except for the fact that you will end up with 3 ground traits and 1 space trait. There is no problem with that, the third and fourth traits are survivability and control/knockback resists. The traits are not essential for running a science officer, but they do help significantly. In truth, you can run an Rigelians, Trill, Orion, or a Bajoran with just two ground traits. Betazoids and Vulcans on the other hand need three ground traits in order to pick up the creative trait. This is not to say other races are ineffective as ground science officers, but if you are looking for maximum potential, these race choices would be ideal.

Last edited by majortiraomega; 11-07-2012 at 02:00 PM.
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