I'm a science officer, but have been experimenting with the breen ship and found I enjoy the increased dps and survivability over science vessels (previously using Fleet Science Recon). Below is the loadout I'm considering. I'm still a pretty new player, so I'd appreciate advice on ability and weapon selection!
Combine attack pattern beta (APB3) with disruptors and sensor scans to maximize damage resist debuffs. Use canon scatter volley and torpedo spread to dish out area damage. I added a beam array and beam overload to have another high power attack on a different cooldown than torpedos and canons. I think this will give me higher burst damage when necessary, and beams can help me help punch through shields on the approach. I like having both a HC and a DHC, because sometimes you just need a little extra damage to finish something off and don't want to wait for the DHC.
Tractor and tricobalt on the turnaround. General suite of self buffs to stay alive.
Things I wish I could have fit in:
No cannon rapid fire. I could drop tractor beam, move torpedo spread 2 to torpedo spread 1, and pick up rapid fire 1, but I like tractor beam... I could drop science team 1. If I slot doffs for TT1, I might not have recharge for it anyway, but it seems to make a difference in previous builds, having one extra shield repair.
I've heard that APB3 is pretty solid, so I'm bumping canon scatter volley and torpedo high yield down a slot to try it out. Consoles are boring. Not sure if Breen console is worth it. I also miss gravity well, but I have a hard time passing up HE3.
Also not really committed on the tricobalt torpedo. Maybe just put another quantum back there? When I finish techning romulan rep, I'm hoping to slot the plasma torpedo somewhere, but don't know if I should do front or back.
I also have read mixed feedback on having a rear beam array. I don't know if I will always be able to keep my fore to the enemy. It'd be nice to have a little more punch while turning and have a way to activate Beam Overload while retreating, but obviously it would cost me on the approach.
This build went with plasma because it is the highest PVE damage dealing energy type at this time due to all the new Romulan Science consoles. I do plan on upgrading all standard Mk XII plasma weapons into Romulan plasma versions to get the disruptor breach proc later tonight. Its consistent 1st-place finishes in fleet actions is a testament to this build's raw DPS output.
I see you guys both went with HE1 instead of HE3. I really like the idea of GW + CSV + TS. Do you find HE1 + Aux2SIF1 is enough hull healing?
Yes, HE1 + Aux2SIF works well enough to maintain hull points in all but the heaviest incoming weapon fire (like invisible ESTF torp 1-shots).
Originally Posted by duneytron2000
Also, neither of you have CRF, which makes me feel a little better.
How many skills do you guys put towards making GW1 do its job? Similarly, did you skill up Attack Patterns?
I spec'd zero points into Particle Generators since my toon is a Tac. However, Gravity Well's job is to pull crowds together for CSV and torp spread or high yield volleys, so its kinetic DPS is a nice secondary bonus.
My Tactical's attack patterns skill is maxed at +9. With 3 AP Conn Doff's present, my AP-Beta3 has a 10 second duration and 15 second cooldown, thereby giving it a 66% sustained uptime. It drops target resists by 51%, effectively doubling damage output. CSV + AP-Beta3 affects up to 3 targets simultaneously, thereby helping out any team members also firing at any of those 3 targets.