Career Officer
Join Date: Jul 2012
Posts: 2,742
# 1 Science Builds
01-19-2013, 04:39 AM
The other week, I started up a second Federation Character of the Science Department. My first (and primary) is an Engineer. Now, with my primary character (the Engineer) it's more of a Universal Build, as I intend to make use of both Cruisers and Escorts with him. My Science Build however, is likely to be only Science-orientated.

Looking at the Character Skills, I'm sure that I don't need to add points to all of them, right? Starship Attack Patterns and Starship Stealth seem somewhat redundant for a Science Ship. I'm sure others can do without, though these two skills seem the most obvious.

Aside from that, what's the best general setup for a Science Captain?
Captain
Join Date: Jun 2012
Posts: 1,001
# 2
01-19-2013, 05:01 AM
Even for a sci captain, I'd recommend running at least 3 points in attack patterns. You might want to run AP:Beta at some point for major debuff spam. AP:B + FaW coupled with Sensor Scan nets a very hefty AoE damage resistance debuff if you run full aux. Couple that with, say, Gravity Well 3 and torp spread, or team members with some (AoE) dps and things will blow up in bunches, rounding up their friends with their warp core breaches.

Stealth and threat control, not that relevant, indeed. You might even consider going 3 or 0 points in the energy/kinetic weapons crit bonus skills.

Overall, things that buff your power level (efficiency, performance and aux/shields/weapon subsystems) and the science skills couple to skills you'll want to use. I tend to skip Sensor (aux boosts stealth detection anyway) and Countermeasures (I don't use confuse/placate skills).

Particle Generator boosts the damage of most Sci skills +warp plasma, Graviton Generator boosts push/pull skills (including tractor beam, TBR, GW), so those are generally useful on a sci.

Apart from that, the standard works: hull, shields, the drill.

Now, then, with that out of the way: what do you want to do?

Sci's are very versatile, and general setups depend on your intentions.

I'm fond of coupling grav well with EWP for major crowd control, with tyken's rift added to reduce enemy's general effectiveness. Then I add sensor scan, AP:B and (chroniton) torp spread, to take advantage of their weakened and bunched up state. Sometimes things die with their shields still up, as most of that is shield-ignoring. (the rest of my skills are healing/damage resistance, as that build generates insane amounts of aggro.)

On the other hand, I've also had success with running tyken's, energy syphon, polarons and my subsystem targeting, to drain power to the point that ships, spheres and cubes are reduced to chunks of floating metal, without any systems up.

And that's only two things one can do...
Career Officer
Join Date: Jul 2012
Posts: 2,742
# 3
01-19-2013, 05:07 AM
Quote:
Originally Posted by twam View Post
Now, then, with that out of the way: what do you want to do?
At this very moment, I'm a level 4 Lieutenant so I'll be needing to work my way up first.

As for end-game, I can't say I've given it a whole lot of thought. My Engineering toon has me somewhat covered for STF's and general play (switching between an Assault Cruiser, Galor Cruiser and the Breen Chel Grett). I usually do fairly well in Elite STF's though my Engineering build (I hope) is set up to mix between that and Tactical. As soon as I'm able, I'm going to purchase myself a Fleet Patrol Escort and load it up with anti-proton weaponry. That ought to take care of the Collective.

Quote:
Originally Posted by twam View Post
I'm fond of coupling grav well with EWP for major crowd control, with tyken's rift added to reduce enemy's general effectiveness. Then I add sensor scan, AP:B and (chroniton) torp spread, to take advantage of their weakened and bunched up state. Sometimes things die with their shields still up, as most of that is shield-ignoring. (the rest of my skills are healing/damage resistance, as that build generates insane amounts of aggro.)

On the other hand, I've also had success with running tyken's, energy syphon, polarons and my subsystem targeting, to drain power to the point that ships, spheres and cubes are reduced to chunks of floating metal, without any systems up.
Both of these sound like fun, and the above information you've provided is appreciated.
Ensign
Join Date: Dec 2012
Posts: 1
# 4
01-21-2013, 01:29 PM
Hi there! Long-time listener, first-time caller.

Now that that's out of the way...

I'm all for a dedicated science build, but I was wondering about the plausibility of something in-between--a generic science build, if you will. What I mean is, using a fleet Nova, Vesta, and LRSV for slightly different purposes and havening a broad spec to accommodate.

I just got the Vesta yesterday and have had the standard LSRV. I'm in a small fleet that's closing in on tier 3. I have all the stuff to get the Nova when it does. It will be a really long time before I get the T5 LSRV, so that's a tertiary concern at this point. But the other one is still fine.

What I would like to do is use the LSRV as a shield tank for use in certain situations, but that's going to have to have torps.

The Vesta (I think of settled on the tac one) can be an all purpose thing.

I've been running a SciBoP lately and love it. I would like to turn the Nova into some kind of pseudo version for PvP use. I DHCs are out and the Photonic Displacer (I do have the Rhode Island.) is hardly a substitute for a real cloak, but I still think I could make it fun. Besides, the Nova class has been my favorite ST ship pretty much since "Equinox."

GW3 is probably a must for all three builds. It's my favorite skill. I just find sucking three scout spheres or another player into a black hole to be endlessly cathartic.

So I guess what I'm asking is, how detrimental is it to skimp on skills? If I leave most skills at six ranks and only max a few will I still be able to stay competitive in leet STFs and PvP?

Something like this:

http://www.stoacademy.com/tools/skil...nscibuild_2732
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