Commander
Join Date: Sep 2012
Posts: 387
# 1 Science Career + Recon Vess
01-27-2013, 01:17 PM
Evening chaps, I chose science as my path and was seeking advice for a PVE science build using the Recon Science Vessel when I reach Vice Admiral and was hoping for some advice on a science build.

Thanks for reading even if you cannot help

Editing this as well as reply below.

Advice I was seeking primarily was for skill point allocations.

Last edited by jelly0; 01-27-2013 at 05:20 PM.
Captain
Join Date: Jun 2012
Posts: 3,631
# 2
01-27-2013, 01:53 PM
For any specific role, or a general-purpose story-mission+STF ship?
Commander
Join Date: Jul 2012
Posts: 362
# 3
01-27-2013, 02:51 PM
well for my recon i use
tact abilitys
tact team 1 torpedo high yield 1 and beam overload2 get a good crit with tact team anf beam going you can generally knock a shield out followed by a high yield straight into the hull wont destroy it but can take most battleship type enemys just below 60% beams still fireing you got it to 40 and ready to pop

engineering abilitys
emergency power to shields 1 and 2 sometimes change to aux to structural 1 and emergency power to shields 1

science abilitys
hazard emitters 1 transfer shield strength 2 and 3 science team 3 poloraize hull 1. also feedback pulse 1 or hazard emitters 2 i havent really found anything to put it that position so i just change and set it off sometimes lol. gravity well 2 the well works good for keeping them all in place especially in teams with a tact and scatter volly

for stfs you can use tractor repulsors and gravity well 1 and 2 or 3 for crowd control in stfs your general role is cc and destroying assimilated birds/probes in stfs you shold be able to do that easily you can of course attack as well but maybe less useful then a cruiser taking damage using fire at will to get attention of spheres ect and alot less effective then a tact in a escort so if you see a tact defending try using team chat take there position stop the probes allowing them to go do damage is alot faster for ops and such
Captain
Join Date: Jun 2012
Posts: 1,095
# 4
01-27-2013, 03:24 PM
Primarily STF build, but useful in many storyline situations:

Polaron/Quantum weaponry - fore 2x DBB 1x Torp, aft 2x Turrets 1x Torp.

Tac: BFaW II / Spread I / TT I.
Sci: GW III (can be self-trained with appropriate skill) TSS III / Energy Syphon II / Polarize Hull / HE II / TB I / Sci Team
Engie: EPtS I & EPtW I. could consider Aux2SIF I over EPtW, preference here...

Tac consoles = Polaron, maybe 1 quantum enhancer. Sci - 3x particle (boost GW damage) and 1x Graviton (more pull on GW and TB). Engie - Universal consoles or armor of choice...

Concept: highly prepared for small-target spam while retaining mild use for large-target conflict without having to swap out alert states/BOffs...

BFaW and Spread are the initiation of small-target clearing, usually the beams & torps will crunch a shield off each target, opening the opponent up to massive GW damage. These three powers alone will mop up most small ship squadrons, and dent medium ship squadrons (nanite spheres on Infected). Tractor beam is used to catch single stragglers - better in KA or Cure when you only have single stragglers, if transformer isn't down after your GW & spread pray for escort help and/or watch optional fail without running a second GW...

Meanwhile, the BFaW and Spread are still useful damage boosters against large single targets, although (obviously) not as good as BO & HY, same with GW. TB can immobilize most large enemies as well as a straggler, and the polaron / energy syphon combo can reduce enemy damage / healing / regeneration severely if both run at once.

Defensively, you have to pray shield tanking does the job, as you most likely only have one hull heal (the HE), two if you go with the Aux2SIF over the EPtW, but then again, you have little to no hull to begin with... This is why I go TT (more for automated shield reinforcement over the damage boost) & EPtS (shield resists and regen), having TSS III for either friendly-healing and/or off-cycle shield boosting. Polarize is your anti-tractor trick, again, you can ill-afford to be getting hit at all, so having more defense is always nifty - though this could go more offensive (TBR or PSW) if you are good at avoiding tractor beams...
Well, with the upgrade announcement leaving NX and Connie fans in the dust again, can we restart / revisit the T5 Connie and NX threads - since they will no longer be "truly" endgame ships... (after we get the T5 versions, it'll be time to see them added to the T5U upgrade charts too...
Commander
Join Date: Sep 2012
Posts: 387
# 5
01-27-2013, 05:17 PM
Quote:
Originally Posted by reginamala78 View Post
For any specific role, or a general-purpose story-mission+STF ship?
I would pretty much be sticking to Storyline + PVE Elites when I get to VA.

Edit
Seems I left out the most important piece of information, skill point allocations for PVE.

All the builds ive seen seem to be for tactical captains I couldn't find any for science captains.
Captain
Join Date: Jul 2012
Posts: 3,097
# 6
01-27-2013, 05:30 PM
Quote:
Originally Posted by jelly0 View Post
I would pretty much be sticking to Storyline + PVE Elites when I get to VA.

Edit
Seems I left out the most important piece of information, skill point allocations for PVE.

All the builds ive seen seem to be for tactical captains I couldn't find any for science captains.
PVE=DPS is King, therefore you'll likely see the SAME builds for Sci you see for Tactical...because it works, the only REAL question being whether you max some skills out for weapons DPS, or for Sci powers DPS/drain/etc.

The only real "exception" being Hive Space Elite, where Sci-captain powers are actually NECESSARY to finish the second and third levels and take out the Queen's Eight sided Dice of Death.

For PvP, on the other hand, the roles are broader-this is because you're not shooting at targets mounted to rails with insane hit-points, but other players with the same range of weaknesses and strengths that you have, and some roles in PvP actually WORK, where they generally don't in PvE.
"when you're out of Birds of Prey, you're out of ships."

Look into Vanilla PvP if you're tired of the endless pursuit of grind, utterly unbalanced selections of geardo-inspired traits, and generally unbalanced and careless 'development' made mostly to turn this game into a second job.
Career Officer
Join Date: Jun 2012
Posts: 229
# 7
01-27-2013, 05:37 PM
Quote:
Originally Posted by jelly0 View Post
Evening chaps, I chose science as my path and was seeking advice for a PVE science build using the Recon Science Vessel when I reach Vice Admiral and was hoping for some advice on a science build.

Thanks for reading even if you cannot help

Editing this as well as reply below.

Advice I was seeking primarily was for skill point allocations.
http://skillplanner.stoacademy.com/?...EDSCIDKyr_2065

This skill plan just allows you to train a BOff in any skill that a SCI captain can. Plus it's a jack of all trades plan, so it won't penalize you too badly until you decide what you really want to specialize in. The powers listed are for the D'Kyr, a nice science ship that can pretty much do anything.

That said, the skill plan was done after analyzing the benefits/cost of 'everything' so it's strong where it really helps and weak where it doesn't matter much.

PS If you're buying ships or using the 'free' promotion ship token... go take a look at the Exchange first. Search for 'Mirror' in Reward Packs. Mirror ships are usually VERY similar (but NOT identical)... and cheap. Save the Zen/token for something else, experiment cheaply on some mirror ships.

PSS If you haven't done so already, try everything out on Tribble first.

-----

http://www.stowiki.org/Mirror_Univer...Science_Vessel
http://www.stowiki.org/Reconnaissance_Science_Vessel

But don't get too locked into the RSV. If you have the EC (30-40 million), you can get the Orb. Not sure if it's worth it? BUY it. COPY to Tribble. SELL it back on Holo if it's not your cup of tea.
Commander
Join Date: Sep 2012
Posts: 387
# 8
01-27-2013, 06:05 PM
Quote:
Originally Posted by asphe View Post
http://skillplanner.stoacademy.com/?...EDSCIDKyr_2065

This skill plan just allows you to train a BOff in any skill that a SCI captain can. Plus it's a jack of all trades plan, so it won't penalize you too badly until you decide what you really want to specialize in. The powers listed are for the D'Kyr, a nice science ship that can pretty much do anything.

That said, the skill plan was done after analyzing the benefits/cost of 'everything' so it's strong where it really helps and weak where it doesn't matter much.

PS If you're buying ships or using the 'free' promotion ship token... go take a look at the Exchange first. Search for 'Mirror' in Reward Packs. Mirror ships are usually VERY similar (but NOT identical)... and cheap. Save the Zen/token for something else, experiment cheaply on some mirror ships.

PSS If you haven't done so already, try everything out on Tribble first.

-----

http://www.stowiki.org/Mirror_Univer...Science_Vessel
http://www.stowiki.org/Reconnaissance_Science_Vessel

But don't get too locked into the RSV. If you have the EC (30-40 million), you can get the Orb. Not sure if it's worth it? BUY it. COPY to Tribble. SELL it back on Holo if it's not your cup of tea.
I am using the promotion token for ships yes, whats the "Try everything out on tribble first" thing ???
Captain
Join Date: Jun 2012
Posts: 3,631
# 9
01-27-2013, 06:35 PM
I'm really gonna recommend that instead of the Recon Sci, hit the Exchange and get the Mirror Universe Deep Space Sci for really cheap. Same look and maneuverability, but on normal science ship an extra engineering ensign is more useful than an extra tactical ensign (this can change depending on some specific builds, but for general use and first-time, yay eng). Plus it'll let you save your free token for something else.

As for a build doable with readily-available parts

Deflector: Positronic
Engines: Combat
Shield: Covariant

Alternately, get the full Jem'Hadar set from the end of the Cardassian arc. Its a solid equipment set that will last you into getting Reputation or Fleet-based gear.

Weapons
Fore: 1 or 2 DBBs, 1 or 2 Quantum Torpedoes
Aft: 3 Turrets

Any weapon type is good, though for science I'm a fan of polarons, particularly if you get the Jem'Hadar set. The only problem is that right now the price of polaron tac consoles is hugely inflated because of the new lockbox weapons, but it should cool off in a few weeks. Alternately, tetryons will help with shield stripping, or disruptors softening up hulls for sci powers.

Cmdr Science
Polarize Hull 1, Hazard Emitters 2, Transfer Shield Strength 3, Gravity Well 3
LtCmdr Science
Tractor Beam 1, Science Team 2, Tractor Beam Repulsors 2
Lt Tactical
Tactical Team 1, Torpedo Spread 2
Lt Eng
Emergency To Shields 1, Reverse Shield Polarity 1
Eng Eng
Engineering Team 1

Doffs
Gravimetric Scientist, Tractor Beam Officer, Sensor Officer, 2 Projectile Weapons Officers (if you're running 2 torpedo launchers)

Its a rounded setup. Plenty of people will scoff at the idea of carrying all 3 -Team skills and their conflicting cooldowns, but for a general-purpose build having all of them will let you counter any debuff the AI throws at you. Gravity Well 3, backed by Tractor Beam Repulsors and Tractor Beam together will make you a crowd-control terror in STFs, and Torpedo Spread makes a nice mess on a cluster you've grav-welled together. Everything else is spent on healing and durability enhancements. The Gravimetric, Tractor-Beam, and Projectile doffs you can get free from colonization chains, and hopefully you can find a Sensor doff from an exchange or asylum mission.

This isn't an end-all build or anything, and as you gain experience you'll obviously wanna tweak it to suit your own tastes and tactics. As a 'getting started' build though, it can handle PVE missions and handles most of the general-purpose science stuff, and should give you a nice starting point.
Commander
Join Date: Sep 2012
Posts: 387
# 10
01-28-2013, 01:25 PM
Since I have been unable to play the game today I have been messing around on the skill planner thing. How much of a disaster is this ? hehe

http://www.stoacademy.com/tools/skil...uild=PVETest_0

Don't plan on doing much ground stuff outside of the story.
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