Captain
Join Date: Jul 2012
Posts: 2,912
# 1 Need some pointers
06-13-2013, 08:08 AM
Hey guys, as a cruiser player for the most part I decided to look into a pvp science ship and I came out with this:

http://skillplanner.stoacademy.com/?build=emmaplanned_0
(The ship is as built currently in game, rep and skill tree is theoretical (though close to what I really have), also the deflector has an additional [SubD] mod that was unavailable on the site)

I have noticed however that in practice this ship is weak defensively, any tips offensive and defensive alike are muchly needed and appreciated
Captain
Join Date: Jun 2012
Posts: 573
# 2
06-13-2013, 08:26 AM
Gear:
use borg deflector + borg engine (the MK X or MK XI are fine, there is no diference with MK XII), the borg 2-set bonus is very good. For shields use maco shield mk XII, or elite fleet resilent [resA] or [resB]

The skill tree is not that bad, but u are wasting too much points in tier5 energy skills, drop Starship Weapon Performance to 0, Starship Auxiliary Performance to 3. Up flow capacitors to 9, it will improve all your energy drain (good for polaron, plasmonich leech, etc). Drop Starship Engine Performance and Starship Shield Performance to 3, and up Starship Threat Control (damage resist. bonus) and Power Insulators to 3 (resist vs disable/slow)

As sci player u don't do damage with energy weapons, that is job for tactical players, the sci player role can be one of this two: healer, debuffer.
The healer role is simple, your job is keep your teammates alive, so u will carry all the healing skills that u can, but that ship of yours is not suited for healing role.
For debuffer role (a.k.a the sci *****) you should drop most of your energy weapons for torpedos/mines (breen cluster, transphasic mines, plasma torpedos, choniton torpedos, temporal disruption device, etc), torpedos don't require energy in weapons subsystem so u can run with hight aux power (improve all your heals, and improve all the sci skills like tractor beam, photonic shochwave, etc). With this in mind, you probably want to drop all the skills for energy damage. There are also builds for sci with energy weapons, but i don't like them (is just my opinion, don't take this as a fact).

For more specific builds, you should check DDIS post: http://sto-forum.perfectworld.com/sh...d.php?t=427091

Be sure to learn the basics of keybinds, distribute shields and chain EPTS is a must for survival.

p.d: change your ship for a vesta or a wells.
John Sheridan@playhard88 - FED Tactical
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)

Last edited by playhard88; 06-13-2013 at 08:37 AM.
Captain
Join Date: Oct 2012
Posts: 1,172
# 3
06-13-2013, 08:37 AM
wow nice to see another nova pilot

first thing I would do is get maco shields..even Mk X is better than the shields you have.

I would also switch PSW3 for VM3 and VM1 for PSW1 as you're not going to get much damage from PSW3 and the longer VM lasts the more useful it is.

for your deflector I would get one with the best SubD stat on it..that helps the stun from PSW and the length of VM.

for your engines I would get either the Jem Hadar ones or even the efficient engines from the last klingon war mission on the fed side. they give a boost to your aux power and have a nice turn rate.

On my nova i have EPTX cooldown doffs so i can run EPtS2 and EPtE1..it really helps your speed and turn..although the nova has a nice turn rate of 15, it seems to still be slower than an escort.

oh and one last thing..I would drop the particle generator console and get another gravaton one or even another field generator.

Good luck, have fun, and hope this was helpful
Captain
Join Date: Jul 2012
Posts: 2,912
# 4
06-15-2013, 05:48 AM
Thanks guys, I'll get to work on some of that then
Captain
Join Date: Jun 2012
Posts: 898
# 5
06-17-2013, 03:43 PM
You have 1,300 posts on this forum yet you're still using basic shields, engines and deflector? How come? Are you not in a fleet or have any friends in a fleet that would invite you to buy gear from them? No reputation either for the different sets?

As far as Graviton generators go, I think the only really good use for them is when you're using gravity well. It's not worth a console slot just for a little extra distance in your PSW bump. Well, I mean it could work if you're part of a premade spamming PSW with aftershock doffs, but in general there are tons of better consoles you could slot. The particle gen. console is probably not worth it either. Again, it may be worth it if you were running gravity well or tractor beam repulsors or eject warp plasma. PSW is not going to do much damage unless you can use it when a shield facing is completely down, which just doesn't happen that often, so in the end it's not really worth boosting its damage. And finally, the shield emitter amplifier is probably not worth it either. Field generator and emitter array are better imo. And again, it would help if you were in a fleet that had access to embassy consoles as they have the best emitter arrays (and particle gens. if you want to run those at any point).

As for your weapons, it's probably not worth using cannons for the same reason it's not worth boosting the damage of PSW-- you're just not going to be doing enough damage in the first place to make boosting your damage be effective. With the high turn rate of that ship, it may seem like a good idea, but in the end it's not a big enough boost to overcome the initial shortcomings (i.e. no dual heavies, only 3 forward weapon slots, only 3 tac boff abilities, and you probably are not going to want to be running high weapons power as high aux and shields should be your priority). With a science ship, I usually like to go with transphasic torps, 1 beam array, 2 transphasic cluster torps, and you could throw in cloaking tractor mines if you wanted. So it might look something like Fore: 2 transphasic torps + cluster torp; Aft: beam array, cluster torp, transphasic torp (or tractor mines in place of the regular transphasic torp). Then you could run torp spread 3, torp spread 2, and tac team 1.

Speaking of Boff abilities, you may want to fiddle around with your ensign science slots. You could add additional heals (TSS1, HE1, ST1) in place of either (or both) polarize hull and jam sensors.

There's some other stuff I could go into, but this post is already longer than I intended. One of your main problems I feel is that you are trying to make a do-it-all type of ship, which is not really the best way to go about it. With PSW3, VM1 (or vis-versa...basically I'd say if you have doffs for PSW then go for PSW3, and if you have doffs for VM go for VM3), TB1, target subsystems, and of course SNB, you are going to be a nice shut-down sci player for your team, and if you add a couple more heals to your ensign sci slots then you'd be a good secondary healer as well.
----
@DevolvedOne
Captain
Join Date: Jul 2012
Posts: 2,912
# 6
06-18-2013, 01:56 PM
Quote:
Originally Posted by skurf View Post
You have 1,300 posts on this forum yet you're still using basic shields, engines and deflector? How come? Are you not in a fleet or have any friends in a fleet that would invite you to buy gear from them? No reputation either for the different sets?
I would have some advanced gear if it weren't for a slight lack of funding (this being a secondary character) only now have I stared putting any major development resources into it

Quote:
As far as Graviton generators go, I think the only really good use for them is when you're using gravity well. It's not worth a console slot just for a little extra distance in your PSW bump. Well, I mean it could work if you're part of a premade spamming PSW with aftershock doffs, but in general there are tons of better consoles you could slot. The particle gen. console is probably not worth it either. Again, it may be worth it if you were running gravity well or tractor beam repulsors or eject warp plasma. PSW is not going to do much damage unless you can use it when a shield facing is completely down, which just doesn't happen that often, so in the end it's not really worth boosting its damage. And finally, the shield emitter amplifier is probably not worth it either. Field generator and emitter array are better imo. And again, it would help if you were in a fleet that had access to embassy consoles as they have the best emitter arrays (and particle gens. if you want to run those at any point).
I'll look into the funding to rebuild my science consoles then

Quote:
As for your weapons, it's probably not worth using cannons for the same reason it's not worth boosting the damage of PSW-- you're just not going to be doing enough damage in the first place to make boosting your damage be effective. With the high turn rate of that ship, it may seem like a good idea, but in the end it's not a big enough boost to overcome the initial shortcomings (i.e. no dual heavies, only 3 forward weapon slots, only 3 tac boff abilities, and you probably are not going to want to be running high weapons power as high aux and shields should be your priority). With a science ship, I usually like to go with transphasic torps, 1 beam array, 2 transphasic cluster torps, and you could throw in cloaking tractor mines if you wanted. So it might look something like Fore: 2 transphasic torps + cluster torp; Aft: beam array, cluster torp, transphasic torp (or tractor mines in place of the regular transphasic torp). Then you could run torp spread 3, torp spread 2, and tac team 1.
I was thinking of going back to a beam array and chronnie torp layout but how does transphasics with the Breen set buff sound?

Quote:
Speaking of Boff abilities, you may want to fiddle around with your ensign science slots. You could add additional heals (TSS1, HE1, ST1) in place of either (or both) polarize hull and jam sensors.
In a team situation one could use a science team what with all them Subnukes flying around...

Quote:
There's some other stuff I could go into, but this post is already longer than I intended. One of your main problems I feel is that you are trying to make a do-it-all type of ship, which is not really the best way to go about it. With PSW3, VM1 (or vis-versa...basically I'd say if you have doffs for PSW then go for PSW3, and if you have doffs for VM go for VM3), TB1, target subsystems, and of course SNB, you are going to be a nice shut-down sci player for your team, and if you add a couple more heals to your ensign sci slots then you'd be a good secondary healer as well.
I admit i wanted to be self sufficient in that I could destroy a player in 1v1 with a focus on shutdown/disable allowing a good team contribution from it
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