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Captain
Join Date: Jan 2013
Posts: 507
I am new to Science toons and I am wondering which Science BOFF skills work well in PVP and if any of them are worth using 3 versus 2 (like Viral Matrix 3 versus Viral Matrix 2).

Charged Particle Burst
Energy Siphon
Feedback Pulse
Jam Sensors
Gravity Well
Mask Energy Signature (Not really looking at using this one with a Sci Capt)
Photonic Officer
Photonic Shockwave
Scramble Sensors
Tachyon Beam
Tractor Beam Repulsors
Tyken's Rift
Viral Matrix

My initial plan is to use:
Viral Matrix 3
Tractor Beam Repulsors 2
Transfer Shield Strength 3
tractor Beam 2
Hazard Emitters 2
Science Team 1 (to clear things)
Polarize Hull 1
Jam Sensors 1

I plan on putting 6 points in both Particle Generators and Graviton Generators and 0 points in Sensors (but am considering 3 points).

Thank you for your time
Commander
Join Date: Jun 2012
Posts: 259
# 2
06-27-2013, 03:59 AM
Rough Order of Effectiveness for science powers (a trillion people may disagree, esp. since it does depend of the circumstances), most poweful to least:
Viral Matrix (maybe a bit lower)
Transfer Shield Strength
Hazard Emitters
Science Team (sure is useful against sub-nucs)
Tractor Beam (only this low because of tier 4 romulan placate and other placates which seem to be getting more common lately)
Polarize Hull
Tractor Beam Repulsors
Photonic Shockwave (This and the above if done right can be insanely powerful, but 95% of PvPers don't do it right, and don't ask me how to do it right, I don't know, other than the fact that attack pattern beta and sensor scan are involved with high spec in particle generation stuffz)
Scramble Sensors (maybe should be higher)
Tykens Rift (higher if with doffs (apparently), but I would probably put this lower without doffs, so here is a good compromise)
Feedback Pulse (unless 1v1 in which case this is probably at the top of the list, since in most cases any decent PvPer will avoid you (unless they really want to kill you))
Gravity Well (although this is useful at taking out pets, and belive me shield repair pets amoung others are really powerful, so it is possible that this goes higher, although I don't know the ease that it takes out pets (which would of course depend on the pet))
Jam Sensors (Mainly Annoying, but can serve some purpose in 1v1)
Charged Particle Burst
Energy Siphon
Mask Energy Signature
Photonic Officer
Tachyon Beam (unless you go up against a certain enemy that is made of crystal in PvE)

Unless you are running chronitons (which you would only be doing on a ship that does not care about damage, and heals a lot instead (so dosen't have time to damage)) do not spec into graviton generators, the benefits are too small.

Sensors is getting more useful with all the cloaking recently, esp. with the scimitar (should help to bring it down easier). It also helps with resisting placates which have also been on the rise, including the pesky romulan tier 4 placate.

It is generally better to go more healing than particle generators and since you are using tractor beam repulsors as your only ability that has a benefit from it, probably not a good idea to spec here. I would definatly consider swaping the tractor beam repulsors for a transfer shield strength 2.

Starfleet M.A.C.O. KDF Honour Guard

Last edited by afree100; 06-27-2013 at 04:05 AM.
Lt. Commander
Join Date: Dec 2012
Posts: 101
# 3
06-27-2013, 08:22 AM
Quote:
Originally Posted by jagdhippies View Post
Mask Energy Signature (Not really looking at using this one with a Sci Capt)

EVERY fed captain should use mes... just follow these steps :

1 - teach some boff in mes and photonic officer
2 - equip it
3 - activate mes and go where you want
4 - when you want to attack activate photonic officer
5 - go to "stations" window and change the science boff with mes to other sci boff *made for battle*
6 - when you change boffs the mes will go away *still the mes defense bonus after decloaking is still there, and photonic officer works*
7 - win
8 - congratz ! you have a tactical advantage and for 1 min you have photonic officer working ! FOR FREE !!!!!

now say again mes sucks... say it
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !

Last edited by ssb64; 06-27-2013 at 08:26 AM.
Commander
Join Date: Dec 2012
Posts: 361
# 4
06-27-2013, 10:37 AM
the prolem is that we need to have specic consoles for the skills to have a freat effect, no shield gens, that doesnt happen with tac or eng skills ...

we need subspace consoles !

energy siphon, repulsors and fbp are the only ones i find worthy of a commander slot

viral matrix is pointless, nobody will spec into subspace, and there are no consoles for it, it sucks since the nerf ... we cant disable shields anymore, that was the point of viral and psw ! psw sucks too with the nerf, we wont spend a comm slot just for the cleanse ... cpb and tachyon sucks... gw cant hold and cant dmg, tykens cant dmg and cant drain, the rest is heals and tractor beam ...
it's not the ship or the build, it's the atitude
Career Officer
Join Date: Oct 2012
Posts: 522
# 5
06-27-2013, 03:46 PM
Just because you can't solo screw people with a single GW doesn't make it exeptionally potent at commander.
12th Fleet Are recruiting Active PvP'ers.
We have Full T5 starbase, Teamspeak and over 200 active members.

Go to Recruitment room and beam up! You'll be glad you did.
Commander
Join Date: Jun 2012
Posts: 259
# 6
06-27-2013, 08:49 PM
Viral Matrix disables engines leaving a massive gap in defence for several seconds, perfect for an Alpha Strike, + the enemy can't hit half there heals since aux is disabled (that last bit is more of a theory haven't tested it in actual practice, but it would only work sometimes due to the ordering of disables), + Weapon disable...

Starfleet M.A.C.O. KDF Honour Guard
Commander
Join Date: Dec 2012
Posts: 361
# 7
06-28-2013, 01:17 AM
the order in which vm disables subsystems is random, when you alpha strike someone, his engines will be disabled 33% of the times only, it can't disable shields, so it is useless. you guys really think that 5vs5 is the real pvp, keeping your ship healed by others, and your errors covered by a better player, you should try to 1vs1 with a sci against a top 1vs1 player, and tell me something about sci skills then. till then, keep asking for heals.
it's not the ship or the build, it's the atitude
Captain
Join Date: Jan 2013
Posts: 507
# 8
06-28-2013, 04:00 AM
Thank you for your help,
So basically as far as offensive Sci abilities go I can get something out of:
Feedback Pulse (for 1v1)
Gravity Well (for objects in PVP and borg cubes in PVE)
Tractor Beam Repulsors (maybe during an alpha strike to give the escorts another second of pew pew?)
Energy Siphon (good as a small self boost)

For the rest of the skills I assume:
Tractor Beam 1
Polarize Hull 1
Hazard Emitters 2
Science Team 2
Transfer Shield Strength 3

Is there a need for a Sci to Tactical Team 1, or will my other shield heals suffice?

So should I not equip a field generator in favor of other consoles?
I was thinking of running 1 or 2 particle consoles and 1 graviton console (depending on ship I settle on), this would be more if I leave out the field generator.
Commander
Join Date: Dec 2012
Posts: 361
# 9
06-28-2013, 04:38 AM
you wont need st, the shield heal is very tiny, and for the subnuke you will allways have the rsp on, so id say st to counter jam builds only, but again, 5 seconds arent worthy ...
it's not the ship or the build, it's the atitude
Captain
Join Date: Jun 2012
Posts: 1,425
# 10
06-28-2013, 05:15 AM
Sci powers depend on what role you want to take.

Crowd Control (clearing pets, mines): Tractor Beam Repulsors, Gravity Well, Photonic Shockwave, sometimes Feedback pulse, Scramble Sensors

Disabling: Energy Siphon (must be chained and specced into to be effective, important aspect is the boost to your energy), Viral Matrix, doffed Scramble Sensors, Photonic Shockwave (very limited), Tractor Beam.

Healing: Hazards, Science Team(essential for subnuke victims, especially if their RSP has been nuked off), Transfer Shield Strength

Heal/Alpha Strike Disruption: Photonic Shockwave, Viral Matrix, Scramble Sensors, Tractor Beam Repulsors

To be a successful Science player, you have to pick a role and stick to it. Time your abilities to strike when the enemy is most vulnerable. Also, a key note is that to be effective in Science, you have to use the power's associated doffs. For example, Viral Matrix has System Engineers, and Gravity Well has Gravimetric Scientists. Energy Siphon also has an associated Warp Theorist doff.

For example, my loadout of Science abilities is:

Primary Disabler/Secondary Healer
Viral Matrix 3 (doffed with 2 system engineers, 3 points into decompilers)
Scramble Sensors 2 (Doffed with the unique Vorta biologist doff)
Tractor Beam 1

Hazard Emitters 2
Transfer Shield Strength 2
Science Team 1

As I use a Wells class, my final disabling ability is an Engineering one (Eject Warp Plasma), but you could just as easily replace it with a Tractor Beam 3 for a very long hold.

Also, a tip - if you use any Science ability (especially as a disabler), a single ability hitting is going to do little. You have to combine abilities and take advantage of synergy. With that, even the most OP escort is going to be a Nuke/scan/matrix/scramble/tractor away from death.
Take it easy!

Ishmael@scurry5: A Nibbling Sci
"Squeak?"
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