Captain
Join Date: Feb 2013
Posts: 903
# 1 Pure Federation Science Vessel
08-20-2013, 02:15 PM
Captains,

I am sharing this prototype design with no tactical stations at all with you in honor of our commitment to defend the Federation and the values we hold dear :

USS Utopia NCC-176847

Defense

- Each Shield Facing = 27K, Total Shielding = Over 100K
- Can maintain max out power level in each subsystem in combat : W=125, S=130, E=125, A=130 As seen here : Ultimate Power Level in all 4 subsystems
- Can do EPtS1 + ST + TSS3, while maintaining a Shield Damage Resistance of at least 50% at all times
- Effective Shielding factoring Shield Damage Resistance = 55K each facing, over 220K in total
- Very high speed, as fast as any Federation Escorts, using a Fleet Elite Efficient Hyper-Impulse Engine


Offense

- Can drain up to 96 in each of the enemy's subsystem and crippled its critical systems
- Special Combo of A2B (with 3 purple Technicians) and Photonic Officer, which reduces all BOFF Power CD to global CD minimum. For example, FBP3, which has a normal CD of 1 minute will only have a gap of 15 seconds between each activation. During this gap, TSS3 will go up to fill the gap. The constant cycle of FBP3 and TSS3 is one of the unique power of this ship, which is normally impossible on other vessels given the lengthy CD of these 2 powers
- Tetryon based attacks with detrimental effects on already weakened shields (from energy drain and subsystem attacks), synergizing with the vessel's drain build, when proc, the enemy's shielding on all facings just disappear
- Defense against invisible Torpedo and other High Yield toys and pets via Hyper-Refracting Tetryon DBB : The Refracting Tetryon Beam will automatically destroy your enemy's pets nearby, that include HY Torpedos, Boarding Parties, Fighters, everytime you fire at your primary target
- Rapid cycling FBP3 for PvP : The nightmare of DPS happy escorts, let them shot themselves to death and if they won't attack you, you attack them instead because not only you can match their speed, you can hold them still and drain them to death, especially Romulans with low power level to begin with
- GW3 in lieu of FBP3 in PvE : Gates, Transformers, Shieldless enemies will be damned by your super powerful Gravity Well with over 144 in Particle Generator skills
- Rapid firing Subsystem Targeting of all four subsystems : Each hit will drain -43 in the subsystem's power level, which last about 16 sec. In addition, you have 20% chance of disabling it outright. With one purple subsystem energy weapon doff, you can rapidly recycle these shots and cripple your opponents


This build has been tested in eSTF and Kerrat. It can easily solo Tactical Cubes, Transformers and Gates. The Borg Shield Neutralizer poses little threat to you because your HE cycles so rapidly and the shielding is too tough. In PvP, you will be the "harasser" on your team, designed to impede the Escort(s) of the opposing teams and cripple them so that Escorts on your side can move in for the kill.
Lt. Commander
Join Date: Jun 2012
Posts: 179
# 2
08-20-2013, 04:34 PM
An incredibly impressive ship, you should be proud.

Probably too huge an investment for most players though. All purple MK12 consoles and to a lesser extent weapons, an already astronomically expensive lockbox ship becomes the dream of most players.

One other thing though: the pic you posted of all 125 power levels has you using different gear to that in your main build (in the power levels shot, you're firing a plasma beam and have the 2pc romulan set bonus active). What gear did you use to get such immense power levels?

PS totally agree with you on the hyper refracting dual beam. Just love it.
Career Officer
Join Date: Jun 2012
Posts: 554
# 3
08-20-2013, 06:32 PM
How have you allocated your skill points and what kind of warp core are you running?
Captain
Join Date: Jun 2012
Posts: 779
# 4
08-20-2013, 07:27 PM
Quote:
Originally Posted by dave18193 View Post
An incredibly impressive ship, you should be proud.

Probably too huge an investment for most players though. All purple MK12 consoles and to a lesser extent weapons, an already astronomically expensive lockbox ship becomes the dream of most players.
Looking to adapt this build, and might be able to pull it off. First off though, a couple of questions:

Quote:
Originally Posted by iskandus View Post
- GW3 in lieu of FBP3 in PvE : Gates, Transformers, Shieldless enemies will be damned by your super powerful Gravity Well with over 144 in Particle Generator skills
I noticed you're a tac captain. While this is normally not a problem, I have to ask exactly how effective your GW III and/or FBP III are when AP-A / FoMM aren't running, with but 2x Part. Gen consoles I pack a 153 skill, and my GW III is not a fearsome thing, rough calculations show ~22k kinetic damage over the 20 seconds, which is Quantums under TS III territory, not an ungodly borg crusher... That would then make me question FBP III vs rival escorts (unbuffed), without burning a pile of expertise / time on a respec or two, I don't see a big pile of damage flying back at the enemy...

Second, I see a jam sensors (I think that's the icon for Jam, and not MES) on Timothy, and am wondering how necessary for the build that is? Along with the Jam, what other low-end sci skill can be "dropped" and this build still be effective? I see Sci team, HE, & Photonic I that are spelled out as necessary for this build, leaving Tractor Beam II and Polarize Hull I with the Jam as your remaining low-end science skills. If I was to pop, say, the Jam sensors and the Polarize hull, and drop TB II to TB I, I could move photonic from Timothy to the Lt. Cmdr Sci, that would let me use my Vesta, as it can replicate the 4/3/3 console setup, or even a Fleet Deep Space Sci as both of them can replicate the Cmdr/Lt Cmdr Sci, Lt/Ens Engie (aux2Bat I, EPtS I, EPtW I) slotting, but has to slot a Lt. Tac (BFaW I / APB I?) instead of that third Sci BOff.
50: S'Leth/Eurthyr/S. Dareau/Ardrian/Krudge/Annlova Not: Jadja
Still at it. CBS "restrictions" fell by wayside with freebie Breen. Time to re-examine ENT and ToS at tier 5, repurpose the Connie into Sci and rebuild an Akira escort into the "NX". 6 "eras", spread evenly over all the classes...
Captain
Join Date: Nov 2012
Posts: 1,662
# 5
08-20-2013, 07:28 PM
Jebus ... and I thought my Vesta and T'Varo were ownerful.

Nicely played sir! Probably way beyond the means of mere mortal players to assemble.
Captain
Join Date: Feb 2013
Posts: 903
# 6
08-20-2013, 07:28 PM
Quote:
Originally Posted by dave18193 View Post

One other thing though: the pic you posted of all 125 power levels has you using different gear to that in your main build (in the power levels shot, you're firing a plasma beam and have the 2pc romulan set bonus active). What gear did you use to get such immense power levels?
I used an old stocked pic taken right after LoR release, prior to the intro of Fleet Warp Cores, because I was a little lazy in taking a new combat pic. That's why you see the slightly different components and layout. The principle is the same though and now, with a Fleet Warp Core, both the Aux and Shield can reach 130 in power. As you can see, Iskan is a Tactical Captain, so the power level isn't boosted by somekind of Engineer skills. To answer your question, here is how it is done & gear :

Gear :

1) Adapted MACO Deflector & Shield = 2 piece set bonus : +8.8 Aux
2) Elite Fleet Efficient Hyper-Impulse Engine : Up to +3 to each subsystem except engine
3) Nukara Particle Converter : +5 Shields
4) Fleet Warp Core : Variable bonus power to Aux & Shields + 7.5% of Aux power to Shields
5) Plasmonic Leech : +2.6 power to all subsystems per activation, stack up to 8 times

Powers :

- Flow Capacitors skill = 159 (can be bumped up to 189 with Inspirational Leader trait in combat)
- Energy Siphon II = +31 power to all subsystems for 24 sec* (*provided Aux = 130 when activated)
- EPtS I & EPtE I = +25.1 power to Shields and Engine respectively for 30 sec

Strategy :

1) Constantly cycle EPtS & EPtE with very high skills into EPS skills (=135, Power Transfer Rate = 281%) - this is akin to giving your ship a permanent power increase of +25 in Shields and Engine. One single activation of A2B with 3 purple Technicians during their respective 45 sec cycle is sufficient to keep them going for as long as needed

2) Energy Siphon II can last up to 24 sec when activated at Aux = 130. Its normal CD is 1 minute, minus the time it was active = 60 sec - 24 sec = 36 sec of downtime. Activate A2B once and Photonic Officer once during this 1 minute cycle (the order of activation of either power doesn't matter but it is recommended to activate PO first so that A2B will reduce PO's CD) will slash 30 sec. off its CD, making its downtime a mere 6 sec. But we will beat the Global CD by eliminated these 6 sec of downtime as well in next step.

3) As you all know, a power's Global CD cannot be reduced no matter what. It is in place to prevent the back to back use of powerful skills. Energy Siphon II's primary purpose is to boost your own power, not so much in crippling your opponents. To this end, the goal is maintain max out power level in all 4 subsystems : W=125, S=130, E=125, A=130.

As your ES II is near its end, activate A2B will drain 125 Aux and converted them into roughly +56 power to Weapons, Shields and Engines each for 10 sec. This boost from A2B will keep these 3 subsystem at max even as ES II expires. Meanwhile your Aux power is in the process of being draining down to 5 but don't let it happen - immediately pop an Auxiliary Battery - Large, right after A2B activation. The drainage of -125 + a boost of +100 will mean your Aux power = 5+100 =105 but there is still a gap of -25 to cover, which is being done by Plasmonic Leech. Plasmonic Leech provides +2.6 X 8 = +21 so long as you continue to fire, hence even with A2B activation, your Aux power is still equal to 105 + 21 = 126

Because both A2B and Battery last 10 sec, you effectively cover the 6 sec. gap between the two ES II by maintaining all your power levels at max. When your ES II comes off its accelerated CD, you immediately activate it again - you effectively constantly maintain your power levels at max level - at that point, you don't care A2B and Battery expires because ES II is in effect again.


Caveats

- When Photonic Officer enters its 1 minute CD, one A2B activation alone cannot reduce ES2 to its global CD, it will require two activations, which is possible but not recommended as Science vessels need to watch out for Aux drainage or half of your Boff powers will be disabled

- In practice, the 6 sec. gap between the two ES II is very manageable. You don't always need to try to bridge that gap. Besides, you have a lot of other things to worry about, especially if you have a big evil Klingon player rapid firing you from behind. It is best to just ignore the little gap since it is strategically insignificant, almost impossible for your enemies to exploit anyway

- Use the Aux Battery as a safeguard device instead - during rapid power transfers between settings at times, your system will draw more Aux power than it can handle in an activation of A2B, thus disabling your Aux dependent powers. The Aux battery is there to keep it going. Even with a purple Quartermaster battery CD reduction doff, the battery still has a minimum CD of 1 minute, therefore, Aux Battery is better served being used as an emergency back up although it is theoretically possible to use it to bridge gaps in ES II as illustrated above

- If your build wishes to used Aux Battery to bridge gaps in-between A2B activation, then you must obtain a very expensive purple Quartermaster doff that can reduce battery CD time by 100%. They cost between 30 to 40 million ec on the Exchange because they are ultra-rare

Last edited by iskandus; 08-20-2013 at 07:33 PM.
Captain
Join Date: Feb 2013
Posts: 903
# 7
08-20-2013, 08:04 PM
Quote:
Originally Posted by coffeemike View Post
How have you allocated your skill points and what kind of warp core are you running?
Here you go :

Skill Points Allocation I

Skill Points Allocation II

Adv. Fleet Reinforced Warp Core Mk XII [EPS] [A->S] [ECap][SST]

Note, the Warp Core has a display error in that the title says [E->S] when in reality it really is [A->S] and correctly described in its description as well
Captain
Join Date: Feb 2013
Posts: 903
# 8
08-20-2013, 09:09 PM
Quote:
Originally Posted by dareau View Post
I noticed you're a tac captain. While this is normally not a problem, I have to ask exactly how effective your GW III and/or FBP III are when AP-A / FoMM aren't running, with but 2x Part. Gen consoles I pack a 153 skill, and my GW III is not a fearsome thing, rough calculations show ~22k kinetic damage over the 20 seconds, which is Quantums under TS III territory, not an ungodly borg crusher... That would then make me question FBP III vs rival escorts (unbuffed), without burning a pile of expertise / time on a respec or two, I don't see a big pile of damage flying back at the enemy...
Thanks for your questions, they are pertinent. To start, look at my PG skills : PG Skills = 144

As you can see, the 144 in PG is achieved without a single Part. Gen consoles. That's because I get my Part. Gen boost from non-PG consoles. 1) Adapted MACO Deflector provides a 17.5 boost to PG. 2) Astrophysicist trait provides +10 PG 3) Nukara Particle Converter also provides +17 in PG. Iskan is a Betazoid, but if you were a joined Trill, you get an additional boost to PG, in which case your total PG would be around 150, even without a single PG Sci console. The reason why no PG or Flow Capacitor console is slotted is because those Sci slots are needed for the Field Generators - a key point in this build which must be respected.

At PG = 144, here is what the tooltip says about FBP 3, assuming Aux = 130

1.1) No boost at all, FBP III deflecting factor = 0.9
1.2) With APA, FBP III deflecting factor = 1.3
1.3) With APA, Tactical Fleet, FBP III deflecting factor = 1.6
1.4) With APA, Tactical Fleet, Quantum Manipulation (Romulan T5 Reputation bonus), FBP III = 1.9

Case in point : Bug ship (aka. Jem'Hadar Attack Ship) comes at you ready to unload its alpha of doom, spiking a 30K dps. Your forward shield is at full strength, EPtS active, maximum power to Shields. The Bug is using an Elite Fleet Shield, so around 9000 or so of shield strength per facing.

1.1) 30K spike X 0.9 = 27K, of which 13.5K of damage went directly to its hull and the other 13.5K collapsed its forward shield with maybe some damage depending on its shield damage resistance. In one swoop, the Bug lost approximately 30% of its hull
1.2) 30K spike X 1.3 = 39K, of which 19.5K of damage went directly to its hull and the other 19.5K will definitely collapse its forward shield + another 5K-6K of hull damage depending on its shield damage resistance. In one swoop, the Bug lost approximately 57% of its hull
1.3) 30K spike X 1.6 = 48K, of which 24K of damage went directly to its hull and the other 24K will definitely collapse its forward shield + another 10K-11K of hull damage depending on its shield damage resistance. In one swoop, the Bug lost approximately 78% of its hull

This does not factor in the like of Fire on my Mark or anything else that may lower the target's shield resistance. A few months ago, a Bug ship one-shot himself to death when trying to unload his Alpha on me though this is rare. In Kerrat, Alpha BoP & T'Varo often one-shot themselves to death on people with FBP III though I don't know how much skills point they have in PG. I have seen combat logs posted by people in Kerrat where typically a Beam Overload III is being FBP III where the shot has a base damage of say 28K as denoted by the number in ( ) but actual damage is something like 56K. There was some concerns not long ago whether FBP is doing more than it should. Nobody knows for sure because some people continue to believe it is bugged. What I know for sure is with my FBP III, any Escorts with self-preservation in mind quickly run away or at least try to.

As for GW III, I rarely use it even though Atikar has it. I rarely switch him in. Even yesterday, at Khitomer Vortex (Elite) with my Fleet, I went in with FBP III. My 4 teammates handled the probes and the south side while I solo the Transformers and the Gate on the north side all by myself. When the Transformers/Gate try to hold me, I just zap them with Jam Sensors. If they fire Shield neutralizer at me, I just HE it out. Even when HE is in its tiny 15 sec. downtime after being accelerated, with so much shielding, the shield neutralizer really didn't do much - more often than not, the shields stayed white, not even reaching yellow because as the shields weakened, I would just hit EPtS / ST / TSS, any of which will reinforce the shields and keep it from being drained. Suffice to say I tanked there a long time because I don't have a lot of fire power on my own so it took me a while but I finished my task and solo all of them and joined my teammates on the other side.

Quote:
Second, I see a jam sensors (I think that's the icon for Jam, and not MES) on Timothy, and am wondering how necessary for the build that is? Along with the Jam, what other low-end sci skill can be "dropped" and this build still be effective?
Good question, I don't know. It is indeed Jam Sensors, which is very useful in both PvE and PvP. In PvE, when a Tactical Cube, Gate, Borg Command ship, Tholian Recluse or any big bad enemies tractor you and with either a Plasma Energy Bolt or invisible one-shot torp coming at you, a quick shot of Jam Sensor (360 degree arc) will cause it to lose its tractor and unable to attack you for a while. In PvP, a super DPS escort all buffed up ready for its attack run, will completely waste its APA, APO and etc. as its vision is blurred and unable to target you. You can tractor his ship and he would have no clue. I consider Jam Sensors an integral part of the build since sometimes, you do need to escape and you can't always count on Polarize Hull to save you. Some of those Ensign level Sci skills are among the most important in this build, that's why this build sacrificed all possible Tactical stations to strictly focus on Science.


Quote:
I see Sci team, HE, & Photonic I that are spelled out as necessary for this build, leaving Tractor Beam II and Polarize Hull I with the Jam as your remaining low-end science skills. If I was to pop, say, the Jam sensors and the Polarize hull, and drop TB II to TB I, I could move photonic from Timothy to the Lt. Cmdr Sci, that would let me use my Vesta, as it can replicate the 4/3/3 console setup, or even a Fleet Deep Space Sci as both of them can replicate the Cmdr/Lt Cmdr Sci, Lt/Ens Engie (aux2Bat I, EPtS I, EPtW I) slotting, but has to slot a Lt. Tac (BFaW I / APB I?) instead of that third Sci BOff.
I think dropping TB II to TB I is acceptable. Leaving out Polarize Hull and Jam Sensors are not acceptable. The reason being as a Science vessel, you don't have APO III to save your bacon when tractored/slow/held. Besides, Photonic Officer does not need to be more than a PO I. The effective reduction of CD of PO is as follows :

PO I : Stated CD reduction = 24%, yet effective reduction = 20%
PO II : Stated CD reduction = 32%, yet effective reduction = 24%
PO III : Stated CD reduction = 40%, yet effective reduction = 28%

Given that A2B is already shaving off 30% of CD in your BOFF powers, only PO 1 is necessary to cut all yours powers' CD to 50%, thus their GCD. PO II or above would be an overkill and a waste.

Whether you can adapt this on a Vesta is questionable. BOFF seating aside, Vesta is also considerably slower, has lower shield modifier than most Fleet Science vessels and maybe just a little too squishy. I encourage you to try and perhaps post a build for others to review and comment. It's hard for me to conceptualize without a visual.
Captain
Join Date: Feb 2013
Posts: 903
# 9
08-20-2013, 09:40 PM
Quote:
Originally Posted by macronius View Post
Jebus ... and I thought my Vesta and T'Varo were ownerful.

Nicely played sir! Probably way beyond the means of mere mortal players to assemble.
This build has no P2W consoles or items. The only thing that may be considered borderline is the Rule 62 Combat console although this item is generally not viewed as P2W. You can swap it out for a Zero-Point Energy console instead if anyone is morally against any items that can't be strictly obtained via a direct purchase using EC. I am proud of the fact this ship is cheese free and everything on it can be obtained with EC, dilithium or fleet marks, save the Rule 62 Combat console.
Lt. Commander
Join Date: Oct 2012
Posts: 195
# 10
08-20-2013, 10:48 PM
Nice Tac in a Sci ship. I'm not sure what I can adapt to my "purer" Sci/Sci ship.

But you're making good use of the Lt Cmd Eng boff, I might look again at Aux2bat. It's definitely a counter-intuitive move.
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