Lt. Commander
Join Date: Dec 2007
Posts: 120
Is it pretty much agreed that science team/polarize hull/photonic officer are the tanking skills for escorts with science officers, since escorts can only have science officers up to LT?

Does anyone know the full statistical effect of photonic officer/science team/polarize hull at the top level? I want to take polarize hull and photonic officer, but if PO only reduces Boff skill cooldowns by a tiny bit, I don't see the point.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-30-2010, 02:52 PM
Polarize hull does nothing against kinetic, aka torpedo damage ( I think). You may be better off with hazard emitters and science team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-30-2010, 02:57 PM
Don`t like copy cats just use your mind and read thats all you need to do
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-30-2010, 03:47 PM
But how much does Photonic Officer reduce cooldown times
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-30-2010, 03:51 PM
This is a great tool to see all skill levels.

http://sto-builder.binarybit.ch/
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-30-2010, 04:02 PM
To me, these were my favorite Offisive Science skills, which I literally used to out fight Escorts and Cruisers during Beta.

1) Jamming: If 1-on-1, the enemy stops firing at you, long enough to put the hurt on. If 2-on-1, it buys you time to put the hurt on others. If in friendly groups, using Jamming makes them fire on another friendly, giving you time to put enough damage in to score the credit (and the loot).

2) Repulsor Beams: Not only does it push the enemy away, it also damages them as well. And when you start getting into Romulan Space and Plasma Torpedos, it also pushes them away as well.

3) Feedback Pulse: This is really handy in multiple-ship combat. It sends their own energy beams right back as them. Not only leaving your shields lightly damaged, but with your own shots, puts a serious hurt on theirs.

4) Photonic Fleet: This was a Captain skill that I got prior to being Admiral, and it was fun spawning 3 Photonic Ships. It really put the pain on enemy ships. Only could imagine the fun it would've been in PvP.

Only disavantage, was the 15 minute cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-30-2010, 04:04 PM
Science Team is very helpful in low levels. Honestly, since there really aren't many tools to maintain aggro per say, even in a "tanking" build you'll probably want to have powers like Science Team that can help out your more fragile teammates when (not if) you lose aggro.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-30-2010, 04:06 PM
Quote:
Originally Posted by Two-Shot View Post
But how much does Photonic Officer reduce cooldown times

IIRC,

PO I, Rank 9, reduces CD on abilities to 88% of standard on a 10min CD, lasting 40secs
PO II, Rank 9, reduces CD on abiilities to 82% of standard on a 5min CD, lasting 40secs
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-30-2010, 04:10 PM
I'm talking about LT and below level skills. As I'm an engie in an escort, I can only have an LT, and therefore only 2 skills. It has to be either Hazard Emitters, Polarize Hull, Photonic Officer, or Science Team, and I have to figure it out now, because since it's only 2 skills, I need to find out what science skills I'm gonna spend my points on for the rest of my build (grr stupid skill cap)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-30-2010, 04:11 PM
Quote:
Originally Posted by Two-Shot View Post
I'm talking about LT and below level skills. As I'm an engie in an escort, I can only have an LT, and therefore only 2 skills. It has to be either Hazard Emitters, Polarize Hull, Photonic Officer, or Science Team, and I have to figure it out now, because since it's only 2 skills, I need to find out what science skills I'm gonna spend my points on for the rest of my build (grr stupid skill cap)
Sci Ensign: Jam Sens I
Sci Lt. Polarize Hull II
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