Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
01-30-2010, 03:05 PM
A science captain in a science vessel is great regardless of if/when they'll be able to lend more of a support role. You're a powerhouse... best shields in the game, those debuffs really do make a huge difference, your turn rate is almost as good as an escort, and you have tons of surprises for the enemy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
01-30-2010, 03:28 PM
Quote:
Originally Posted by Vraesh View Post
A science captain in a science vessel is great regardless of if/when they'll be able to lend more of a support role. You're a powerhouse... best shields in the game, those debuffs really do make a huge difference, your turn rate is almost as good as an escort, and you have tons of surprises for the enemy.
This is actually a damn good point. You're not a healer. You're a Science Captain in a Science Vessel.

Heals aren't the only powers you have. And they aren't the only powers you should be using. A Science captain should use their full array of abilities. Sure, sometimes you'll want to heal. But you shouldn't be healing all the time.

You can heal, and your healing abilities are very good. But you're not a healer. You're Science. You're more than a healer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
01-30-2010, 03:31 PM
Initially ALL the classes are not as defined as they'll be later on.

That said, how you play any character defines how welcome and useful they'll be. What kit you wear, will give you alot of flexibility as a scientist, too. Having a healer-spec Boff will ease up on YOU having to heal others, but the value of being able to rez others, when you want to, is great.

If you're doing ANY support character, in ANY game, you'll be more useful in a group than if you're just soloing one mob at a time, with breaks to recover between. If you prefer to solo, like to do mostly space missions, then being a healer early on may not be exciting for some.

This game isn't about the holy trinity of TANK, DPS, and HEALER, as it is in games like EQ and WOW.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
01-30-2010, 03:35 PM
Also, you can swap kits, equipment, and officer assignments any time as long as you're out of combat. There's nothing to say you can't observe an enemy beforehand and plan your strategy accordingly. This is flexibility available to all classes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
01-30-2010, 03:38 PM
In looking at all the skills available to each "Class"....I learned that a Science Officer, while not strictly a healer...doesn't need to be exactly setup as one to be very VERY useful.

Science Team, can be used on your team member's ships, very useful. Just have to keep an eye on everyone, like a good little healer would.

On the ground, there are times when the battle does get heavy, and a good Science player out does a BO. And that's in just normal PvE....Fleet Actions, would be extremely useful, even if you only have one skill for healing. Pretty much all you need.

Plus your debuff clearing skills....Plus the other skills that you get...I say stick with it. It's not a true "Healer" class for sure...but in MANY ways it's more versatile then you are giving it credit for.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
01-30-2010, 03:43 PM
Healing as a Fed with an away team out..it might not be as notable early off. It should be noticeable in team ground missions(with no away teams)



As a Klingon in our fed ball constant re-spawn PvE death map its great.

The initial heal you get (the HoT +11(untrained)) is pretty good. Its especially useful right after you revive someone knocked unconscious. The Healer becomes notable when they revive and heal a teammate in the middle of combat while being shot. Suddenly that lil HoT isn'tl as insignificant as it seemed.


Healing helps more(is more notable) when your healing someone in melee as melee tends to ignore shielding.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
01-31-2010, 12:46 AM
Wow.. alot of good advice here.. perhaps I will keep playing as sience then =) Thanks guys
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
01-31-2010, 01:00 AM
Quote:
Originally Posted by Acyl View Post
. ..and Champions has been live since September 2009.
More like, Champions Online has been on 'life support' since Sept.2009. Just wanted to make that one correction.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
01-31-2010, 01:03 AM
Betazoid is the most useless race in STO anyways. They are supposed to be some of the most prolific mind readers in the galaxy, and their empathy extends to even the most alien intelects, but in STO they just suck.

Telepathy aparently translates into the exact same bonus as having acute senses. So basicly being able to read your opponents mind is no more valuable than having a good set of eyes? That doesn't make any sense!

The Empathy bonus is the absolute worst though. First of all, who needs aggro reduction in STO? Ever? Even if that was a good bonus, what good would it do in PvP?
But the thing that really makes empathetic just horrible is that the regeneration aura doesn't even work while you're in combat. It boosts out of combat regeneration only. What a load of shat. I mean what good does that do anyone? The regeneration out of combat is extremely fast, and you get a tiny bonus to it. I suppose that the 0.05 bonus is supposed to be 5%, but come on? What does that save me? Half a second after the fight is done?

So basicly Betazoids are crap.

Telepathy is a pretty meager bonus and empathy is just absolute garbage. They get no additional Betazoid traits either, and what's worst, the biggest advantage of being a Betazoid should be that you know how your crew feels at all times, or in combat you could read their mind so they don't have to verbally communicate with you, but you get absolutely no space bonuses.
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