Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Science Officer Input
01-29-2010, 04:55 PM
Was wondering if anyone with more insight than me can give me some science officer input.

Iíve designed this, essentially what Iím ďleaningĒ towards, for a hopeful pve and pvp shield breaker, tackler and survivor. I know nothing, but wanted to throw this together for feedback from others that might be a bit more astute.

Tier 5 Deep Space Science Vessel

Tactician 1:
Ensign: Torpedo: High Yield I Ė System:Torpedoes.
Lt.: Target Shields II

Engineer 1:
Ensign: Emergency Power to Shields I
Lt.: Reverse Shield Polarity I

Engineer 2:
Ensign: Emergency Power to Auxiliary I

Science 1:
Ensign: Tachyon Beam I
Lt.: Jam Sensors II
Lt.Com.: Polarize Hull II
Com.: Viral Matrix II

Science 2:
Ensign: Tractor Beam I
Lt.: Feedback Pulse I
Lt.Com.: Scramble Sensors II

http://sto-builder.binarybit.ch/inde...7777077s9f9c9r
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-29-2010, 08:53 PM
I ran a science officer in beta and plan on going that route with my joined trill, but running eng escort atm.

I've never been a huge fan of tach beam... But I've seen it work amazingly well... it relies heavily on aux though and staying very close (like all beam weapons, distance will kill it by a large margin). I usually traded it out for experimenting reasons, during the lower levels I required tractor or polarize but I could see myself putting it back in during the long run.

I would really like to see how viral matrix looks right now. The way they nerfed Mask energy signature (even though it also is bugged) and the amount of discussion about it in the few weeks I would bet it's been hit as well.

Other than that looks pretty good.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-30-2010, 02:07 AM
I wrote this big thing dissecting and supporting your build with changes like 6 paragraphs long. Then I was like "Wait a minute. I can't have this guy being as awesome as me." So I deleted it. Lol. I will give you slightly more vague, simple tips instead.

High Yield II is going to be your best Tactical Skill as a Science Vessel. Get it as soon as possible. It launches 3 Torps at once instead of 2. The only better skill would be HY3 launching 4 torps. Don't get Target Shields II. It's the same **** as our Science Vessel skill that targets Subsystem shields. It might have a slightly better chance of success, but it's not worth giving up a fresh skill for.

Find a way to get yourself two heals in your build. Whether shields, Hull, or both. You'll need them against the other smart players who use them. I have my doubts about the Aux skill, but that's on you.

You have two skills in your science BO layout that suck later on. Most people are immune to one, and the other is just worthless.

I don't speak about the final Science skills, since one of them in particular is pretty damn OP is will probably get nerfed the more people use it. ;x However, I see two crucial Science skills that could have been obtained one or two tiers earlier than you listed them. These skills should be gotten ASAP. Here's a hint: I'm not referring to Feedback Pulse.

Experiment more.

Ido
U.S.S. Perseus
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-30-2010, 10:13 AM
Thanks. So this is an incomplete revision. But here is the material that is very much changed from prior.

http://sto-builder.binarybit.ch/inde...8888d99s7f9c9r

I noticed while using the builder that there are several holes in things like starship aux, weap, and eng efficiency b/c I didnít have powers/skills that seemed to require them; and I havenít read that there is a minor buff to, as an example, weapons strength, if I placed points in starship weapons efficiency.

Tier 5 Deep Space Science Vessel

Tactician 1:
Ensign: Beam: Fire at Will I
Lt.: Torpedo High Yield II

Engineer 1:
Ensign: Emergency Power to Shields I
Lt.: Reverse Shield Polarity I

Engineer 2:
Ensign: Engineering Team I

Science 1:
Ensign: Tachyon Beam I
Lt.: Hazard Emitters II
Lt.Com.: Viral Matrix I
Com.: Gravity Well II

Science 2:
Ensign: Polarize Hull I
Lt.: Feedback Pulse I
Lt.Com.: Energy Siphon II
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-31-2010, 02:11 PM
I'm personally not a huge fan of tachyon beam, but yeah, have seen it work well if they had a bunch of bonuses and transferred most of their power to their aux. Think they had tachyon beam II though, not I. You may want to consider science team I or II. Toggling between science and engineering team can really help improve your survivability, combined with EMP to shields. Not sure about the CDs between the teams, but if I remember it's wasn't too bad.
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