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Is my T5-U Fleet Recon SV Ready for the Delta Quadrant?

crm14916crm14916 Member Posts: 1,516 Arc User
edited November 2014 in Federation Discussion
Thanks for taking a look... If there's anything missing or anything I should change, let me know!

http://skillplanner.stoacademy.com/?build=crm14916fleetreconsv_5163

The upgrade from T5 to T5-U got me 1 science console and about 6K HP... Was hoping for an extra Tac console, but I can live with the current changes. I have all my T1 Rep consoles in the science slots anyway.

I'm an engineer, Fed side... Just wondering if my current get-up is ready for a sojurn through the Delta Quadrant...

Thanks again!
CM
"Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
Post edited by crm14916 on

Comments

  • tucana66tucana66 Member Posts: 710 Arc User
    edited October 2014
    (I can't comment whether your Fleet Reconnaissance Science Vessel [T5-U] is ready for DR or not.)

    But I will say: that is one, sweet ship build! Very nice job. Luna class on steroids, imho.
  • generator88generator88 Member Posts: 698 Arc User
    edited October 2014
    Unless I'm misreading, you have a copy of Cannon: Rapid Fire, supporting... a single turret? There might be a better use for either that boff slot or that weapon mount.

    Generator
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • gurugeorgegurugeorge Member Posts: 421 Arc User
    edited October 2014
    I'm having no trouble at all in the Delta Quadrant with an ordinary Fleet Recon (torp boat) on Elite setting, I should think you'll be ok with it beefed up a bit :)

    Well, I say "no trouble at all", I do have to play a bit carefully sometimes, which is nice, but nothing's ridiculously overwhelming so long as I'm on my toes.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited October 2014
    crm14916 wrote: »
    Thanks for taking a look... If there's anything missing or anything I should change, let me know!

    http://skillplanner.stoacademy.com/?build=crm14916fleetreconsv_5163

    The upgrade from T5 to T5-U got me 1 science console and about 6K HP... Was hoping for an extra Tac console, but I can live with the current changes. I have all my T1 Rep consoles in the science slots anyway.

    I'm an engineer, Fed side... Just wondering if my current get-up is ready for a sojurn through the Delta Quadrant...

    Thanks again!
    CM

    Don't take this the wrong way, but there's plenty of faults in the build.

    IMHO, what the ship is built around, what BOFF skills you selected, what skillboxes you filled, and the equipment you selected has no synergy. Most of the build lacks focus and does not reinforce something to make a part of the build excel.

    The problem is that you've spread the build out way too much. You put more equipment, more skillboxes into the TAC aspect for a ship that has only Lt and Ens TAC stations, has 6 weapon slots, but has 5 SCI Console slots and a full fledged Cmdr & LtCdr SCI stations.

    - You're devoting wayyyy too many TAC oriented Consoles, skillboxes for a low TAC capable ship.

    - For your Gravity Well and Feedback Pulse, you don't have enough Particle Generator Skill reinforcement. You've almost ignored Graviton Generator Skill. Particle Generator Skills is absolutely critical for most Science abilities that do damage. If that is your intent to do damage via Particle Generator Skill-based abilities you need lots of PGen. Your Gravity Well area coverage and pull ability will be very poor due to almost zero reinforcement of Graviton Generator Skill.

    - You selected 2 Drain abilities: Energy Siphon and Tachyon Beam. You have zero points invested into Flow Capacitors from all sources. Whether it is from skillboxes or gear, you have zero investment into making these skills better. Drain abilities, more than anything else in STO, require by far the most skill stacking to make them worthwhile. Drain Boats out there completely devote build space to Flow Capacitors so that the drains actually do something.

    - The TAC abilities and weapons are not optimal, IMO, esp for a low TAC ship like this. I'd ditch the turret and if you want, stuff in another Antiproton Beam Array in there. Cannon abilities are too expensive for a low TAC station count ship like this.

    ===========

    Simply put, if you REALLY want to be playing Science, you need to spec for it and dedicate the ship to it. Just as you would fully dive into TAC related stuff to optimize an Escort or TAC Cruiser.
    XzRTofz.gif
  • crm14916crm14916 Member Posts: 1,516 Arc User
    edited November 2014
    warmaker et. al.,

    Thank you for your comments and suggestions... I have made some improvements, and the recent MUI Event has made it possible for me to pick up some added set bonus pieces. I have also changed some of my Boff powers, but have not had a chance to run a respec yet on my powers. I know I need to add points to the GravGen, but in the mean time... This is what I ave on her currently...

    http://skillplanner.stoacademy.com/?build=crm14916fleetreconsv_5163

    Comments and suggestions are welcomed!
    CM

    p.s. Hopefully not necroing since it's my thread and only a week or two old...
    "Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited November 2014
    There is at least one big problem with your build. Your notes say you're using three Technician DOffs.

    Go to your Space roster, right click on those, and read the description. They're literally doing nothing for you, given that your only 2 Engineering abilities are ET and DEM.

    Also, Omni-Directional Arrays have lower DPS than beam arrays. Either go broadside with beam arrays (which would mean losing the torpedo), or (perhaps a more fun idea) put the 2nd Omni-directional Array aft, and stick two DBBs up front with the Grav Torp. The FRSV should have the turn rate to support that.

    I'd also go with Torpedo Spread over THY, because a spread of Grav Torps that create rifts is an awesome sight. Clump them with Grav Well, spray the whole group with Torp Spread, have a small cluster of the spawned rifts, and hopefully your Grav Sci DOff procs and spawns even more Grav Wells.

    I'd recommend replacing DEM, it won't be doing much for you, and it has a really long cooldown. RSP1 makes for an excellent emergency shield heal, Aux2SIF is an excellent hull heal/damage resistance buff that I prefer firing off every 15s, or Aux2Damp will really increase your maneuverability. Since you'll presumably be running high Aux power, the latter two are pretty strong.

    I'd also go for Tractor Beam Repulsors over Tractor Beam, there's a lot more things you can do with it comparatively, and it does good DPS on immobile structures or large targets like Tac Cubes.
  • crm14916crm14916 Member Posts: 1,516 Arc User
    edited November 2014
    darkjeff,

    Thank you for the suggestions. I like the sound of the Torp Spread over the THY, and will get on that pronto.

    As for the Tech Doffs, I was under the impression that the Tech doffs reduced the cooldown universally, not just for Eng abilities (i.e. reduces cooldown on ALL Boff abilities, including tac and sci)... Please clarify...

    The Tractor Beam Repulsors sound fun, will try them. I'll only be out 150 EC if I don't like them to change them back...

    Thanks again, and the "work-in-progress" concept here really makes ship building fun!
    CM
    "Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    I'll tell something that still concerns me here. I feel you've gone way overboard on loading your Sci console spots with Universals, at the expense of consoles that will actually support your Science powers.

    Just a first stab at a quick & dirty fix to that: ditch the Proton console, the Zero-point, and the Tachyokinetic, and replace them all with Particle Generators. That will help your Gravity Well, Feedback Pulse, and TBR (which I believe you were going to spec into) deal more damage.

    Generator

    PS - Technicians only reduce recharge times after the activation of the Engineering power "Aux to Battery". The problem with that power on a Sci vessel is it tanks your Aux score, which powers many/most Science powers. A2B builds are uncommon on Science vessels.
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • crm14916crm14916 Member Posts: 1,516 Arc User
    edited November 2014
    generator88,

    Got it... So, the Tech Doffs only help if Aux2Bat is included and running, but since I'm not using an A2B, the Techs are useless? Okay, so... for my Eng captain in my Sci ship (already have the innate Eng abilities, like Miracle Worker), what should I replace the Tech doffs with? 3 Gravimetric Doffs?

    Also, a quick question... Ditching the Proton console will eliminate the extra damage done by the Grav Torp... HOWEVER, I have started looking into getting the 2-Pc Adapted MACO which in essence does the same thing but has better stats overall than the Solanae set... Is this a wise decision?

    Thanks again for all the feedback! I'm learning stuff I only thought I understood... :)

    CM
    "Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
  • giotarizgiotariz Member Posts: 652 Arc User
    edited November 2014
    A Sci ship without Sci consoles and with weapon spire consoles trying to do weapon dmg?



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    we've broken all our bonds, but life kept going on, what a time, what a time it was..." - Clem Tholet
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  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    CM,

    Unless you're absolutely adamant about keeping those Eng powers, I'd swap them to a pair of EPtX abilities, provably Aux & Shields. You can only seat one Gravimetric guy, so the other spots vacated by the Technicians should maybe go to Damage Control Engineers, who will reduce the cooldown of your Emergency Power abilities. Total doff loadout is use on a ship like this might be 2DCE, 1 Gravimetric, 3 Deflector Officers (assuming you have both GW and Tyken's).

    The poster above me is being a bit of a petaq, but the core of his trolling is what I was trying to point out: the way your build is set up is too spread out, and in doing that you lose focus on your core functions. I'll admit I forgot the Proton console pairs with the Grav torp, but given your complete lack of Sci support at the moment, I'd say sayonara to the console, and heck, possibly even ditch the torpedo (in which case, your tac stations could be TT1/APB1/BFAW1).

    Think it over, and try and get all your figurative wheels pointing in one direction. You'll be much happier with your results that way.

    Generator
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • ginobaldelli823ginobaldelli823 Member Posts: 325 Arc User
    edited November 2014
    The only suggestion I would make is move the omni direction weapon from the fore to the aft, sci ships have a good turn rate so you could have all of you beams firing forward at the same time, unless there is some type of restriction on the omni weapons making them unable to have more than one on one side of the ship.
  • sirokksirokk Member Posts: 990 Arc User
    edited November 2014
    You got an extra Omni Directional Antiproton on the config, I assume that you meant to have an AP beam array.

    If you swap out the Gravimentirc Photon for an Omega Torp, then swap the KCB for another AP beam array, you can get more energy weapons doing more damage and keep the Borg synergy. But the Grav Torp is sweet to watch.

    You might consider replacing Feedback Pulse with something more effective. Perhaps Tractor beam or another GW. GW might be best, since it affects more than one ship.

    Perhaps it would be better with Graviton Generator consoles since most of your Sci abilities involve pushing or pulling - the strength of the abilities. (Particle generators improve the damage of the abilities. Subspace Decompilers improve the duration.) I might recommend getting some common Mk XII versions of some of these consoles and experiment. Move the universals to Engineering slots.

    Gravimetric DOffs to consider:
    Gravimetric Scientist (Gravity Well variant) (Chance to create aftershock Gravity Wells)
    Gravimetric Scientist (Exotic Damage Cooldown variant) (Chance to reduce cooldowns on exotic damage abilities by 10 seconds)
    Deflector Officer (Chance to reduce the recharge time for Deflector abilities)


    EDIT: That's advice from a cruiser captain. :/ Take a look at this thread, some good stuff for a Sci build: http://sto-forum.perfectworld.com/showthread.php?t=1277041&highlight=power&page=1
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