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Sci Build Please Help!

vangrealvangreal Member Posts: 0 Arc User
Hello, here is my build.
http://skillplanner.stoacademy.com/?build=bremonsci_0

My captain is a Romulan (FED) Science captain. I've been trying to include bridge officers with the operative trait as much as possible.

I am looking to fine tune it, right now in the Aves Dyson Destroyer. Just hit 50, so I haven't even started rep, but the assimilated console and romulan zero point console are on the shopping list. I went full Solenae for the set.

Any thoughts for gear, build, weapons, etc? I mostly play tactical captains and I'm sci-dumb.

Right now my attack run starts with decloak, Gravity Well, APB, FAW1, TS3, and then I fly in to hit em with Photonic Shockwave and then Tractor beam Repulsors. The idea being the get grouped up, debuffed, torped, shocked, and hammered.

I included my skills in the build, as I try not to go red in most skills for the little bonus it offers, when I can make something else that much better. First 3 points are worth over 50, last three are worth 15.

Thanks for the help!!! Also, I do use my aux2sif1, tss2, he1, mostly for ally heals, but if it gets rough I use em on myself too.
Post edited by vangreal on

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    dahminusdahminus Member Posts: 0 Arc User
    edited June 2014
    Pve or pvp? The scatter of skills makes me think it's a pvp build as a whole I'd lean towards pve.

    Anyways, it would have issues in both...do you try and utilize both modes or do you just chill in one or the other most of the time.

    A trick with the Dyson destroyers is to consider the commander abilities a bonus, not something you have access to all the time.

    Anyways. Let me know what your content is, I'll design a build for ya
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    vangrealvangreal Member Posts: 0 Arc User
    edited June 2014
    It's mostly for pve. I wouldn't mind taking it into pvp but that's usually for my tac captain who is already tweeked out. So yeah pve focus but hopefully not pure suck for pvp :) I could always carry different equip, officers or a different ship for pvp too.

    Thanks!!!
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    norobladnoroblad Member Posts: 2,624 Arc User
    edited June 2014
    IMHO its a cannon ship. It turns fine, it has a built in cannon already, and generally seems better with them. Being down (or with a weak 4th) a weapon using lower dps beams seems self defeating. And higher dps is more healing (valdore..).

    solanae shield is weak. Sci is about high shield mods, and I would personally use a higher cap / tougher shield; fleet comes to mind. The solanae set is a mid grade set that can be earned early for "free" but, like the JH set, its not really up to par for the long haul.

    As a rom, a rom plasma build makes sense but it depends on what you want, really. Any weapon type that you can boost with a set is fair game and playable. Sci can make good use of the dyson gw torp if you want to use a torp at all.

    If you are going to run beams, an overload 3 is highly recommended. Plasma leech and valdore consoles are also good ideas, just buy the appropriate ships when you can afford to do so. 2 faw and 1 BO3 with beta and tac team for example, though beta would be only in tactical mode under that setup.

    I hate tractor repulsors. They are trouble in a group; moving targets making it a pain for other players (if you shove it, I wont chase it, you have to kill it without me now). They also shove exploding corpses onto other players and generally do more harm than good (esp in pugs) unless the user is very good and well aware of the battlefield.

    Healing yourself is great. But if you can get a valdore AND beef up your dps output, you won't need it as much. And that combined with a stronger shield.... you will free up a lot of the self healing that lesser races must deal with.
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    vangrealvangreal Member Posts: 0 Arc User
    edited June 2014
    I did want to try and avoid cannons, already got an escort with em. Wanted to focus mostly on sci abilities and torps with this guy. Though, the switch would be easy, though then I couldn't apply attack pattern beta to enemies before they get nailed...

    Which fleet shield would you recommend to upgrade to?

    If I switched ships, I would definitely go plasma for the bonuses.

    Thanks for the help!
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    snowpig74snowpig74 Member Posts: 267 Arc User
    edited July 2014
    just a few pointers

    - drop transphasics and go with photons (check faction weapon sets)
    - "pulling enemies together" >> "moving the enemies away (in different directions)"
    - torp (sci) boat -> high aux & medium to low weapon-energy. consider this in your skill tree (6 points to weapons performance is a waste of skillpoints) + more focus on torpedo boosting stuff (row 2)
    - drop subspace decompiler (too low effect for the invested skillpoints)
    - traits: energy conservation + photonic capacitor are mandatory for a sci-captain
    - dyson destroyer: the tac-configuration should be used only under some/seldom circumstances (see the cooldown on the switch) - therefore you should fly/outfit/man the ship primarily as a sci-boat.
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    gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited July 2014
    vangreal wrote: »
    I did want to try and avoid cannons, already got an escort with em. Wanted to focus mostly on sci abilities and torps with this guy. Though, the switch would be easy, though then I couldn't apply attack pattern beta to enemies before they get nailed...

    Which fleet shield would you recommend to upgrade to?

    If I switched ships, I would definitely go plasma for the bonuses.

    Thanks for the help!

    A good guide to torpedoes and boats.
    Joined STO in September 2010.
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    tardes13tardes13 Member Posts: 167 Arc User
    edited July 2014
    You may benefit from more specialization.

    If it's a torpedo boat, it needs better torps, more boff skills / torp DOFFs.

    If you prefer beams, you need more oomph in that direction (maybe 5 beams and 1 single torp and replace the tac consoles).

    I don't think the photonic shockwave helps you that much. TR is an option or try the siphon, gets you useful power. A GW duplicate is also fun.

    You got a lot of tanking abilities, see if you can fly without TT1. Trying here to free a spot for you for a duplicate FAW.

    And something obvious - since you have APO3, use that to open your "negotiations", then switch to science mode.

    Start Nukara rep and try the free beams from the boxes, you'll get even MK 12 stuff.
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    innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited July 2014
    If you use Tractor beam repulsor get the Doff that reverse the effect, your teammates will love you for pulling everything it sight into the gravity well you just put on a target. Now I use it in pugs to pull back ships that overenthusiastic pugs tend to use, pushing everything out of the way and making everything take longer.

    For trait I strongly suggest Psychological Warfare. To try it is to adopt it, enhance most CC abilities, not damage but stun, repel, hold, etc effect such a GW or TBR.

    As for the rest I've taken a liking of using torp boats on my sci toons to maximize auxiliary, so no energy weapon on those ship and with no weapon power to worry about it help to be tougher and faster with great science powers.
    Jamal : Tactical space specialist. USS Bug Warrior and many others
    E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
    Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
    Ka -tet Tier 5 fleet fully completed Starbase and fleet property
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    nobletnoblet Member Posts: 0 Arc User
    edited July 2014
    If you use Tractor beam repulsor get the Doff that reverse the effect, your teammates will love you for pulling everything it sight into the gravity well you just put on a target. Now I use it in pugs to pull back ships that overenthusiastic pugs tend to use, pushing everything out of the way and making everything take longer.

    For trait I strongly suggest Psychological Warfare. To try it is to adopt it, enhance most CC abilities, not damage but stun, repel, hold, etc effect such a GW or TBR.

    As for the rest I've taken a liking of using torp boats on my sci toons to maximize auxiliary, so no energy weapon on those ship and with no weapon power to worry about it help to be tougher and faster with great science powers.

    Seriously? There's a doff that reverse repulsor effect? Which one?:eek:
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    innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited July 2014
    noblet wrote: »
    Seriously? There's a doff that reverse repulsor effect? Which one?:eek:

    The one I have is a voth Tractor Beam Officer (from voth lockbox), 50% of push component turned into a pull it says on tooltip(for a purple doff), you pull everything in range right on to you and drag them behind you. Need good resist then, that tend to get lots of agro. Also since ships get behind you as you move about, mines are really effective then, I prefer webmines but any you fancy would do.
    Jamal : Tactical space specialist. USS Bug Warrior and many others
    E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
    Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
    Ka -tet Tier 5 fleet fully completed Starbase and fleet property
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2014
    http://skillplanner.stoacademy.com/?build=isstyranny_5460

    This is my current build on my Tac/Reman.

    Read the notes regarding the Tac consoles.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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    robby0321robby0321 Member Posts: 74 Arc User
    edited July 2014
    http://skillplanner.stoacademy.com/?build=romscidyson11_0


    Enjoy I'll leave the dof's for you to workout can't do all the work for you :)
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