The BoP is a very versitile starship and you will get varied suggestions for builds.
Now with Science Captained BoPs, that SubNucelonic Beam (SNB) is your key asset in defeating an opponent, especially when they are in the process of healing or buff stacking for resistance. So you should go with either a LTC Tactical or a Commander Tactical for offense, and the other buffs for heals and support.
Most will agree that you at least need one skill to counter Tractor Beams like Pattern Omega or Polarized Hull. You need one or two healing abilities, one being Hazzard Emitters (perferabily HE2 or HE3). And finally, you need at least one Emergency Power to Shields. It's really up to you to decide what build you should go with.
The Bird-of-Prey is a very versatile ship in the KDF. About just anything can be done with it with a Tactical, Engineer, or Science Captain. It's a good idea to experiment with the BoP. I'm experimenting on my Science BoP as an aggressive debuffer. Subnucleonic Beam is a good ability for debuffing and removing enemy buffs. Any healing buffs would do.
The Bird-of-Prey is a very versatile ship in the KDF. About just anything can be done with it with a Tactical, Engineer, or Science Captain. It's a good idea to experiment with the BoP. I'm experimenting on my Science BoP as an aggressive debuffer. Subnucleonic Beam is a good ability for debuffing and removing enemy buffs. Any healing buffs would do.
My main concern right now is I tend to fly it like a more fragile Raptor. I really want to work on leveraging the Battle Cloak better especially.
Well this is what Im doing right now with my Sci BoP.
First of all, this is very fragile very very fragile.
I'm running 3 cannons, a tricobalt and 2 turrets.
Comm. Tac with omega 3, rapid fire 2, beta 1, tac team 1
Lt.Comm. Sci with photonic shockwave 1, polarize hull 2, tractor beam 1
Lt Eng, power to shields 1, eng team 2
Lt Eng, power to engines 1, power to shields 2
Notice only 1 hull heal, and no hazards. Like I said fragile. But, With tac team, 2 power to shields, brace for impact, that dividian buff, polarize hull and damping field I can stay around long enough to take out my target. Then power to engines, engine batt, evasive, I'm outa there and cloaked.
Once cloaked, full power to aux, wait for hull to come back, wait for key abilities to come back like the tricobalt torp, and sensor scan. Then find my next target, rinse repeat.
I should say I aim for escorts and excelsiors. They seem to be the easiest to get with my set up. I stay away from the other cruisers unless I'm backed up by a few more ships. And sci ships are hit and miss, some have rolled me good, others, nebula comes to mind, are easy pickins.
Oh uhm lower levels lol ok easy, cannons, the big ones. A tractor beam so you're not hitting a turning ship. Power to shields 1 or 2. Sci team 1 or 2, Hazard emitters 1 or 2. And the rest tac buffs.
can someone give me a short outline how a Sci Captain fying BoPs should be looking/be buiilt in Tier 3, 4 and 5?
I am looking for a a build that is versatile enough to hold up in PvP and PvE and possible to level without extreme measures.
There seems to be hardly any Klingon specific info around, and the existing guides focus on Fed ships and Tier5.
Any takers? How did you do it?
You've chosen to be the most versatile character (science) flying the most versatile ship (BoP). Congrats!
Don't let anyone pigeon hole you. Your captain abilities have buffs, debuffs, space pets. The BoP has -by far- the most configurable layout of all the ships.
Just some general advice:
Be "that" guy to makes UNFAIR fights. Yes. You'll get a lot of hate and calls for "nerf this!" or "you hax!" Science bop pilots can be the ones that make sure the other side doesn't have much of a fighting chance. People will say this is not pvp, but let them be. You're messing with their heads and driving their nerdrage levels up. They'll either go to the forums and whine/complain or spew tons of colorful metaphors in your direction. Don't play into their game, but instead let them be the hapless fellows that get caught up in yours.
Several abilities that are useful:
scramble sensors, photonic shock wave, warp plasma, really strong grav wells
What I like to do with my Sci BoP captain is go for a massive alpha strike and drop some debuffs, then cloak, fly around for a second pass and finish them off.
I use two Dual Heavy Cannons up front along with a Dual Beam Array and Photon torpedo launcher, with two Beam Arrays in the back. It's an unorthodox setup, but it works for me because of my BO setup.
I run:
--Commander Sci with Viral Matrix 3, Feedback Pulse 1, Tractor Beam 1 and Sci Team 3
--LtCom Tac with Beam Overload 3, Rapid Fire 1 and High Yield 1
--Lt Sci with Hazard Emitters 2 and Polarize Hull 1
--Lt Sci with Jam Sensors 1 and Photonic Officer 1
I prep HYT and BO3 before combat, along with applying Photonic Officer. I open with Rapid Fire and Viral Matrix. Along with the Overload, Rapid Fire drains their shields completely allowing me to send in the torpedoes right away. Even against cruisers, this usually takes them down pretty far. The Viral Matrix helps to keep them busy while I come around for a second pass. Feedbaclk Pulse, along with my rear beams, helps keep the damage going while I wait to re-cloak or just come around.
On my second pass, SubNuc clears their protection and sensor scan kills what's left of their defense, allowing me to fire a second Overload/HYT and finish them off.
Sometimes I may need to fire off Overload before I'm at the right angle. The rear arrays help with that. Tractor Beam is of course useful for keeping targets in line. Sci Team helps me get away and get back into cloak. Hazard Emitters and Polarize Hull have obvious uses, and Jam Sensors is extremely helpful if I need to break off my attack.
Comments
Now with Science Captained BoPs, that SubNucelonic Beam (SNB) is your key asset in defeating an opponent, especially when they are in the process of healing or buff stacking for resistance. So you should go with either a LTC Tactical or a Commander Tactical for offense, and the other buffs for heals and support.
Most will agree that you at least need one skill to counter Tractor Beams like Pattern Omega or Polarized Hull. You need one or two healing abilities, one being Hazzard Emitters (perferabily HE2 or HE3). And finally, you need at least one Emergency Power to Shields. It's really up to you to decide what build you should go with.
My main concern right now is I tend to fly it like a more fragile Raptor. I really want to work on leveraging the Battle Cloak better especially.
First of all, this is very fragile very very fragile.
I'm running 3 cannons, a tricobalt and 2 turrets.
Comm. Tac with omega 3, rapid fire 2, beta 1, tac team 1
Lt.Comm. Sci with photonic shockwave 1, polarize hull 2, tractor beam 1
Lt Eng, power to shields 1, eng team 2
Lt Eng, power to engines 1, power to shields 2
Notice only 1 hull heal, and no hazards. Like I said fragile. But, With tac team, 2 power to shields, brace for impact, that dividian buff, polarize hull and damping field I can stay around long enough to take out my target. Then power to engines, engine batt, evasive, I'm outa there and cloaked.
Once cloaked, full power to aux, wait for hull to come back, wait for key abilities to come back like the tricobalt torp, and sensor scan. Then find my next target, rinse repeat.
I should say I aim for escorts and excelsiors. They seem to be the easiest to get with my set up. I stay away from the other cruisers unless I'm backed up by a few more ships. And sci ships are hit and miss, some have rolled me good, others, nebula comes to mind, are easy pickins.
Oh uhm lower levels lol ok easy, cannons, the big ones. A tractor beam so you're not hitting a turning ship. Power to shields 1 or 2. Sci team 1 or 2, Hazard emitters 1 or 2. And the rest tac buffs.
You've chosen to be the most versatile character (science) flying the most versatile ship (BoP). Congrats!
Don't let anyone pigeon hole you. Your captain abilities have buffs, debuffs, space pets. The BoP has -by far- the most configurable layout of all the ships.
Just some general advice:
Be "that" guy to makes UNFAIR fights. Yes. You'll get a lot of hate and calls for "nerf this!" or "you hax!" Science bop pilots can be the ones that make sure the other side doesn't have much of a fighting chance. People will say this is not pvp, but let them be. You're messing with their heads and driving their nerdrage levels up. They'll either go to the forums and whine/complain or spew tons of colorful metaphors in your direction. Don't play into their game, but instead let them be the hapless fellows that get caught up in yours.
Several abilities that are useful:
scramble sensors, photonic shock wave, warp plasma, really strong grav wells
I use two Dual Heavy Cannons up front along with a Dual Beam Array and Photon torpedo launcher, with two Beam Arrays in the back. It's an unorthodox setup, but it works for me because of my BO setup.
I run:
--Commander Sci with Viral Matrix 3, Feedback Pulse 1, Tractor Beam 1 and Sci Team 3
--LtCom Tac with Beam Overload 3, Rapid Fire 1 and High Yield 1
--Lt Sci with Hazard Emitters 2 and Polarize Hull 1
--Lt Sci with Jam Sensors 1 and Photonic Officer 1
I prep HYT and BO3 before combat, along with applying Photonic Officer. I open with Rapid Fire and Viral Matrix. Along with the Overload, Rapid Fire drains their shields completely allowing me to send in the torpedoes right away. Even against cruisers, this usually takes them down pretty far. The Viral Matrix helps to keep them busy while I come around for a second pass. Feedbaclk Pulse, along with my rear beams, helps keep the damage going while I wait to re-cloak or just come around.
On my second pass, SubNuc clears their protection and sensor scan kills what's left of their defense, allowing me to fire a second Overload/HYT and finish them off.
Sometimes I may need to fire off Overload before I'm at the right angle. The rear arrays help with that. Tractor Beam is of course useful for keeping targets in line. Sci Team helps me get away and get back into cloak. Hazard Emitters and Polarize Hull have obvious uses, and Jam Sensors is extremely helpful if I need to break off my attack.