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Science Carrier: Reworking a year old character.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited July 2011 in Klingon Discussion
I am trying to figure out how to improve my Brigadier General 5's carrier since I just came back after a long hiatus and I want to see if I can increase my overall survivability in PvE primarily then PvP.

I am using Disruptor Beams and Chroniton Torpedoes for debuffing resistance and slowing down others to my crawling speed every so often. As for my figher loadout, I have all of them in my inventory so I just need to decide which ones to use.

This is my current BO loadout. Keep in mind this build hasn't been looked at for about a year so my information is sorely out of date.

Tactical
Tier 1: Tactical Team I
Tier 2: High Yield Torpedo II
Tier 3: Attack Pattern Delta II

Engineer
Tier 1: Engineering Team I
Tier 2: Emergency Power to Shields II
Tier 3: Aux to Structural Integrity II

Science 1
Tier 1: Tractor Beam I
Tier 2: Energy Siphon I

Science 2
Tier 1: Science Team I
Tier 2: Transfer Shield Strength II
Tier 3: Hazard Emitters III
Tier 4: Feedback Pulse III

After reading around, it seems that I should switch up my Engineer. Should I switch out Aux to Structural Integrity II for Emergency Power to Shields III with all my healing abilities from my science officer? My thoughts have been since I have science powers meant to aid in keeping the shields up, I should go for a more balanced approach with multiple shield recharge powers and stronger Hull repairing powers. What's the best way to go to keep myself up?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    The setup looks decent enough, but there are two things Id change

    Replace the siphon, its drain is pretty much useless.. Throw in a second Hazard there.

    Get rid of the torpedos.. Fit single cannons/turrets or beams to avoid being limited by a narrow arc.. Replace the HYT with a CRF or FAW or BOL.

    As for the FBP3, I use that myself, on both my Carriers and my Healing SVs.. And if you console it, its pretty darn potent (4x Induction Stabilizers)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Disruptors and chronitons are good.

    I have been using Tykens Rift as the Commander science power. The reason for this is to try and bring down target shields so my fighters can get torp hits
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I've found Siphon to be quite effective in the past. I use Tykens/Siphon along with Target Subsystem Shields on my Federation science officer and that usually brings down the shields of anything for a good while. I was thinking of Tykens but the problem is the fact it needs to be in front of me for it to be of any use.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I've found Siphon to be quite effective in the past. I use Tykens/Siphon along with Target Subsystem Shields on my Federation science officer and that usually brings down the shields of anything for a good while. I was thinking of Tykens but the problem is the fact it needs to be in front of me for it to be of any use.

    Very true but I am able to get TR fired off fairly often anyway. It's not like there is NEVER anything in front of you. Can be a pain if you want to apply it to a specific target though (like that pita escort sticking to your rear)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I've found Siphon to be quite effective in the past. I use Tykens/Siphon along with Target Subsystem Shields on my Federation science officer and that usually brings down the shields of anything for a good while. I was thinking of Tykens but the problem is the fact it needs to be in front of me for it to be of any use.

    Yeah... I dropped my Sci Captains Vo'Quv for that very reason, SNB, the best Sci Captain power was next to useless, since I could hardly ever hit the target I need to SNB.

    She now flies a Kar'fi, and is much better off for it.

    While you certainly *can* use a arclimited power, I find it too great a hassle to bother with it.

    Consequently, my Vo'Quv is now a healer
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I just got to Major General with my KDF science officer, and decided to rest the BoP, and try that big monster carrier. Normally I hate slow turning ships, but with tractor beams, tractor beam repulsors, and photonic shock, I can keep many ships in front of me long enough to unload a tricobalt torpedo. For escorts, I just strip their shields with my tetryon beams,and let by BoPs work their magic.

    It's a different kind of play, but it is very satisfying..... unlike flying a lead pig in a tar pit Galaxy class.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    After reading around, it seems that I should switch up my Engineer. Should I switch out Aux to Structural Integrity II for Emergency Power to Shields III with all my healing abilities from my science officer? My thoughts have been since I have science powers meant to aid in keeping the shields up, I should go for a more balanced approach with multiple shield recharge powers and stronger Hull repairing powers. What's the best way to go to keep myself up?

    First a word of warning. My head hurts so I am not really reading the thread. If what I am going to answer is already answered and/or answered better, please feel free to ignore me. Second I have been highly innactive for about 3 months. My knowledge on what works may not be entirely fitting for how the game plays these days. (I did however win a handful of PvP matches so at the very least I can brute force myself in to a win with poor skills)

    Aux to SIF is an amazing ability that you should have as high as humanly possible on your ship(But only one copy of it due to global cooldown for it is the same as it's skill cooldown, so more then one copy is impossible to use at the same time.)

    Personally I find that a balance of shield and hull healing abilities are useful. If you have to lean any direction I say lean towards shields. And try to lean towards stuff that can be used on yourself and allies. Transfer Shield Strength and Hazard Emitters are nice. I find that I get better use out of having Aux to SIF to spam on allies in need and one EPtS skill then possibly 2 EPtS skills. With all my healing and support abilities I simply do not die unless 2 or more uber ships, or simply their whole team, wishes it. Occasionally this does mean a Shield Battery too, though. But that is to simply keep the Shield Power setting high in between EPtS use (I only run one copy of it)
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