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Getting the Most out of my Science Captain

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited October 2011 in Klingon Discussion
Hey Guys! I DID IT! I got my Orion Science Captain to Lieutenant General! :D

But... now that I'm here, I'm a bit lost as to what would be the best course of action.

I leveled cruisers through Brigadier General and then switched to Carriers.

At Major General I started putting points into the Varanus, and bought that ship with my Lt. General token.

But is the Varanus what is needed these days? When I go on STF's, is the Varanus going to be an esential and valued member of the team? Or should I use one of my respecs and switch to the Vor'Cha Retroft? Are carriers even an option, or are they more for (as I've heard it) solo PvE?

I am specced for Medic on the ground, as that's what I've heard is what is most in need, and I enjoy playing that role. Is that good, or should I consider another kit?

I guess the question I am mainly asking is: I have had a blast with my Science Captain in solo/group PvE, but now that I am at the top, what is it that the community needs? :confused:
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Also, should just say, I do have some money to spend, so switching to the B'Rel or the Kar'Fi would be doable. The B'Rel looks fun as all get-out, and I am trained in carriers for the Kar'Fi...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Is there any body .......OUT THERE?



    signed,

    Pink Floyd


    PS....I like the Vo'quv
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    the carrier is one of the best ships in the game. most people cant stand the turn rate but its really not that bad if you use all beams. for the carrier you wont an eng not a sic. most people say its better with sic but i have been flying one close to a year and a half and can tell you eng is what you wont with a carrier.

    in pvp it can take on the fed team by its self sometimes. the battle carrier is a really bad ship i would not fly it. the carrier when used right can be the best support, damage, and tanking ship in the game all at one time :eek:.

    just try to use healing powers that can affect others and you should only have 1 power that cant, then all fighters with beta 1 and all beams with overload 3 can crush your enemys. leave only about 60 power to aux and put everything into attack then shields.

    so try to use a carrier like that and you should not need to change your ship :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    royobannon wrote: »
    Also, should just say, I do have some money to spend, so switching to the B'Rel or the Kar'Fi would be doable. The B'Rel looks fun as all get-out, and I am trained in carriers for the Kar'Fi...

    My main science one I use I did same thing you did but grinded out 500 emblems to get the Kar'fi so I have both carriers and the gorn ship you picked. Although if you are doing emblem grinding the gorn ship currently isnt that great but based on testing I did on its changes on F2P server with the aceton console in use that ship has much stronger teeth among other amazing changes made to it. On my 2nd sci officer i have the brel for it which works great as a torpedo boat although you'll get a lot of upside down smiles from people who either totally dismiss something cool like that or just don't understand what you are doing with it. But with the torpedo and brel changes sci officers in brel using mostly heals/damage resistance/shield draining/stripping do some crazy damage. Pretty much all of the above can be used that you mentioned but one other thing with skill revamp coming I wouldn't worry about your spec too much you'll get to change it again soon.

    One side note in regard to post above its common misunderstanding on what carriers do and how they should be powered. Not running high aux is a big no no with carriers since it controls the turn rate and kinetic damage resistance as well as the timer on hangar recharges. I usually try to balance out atleast 100 weapons power and 100 aux to get best of both worlds but if you dont have enough aux power its going to be a heck of a time turning that puppy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    well their are skills in the eng skill tree that boost your power levels. when i have it on 60 it comes out to be about 90-100.

    also aux power dose not effect launch times on pets as much as you would think. at about 90-100 power its only longer by 1.2 sec so even at say 60 power it might only be 2.6 or 3sec.
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