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New Sci Klingon. Help please

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited January 2012 in Klingon Discussion
Ok I've just created a Sci specced Klingon and have a few questions. I’ve read quite a bit on the forums and just need some clarity on where to head.

First off I’ll be aiming to focus more on control rather than heals that’s viable right? I like the whole reduce resistance, slow,hold etc type play and have done a bit of that. I’ve been playing mmo’s since 2005 and have always been either hybrid control type classes (bards/mages etc) or pure DPS (sins/rangers etc).

I’ll be using a BOP. I will be buying the C-store BOP’s as I level.

I just would like to know how you would set up your consoles/stations if you were aiming for control and damage type play.

Also what skills should I focus on? Even though I’m science I’m thinking the passive skills in the Tac/En tree are way to good to not focus on. I see there’s a few passives for beam weapons (it might say energy, I can’t remember) If I go into these is there a weapon I can use instead of Torpedos that will give me more overall damage?

How do most Sci/Bop set up there fore and aft weapons?

Also if I focus on CC/science stuff rather than heals will I still be able to off-heal decently?

If anyone could link me to a build to aim for or preferably What my ideal skills/weapons/consoles would be I would really appreciate it. I know and end game build may not be totally useful while levelling.

If you don’t have the time for a heap of info ANY tips would be great. I hate that I start a Klingon at level 20. Would rather have started at lvl 1 and actually learned all the nuiances of play as I levelled.

Thanks guys
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    The first thing to work out is what you weant to do with your 'top end' attack. The two classic chocies are gravity well and tykens rift.

    The lat is better for team play such as STFs and esp. PvP becase the debilitating effect applied to the target benefits everyone. The former, gravity well, can do an awful lot of damage if well timed with other debilitating powers that reduce the targets resists and defence.

    The thing to bear in mind as a sci is you weapon dps is never going to be what it might be, although this is less fo a probelm with a BoP.

    Try t build something that really capitalises on spike damage and goes in two phases. The one being your big science attack and the other for gun/torp damage on the disabled target. BoPs are glass cannons without equal so you nede to get in do some heavy damage, then bug out, cloak and start again.

    Such is my experience, and I would add as a player I was so apallingly bad at it that I now fly Battecruisers ;)
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