Table of contents.
http://sto-forum.perfectworld.com/showpost.php?p=4482471&postcount=2
Hi everyone, some of you that have been paying attention the last few months have probably seen one of my two Cruiser Threads in this section.
I also play Science off and on.
The first important question to ask about Science, is what is it exactly that Science does well and why.
Science's primary role is crowd control. Even in it's most aggressive setup sci ships are built around Zone Denial, Shutdowns, and Debuffs. How a sci ship accomplishes this varies ship to ship and build to build.
Before we break into how some of these work, I'm going to take a moment to explain what crowd control and the subsequent terms actually are.
Zone Denial: This one is fairly straight forward. Zone denial is setting up an area so that it is either more difficult for the enemy to be effective in, making it impossible for them to access. Usually this is done via damage dealing area of effect. Examples of this include, Gravity Well, Tractor Beam Repulsors, Warp Plasma.
Shutdowns, are abilities that prevent the use of another, or disable a subsystem. Examples include Target Subsystem, Viral Matrix, Plasmonic Leech. Some shutdowns are also Debuffs. Tractor Beam
Debuffs: simply put Debuffs inflict a negative status effect on your target. Or remove enemy buffs. Examples include, Attack Pattern Beta, SubNucleaonic Beam, Target Subsystems, Chroniton Proc, Warp Plasma.
Each of these has to be balanced to some degree to healing as well. Healing is often considered the secondary role of science captains. (mind Tac Scis are expected to do less of this than Engi sci, or Sci Sci captains)
Doffs, are also at times extremely critical with sci ships. While for Escorts, and Cruisers they make you simply more of what you already were, for a sci captain they can potentially completely redefine your build, and how it is executed in pvp.
Gear: Sci are like everything else, gear is of secondary importance to your competency, power selection, and specialization. However a few pieces of gear go quite a long way to helping you. 3 Borg is always a great standby. (as you'll see in future builds to come)
Power Settings, this one really depends on the sci methodology you are going for. Me? I'm a Full To Guns man myself. the more energy DPS your team is cranking out the better. There are also myriads of sci abilities that for damage dealing and zone denial aux isn't as important as it used to be on.
But most traditional sci run aux and shield power bias.
Powers to Avoid: Charged particle burst. Right now everyone and their brother (that didn't do a drunken spec...) has Power Insulators. This is giving them a 75 percent resist to all shield drain attacks.
Tachyon Beam. For above reason. Though this one can be circumstantially useful with the turn rate debuff doff at least.
Energy Siphon. 1 the drain is pitiful at best as is the boost. 2 is situation useful and 3 is for special builds only.
Boarding Party. Worthless ability, take it off your ship. It literally does almost nothing, thanks to Tac team, AOE fire and it being a very crappy power to start with.
Jam Sensors: Anything you could think to slot other than another trash power would be better than this. Heal will save you more than JS will.
EPTA2, 1 is just as good as 2 is. EPTW2, same deal as EPTA. (and only certain sci builds should even bother with either in the first place)
Mask energy Signature. This power is not worth a boff slot. It should be an option on every ship instead.
Comments
http://sto-forum.perfectworld.com/showpost.php?p=4482041&postcount=1 Introduction.
http://sto-forum.perfectworld.com/showpost.php?p=4482581&postcount=4 What skill points actually do for you.
http://sto-forum.perfectworld.com/showpost.php?p=4482561&postcount=3 Specs
http://sto-forum.perfectworld.com/showpost.php?p=4482591&postcount=5 Ability tray layout.
https://docs.google.com/spreadsheet/pub?key=0Asu87Jb5VCBgdHFKbmdpZjlEMHk3YUhfNGRTbllNY0E&output=html Weapon Power calculation.
http://sto-forum.perfectworld.com/showpost.php?p=4483061&postcount=9 Zor's sci Introduction.
http://sto-forum.perfectworld.com/showpost.php?p=4483091&postcount=10 Standard Intrepid Sci or eng captain.
http://sto-forum.perfectworld.com/showpost.php?p=4579731&postcount=29 Parthos poor mans intrepid! Sci and tac captains.
http://sto-forum.perfectworld.com/showpost.php?p=4510751&postcount=19 Pyrokinetic Intrepid Tac/Sci Captains
http://sto-forum.perfectworld.com/showpost.php?p=4490961&postcount=13 Soccer Hax , Sci Recon. Tac Recons can also roll with this.
http://sto-forum.perfectworld.com/showpost.php?p=4492251&postcount=15 Deep Space Sci Vessel. Sci and Eng captains.
http://sto-forum.perfectworld.com/showpost.php?p=4525141&postcount=27 Clint's DSSV build. Sci and Eng captains.
http://sto-forum.perfectworld.com/showpost.php?p=4492791&postcount=17 Tac Recon. The Sword/Spear
http://sto-forum.perfectworld.com/showpost.php?p=4579841&postcount=30 Healing Nebula, Great for engineers and sci captains.
http://sto-forum.perfectworld.com/showpost.php?p=4943881&postcount=46 Control Nebula, Sci Eng. Aka FatWizard.
http://sto-forum.perfectworld.com/showpost.php?p=4711261&postcount=37 Old Stand By SciBird. Sci Captains.
http://sto-forum.perfectworld.com/showpost.php?p=5136661&postcount=63 Vampire Bat. Sci Bird.
http://sto-forum.perfectworld.com/showpost.php?p=5136741&postcount=65 The Karfi. Tacs and Sci Captains.
http://www.stoacademy.com/tools/skillplanner/index.php?build=mavstandardsci1_0 Standard sci and engi sci spec.
http://www.stoacademy.com/tools/skillplanner/index.php?build=ferdzsoDSSV_1769 DSSV/ Nebula/ Dkyr spec. Sci and Eng Captains.
http://www.stoacademy.com/tools/skillplanner/index.php?build=ThunderRecon_0 Tac Recon Super Sci Also, sci captains apply here.
http://www.stoacademy.com/tools/skillplanner/index.php?build=JesNextspec_0 Sci Recon.
http://www.stoacademy.com/tools/skillplanner/index.php?build=OldSciBird_0 Sci Bop. Sci Captains.
http://www.stoacademy.com/tools/skillplanner/index.php?build=Vampirebop_0 Sci Bop. Sci Captains.
http://www.stoacademy.com/tools/skillplanner/index.php?build=pryosci_0 Pyrokinetic Intrepid. Sci and tac captains.
http://www.stoacademy.com/tools/skillplanner/index.php?build=HealbotNeb_0 Nebula spec. Good for Engineers and Sci captains. Heal focused and control focused.
http://www.stoacademy.com/tools/skillplanner/index.php?build=FatWizarddidit_0 Nebula: The Fat Wizard. Sci Captains and Engs.
Definition and term Row Through, in the context of this post Row Through, is a reference to the optimum speed and accuracy that you can rifle through your bridge officer skills without having to backtrack. Rowing Through, tremendously can affect your reaction times and ability to appropriately respond.
The first thing I want to mention is there isn't any one layout that will work for everyone every time. The biggest piece of advice I can give you (before showing you examples) is to find a configuration that can allow you to "row" through your powers quickly and effectively with minimal searching. Some people put their emergency powers right next to one another, or one above the other, same with Sci Teams etc. Some people (like myself) prefer a gap between Emergency powers, as the ability won't be needed till later and it sets up a clean visual way of showing which emergency power is which in terms of Priority.
Some people like putting their second emergency power system near the relevant bridge officer skills. (like EPTW1 next to FAW or Beam Overload, EPTA1 next to Transfer shield strength, or Hazard Emitters). As you can successively just roll from one ability to another.
Some people like all their emergency powers together.
The important thing is that you experiment, and practice with each layout you try until you find one that you can "row through" not only the fastest, but repeatedly Every Time. Anyone that's a veteran to pvp (regardless of game type.. FPS, MMO, RTS, Racing, Flight Sim etc) can tell you TRIBBLE can happen incredibly quickly so it's best to have your powers, and abilities straightened out to something that is as user friendly to you as possible.
The optimum Row Through time I have found is all of your abilities fired off or at least clicked in 4 seconds or less. This will make you more than fast enough to deal with whatever happens in live combat.
Spot reserved for screen shot of sci clickyness. http://postimage.org/image/64dbiqizp/full/ Tac Reconlayout.
Notice how my Row Throughs are set up for maximizing my crowd control time? This is because naturally this is where my priorities lay as a sci. Un aux dependent powers at least correlate based on #.
You get the idea though I think.
The important thing is, you lay your powers out in the order that you most often need them
[SIGPIC][/SIGPIC]
Chillax. No Ego. No Drama.
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When most people think sci/sci they think about afew things previously it was shield strip that was the primary function but lately Its still Transfer shield strength, Science team and subnuke, Sub nucleonic beam(SNB).
The fact is you need to have played damage to understand when to properly use SNB for your teams escort or you need to be on ventrilo to properly understand the current need of shield heals for your team sometimes someone might dip low into shields just to use their Reverse shield polarity (RSP).
Learning to properly use SNB is also quite hard if you just playing the science ship once and don't have much grasp of the game mechanics and how other skills interact with each other.
Just my thoughts.
Alternate boff list.
Ditch the second TB1, for a second HE1. Remove the Hazards 2 for a TBR1.
Weapons: 2 Chroniton Torps front. Beam Array (phaser or tet), 2 Chroniton Torps Aft. 1 beam array.
Shield, Maco
Engine Borg
Deflector Borg
Consoles: Engineering. 2 SIF Generators
Sci: Field Generator, 3 Graviton Generators
Tac: Borg and Ablative.
This build, is the standard high aux high shield power no weapon power what so ever science vessel. It's good for healing, provides decent CC, in the way of Zone denial, aoe dps, and 2 movement debuffs in Tractor beam.
The Chroniton torps also provide debuffs, and the beam arrays are there to allow you to utilize your target sub systems, and a little burst dps.
This build really lost potency once charged particle burst went to TRIBBLE however. I posted this incase cryptic ever got it together and fixes it. That being said, the movement debuff abilities of this ship are still formidable, as it's healing potential. The Standard is really a sci captain, or eng captains specialty, given it's utter robustness and lack of real focus on damage. It has a place on an average team, but right now in my opinion it's a little lacking for high end work. Good to learn on though.
Doffs: 2 Purple development Lab scientists, 3 Systems Engineers (viral matrix doffs)
@f4tamy | Sad Pandas
But again that's for a specilized build that uses up an extremely important Commander Sci slot. And the only thing I wanted to bring up.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
We will start some of the more advanced and tricky to fly builds with my Sci's Recon. Affectionately we call this ship Soccer Hax.
http://www.stoacademy.com/tools/skillplanner/index.php?build=JesRecon_0
Cmdr: Tractor Beam Repulsors 3, Feedback Pulse 2, Transfer Shield Strength 2, Hazard Emitters
Lt Cmdr: Gravity Well 1/Transfer Shield strength3, ST2, Hazard Emitters1 /Tractor Beam1.
Lt Tac: Tac Team, Torp Spread2
Ens Tac Torp Spread1
Lt Eng: EPTS1 EPTS2
Deflector Borg
Engine Borg
Shield, Maco
Power Settings. Primary, 100 to weapons, 25 to shields, 25 engines, 50 to Aux.
Secondary, 25 weapons, 75 Shields, 25 engines, 75 Aux.
Weapons 5 Beam arrays and one forward chroniton Torpedo. Polarized Tetryons.
Consoles: Engineering. Plasma distribution manifold (soon to be swapped for an RCS) Borg
Science: Field Generator, 3 Graviton Generators/3 Particle Generators.
Tactical : 3 tetryon pulse generators.
Doffs: 2 purple development lab doffs, 2 blue shield distribution officers. 1 gravity well doff/warp core engineer (purple ideally.. right now it's green due to a lack of funds presently)
Devices: Aux batteries, Subspace field modulator, Engine Batteries.
This ships primary role is zone denial, and repels. With TBR3 fully auxed and with 3 consoles, I have a +30 repel per pulse. Which against ships not specced for dealing with it means they can be pushed 8 km per pulse. This has a host of uses, from knocking people out of extend range/heal ranges, to simply neutering Alpha Strikes by TRIBBLE up their facing of the target. It also is capable of movement debuffs with tractor beam and chroniton shots. (to say nothing of the usual target subsystem attacks all sci have) Gravity well, makes a mess out of fighter spam, and is capable of sucking carriers in and keeping them there.
Weaknesses, it doesn't have ablative so you have to eyeball incoming damage and be more aware of incoming alpha strikes. You have to either sub nuc them off, or use your FPB2 when they start shooting you. Damage reflection varies depending on how many particle generator consoles you have equipped, and your aux setting at the moment you first press fpb.
It can provide good supplemental dps to down shield facings with (I also recommend having weapon batteries in your inventory to swap out with your field modulator as necessary).
As this ship is using TBR3 you have to be on the same page in my opinion with your teams Escort pilots. Once you get a target isolated, generally speaking they can work him over and send him to the Respawn point in short order. But they have to know your TBR runs are coming.
10k DPS Vesta threads: 1; 2
*cough*dragoncruiser*cough* (for example)
Anyway here's what I'd do on your next respec instead.
http://www.stoacademy.com/tools/skillplanner/index.php?build=fedzeromod1_0
There are ships that do what the DSSV does a little better in my opinion (Nebula, Dkyr for examples). But this should be a solid start for you.
This will do better healing, more crowd control and better general output in pvp. I also recommend, having GW3 in still on a second boff (maybe your Ltcmdr) so you can switch it up for STFs. The DSSV turns abit like a boat, so the 90 degree skills aren't as useful there as 360 degree skills tend to be.
Also, keep tac Team and APB or attack pattern Delta on a second tac boff for when you go into pvp.
For Doffs I would go with 2 purple dev labs, 3 Shield Distribution doffs of the best quality you can manage.
FBP gives you a second deterrent to people shooting you. (RSP gives you another in the form of a massive shield heal)
Consoles: Go with 2 SIF Generators, and put your Borg in the 3rd.
Sci: Field Generator, 3 Particle Generators you can also swap this for Shield Emitters consoles if you are finding yourself doing more healing than anything else.
Tac: 2 energy consoles.
This is the most effective/second most effective Tac Recon I've rolled thus far. It does Ludicrous Damage, it's got great lock down potential, and it's fast. Did I mention it does TRIBBLE Amounts of Damage?
Deflector: Borg
ENgine: Borg
Shield: Maco
Weapons. This is the first time you'll see a real break in the mold for weaponry in this thread. I run (or rather soon will.) with 3 Dual Beam Banks, and 3 Turrets. Why? Simply put the Recon with a tac is Agile. Very Agile. The DBBs pretty much gaurantee that I'll be firing off overloads only on DBBs, they do good forward bite, (which if you look at my skill layout it works best when I'm hitting targets infront of me anyway) and make it very easy to think about lining up TBR push runs.
Power Settings 100 weapons /50 shields/ 25 engine /25 aux
Setting 2 100 weapons /25 shields /25 engine /50 aux
setting 3 /25 weapons /75 shields /25 engines /75 aux (Defense)
Consoles: Engineering Borg, RCS/Diburnium Armor
Science: Field Generator, 3 Particle Generators
Tactical 3 Tetryon Pulse Generators.
Doffs: 3 Systems Engineers (gives my Viral Matrix 3 chances for shut downs). 2 Shield Distribution Officers. Alternate (when running GW) Aftershock doff(name in a sec), 3 Shield Distribution officers, Warp Core Engineer.
Cmdr: Photonic Shockwave3, Tractor Beam Repulsors2, Transfer Shield Strength2, Polarize Hull
Alternate. TBR3 FBP2, TSS2, PH
Lt Cmdr: Viral Matrix 1/Gravity well 1, Transfer Shield Strength2, Tractor Beam1
Alternate: Grav well 1, Hazard Emitters 2, Tractor Beam
Lt Eng: EPTS1 EPTS2
Lt Tac. Tac Team. Beam overload2/Attack Pattern Beta1
Ens: Tac Team
Mostly cause I ran out of skill points on his tweak there. the DSSV's more of a damage assist ship than a full on damage dealer, at least in the configuration I've posted.
Do you have an unhealthy fascination with setting things on fire? Who doesn't right? As pvpers we produce more flames, and explosions than a Michael Bay movie in one single match. We like it like this of course. But what if you are having a hair of issue in terms of overall...burning in your sci?
Well this ship might just be for you. This seems on the surface like any run of the mill sci ship, and boff wise it is. What differentiates it though is the stuff in the torpedo tubes, and what comes out the back of the ship. Plasma. Lots and lots of hawt sexy burning stuff. Plasma burns, overtime can accumulate very quickly because they stack, and not only this they are also tac boostable.
with 3 purple torp doffs you will be firing these out at a machine gun pace as well. (infact it's quite likely you'll have more torps than firing angle even in the intrepid and recon)
In the tests, I found that they can put on a decent sustained pressure. This boff layout with it should provide more pressure and system shutdowns.
Deflector :Borg
Engine: Borg
Shield: Maco
Weapons Phaser Beam array (of course) 2 Plasma Torpedoes
Aft, 3 Plasma Mine Launchers.
Doffs. 2 purple torpedo officers, 2 Systems Engineers, 1 Aftershock
Power levels. 25 weapons, 50 Shields, 50 Engines, 75 Aux.
Cmdr: Viral Matrix 3, Sci Team 3/TSS3, TSS2, Tractor Beam1 Alternate: Vm3, TBR2, ST2, TSS1
Lt Cmdr: Grav Well 1, HE2, HE1/Polarize hull1
Lt Tac, Tac Team, Attack Pattern Delta1
Lt Eng. EPTS1 and 2
Ens Sci, Tractor Beam1
The purpose of this ship is to do whatever support is needed.
Weapons: Polarons. Purple quality, best you can find with at least one accuracy modifier.
I might move to disruptor or AP soon since these are hold overs from an attempt at an energy drain build. Always changing this ship around.
Deflector, engines, and shields are Jem'Hadar set. Working on getting the rest of the MACO set, but this combination works for me, and I get added stealth detection bonus at high aux, which is great for team play.
Consoles: Hull armor of some type. One to boost resist to phaser/disruptor, another to boost resists of AP in particular. Take your pick.
Science consoles: Field Emitter, Shield Emitter, Graviton Generator, and Particle Generator.
Tac Consoles: Polaron Phase Modulator, Borgie, Theta Radiation (this one is just an experiment and is sometime swapped for a second Polaron Phase Modulator).
Bridge officers:
Sci: TRB1, ES1, TSS3, GW3.
Swapped with: TRB1, FBP1, PSW1, TR3
Swapped with: PH1, ST2, HE3, PO3
Swapped with: JS1, TRBR 1, TRB3, VM3
Swapped with: TSS1, FBP1, SS2, GW3
Swapped with: TRB1, FBP1, GW1, PSW3
These are all interchangeable between LtCmdr, though I usually prefer to have HE3 available.
LtEng: EPTS1, Aux2SIF1
or EPTS1 and EPTS2
Lt Tac: BO1, HYT2
Swapped with: FAW, APB
Ens Tac: TT1
Yeah, I know the consensus is ES isn't all that great, but I do get a nice power boost from it, and it can come in handy when I am having to go on offense while healing.
I could use 2 purple development lab scientists.... just throwin that out there for any devs that feel generous.
Mustrum "What - that's clearly player vs player" Ridcully
i guess the op didn't specify the enemy team
You sank my battleship...
As long as you go with the MK X Ap weapons that have Acc CrtH CrtD you should be fine. Otherwise you'll miss too much or not have good modifiers with AP. So either go AP, or Disruptor. I lean more on Disruptor as it's proc will boost the toys I'm listing below.
Set: Go Borg, and one Maco shield.
Consoles: Ditch your eng consoles. Move your Borg and Theta Vent here. You need all the dmg you can get as a tac.
Sci: 2 Particle Generators at least. You're a tac. This means you need Damage. You won't have to heal people as much if you're actually capable of bloody murder.
Tac: 3 Energy Type.
Tractor Beam1, Good Energy Siphon1... BAD *points to OP* the drain is negligible as is the energy boost you gain from this skill. Put Hazard2 here. Transfer Shield Strength 3. Ok. Not the best choice for a tac but Ok. Grav Well 3. Long as you go double particle generator Good.
Put PSW3 on an alternate boff, and just watch the hilarity ensue, when you need more burst dps. (which will come up fairly frequently as far as needs go)
LT Cmdr: Polarize Hull is pretty much mandatory for tac scis on several levels. One the dmg resist is awesome. 2 keeps you from being locked down as easily and relegated to happy harmless land. Transfer Shield Strength 2, is great as a second shield heal. I heartily recommend it. Finally, Tractor Beam Repulsors 2, or Feed Back Pulse 2. You want these. the sheer damage they can do for a tac, let alone the crowd control aspect (remember more murder and more zone denial means less healing required!)
Alternate Boff, go PH1, TSS2, and Viral Matrix 1. Shutting people down again means less healing required. Leave the raw healing to the cruisers. Non Nebula/Dkyr or Intrepid sci just don't do healing that well (and only the former two can pull of Main Healer at all) Recons don't. Especially Tac Recons.
Eng. EPTS1 and 2 Always as a tac. You need shield power and shield tanking to survive real pvp.
Tac: Tac Team, and FAW2.. Alternate Tac Team, Attack Pattern Delta/Beta1
with Tac Team.
Recon Tacs NEED tac team to survive. You need 2 of them. This also gives you the option to throw your tac team to allies if they get sub nucced. Which will keep their shields going longer (especially if you throw TSS2 or 3 with it) which means with more shields dramatically less healing is required.
This layout will cut down on all of your alternate boff choices, considerably as it does a decent job of healing and raw CC potential.
DSSV
Eng- EPTS1-
Eng- EPTS1- RSP1
Sci- HE1- TSS2- FBP2- GW3
Sci- TB1- ST2- TBR2
Tac- TT1- TS2-
Weapons:
Fore: Spiral Wave Disruptor, Chroniton Torp, Transphasic Torp
Aft: Chroniton Torp, Transphasic Torp, Transphasic Mine
Consoles:
Eng: Ablative Armor, Graviton Pulse Generator, Borg
Sci: 3x Graviton Generator, Field Generator
Tac: AMS, Theta
Doffs:
2x SDO, Gravimetric, 2x Developmental Lab Scientists
It's super cheesy but really does a good job controlling the environment.
LRSV-R
Deflector: Borg
Engine: Borg
Shield: Omega Mk 10
Devices: Field Modulator, Aux batts, Wep Batts
Eng consoles: Abaltive Gen, Borg Consle, Point Defense System
Sci consoles: Particle Gen mk 11, Sield Emitter mk 11, Field Gen mk 11(x2)
Tac Consoles: Photon Det. Assemble mk 10(x2)
Fore Weps: 2 Photon Torpedoes mx 10 (acc x2, dmg) Dual Phaser Beam Bank mk 11 (acc2, dmg)
Aft Weps: 2 Phaser Beam Array mk 11 (acc), Photon Torpedo mk 10 (acc2,dmg)
Power levels: 44/25, 95/80, 73/50, 84/45
Tac: Torp Spread 1, Torp Hi Yield 2
Eng: Epts1,epts2
Sci: Sci Team 1x2, HE1, TSS2x2, VM1, TBR2, GW3
Doffs: Blue SDO, Green systems Engineer, Excomp, Blue Sensors Officer, Green Gravimetric
I didnt use Tac Team because I wanted to see what I can do without usin it and manually distributing shields. I can happily attest that it took 4 ships to paste this ship, due to support from my team and my own abilities. I had folx gunning for it every time they respawned.
this toon is not even specced into projectile weps or its specialization. Im toying with buying a respec token to correct that. It was down right...fun to play.
Cheers!
Imperial House Of Pancakes
The Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=HealbotNeb_0
Deflector: Borg
Engine: Borg
Shield: Maco
Weapons. I recommend either 3 photon torps, or 2 Chroniton, or 2 plasma torps. Depending on the doffs you want to go with. preferably Acc CrtHX2s in any case.
Aft: 2 Chroniton Mine launchers, 1 beam array energy type anything but plasma or antiproton.
Power Levels: /25 weapons /75 shields /25 engine /75 aux.
The Skills: Cmdr Sci. Grav well 3/PSW3, Sci Team 3, Transfer Shield Strength2, Hazard 1
Lt Cmdr: ASIF2, EPTS2, EPTS1
Lt Tac: Tac Team, Attack Pattern Delta1
Ens Sci: Tractor Beam
Lt Universal: EPTA1 (emergency power to aux 1), Extend Shields 1. Alternate: Sci, Tractor Beam1, Transfer Shield strength2
Consoles:
Engineering: 2 SIF Generators, Neutronium Armor
Science: 2 Field Generators, 2 Graviton Generators, or 2 Emitter Array Consoles. (boosts your shield healing by ridiculous levels)
Tactical: Borg, and Torp Console of your choice.
Doffs: There are a couple of different doff layouts for this thing. 2 Purple Dev Lab scientists go in all of them to get ST3 into it's global. (can also use 2 greens and a blue for this, or 2 blues to get you started if you want 3 other doff slots) Next up, is the aftershock GW doff if you decide to use grav well 3. After that 2 Shield Distribution officers (as good as you can get)
Doff #2. 2 Purple Dev lab scientists, 1 shield distribution doff, 2 Purple Torpedo Doffs.
Doffy 3 2 purple dev labs, 3 purple torpedo officers.