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Science MVAE - What Can I Improve?

dabelgravedabelgrave Member Posts: 979 Arc User
edited July 2012 in PvP Gameplay
I'm a science officer in the MVAE. My ship is fairly strong, but certainly could use some improvement. I'm open to suggestions. I currently use disruptors, and most of them are now [Acc]x3 so I don't plan to change that.

Fore Weapons: 2xDHC, 1xDBB, 1xQuantum
Rear Weapons: 3xTurrets

Deflector: Borg
Engine: Borg
Shield: Aegis

Devices: Subspace Modulator, Deuterium

Eng Consoles: EPS, Enhanced Plasma Manifold
Sci Consoles: MVAM, Field Generator, Biofunction Monitor (faster crew regen = faster hull regen)
Tac Consoles: 3xDisruptor Induction Coil, Borg


BO Skills

Commander Tac: HYT1, CSV1, BO3, CRF3
LT Tac: Target Shields 1, APB1
Ensign Tac: TT1

LT Eng: EMPS1, Aux2Sif1

LT Commander Sci: Sci Team 1, HE2, Shockwave 1


Skillpoints

Tactical
3, 9, 9, 0, 9
9, 0, 9, 0, 0

Engineering
0, 9, 3, 9, 0
6, 0, 9, 0, 0
8, 9, 9, 9, 0

Science
0, 4, 3, 4, 0
9, 9, 3, 3, 0
Post edited by Unknown User on

Comments

  • tick0tick0 Member Posts: 243 Arc User
    edited June 2012
    dabelgrave wrote: »
    I'm a science officer in the MVAE. My ship is fairly strong, but certainly could use some improvement. I'm open to suggestions. I currently use disruptors, and most of them are now [Acc]x3 so I don't plan to change that.

    Fore Weapons: 2xDHC, 1xDBB, 1xQuantum
    Rear Weapons: 3xTurrets

    Deflector: Borg
    Engine: Borg
    Shield: Aegis

    Devices: Subspace Modulator, Deuterium

    Eng Consoles: EPS, Enhanced Plasma Manifold
    Sci Consoles: MVAM, Field Generator, Biofunction Monitor (faster crew regen = faster hull regen)
    Tac Consoles: 3xDisruptor Induction Coil, Borg


    BO Skills

    Commander Tac: HYT1, CSV1, BO3, CRF3
    LT Tac: Target Shields 1, APB1
    Ensign Tac: TT1

    LT Eng: EMPS1, Aux2Sif1

    LT Commander Sci: Sci Team 1, HE2, Shockwave 1


    Skillpoints

    Tactical
    3, 9, 9, 0, 9
    9, 0, 9, 0, 0

    Engineering
    0, 9, 3, 9, 0
    6, 0, 9, 0, 0
    8, 9, 9, 9, 0

    Science
    0, 4, 3, 4, 0
    9, 9, 3, 3, 0

    I've just recently (as in, yesterday :D ) created a new build - a Science Officer in the Advanced Escort with the MVAM console - so I might be able to help you here.

    First of all, I would ditch the quantum torp for another DHC. This way, you've only got to focus on energy weapon dmg. Having that DBB is a good idea as it allows for some burst where you lack in tactical buffs that a Tac Captain has, so I wouldn't change that.

    I'd recommend you save up some EDCs to get the MACO shield, nothing beats it. :D

    Consoles. The EPS is fine, so long as you're someone who switches between different power level presets in mid-battle. Otherwise, it's not that useful. The Enhanced Plasma Manifold is basically pathetic these days, since its bonus was cut in half. So, ditch that and take the Borg console from your tac slot into the eng slot, then put another Disruptor Induction Coil in your fourth tac slot. Sci - MVAM is fine here, as is the Field Gen. As for the Biofunction Monitor, I'd recommend replacing that with another Field Generator.

    BOff Skills. Now this is where I prefer the Advanced Escort - you don't have that annoying third ensign tac station. However, if you want to stick with this ship, I'd probably do this:

    Commander Tac: TT1, RF1 (though CSV1 is fine for all the spam in PvP I guess), BO3, CRF3
    Lieutenant Tac: TT1, APD1
    Ensign Tac: Target Engines 1 (good for slowing down those zippy escorts)

    Lieutenant Eng: EPtS1 and Aux2Sif is fine. Personally, I run EPtS1 and RSP1. I know a lot of people seem to think RSP has no place on an escort, but it's too good of a lifesaver for me. :P

    Lieutenant Commander Sci: TB1, HE2 and TSS3. Here you've got a decent hull heal and a great shield heal. Shockwave on an escort, IMO, is only useful if you're a tac, because you can boost its dmg with the tactical captain abilities. And a tractor beam is awesome on an escort, especially when used on other escorts. Just make sure you activate it when they're not using a counter to it - like PH and APO.

    As for your skill tree, I'll just go ahead and give you what I'm currently running:

    http://www.stoacademy.com/tools/skillplanner/index.php?build=Build01_0

    I hope this helps.
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  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited June 2012
    tick0 wrote: »
    Lieutenant Commander Sci: TB1, HE2 and TSS3. Here you've got a decent hull heal and a great shield heal. Shockwave on an escort, IMO, is only useful if you're a tac, because you can boost its dmg with the tactical captain abilities. And a tractor beam is awesome on an escort, especially when used on other escorts. Just make sure you activate it when they're not using a counter to it - like PH and APO.

    I'd like to second this as I'm at 49 on (coincidentally enough) a Sci alt with the non-MVAM, Rear Admiral version of the ship. A tractor beam (you really only need TB1) in conjunction with C:RF3, an AP of your choice, Sensor Scan and potentially SNB (although you shouldn't need it: you use the TB to flank and watch their cooldowns appropriately) is pretty sick.
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  • dabelgravedabelgrave Member Posts: 979 Arc User
    edited June 2012
    Thanks. I'll have to try some of those changes.

    Any recommendations on doffs to go along with this?
  • tick0tick0 Member Posts: 243 Arc User
    edited June 2012
    dabelgrave wrote: »
    Thanks. I'll have to try some of those changes.

    Any recommendations on doffs to go along with this?

    The way to go is 3 x Shield Distribution Officers (purple quality, if you can). That, coupled with high aux power (pop an aux battery before use) = hax. :D It's an awesome shield heal...though of course in need of a balance pass. ;)

    As for the two other DOffs...I'm currently using a purple Sensors Officer (which "severely degrades target's damage capability by 75 for 10 sec" when you use Sensor Scan) and a purple Tractor Beam Officer (which drains your target's shields when Tractor Beam is used).
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  • dabelgravedabelgrave Member Posts: 979 Arc User
    edited June 2012
    I'm sticking with the MVAE. I do prefer having that higher level sci BO ability, and never really liked the engineer ones. Any actual skillpoint change will have to wait until I get my 900-day vet respec in a couple weeks, which gives me plenty of time to plan it how I want. In the meantime, I have the absolute least fun part: changing the ability tray.
    :rolleyes:

    Now that the big stuff is out of the way, I'm left with lots of little questions.

    Suppose I were to take out my EPS, which I've certainly considered at times. What engineering console would I put in its place? Some kind of armor, diburnium or neutronium? Something P2W (hopefully not)? RCS (I doubt it)?

    Taking the place of my deuterium, would I do better with engine or aux batteries? I'm thinking aux since I do a bunch of sci stuff, but engine could help if they get disabled from a phaser proc or target engines.

    Power levels. I currently run at 100/25/50/25. I have two efficient BOs, and have the player trait for increased power levels. Any recommended changes? I do have other presets, but rarely remember to switch to them.

    Are there any keybinds I might want to use? Right now all I have is the one to call targets in team chat, but that's usually only good with pugs and when I can't get a teammate on vent.
  • dassemstodassemsto Member Posts: 792 Arc User
    edited June 2012
    My advice is to choose between the beam bank and the torpedo. You really don't have enough boff slots to do both well, while also doing justice to your cannons. As it is now, you're spreading yourself too thin.

    Myself, I prefer to slap the MVAM console on a regular advanced to keep my ltcmdr tac slot, but that's a matter of taste.

    I for some reason like torpedos. I usually run:
    TT, CRF1, APO1, CRF3
    TT, HYT2, HYT3
    EPtoS1, RSP1
    HE1, TSS2

    For MVAM setup, I'd just swap HYT3 to HYT1. For beam setup, I'd swap the HYTs for BO/TssX.
  • dabelgravedabelgrave Member Posts: 979 Arc User
    edited July 2012
    Is there any reason why I might consider 2 copies of EP2S (1 & 2) instead of EP2S 1 and something else, or is this a bad idea?
  • cmdrparthoscmdrparthos Member Posts: 31 Arc User
    edited July 2012
    Honestly to just use the ep2s cycle to keep up shield resists all the the time. if you are using mutliple tac teams and apo dynamic, you may want to consider just one ep2s and sif or RSP as your engie powers
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited July 2012
    dabelgrave wrote: »
    I'm a science officer in the MVAE. My ship is fairly strong, but certainly could use some improvement. I'm open to suggestions. I currently use disruptors, and most of them are now [Acc]x3 so I don't plan to change that.

    Fore Weapons: 2xDHC, 1xDBB, 1xQuantum
    Rear Weapons: 3xTurrets

    Deflector: Borg
    Engine: Borg
    Shield: Aegis

    Devices: Subspace Modulator, Deuterium

    Eng Consoles: EPS, Enhanced Plasma Manifold
    Sci Consoles: MVAM, Field Generator, Biofunction Monitor (faster crew regen = faster hull regen)
    Tac Consoles: 3xDisruptor Induction Coil, Borg


    BO Skills

    Commander Tac: HYT1, CSV1, BO3, CRF3
    LT Tac: Target Shields 1, APB1
    Ensign Tac: TT1

    LT Eng: EMPS1, Aux2Sif1

    LT Commander Sci: Sci Team 1, HE2, Shockwave 1


    Skillpoints

    Tactical
    3, 9, 9, 0, 9
    9, 0, 9, 0, 0

    Engineering
    0, 9, 3, 9, 0
    6, 0, 9, 0, 0
    8, 9, 9, 9, 0

    Science
    0, 4, 3, 4, 0
    9, 9, 3, 3, 0

    2 options I'd try:

    1st -

    Doffs 2x shield distribution, 2x photonic, 1x warp core eng.

    Tac Com: CRF3, APO, CVS1, TT

    Sci Lt Com: TB, HE2, PSW1

    Lt Eng: EPTS1, EPTS2

    Lt Tac: APD, TT

    En Tac: TSSx (I'd default to engines)

    Devices: Modulator, Eng Batt

    Eng Consoles: 2x Hull Resists

    Sci Consoles: MV, Borg, Shield HP +18%x2

    Tac Consoles: 4x Disruptor

    Weapons:

    4xDHCs
    2xTurrets
    1xRear Beam Array 250 arc

    Shield Maco, Eng Aegis, Deflector Omega

    This build give you ability to reduce a target's speed (TB & TSSE), nice PSW cooldown and ok damage output. I don't believe escorts should be overly defensive w/borg layout, better to invest in speed/defense rating and targeting to apply dps imo. Omega set bonuses are bit OP, but the 3 parts are very good w/o the bonus if you don't mind annoying people w/2 part proc. There are time I use sets from different tiers (eg mkXI mixed w/mkXII) to avoid the partial bonuses.

    2nd Option:

    Doffs 3x Tech, 2x shield Dist

    Tac Com: CRF3, BO3, APD, TT

    Sci Lt Com: PSW1, HE2, PH1

    Eng Com: Aux2Batt, EPTS

    Tac Lt: TSSx, TSSy

    En Tac: TSSz (or TT)

    I'd still stick w/the same layout for gear as the other build, but you could swap on a turret and DBB for the Beam array and 1 DHC. This option gives you more flexibility for disabling subsystems, while having a better spike damage via shortened CRF cooldown/BO3 cooldown, not to mention PSW for interrupting Ext Shields, Evasives.

    These are squishy builds, so have the option to swap in more a more tanky boff layout if you're on a poor cross healing team.

    Last, not a fan of your skill selection to be honest. It also seems short in space points, have you maxed those or do you like having what you have in ground? Consider putting 3 points in decomplier at least to boost your TSSx and PSW effect durations. I think you can lose some from warp core potential and warp core eff w/o a significant change, same for the eng and shield perfomance SP allocations. I forget what the bottom teir4 sci ability does, but you can probably drop that altogether. Flow cap investment never hurts either and is cheap. Look into boosting your hull resists even just 3 point in those helps.
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  • dassemstodassemsto Member Posts: 792 Arc User
    edited July 2012
    dabelgrave wrote: »
    I do have 2 tac teams, but I'm using APD instead of APO.

    You should consider getting rid of APD. APO or APB will serve you better in an escort.

    In an escort, ideally, you should be able to bust up your opponent bad before he even has a chance to switch target to you. In a good strike, your opponent will be too busy trying to get his heals working, to even think about returning fire. And when he doesn't return fire, APD doesn't proc on him.
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