Hey dudes and dudettes! Mai Kai the Science guy here gonna give a little rundown on my thoughts/uses for the various science powers!
polarize hull- a great handy skill to have. i manily use it when someone fires off a hard hitting tractor repulsor. nothing says HA-HA like immunity to damage and push!. also handy if thers a couple regular tractor beams around.
hazzard emitter-most people i know use this as their primary heal. i dont. i use this primarly as hazzard clearing and emergency heals. my aux to sif is my primary heal in combat. only down side is the global cooldown sharing with polarize hull.
transfer shield strength-cant go wrong with it, it can help in any situation. doesnt play well with feedback pulse focused builds. (they share a global cooldown)
science team- the single best shield heal in the game. doesnt require aux either. can be used when stunned. only downside is it shares global cooldown with tac team.
tykens rift- since a new duty officer came out that can spawn multiple of these, it may be handy. i however have never done a full drain build so i cant speak to how effective they are.
gravity well- i love it. a high powered grav well is a great anti-npc tool. if spam is your problem can go wrong with this power! however its damage is aux dependent so keep that in mind.
photonic shockwave- i cant live without this power! its not aux dependent and can do a basic 16k before buffs! however! its damage is drastically reduced if theres even a tiny bit of shields in the way, so take care before slapping someone with it.
charged partical burst- i only use this power now againt npcs and with the jam sensors duty officer to give me an "oh ****" button. it doesnt always jam what i need it too but its better then nothing. also handy for removing that tiny bit of shields before shockwaveing someone.
tachyon beam- i hvnt used this since the major science nerf. however i imagine a couple of these with some charged partical burst 3's on a team would be a good team build. solo however i think they blow.
feedback pulse- i dont use this because it puts my transfer shields on cooldown. however i hear some people get good results with it.
scramble sensors- i love taking a ss1 just for the fun of it (since i dont like ams). most people dont have a counter on hand for a ss, and if they do i use it to take the sci team then subnuc them. great combo/annoyance power
jam sensors- i dont use it, it can be a life saver but most people dont use it that way.
viral matrix- absolutly must have for any science build! it is not aux dependent and can be quite nasty with the right doffs. "VIRALS FOR EVERYONE!"
tractor beam- standard tractor beam here, good for holding but with so many other things that have tractor beams (pets) it may be a waste unless you have the spare slot.
tractor replusors- can be hard hitting and distruptive! i personally dont use them because i feel they distrupt the team too much but in the right hands it doesnt matter. use at your own risk!
photonic offcier- i hear nasty evil things about specific builds... i havent tried it myself but i hear theyre evil O:)
well thats about it, if anyone has any specific quesitons feel free to ask or post your own advice.
I use Tachyon Beam on my recon with 2x Photons. The drain is reduced by enemy resists yes, but combined with tractor+drain doff, it makes sure Torpedoes land on naked hull.
Photonic officer 3 is a 40% cooldown reduction, with 3 photonic doffs it works like 1 minute up, 1 minute down at the cost of cmd.slot. photonic officer 2 is 32%, photonic officer 1 is 24%.
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About grav well. First, it goes PERFECTLY with a teammate's tyken, condensing them for better drainage.
Second, the heart of its damage comes from the ability to condense a batch of hostile ships near a severely damaged or even about-to-explode enemy. Take No Win Scenario for example. If you can bunch them all up, and concentrate your team's fire on a single ship, you'll set off a chain reaction that CANNOT be stopped - that is of course assuming you can destroy it soon enough to make sure the grav well doesn't just shut off before the core breach, and that nobody uses a tractor beam repulsor to scatter your ball of fiery death (happened to me once). Ideally you'll want to severely damage a ship the size of a Negh'Var (or bigger), then grav well the whole lot just before making the big boom.
Example: You are playing ISE. You just blew up a transformer, but there's 3 tons of spheres going at you. Damage one of them, throw a grav well on it, keep shooting along with your team. The resulting explosion will cripple if not destroy the rest of the group, allowing you to quickly destroy whatever survived (or in the latter case, move on to the next objective).
Example #2: You're being attacked by 3 tons of ships (NWS and similar S6 missions, most notably Starbase Defense). Again, throw a grav well just before one of them dies (preferably target the one which is most likely to be affected), watch the fireworks
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
whenever i see a crowded grav well, i love dumping a tack buffed EWP3 on top of it! ya that npc chain reaction can take out an entire wave early on in no win.
I'm A Tac and I always use Tractor Beam 2 (TB1 is completely useless) because my beloved Antiproton weapons are limited in accuracy, especially against the nasty elusive damned evil Bops. Sometime I also use that drain purple Doff but it doesn't seem to me very effective...maybe it's enhanced by Tachyon Beam but I don't know...I'm not a Sci guy...
heck, even Danubes use TB2...
Tachyon beam is only useful if your sciship is paired with an Escort these days... But it's less effective than an escort paired with an escort...
And best of all is a specialized Sci Bop, thanks to the universal Boffs, paired with a specialized Tac Bop against a lone poor Fed...nasty Klinguns!:mad:
Unless the lone fed is in a Advanced Danube, then he'll pawn them both!
as far as captain classes go, pretty much... Engineers have superior survivability, Tacs have superior damage, and sci has... some ok aoe resists, a SNB, that takes minutes to charge, and senscan with an apallingly low uptime compared to the damage abilities of a tac. All in all, the sci captain abilities are of a support nature....
science team- the single best shield heal in the game. doesnt require aux either. can be used when stunned. only downside is it shares global cooldown with tac team.
why? Please elaborate for those of us whom do not use it.
why? Please elaborate for those of us whom do not use it.
Science team gives an instant heal. ranging from 2k-4k (or more i hear if fully all out on consoles) it can be done ever 15 seconds if running 2 of them or 2 doffs to reduce them to 15 seconds cooldown.
this heal also clears things like, ams and scramble sensor, and energy siphion (among other science debuffs).
it heals more in a single burst then transfer shields. transfer shields also has a 45 second cooldown. in theory youd be able to trigger 3 science teams for every one transfer shield.
even with only 2 science teams though youve already gotten more shield heals then most transfer shields.
transfer shields is only really good for light damage taking and the shield resist.
Science team gives an instant heal. ranging from 2k-4k (or more i hear if fully all out on consoles) it can be done ever 15 seconds if running 2 of them or 2 doffs to reduce them to 15 seconds cooldown.
this heal also clears things like, ams and scramble sensor, and energy siphion (among other science debuffs).
it heals more in a single burst then transfer shields. transfer shields also has a 45 second cooldown. in theory youd be able to trigger 3 science teams for every one transfer shield.
even with only 2 science teams though youve already gotten more shield heals then most transfer shields.
transfer shields is only really good for light damage taking and the shield resist.
Even ST2 is nothing to laugh at with 2 to 3 consoles backing it up.
TSS3 and ST3 though I kind of see on equal terms, it really depends on what I'm dealing with as to which one I'm most likely to use. ST3 has the no aux power requirement advantage. TSS3 is the miniature Extend Shields1.5 with a better heal attached.
when deciding between ST and TSS, i always weigh the fact that TT and ET are on the same cooldown. if thats not a problem, it seems ST is the better between the 2.
Even ST2 is nothing to laugh at with 2 to 3 consoles backing it up.
TSS3 and ST3 though I kind of see on equal terms, it really depends on what I'm dealing with as to which one I'm most likely to use. ST3 has the no aux power requirement advantage. TSS3 is the miniature Extend Shields1.5 with a better heal attached.
which is why its best if going for super healing to have a tss3 and a sci team 3 my sci team 3 does 3.3k healing (no shield consoles).
ST is a super heal if you have someone to back you up with an extend for resist...
I have horrible results with ST. It brings my shields back up to 3k, but the escort on my side burns 3k like it was a paper wrapping, and distribute is too slow to allow transfer from any sides.
When at all possible, I run 2xTT... Goes to prove that TT is out of balance...
(I do sometimes slot a ST in a sci build, ofc always if it's a heal build)
Science team gives an instant heal. ranging from 2k-4k (or more i hear if fully all out on consoles) it can be done ever 15 seconds if running 2 of them or 2 doffs to reduce them to 15 seconds cooldown.
this heal also clears things like, ams and scramble sensor, and energy siphion (among other science debuffs).
it heals more in a single burst then transfer shields. transfer shields also has a 45 second cooldown. in theory youd be able to trigger 3 science teams for every one transfer shield.
even with only 2 science teams though youve already gotten more shield heals then most transfer shields.
transfer shields is only really good for light damage taking and the shield resist.
Even ST2 is nothing to laugh at with 2 to 3 consoles backing it up.
TSS3 and ST3 though I kind of see on equal terms, it really depends on what I'm dealing with as to which one I'm most likely to use. ST3 has the no aux power requirement advantage. TSS3 is the miniature Extend Shields1.5 with a better heal attached.
when deciding between ST and TSS, i always weigh the fact that TT and ET are on the same cooldown. if thats not a problem, it seems ST is the better between the 2.
Thank you one and all. This gives me something to think upon.
I had avoided ST in the past but may look to it more in the future.
ST is a super heal if you have someone to back you up with an extend for resist...
I have horrible results with ST. It brings my shields back up to 3k, but the escort on my side burns 3k like it was a paper wrapping, and distribute is too slow to allow transfer from any sides.
When at all possible, I run 2xTT... Goes to prove that TT is out of balance...
(I do sometimes slot a ST in a sci build, ofc always if it's a heal build)
I run two TTs as well and have them keybound to go off before EPTS in the chain but I would like the shield debuff removal of ST as a backup becuase I notice a lot of times my shields get debuffed and renew very poorly but the few times I have used ST before EPTS they bounced back very well and remained in place longer.
I prefer TSS III over ST III in most builds. Im usually the one clearing science debuffs so I feel less bad if a science team goes to use for clearing a Viral or scramble even if that person isnt low on shields. Whereas TSS is a pure heal and I know that person will be protected for a while.
I named my fed carrier the USS Field Gen Mk XII
since my fleet mates consider me little more than a flying console. QQ
"Heals NAOW!"
"Im scrambled!"
"I got nuked!"
"Somebody got a Haz?"
I suppose if you have a 1v1 build, ST III would be better for pure heal power. You would be able to control shield distribution easier.
TSS>ST particularly if you are running high Aux, say on a torpedo boat.
TT->TSS is a great combo
I usually run TSS III, ST II (2 doffs) and HE I, leaving the main hull heals to the cruisers.
I prefer TSS III over ST III in most builds. Im usually the one clearing science debuffs so I feel less bad if a science team goes to use for clearing a Viral or scramble even if that person isnt low on shields. Whereas TSS is a pure heal and I know that person will be protected for a while.
I named my fed carrier the USS Field Gen Mk XII
since my fleet mates consider me little more than a flying console. QQ
"Heals NAOW!"
"Im scrambled!"
"I got nuked!"
"Somebody got a Haz?"
I suppose if you have a 1v1 build, ST III would be better for pure heal power. You would be able to control shield distribution easier.
TSS>ST particularly if you are running high Aux, say on a torpedo boat.
TT->TSS is a great combo
I usually run TSS III, ST II (2 doffs) and HE I, leaving the main hull heals to the cruisers.
Good points! I'm not trying to undersell the value of transfer shields, just that it isn't the only option. I run with transfer 2 and sci team 3 myself and thr beauty of the science ship allows you to run a fair mix of whatever you want
whenever i see a crowded grav well, i love dumping a tack buffed EWP3 on top of it! ya that npc chain reaction can take out an entire wave early on in no win.
That, or a good alpha strike from those hyper-damaging PvP tacticals such as Hakaishin
Seriously though, the kind of attacks Hakaishin's Gal-X build can do is PRECISELY what you need if you see a bunch of ships in a grav well. Just throw the lance and the rest of your DPS straight at it, and watch the fireworks
Tricobalt is not recommended though.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
I also notice everyone is forgetting the additional resist TSS gives.
I doubt that...
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Comments
yes. a dude with ettes. dudettes. :P
at least its still useful
Photonic officer 3 is a 40% cooldown reduction, with 3 photonic doffs it works like 1 minute up, 1 minute down at the cost of cmd.slot. photonic officer 2 is 32%, photonic officer 1 is 24%.
Second, the heart of its damage comes from the ability to condense a batch of hostile ships near a severely damaged or even about-to-explode enemy. Take No Win Scenario for example. If you can bunch them all up, and concentrate your team's fire on a single ship, you'll set off a chain reaction that CANNOT be stopped - that is of course assuming you can destroy it soon enough to make sure the grav well doesn't just shut off before the core breach, and that nobody uses a tractor beam repulsor to scatter your ball of fiery death (happened to me once). Ideally you'll want to severely damage a ship the size of a Negh'Var (or bigger), then grav well the whole lot just before making the big boom.
Example: You are playing ISE. You just blew up a transformer, but there's 3 tons of spheres going at you. Damage one of them, throw a grav well on it, keep shooting along with your team. The resulting explosion will cripple if not destroy the rest of the group, allowing you to quickly destroy whatever survived (or in the latter case, move on to the next objective).
Example #2: You're being attacked by 3 tons of ships (NWS and similar S6 missions, most notably Starbase Defense). Again, throw a grav well just before one of them dies (preferably target the one which is most likely to be affected), watch the fireworks
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
http://www.youtube.com/watch?v=1R_5bqsH080&feature=player_detailpage#t=37s
heck, even Danubes use TB2...
Tachyon beam is only useful if your sciship is paired with an Escort these days... But it's less effective than an escort paired with an escort...
Unless the lone fed is in a Advanced Danube, then he'll pawn them both!
not really its all balanced
as far as captain classes go, pretty much... Engineers have superior survivability, Tacs have superior damage, and sci has... some ok aoe resists, a SNB, that takes minutes to charge, and senscan with an apallingly low uptime compared to the damage abilities of a tac. All in all, the sci captain abilities are of a support nature....
Sci captains! The sidekicks of STO!
R.I.P
Science team gives an instant heal. ranging from 2k-4k (or more i hear if fully all out on consoles) it can be done ever 15 seconds if running 2 of them or 2 doffs to reduce them to 15 seconds cooldown.
this heal also clears things like, ams and scramble sensor, and energy siphion (among other science debuffs).
it heals more in a single burst then transfer shields. transfer shields also has a 45 second cooldown. in theory youd be able to trigger 3 science teams for every one transfer shield.
even with only 2 science teams though youve already gotten more shield heals then most transfer shields.
transfer shields is only really good for light damage taking and the shield resist.
Even ST2 is nothing to laugh at with 2 to 3 consoles backing it up.
TSS3 and ST3 though I kind of see on equal terms, it really depends on what I'm dealing with as to which one I'm most likely to use. ST3 has the no aux power requirement advantage. TSS3 is the miniature Extend Shields1.5 with a better heal attached.
which is why its best if going for super healing to have a tss3 and a sci team 3 my sci team 3 does 3.3k healing (no shield consoles).
Yeah, the uber healer intrepid that I have not yet posted uses TSS3 and ST3, with TSS2, HE2, HE1 on the sides.
TRIBBLE shield healing that ship can have.
I have horrible results with ST. It brings my shields back up to 3k, but the escort on my side burns 3k like it was a paper wrapping, and distribute is too slow to allow transfer from any sides.
When at all possible, I run 2xTT... Goes to prove that TT is out of balance...
(I do sometimes slot a ST in a sci build, ofc always if it's a heal build)
Thank you one and all. This gives me something to think upon.
I had avoided ST in the past but may look to it more in the future.
R.I.P
I run two TTs as well and have them keybound to go off before EPTS in the chain but I would like the shield debuff removal of ST as a backup becuase I notice a lot of times my shields get debuffed and renew very poorly but the few times I have used ST before EPTS they bounced back very well and remained in place longer.
R.I.P
its not for everyone for sure, but id give it another looksee to see what you could make out of it.
I named my fed carrier the USS Field Gen Mk XII
since my fleet mates consider me little more than a flying console. QQ
"Heals NAOW!"
"Im scrambled!"
"I got nuked!"
"Somebody got a Haz?"
I suppose if you have a 1v1 build, ST III would be better for pure heal power. You would be able to control shield distribution easier.
TSS>ST particularly if you are running high Aux, say on a torpedo boat.
TT->TSS is a great combo
I usually run TSS III, ST II (2 doffs) and HE I, leaving the main hull heals to the cruisers.
Good points! I'm not trying to undersell the value of transfer shields, just that it isn't the only option. I run with transfer 2 and sci team 3 myself and thr beauty of the science ship allows you to run a fair mix of whatever you want
That, or a good alpha strike from those hyper-damaging PvP tacticals such as Hakaishin
Seriously though, the kind of attacks Hakaishin's Gal-X build can do is PRECISELY what you need if you see a bunch of ships in a grav well. Just throw the lance and the rest of your DPS straight at it, and watch the fireworks
Tricobalt is not recommended though.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
I totally agree with the TT/TSS combo. I also notice everyone is forgetting the additional resist TSS gives.
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@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
I doubt that...
TSI -- Star Trek Online PvP Vidoes (Youtube)
/channel_join OrganizedPVP If you are interested in learning PVP, looking for a team, or a private match.