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BOff Skill Layout Question

takeshi6takeshi6 Member Posts: 752 Arc User
edited August 2012 in Federation Discussion
Hello. :)

I'm needing a little help determining a proper BOff Skill Layout for one of my Alts. The Alt in question is an Engineer, and her ship is a Deep Space Science Vessel.

However, I'm not asking for the ideal PvE or PvP Build, here. You see, I'm RPing this character as an R&D Engineer, and her ship is basically a Mobile Weapons Development Lab (translation: All of the facilities usually dedicated to science have been re-tooled to help with new weapon Research and Development).

So, my question is: What BOff Skills would be appropriate for a Mobile Weapons Development Lab? I'm mainly asking in regards to the Commander and Lieutenant Commander Science BOff Slots. The Lieutenant Tactical Slot is easy--I have Beam Overload 1 and APB1 equipped in that slot (I'd go for a Torpedo Skill, but the thing is equipped with Hargh'Peng Torpedoes [which seem like a perfect fit for a ship that fits almost nothing but experimental equipment], which do not work with Torpedo Skills)--as are the Lieutenant and Ensign Engineering BOff Slots--Have Eng Team 2, Emergency Power to Engines 1, and Emergency Power to Shields 1 equipped there.

And by "appropriate", I am asking which skills fit the concept of an R&D vesssel. I currently have Tachyon Beam 2, Tyken's Rift 2, Gravity Well 2, Sci Team 1, Jam Sensors 1, Scramble Sensors 2, and Charged Particle Burst 2, but I'm wondering if a different Skill Layout would fit the concept of the ship better.

Also, aside from the Hargh'Pengs, I also plan on equipping the ship with Antiproton Beam Arrays and the MACO Space Set--I contemplated the AEGIS set, but figured the MACO Set would work better, and give it another experimental weapon in the form of that Heavy Graviton Beam that the complete set gives you.

I look forward to seeing what everyone thinks about this. :D :cool:
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Post edited by Unknown User on

Comments

  • thoroonthoroon Member Posts: 409 Arc User
    edited August 2012
    Strictly from a RP-PoV with a super focus on weapons, I would see Ensign: Jam Sensors 1 or Tachyon Beam 1 and drop Sci Team entirely. (I understand it is there to represent those Sci's actually working on the weapons, since engineers alone couldn't do it.)

    For other Tiers it gets rather complicated, with lot's of options.
    A set of Tractor Beam Repulsors for Lt. could be a nice addition for another "experimental" weapon. I find the Idea of destroying something by crashlanding it onto a planet (or even into a sun) quite entertaining. Again, this is something not working in STO itself, but something interesting from a RP-PoV.

    Lt.Com and Commander finally: Gravity Well and Tyken's Rift, with special mention of the former. Nothing cries more "weapon" than those two.

    Viral Matrix also sounds very RP-like, shutting down entire systems without having to shoot at all, sounds very "Federation".
    [SIGPIC][/SIGPIC]
  • dareaudareau Member Posts: 2,390 Arc User
    edited August 2012
    I'm thinking: (from memory, no charts, so if I'm off a level please adjust...)

    CMDR: Sci team I, CPB I, VM I, GW III (available from a friendly Sci on a tradable BOFF)
    Lt Cmdr: HE I, Tachyon I, Scramble Sens I.

    While jam gets you out of a one-on-one pinch for a couple, HE clears hull procs (especially borg plasma) and gives you an extra hull heal, which might be necessary on this build.

    GW is the penultimate sci damage and CC power there is. Used right in crowded situations (fleet attack, probe duty on Khitomer, etc.) this thing can rack up serious damage. Especially with a friendly escort or two spamming Cannon & Torp spreads...

    As an alternate: CMDR: Sci I, CPB I, Tyken's II(III?), VM III. This particular build can lock down a single target, relatively fast. IIRC, the Tyken's and VM are on separate cooldowns, while Tyken's and GW share the same cooldown (deflector dish). Since both can be fired at once, you'll wind up draining a pile of power and shutting down stuff over time, which can cripple even the biggest single ship.
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • takeshi6takeshi6 Member Posts: 752 Arc User
    edited August 2012
    dareau wrote: »
    I'm thinking: (from memory, no charts, so if I'm off a level please adjust...)

    CMDR: Sci team I, CPB I, VM I, GW III (available from a friendly Sci on a tradable BOFF)
    Lt Cmdr: Tachyon I, HE II, Scramble Sens II.


    While jam gets you out of a one-on-one pinch for a couple, HE clears hull procs (especially borg plasma) and gives you an extra hull heal, which might be necessary on this build.

    GW is the penultimate sci damage and CC power there is. Used right in crowded situations (fleet attack, probe duty on Khitomer, etc.) this thing can rack up serious damage. Especially with a friendly escort or two spamming Cannon & Torp spreads...

    As an alternate: CMDR: Sci I, CPB I, Tyken's II, VM III. This particular build can lock down a single target, relatively fast. IIRC, the Tyken's and VM are on separate cooldowns, while Tyken's and GW share the same cooldown (deflector dish). Since both can be fired at once, you'll wind up draining a pile of power and shutting down stuff over time, which can cripple even the biggest single ship.

    Adjusted your chart, and swapped Tachyon Beam and HE.

    Anyway, you both have good ideas. I definitely look forward to hearing from more people.

    However, Thoroon's idea also has me considering switching to a Long Range Science Vessel Retro once this character hits VA, which would exchange my second Ensign-level Eng Slot for a third Ensign-Level Sci slot.

    I'll keep Gravity Well (upgrading from II to III if I can find someone to train that BOff in it), and definitely grab Viral Matrix. Probably need to redo some of my Captain's skills, but I definitely think it'll be worth it. :)

    As for the rest, I'll try and blend your suggestions as much as possible

    In fact, if I switch from DSSV to LRSV Retro, I think my Build will go like this:

    CMDR: Sci team I, CPB I, VM I, GW II (III if I can find someone to Train it)
    LT CMDR: Tachyon I, Scramble Sens I, Tyken's II
    ENS: HE I.

    Thank you very much!! :D
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