I have recently brought a new science character up to rear admiral and after days of weighing the to RA science ships up I finally settled on the Deep space, however now I need a build, I've gone very self centred with it so here is what I have so far:
Weapons
Fore: Quantum torp Mk X, 2x Polaron Beam array Mk X
Aft: as above
Equipment (Going to become an STF set)
Deflector: Stock
Engines: Gravatic modulation (S'harien's swords reward)
Shields: Shield array Mk Vi (blue quality)
Consoles
Engineering: Transwarp computer (Couldn't think of something better and it has much needed power boosts), 2x Neutronium alloy Mk X (Blue quality)
Science: Emitter array Mk IV (Green quality, will become borg console), Particle generator Mk X (Blue quality), Flow capacitors Mk X (Purple quality), Sensor probes Mk X (Purple quality)
Tactical: 2x Polaron Phase modulator Mk X (Purple quality)
DOFFs
Projectile weapons officer (White), Energy weapons officer (White), Damage control engineer (Green), Deflector Officer (White), Sensors officer (Green)
I'm not too familiar with this ship or building it and at this point most of it is open to change, any and all advice (used or not) is muchly appreciated
Seconded on the Gravity Well. For PVE work its just such a useful multitool, either level 1 or 3, with the appropriate DOFF. Inflicts damage, swats torpedoes, bunches up targets, buys time in STFs, so many uses.
Dual EPTS1, then a hull heal in the Lt-level engineering slot. Chain the EPTS together and you are a tank just shy of being a cruiser.
Drop the Jam Sensors and upgrade your Hazard Emitters. Put a Polarize Hull in the free ensign slot for anti-tractor-beam.
Lose the Sensor Probes for a Field Generator Mk XI Blue.
Lastly on the weapons, the 4 beams 2 torpedoes is Trek tradition, and I did it myself for a while, but it just doesn't have enough bite. An alternative, that feels really counterintuitive at first but actually works pretty well, is what my current DSSV coasts through ESTFs with: Fore 1 DBB 2 torpedoes (photon or quantum, your preference), aft 3 turrets. Carry Beam Overload 2 to make a big shield punch (or subsystem targeting if shields are down already) then watch torps slam into the exposed hulls. Carry 2 blue or purple torpedo DOFFs for max rate of fire. Its sorta like a slow escort and you need to get good with throttle-hopping to get the most out of your turning, but it works well on stuff that relies on high hull points (which is most NPCs).
For weapons I'd change the aft Torpedo launcher to another beam array and replace a forward beam array with a Dual beam bank. Try to have at least one [acc] modifier on each weapon, preferably two.
For Doff's I'd get the "tac team is perma" doff as soon as possible and bind balance shields to the "r" key on the keyboard. Auto shield distribution will save you from nasty alpha strikes and having balance shield easily spammed can help as well.
I'd lose Engineering team or sci team for something else at the least, three team powers is a recipe for frustration. BFAW is going to pull more agg then a sci ship wants unless you are going to try shield tanking every PVE map you get on. T:HY or T:Spread may be better. Feed back pulse is a tankers dream, it helps you generate agg when being shot, if you don't want to tank there's no sense in using a power that holds agg like a taunt aura. FBP should have been an engineering skill.
Personally, I'd ditch EPTS2 for Aux2STR1 and keep it up as much as possible(an Aux based heal and Damage resistance boost every 15 seconds that can be used on you or a team mate), cycle EPTS1 and ditch sci team 1 for Tractor beam 1 (it's fun). I'd ditch Jam sensors(too easy to "break" on accident for you and not practical in the swarm that is PVE combat) for Scramble Sensors 1(good AOE control in PVE).
Other changes would depend on PVP, PVE preferences. In PVP I'd want Photonic shock-wave 3/1, Gravity well 3/1, Sci team 1/2, HE 2/3 and TSS 2/3 for team mate support and wouldn't even consider Tachyon beam. The level's of the powers would be dependent on how high healing is a priority for me. Tachyon beam has taken a bad beating from the nerf stick with the new skill set up(it's very easy to have large resist values) and is not very strong for PVP play, scramble sensors while handy is a ghost of it's former PVP self as well.
For PVE only play I'd go after gravity well 3 above anything else and prioritize other more "fun" powers over heals. First step down that road would be ditching Sci team like a diseased infested adulterous girlfriend.
P.S. Sci team is the Sub Nuke counter and that's the only reason I keep it on my ships with multiple sci officers.
ditching Sci team like a diseased infested adulterous girlfriend.
P.S. Sci team is the Sub Nuke counter and that's the only reason I keep it on my ships with multiple sci officers.
I like how you guys find sci team to be useless yet all three of my characters make very good use of it as a shield heal (last resort I admit), science debuff clearer and it clears energy syphon, I was thinking about getting PH and I might get aux2SIF over engi team as I find it pnly clears minor debuffs and gives a hull heal. I find myself doing little damage so I think I'll have to run EPtS and EPtW.
I find PSW to be ineffectual so i can change that, I agree with a downgrade in EPtS I don't need FBP (EPtS is the only thing making it viable).
Lose the Sensor Probes for a Field Generator Mk XI Blue.[\QUOTE]
Regarding this, I am tempted to do so as sensor probes have never really done much for me. (and i was planning to use a field generator anyway)
I'm not too sure about weapons, I find I never do less than 400 damage per hit and max out at around 1500 although the FAW will change as it was to supplement FBP. I might however give your weapon layout a go.
Comments
Dual EPTS1, then a hull heal in the Lt-level engineering slot. Chain the EPTS together and you are a tank just shy of being a cruiser.
Drop the Jam Sensors and upgrade your Hazard Emitters. Put a Polarize Hull in the free ensign slot for anti-tractor-beam.
Lose the Sensor Probes for a Field Generator Mk XI Blue.
Lastly on the weapons, the 4 beams 2 torpedoes is Trek tradition, and I did it myself for a while, but it just doesn't have enough bite. An alternative, that feels really counterintuitive at first but actually works pretty well, is what my current DSSV coasts through ESTFs with: Fore 1 DBB 2 torpedoes (photon or quantum, your preference), aft 3 turrets. Carry Beam Overload 2 to make a big shield punch (or subsystem targeting if shields are down already) then watch torps slam into the exposed hulls. Carry 2 blue or purple torpedo DOFFs for max rate of fire. Its sorta like a slow escort and you need to get good with throttle-hopping to get the most out of your turning, but it works well on stuff that relies on high hull points (which is most NPCs).
For Doff's I'd get the "tac team is perma" doff as soon as possible and bind balance shields to the "r" key on the keyboard. Auto shield distribution will save you from nasty alpha strikes and having balance shield easily spammed can help as well.
I'd lose Engineering team or sci team for something else at the least, three team powers is a recipe for frustration. BFAW is going to pull more agg then a sci ship wants unless you are going to try shield tanking every PVE map you get on. T:HY or T:Spread may be better. Feed back pulse is a tankers dream, it helps you generate agg when being shot, if you don't want to tank there's no sense in using a power that holds agg like a taunt aura. FBP should have been an engineering skill.
Personally, I'd ditch EPTS2 for Aux2STR1 and keep it up as much as possible(an Aux based heal and Damage resistance boost every 15 seconds that can be used on you or a team mate), cycle EPTS1 and ditch sci team 1 for Tractor beam 1 (it's fun). I'd ditch Jam sensors(too easy to "break" on accident for you and not practical in the swarm that is PVE combat) for Scramble Sensors 1(good AOE control in PVE).
Other changes would depend on PVP, PVE preferences. In PVP I'd want Photonic shock-wave 3/1, Gravity well 3/1, Sci team 1/2, HE 2/3 and TSS 2/3 for team mate support and wouldn't even consider Tachyon beam. The level's of the powers would be dependent on how high healing is a priority for me. Tachyon beam has taken a bad beating from the nerf stick with the new skill set up(it's very easy to have large resist values) and is not very strong for PVP play, scramble sensors while handy is a ghost of it's former PVP self as well.
For PVE only play I'd go after gravity well 3 above anything else and prioritize other more "fun" powers over heals. First step down that road would be ditching Sci team like a diseased infested adulterous girlfriend.
P.S. Sci team is the Sub Nuke counter and that's the only reason I keep it on my ships with multiple sci officers.
I like how you guys find sci team to be useless yet all three of my characters make very good use of it as a shield heal (last resort I admit), science debuff clearer and it clears energy syphon, I was thinking about getting PH and I might get aux2SIF over engi team as I find it pnly clears minor debuffs and gives a hull heal. I find myself doing little damage so I think I'll have to run EPtS and EPtW.
I find PSW to be ineffectual so i can change that, I agree with a downgrade in EPtS I don't need FBP (EPtS is the only thing making it viable).
Fore: Tetryon/Disruptor/Antiproton DBB*3
Aft: Tetryon/Disruptor/Antiproton Turret*3
Equipment
Deflector: Borg
Engines: Omega
Shields: Omega
Consoles
Engineering: Borg, Neutronium*2
Science: Flow Capactiors*4
Tactical: Pulse Generators/Induction Coils/Mag Regulators*2
BOFFs
Tactical (Lt.): TT1, APB1
Engineering (Lt.): EPtS1, ASIF1
Engineering (Ens.): EPtS1
Science (CMDR): Tachyon1, TBR1, Tachyon3, GW3
Science (Lt. CMDR): TSS1, HE2, VM1
DOFFs
Conn Officer (TT)
Conn Officer (TT)
Deflector Officer
Shield Distribution Officer
Warp Core Engineer/Space Warfare Specialist (Borg)
TT1 BO2
TorpSpread1
EPTS1 Aux2Sif1
HE1 TSS2 TykRift 2 GW3
PH1 HE2 PSW1
the rift seems to be next to useless in PVE. thinking about exchanging one HE for a sci team
cannot decide on the LCDR power to replace TR2