in the latest release notes it states "The shared cooldown between Polarize Hull and Hazard Emitters has been removed."
how is that a bad thing?
EDIT: ok, THIS i don't like --> "Emergency Power to Shields has been added to the cooldown category shared by Extend Shields and Reverse Shield Polarity."
ya i don't like it ether, because its everything breaking. literally nothing in this thread works anymore, mainly due to this
also, except for that "everything breaking" modification, I don't see which other things are very bad for science ships....I'm seeing a lot of cooldowns that have been removed. Seems like a good thing, am I wrong?
edit: actually I retract that statement. You and Ghost are right. that one thing makes things suck now....
removing the sci system cooldowns are fine, theres a few more options, things with synergy wont cool each other down now. but basically you cant use rsp anymore, if you do, after it ends you will have a gap in your EPtS coverage, so you die. with the way ES's cooldowns work, you have to slot 2 ES or it will interrupt EPtS as well. both of these abilities are very viable, everyone will see them, and know when your weak.
not being able to use RSP changes things, it cant be relied on, your gonna need more TSS, ST, BFI doffs, it effects everything. also, the spike resistance of PH and HE is gonna be overpowered, they has a cooldown together for a reason.
In search of good bop builds for engineers and scientists, I designed the "heal-bomber-bop" (sounds like that song from Hanson)
The build is based on the heavy b'rel bomber for tactical captains. A mixed set of destructive torpedo's are fired and good heals and resists distributed to team mates. This all while being cloaked.
Front: Trico or bio warhead, breen cluster, quantum, harpeng
back: 2x trico mine
eng consoles: 3x neutronium alloy
sci consoles: borg, 2x stealth (maybe also shield emitter)
tac consoles: 2x warhead yield, 1x TCD
(maybe put aceton assimilator somewhere to drop those also now and then in the battlefield)
Purple Doffs: 2x development lab scientists, 2x torpedo doff, 1x cloacking technician (if you can afford it)
The tactic is to heal your team as best as you can. PH and AtoD (and EptS) are reserved for yourself (for escaping duties and hull resists). However, use APD3, TSS, HE, ST3 to heal team mates. With the 2 development doffs, you have the ST3 available every 15 seconds. Next to healing teammates you must also assist your team's with their target. This is best done by performing a kind of an alpha strike. The idea is that the torpedo's will impact roughly at the same moment, giving max spike, and open their shields. Fire sequence is trico/bio warhead, cluster, quantums, harpeng (fired at >5 km). The alpha dispersed mines are just dropped everywhere, beeing a little optimistic.
It takes some time and skill to master this tactic because you have to do 3 things at the same time:
1: Switch between team mates, and heal them when necessary.
2: Time your "alpha strike", switch to your team's target
3: keep good distance, however, you still need to drop those trico's withing range
note: I know instant heals without resist are not favored at the moment. But consider that the receiver also has his own resists and heals. Most people run 2x tac team, so they benefit far more from your ST heal when under fire which can give them just enough extra time to reload their own buffs. You can choose to swap ST and TSS, but then you reduce healing capacity a lot; because ST is a every 15 second heal and TSS 45 seconds heal
If you are going to run a Dispersal Pattern, run Beta. Alpha makes a string of single Trics, beta 2 will make a group of 3 that will hurt someone a lot more.
Join Date: Sep 2009
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
Crew doesn't really do diddly squat in PvP or PvE. You're not going to have much crew left just a few minutes into a PvP match, DPA is not the way to go, DPB will get the kills which is what matters in PvP.
Join Date: Sep 2009
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
If you are going to run a Dispersal Pattern, run Beta. Alpha makes a string of single Trics, beta 2 will make a group of 3 that will hurt someone a lot more.
That depends. I favor alpha more against moving targets. It can also help you to better escape. Against static targets (tractored, disabled, grav well) beta is better.
This build doesnt have to be copied 100%. everyone can tweak to fit his/her taste
http://www.stoacademy.com/tools/skillplanner/index.php?build=pryosci_0 Spec.
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.
Ghosty, this build sounds like fun! Haven't played my Sci toon in over a year but I'm looking forward to it now. A few questions: Phaser or Plasma for Tac Consoles? What about the other consoles? Use the Ablative I assume? Is this build good for STFs, I heard the Borg have some resistance to plasma. I hope that's wrong. Many thanks!
Ghosty, this build sounds like fun! Haven't played my Sci toon in over a year but I'm looking forward to it now. A few questions: Phaser or Plasma for Tac Consoles? What about the other consoles? Use the Ablative I assume? Is this build good for STFs, I heard the Borg have some resistance to plasma. I hope that's wrong. Many thanks!
Ambiplasma Envelopes are the way to go there. Yeah use the ablative. 2 Field Gens, 2 Graviton Generators, eng consoles I would go ablative armor and borg. and an ablative hull armor console.
Ghosty, Do you have a suggested build for the Atrox Carrier for those who can't, as of yet, get the Tholian ship?
I got a couple in my Cruiser thread As the Atrox is really more of a healers ship I put it in that thread for simplicity while the Aggressive carriers went over here.
Ambiplasma Envelopes are the way to go there. Yeah use the ablative. 2 Field Gens, 2 Graviton Generators, eng consoles I would go ablative armor and borg. and an ablative hull armor console.
If I may ask, why an Ablative Armor console instead of Neutronium Alloy? Does that one not provide better resists?
Mostly because Ablative covers Three of the Big Four weapon types thrown down range already. The only one it doesn't cover is Polaron. And for the 3 of the 4 it covers it gives a signfiicantly better damage resistance.
Hi guys, I figured this would be a good place to post as I can't currently make a topic.
Looking through the builds here from the main posting I quite liked the look of the Tac Recon build using the Reconnaissance Science Vessel, I have just come off my Engineer who was my first character and I followed one of the builds from the Ultimate Cruiser thread or whatever it was called
Anyway, is there a build around that is like the Tac Recon but for Science Class character and considers the same principles for damage and science abilities?
I am currently level 20 and haven't spent any points as generally I'm not sure what is best and don't want to TRIBBLE it up, but the aim is to end up in the Recon Sci ship or eventually if the fleet I am a part of gets there the Fleet intrepid.
Any help would be awesome, I've only been playing for a few weeks and with my bad memory this stuff has a habit of flying right over my head, lol.
Hi guys, I figured this would be a good place to post as I can't currently make a topic.
Looking through the builds here from the main posting I quite liked the look of the Tac Recon build using the Reconnaissance Science Vessel, I have just come off my Engineer who was my first character and I followed one of the builds from the Ultimate Cruiser thread or whatever it was called
Anyway, is there a build around that is like the Tac Recon but for Science Class character and considers the same principles for damage and science abilities?
I am currently level 20 and haven't spent any points as generally I'm not sure what is best and don't want to TRIBBLE it up, but the aim is to end up in the Recon Sci ship or eventually if the fleet I am a part of gets there the Fleet intrepid.
Any help would be awesome, I've only been playing for a few weeks and with my bad memory this stuff has a habit of flying right over my head, lol.
Yeah, most of the Tac Recon builds port over pretty readily for Sci Recons. for straight up damage, in most instances I'd spec instead into torps, and roll triple plas torps upfront and double spreads (1 and 2), with Disruptor turrets Aft.
the mirror DSSV is the same type of ship right?
so How can I modify what you mentioned into a weapons build that is solely dedicated to setting things on fire? 3 torpedoes in front, and all mines in aft? or should I leave a slot for a dual beam weapon or something?
well the DSSV, is a poor turning ship so I wouldn't recommend having torps on it. You're better off with the Recon because of it's agility.
ok, I looked at my ships. The Mirror DSSV looks like the prime universe Recon vessel. So I guess torpedoes would be fine..... right? i tested it in Infected Space, and it seems to be quite nimble...
Are you going to 3.0 this (and update the others) to reflect the proposed changes on Tribble in regard to running Borg/Maco? In order to get the 3-Borg bonus, it will be a case of having to run the Borg shield instead of the Maco.
...or has MWO sunk its hooks in deep enough that you'll likely not bother?
Are you going to 3.0 this (and update the others) to reflect the proposed changes on Tribble in regard to running Borg/Maco? In order to get the 3-Borg bonus, it will be a case of having to run the Borg shield instead of the Maco.
...or has MWO sunk its hooks in deep enough that you'll likely not bother?
Well since I didn't get banned, nor the forum reset I'll likely just quietly edit posts I'll post any updates I do in the thread in their own post. Consider it Thread Patch Notes
Yeah, most of the Tac Recon builds port over pretty readily for Sci Recons. for straight up damage, in most instances I'd spec instead into torps, and roll triple plas torps upfront and double spreads (1 and 2), with Disruptor turrets Aft.
I'm running with something similar at the moment, from just what I've gained over the course of the game my Research Science Ship (which to note looks like a strange space sperm) has two photon torps and a plasma beam fore and two plasma turrets aft.
Would it be best to just get rid of that fore beam and stick in another torp then and aim to replace the 3 photon ones with plasma as I get them?
My biggest question really has to do with skill points, as a "free" player I have to save up to respec something if I make a stupid mistake.
I'd follow the build you have there but I'm don't really know if that is suitable or if there are any other of your sci builds you would suggest following so I don't miss out on the science skills I might need to train any officers or similar?
oh believe me I know how it was for me as well. I thought things would be fairly obvious in terms of everything that I would eventually do in STO, but it was bigger than I realized. With good people's help, you'll learn pretty fast.
EDIT: also, even when you think you have familiarized yourself with everything, there is always another ace up someones sleeve to teach you something new.
Heh, I keep a browser open at all times so I can quickly wiki half the stuff I pick up, all these statistics for some part of the ship, but I haven't the foggiest what that part does.
I went through 3 different characters before starting what then became my engineer, I would get to 10-15 and find something a bit off or I had done something silly, and at one point I was in a ship that wasn't suitable.
Still, it is all a learning process, lol.
Comments
ya i don't like it ether, because its everything breaking. literally nothing in this thread works anymore, mainly due to this
removing the sci system cooldowns are fine, theres a few more options, things with synergy wont cool each other down now. but basically you cant use rsp anymore, if you do, after it ends you will have a gap in your EPtS coverage, so you die. with the way ES's cooldowns work, you have to slot 2 ES or it will interrupt EPtS as well. both of these abilities are very viable, everyone will see them, and know when your weak.
not being able to use RSP changes things, it cant be relied on, your gonna need more TSS, ST, BFI doffs, it effects everything. also, the spike resistance of PH and HE is gonna be overpowered, they has a cooldown together for a reason.
http://sto-forum.perfectworld.com/showthread.php?t=410911
The build is based on the heavy b'rel bomber for tactical captains. A mixed set of destructive torpedo's are fired and good heals and resists distributed to team mates. This all while being cloaked.
Front: Trico or bio warhead, breen cluster, quantum, harpeng
back: 2x trico mine
KHG shield and deflector and Borg engine
Cmdr tac: HY1, HY2, DPA2, APD3
LtCmdr sci: HE1, HE2, ST3
Lt sci: PH1, TSS2
Lt eng: EptS1, AtoD1
eng consoles: 3x neutronium alloy
sci consoles: borg, 2x stealth (maybe also shield emitter)
tac consoles: 2x warhead yield, 1x TCD
(maybe put aceton assimilator somewhere to drop those also now and then in the battlefield)
Purple Doffs: 2x development lab scientists, 2x torpedo doff, 1x cloacking technician (if you can afford it)
The tactic is to heal your team as best as you can. PH and AtoD (and EptS) are reserved for yourself (for escaping duties and hull resists). However, use APD3, TSS, HE, ST3 to heal team mates. With the 2 development doffs, you have the ST3 available every 15 seconds. Next to healing teammates you must also assist your team's with their target. This is best done by performing a kind of an alpha strike. The idea is that the torpedo's will impact roughly at the same moment, giving max spike, and open their shields. Fire sequence is trico/bio warhead, cluster, quantums, harpeng (fired at >5 km). The alpha dispersed mines are just dropped everywhere, beeing a little optimistic.
It takes some time and skill to master this tactic because you have to do 3 things at the same time:
1: Switch between team mates, and heal them when necessary.
2: Time your "alpha strike", switch to your team's target
3: keep good distance, however, you still need to drop those trico's withing range
note: I know instant heals without resist are not favored at the moment. But consider that the receiver also has his own resists and heals. Most people run 2x tac team, so they benefit far more from your ST heal when under fire which can give them just enough extra time to reload their own buffs. You can choose to swap ST and TSS, but then you reduce healing capacity a lot; because ST is a every 15 second heal and TSS 45 seconds heal
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
That depends. I favor alpha more against moving targets. It can also help you to better escape. Against static targets (tractored, disabled, grav well) beta is better.
This build doesnt have to be copied 100%. everyone can tweak to fit his/her taste
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Ghosty, this build sounds like fun! Haven't played my Sci toon in over a year but I'm looking forward to it now. A few questions: Phaser or Plasma for Tac Consoles? What about the other consoles? Use the Ablative I assume? Is this build good for STFs, I heard the Borg have some resistance to plasma. I hope that's wrong. Many thanks!
Ambiplasma Envelopes are the way to go there. Yeah use the ablative. 2 Field Gens, 2 Graviton Generators, eng consoles I would go ablative armor and borg. and an ablative hull armor console.
I got a couple in my Cruiser thread As the Atrox is really more of a healers ship I put it in that thread for simplicity while the Aggressive carriers went over here.
If I may ask, why an Ablative Armor console instead of Neutronium Alloy? Does that one not provide better resists?
Probably because most people do FvF and most Feds use phasers
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
Mostly because Ablative covers Three of the Big Four weapon types thrown down range already. The only one it doesn't cover is Polaron. And for the 3 of the 4 it covers it gives a signfiicantly better damage resistance.
Looking through the builds here from the main posting I quite liked the look of the Tac Recon build using the Reconnaissance Science Vessel, I have just come off my Engineer who was my first character and I followed one of the builds from the Ultimate Cruiser thread or whatever it was called
Anyway, is there a build around that is like the Tac Recon but for Science Class character and considers the same principles for damage and science abilities?
I am currently level 20 and haven't spent any points as generally I'm not sure what is best and don't want to TRIBBLE it up, but the aim is to end up in the Recon Sci ship or eventually if the fleet I am a part of gets there the Fleet intrepid.
Any help would be awesome, I've only been playing for a few weeks and with my bad memory this stuff has a habit of flying right over my head, lol.
Yeah, most of the Tac Recon builds port over pretty readily for Sci Recons. for straight up damage, in most instances I'd spec instead into torps, and roll triple plas torps upfront and double spreads (1 and 2), with Disruptor turrets Aft.
well the DSSV, is a poor turning ship so I wouldn't recommend having torps on it. You're better off with the Recon because of it's agility.
Yeah that one should be good to go on it then.
I got them flip flopped in my brain.
...or has MWO sunk its hooks in deep enough that you'll likely not bother?
Well since I didn't get banned, nor the forum reset I'll likely just quietly edit posts I'll post any updates I do in the thread in their own post. Consider it Thread Patch Notes
I'm running with something similar at the moment, from just what I've gained over the course of the game my Research Science Ship (which to note looks like a strange space sperm) has two photon torps and a plasma beam fore and two plasma turrets aft.
Would it be best to just get rid of that fore beam and stick in another torp then and aim to replace the 3 photon ones with plasma as I get them?
My biggest question really has to do with skill points, as a "free" player I have to save up to respec something if I make a stupid mistake.
I'd follow the build you have there but I'm don't really know if that is suitable or if there are any other of your sci builds you would suggest following so I don't miss out on the science skills I might need to train any officers or similar?
Heh, I keep a browser open at all times so I can quickly wiki half the stuff I pick up, all these statistics for some part of the ship, but I haven't the foggiest what that part does.
I went through 3 different characters before starting what then became my engineer, I would get to 10-15 and find something a bit off or I had done something silly, and at one point I was in a ship that wasn't suitable.
Still, it is all a learning process, lol.