The Recluse, is most likely the best healing ship in the game at present. It's commander universal, and strong LTC eng and LTC sci stations allow you tremendous flexibility as a heal ship.
It also keeps the door open for decent CC/Debuff as well.
Weapons: 6 Beam arrays. Polaron, Tetryon for sci captains.
Acc2 CrtH, or CrtH2 Accs.
Engine Borg
Deflector Borg
Shield, Maco, Fleet Resilient shield or KHG.
Consoles: 2 SIF Generators, 2 Armor. Preferably Neutronium or Diburnium and Tetraburnium. Alt 4 SIF Generators.
2 shield emitters consoles (the boost to shield healing) 2 Field Generators.
1 Energy console, 1 Borg.
Power Settings. 60 weapons, 75 shields, 25 engine, 40 Aux.
Cmdr: Energy Siphon 3, this skill has no firing arc limitations and does a solid job at draining power (and more importantly Boosting your own it's a free EPS power transfer. which in the hands of an eng, gives you ludicrously long periods of high power settings) Sci Team 3 Hazard Emitters 2 Tractor beam1
Ens Tac. Tac Team1
Lt Cmdr Eng. EPTS1 EPTS2, Extend Shields 2
Ens Sci. Polarize Hull. Alternate Transfer Shield Strength 1
The Recluse is bar none the best heal ship in the game. And this is why. With the Cmdr Universal, you can roll a Cmdr Eng, still have not only the LTC eng under it, but an LTC Sci slot as well.
This ship is capable of generating well over 6 million healing at the end of an arena, comfortably. It also has ridiculous shield capacity and hull points, when properly specced and equipped.
The Gear
Shield: Maco, MK12 Cap 2 Res. KHG, or the new Fleet shield that has 15 pha, tet and pol resistance.
Deflector: Borg
Engine: Borg.
Consoles: 2 SIF Generators 2 Armor. I recommend, either Ablative and Neutronium. or Diburnium, and Tetra Burnium.
2 Field Generators, 2 Emitter Arrays Alternate: 4 Field Gens
1 Oberth Console, and 1 Borg..
Boffs: ASIF3, ET3, EPTS2, EPTS1
En Tac Tac Team
En Sci Polarize hull. (can swap this for a TSS1)
LTC ENG. Extend Shields 2, RSP1 EPTA1
LTC Sci: Hazard1, Hazard 2, Transfer Shield Strength 3
Doffs: 2 purple Maint Engineers. 1 Warp Core engineer. 2 Shield Distribution Officers. If your babies are being killed, 2 Purp Maint Engs, 1 Warpcore, and 2 Flight Deck officers.
Shield, Maco
Engine Borg
Deflector Borg
Consoles: Engineering. 2 SIF Generators
Sci: Field Generator, 3 Graviton Generators
Tac: Borg and Ablative.
This build, is the standard high aux high shield power no weapon power what so ever science vessel. It's good for healing, provides decent CC, in the way of Zone denial, aoe dps, and 2 movement debuffs in Tractor beam.
The Chroniton torps also provide debuffs, and the beam arrays are there to allow you to utilize your target sub systems, and a little burst dps.
This build really lost potency once charged particle burst went to TRIBBLE however. I posted this incase cryptic ever got it together and fixes it. That being said, the movement debuff abilities of this ship are still formidable, as it's healing potential. The Standard is really a sci captain, or eng captains specialty, given it's utter robustness and lack of real focus on damage. It has a place on an average team, but right now in my opinion it's a little lacking for high end work. Good to learn on though.
Doffs: 2 Purple development Lab scientists, 3 Systems Engineers (viral matrix doffs)
This is the most effective/second most effective Tac Recon I've rolled thus far. It does Ludicrous Damage, it's got great lock down potential, and it's fast. Did I mention it does TRIBBLE Amounts of Damage?
Deflector: Borg
ENgine: Borg
Shield: Maco
Weapons. This is the first time you'll see a real break in the mold for weaponry in this thread. I run (or rather soon will.) with 3 Dual Beam Banks, and 3 Turrets. Why? Simply put the Recon with a tac is Agile. Very Agile. The DBBs pretty much gaurantee that I'll be firing off overloads only on DBBs, they do good forward bite, (which if you look at my skill layout it works best when I'm hitting targets infront of me anyway) and make it very easy to think about lining up TBR push runs.
Power Settings 100 weapons /50 shields/ 25 engine /25 aux
Setting 2 100 weapons /25 shields /25 engine /50 aux
setting 3 /25 weapons /75 shields /25 engines /75 aux (Defense)
Doffs: 3 Systems Engineers (gives my Viral Matrix 3 chances for shut downs). 2 Shield Distribution Officers. Alternate (when running GW) Aftershock doff(name in a sec), 3 Shield Distribution officers, Warp Core Engineer.
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.
This ship is built around being a good Break In ship for guys used to flying Cruisers. It's very user friendly for engineer captains, or sci captains who are used to the cruiser experience. Which makes the nebula a very good choice for those players. It can also be built a great deal more aggressively but I will cover those builds in a subsequent post.
Weapons. I recommend either 3 photon torps, or 2 Chroniton, or 2 plasma torps. Depending on the doffs you want to go with. preferably Acc CrtHX2s in any case.
Aft: 2 Chroniton Mine launchers, 1 beam array energy type anything but plasma or antiproton.
Power Levels: /25 weapons /75 shields /25 engine /75 aux.
The Skills: Cmdr Sci. Grav well 3/PSW3, Sci Team 3, Transfer Shield Strength2, Hazard 1
Lt Cmdr: ASIF2, EPTS2, EPTS1
Lt Tac: Tac Team, Attack Pattern Delta1
Ens Sci: Tractor Beam
Lt Universal: EPTA1 (emergency power to aux 1), Extend Shields 1. Alternate: Sci, Tractor Beam1, Transfer Shield strength2
Consoles:
Engineering: 2 SIF Generators, Neutronium Armor
Science: 2 Field Generators, 2 Graviton Generators, or 2 Emitter Array Consoles. (boosts your shield healing by ridiculous levels)
Tactical: Borg, and Torp Console of your choice.
Doffs: There are a couple of different doff layouts for this thing. 2 Purple Dev Lab scientists go in all of them to get ST3 into it's global. (can also use 2 greens and a blue for this, or 2 blues to get you started if you want 3 other doff slots) Next up, is the aftershock GW doff if you decide to use grav well 3. After that 2 Shield Distribution officers (as good as you can get)
Doff #2. 2 Purple Dev lab scientists, 1 shield distribution doff, 2 Purple Torpedo Doffs.
Doffy 3 2 purple dev labs, 3 purple torpedo officers.
Doffs: Aftershock, Matteranti matter, 2 purple dev lab scientists, 1 purp shield distribution doff.
Alternate: Warp Core Engineer, 2 purple dev labs, 2 Shield Distribution doffs.
This ship is considerably more aggressive than the last nebula posting I made. As it is not really a DPS ship you want as strong of holding power as you can use safely, so gravitons are the way to go. Countermeasure consoles also make a good secondary set too as it raises your scramble duration. Scramble is pretty good for dealing with carrier pets, as well as slowing down healing for a little bit. GW1 gives a good slow for dealing with carriers, and TBR as an alternate can be used against more faster moving targets, and bust up fedballs.
It's capable of supplement heals still as well. The only thing it does not do well is burst damage. New transphasic torps are capable of dealing some good damage for non tacs, but the ship is ponderous. They are there mostly to put pressure on once the sub nuke drops.
Engies can change the torps out for Beams (and all you have to do is shift your spec out of torps into Energy), and change the power settings abit to get max weapon power.
Shields: KHG or Resilient Cap3s Note: MK12 Res Cap2s make a decent stand in till you get your KHGs if you're too new for Res Cap3s. (they aren't in vendors anymore)
Deflector: Borg
Engine: Borg
Weapons : 4 Dual Heavy Cannons 2 Turrets.
or 4 Dual Heavy Cannons 2 aft chroniton launchers.
Consoles: 2 Neutronium Armors 1 Borg
2 Particle Generators, 1 Field Generator. (balance) Offense 3 Particle Gens, or 3 Graviton Consoles, Defense 1 Graviton or particle gen, 2 Field Generators.
3 Energy Consoles.
Doffs: I recommend the after shock doff, the matter anti matter specialist, and 3 shield distribution officers on one setup. For another more setup incase the GW and plas start to fail, 3 Systems Engineers (viral matrix) 2 shield distribution officers.
3rd loadout. Matter Anti Matter, Aftershock, 2 Systems Engineers, 1 Shield Distribution officer.
This particular Sci bird is built to set up massive zone control with shut down capability. Like all smart bops it's made to hit and get out ASAP should the attack fail. RSP is really only there to help you escape. It's not there to help you sustain a fight. The two cannon skills similarly are there for options. CSV gives you spam clearing options (always good in modern STO!), while CRF gives you more burst options.
Grav well and warp plasma are utterly devastating when combined together and the bop is more than fast enough to utilize this setup. Couple these with VM and Sub Nuc and you have a ship that probably can, and will make people at some point throw something, probably something heavy across the room in anguish.
Get 2 of these Birds together and things get utterly hilarious, very quickly.
This is a relatively old sci bird, with an addition of VM and doffs but it still works incredibly well when positioned and used correctly. It also is one of the few bop layouts that is not 100 percent duplicate's by federation starships (at present) It is also one of the last vestiges the Bug has not completely replaced.
This is another sci bird of prey. This one's focus however is to be a vampire. It has two suites of options here, or rather three, once the nasty drains hit the field.
After some retesting of Tykens recently, they appear to have finally fixed it. At least if you are decked to the 9s with it anyway and are using mark 3. (TR3 still seems only about where 2 was before all the skill tree changes, but that's still a fairly usable skill when used enmasse)
Like my previous Sci Bird this one is meant to be paired with a duplicate of her capabilities.
Gear: Weapons Polaron Acc 2 CrtH, Dual Heavy Cannons X4, Attack pattern B change out a DHC for a Beam Array. 2 Polaron Turrets Acc2 CrtH
Engine: Borg
Deflector: Borg
Shield: KHG, MK12 Resilient Cap2. Or Mk X Res Cap3 if you still have one.
Consoles: Engineering Barrier Field Generator, Aceton Assimilator, Neutronium Armor
Science : 2 Field Generators, 1 Borg
Tactical : 3 Polaron Consoles.
Doffs: Gravimetric Scientist (Tykens), 2 Systems Engineers, 1 Purple Shield distribution officer.
Power Settings: 100 Weapons, 25 shields, 25 engine, 50 aux. 50 weapons, 25 shield, 25 engine, 100 Aux. (cloak, and decloak starter setting unless you want to eat a battery for aux) Run Away, 25 weapon, 75 Shields, 75 Engines, 25 aux.
There are three primary attack configurations for this ship. Each change the Lt Cmdr Boff slot at minimum. I will list them and their relevant configurations as A B and C.
The Barrier field replaces the busted leech, and provides the ability to segregate ships on the opposing team from each other. This gives you another soft counter to extend shields, and will slow down healing tremendously from your opposition, when properly deployed especially with a second field on the well field. The assimilators, even though they no longer stack like they once did and their drain is greatly reduced, gives you a static 5 power loss or so on the field to assist in tyken and polaron Drains.
This bird is mean to hit and run once things get hot and heavy like the last sci bird and set the battlefield for total destruction of the opposition
Doffs: 2 Systems Engineers, 1 Gravitmetric Scientist, 2 Shield Distribution Officers.
The X Wing is like all other bops a hit and run vessel, unlike the others which to some extent you can force into a tac captain, in my opinion the X Wing is only capable of being truly utilized by a Sci Captain. The purpose of this ship is to throw as many sci powers and CC down range as physically possible in a short amount of time. It's basically a Science Alpha Strike with battle cloak.
It is also capable of throwing heals to someone in dire need of them to relieve pressure on your friendly Negvar, Recluse or Flight Deck Cruiser since frankly the bop should either have killed, or maimed it's target, or left. Leaving heals unused in the process. Remember RSP is not there to help you sustain a fire fight. It's there to give you a cushion during your Getaway. And you need to getaway fast in this ship if the attack fails.
The OrbWeaver like all sci ships, for tac captains has lost abit of it's luster. (due to the nerf of PSW3) It does however have the option to mount Overloads and TBR3. Giving it some bite, that it needs fairly direly. This is basically on the other end of a TacXcelsior setup, where you set the ship up to do damage in waves and in concert with stuff like TBR3.
There is another orb setup that I'll cover later for tacs that is considerably more expensive to build. Consider this the cheapbook version.
Consoles: 2 Ablative Armor, 1 Borg
2 Field Generators, 2 Particle Generators
3 Energy Consoles.
Cmdr: TBR3, FBP2, TSS2, TSS1
Lt Cmdr Eng: EPTS1, EPTS2 EWP1
Lt Cmdr Uni: TT, BO2, BO3. (note due to the use of alot of non tac damaging abilities you can also swap this out for an APO, especially in danube infested matches)
Ens Tac TT
Ens Sci Polarize Hull1
Power settings: 100 to guns, 50 to shields, 25, 25. Secondary, 75 Weapons, 25, shields, 25 engines, 75 Aux.
Defensive #1, 25 weapons 75 shields, 25 engine, 75 aux.
Doffs: Tractor beam officer (TBR doff it lowers engine power of the targets getting nailed by TBR), 2 Shield Distribution officers, 2 Conn officers (Evasive Maneuvers)
It's a decent Crank Monster, with the Best Hits of a cruiser, sci ship, and higher spike potential than the average of both.
Well DDIS now you have a TRIBBLE ton of stuff to add to the TOC anyway. Serves you right for bein lazy and not rifling through the older threads! :eek:
As of now I'd like to give the Ambassador a shot. Being an Engi captain, I'll try to stick with the name and create a support cruiser. I am currently flying the following setup, which I've been using roughly since the Amby got launched:
Weapons: 6x Phased Tetryon Arrays [ACC]x2, 1x Chroniton Mines as well the Breen Cluster Torp
So, this ship heals very decently. There are however a few problems I have yet to solve:
My damage is weak, very weak. I somewhere read here, a decent (heal) cruiser should deal roughly 1/4 to 1/3 of the healing he dishes out. However with this ship, it is much more like 1/8 to 1/6 in terms of damage/heal ratio. I often find myself somewhat useless for a team. I am pretty sure the weapon setup ain't the best, however my classic eight beam layout won't work at all without EPtW.
This is backed up by another problem. I haven't actively played since a while and this ship is as sturdy as a paper ship. Even though I am constantly redistributing my shields (of course), chaining those two EPtS2 copies, I got shreddered to pieces within eyeblinks by escorts - mind those are mostly not even tactical escorts, but sci ones. Even when I throw TSS and RSF in the mix, my shields get eaten up like popcorn. Tac Team helps for a very short while, but since I am using Sci Team with those Doff, TT1 doesn't really have much of a priority.
So basicly I fly around keeping my team alive, which works. Then some escort gets the glorios idea to target the healer - which would be me. And boom she goes, even when I fire up virtually all skills just for me, I rarely can't keep myself alive there. So what use is a healer, who deals no damage and virtually can't take any? As mentioned I can't remember neither my Excelsior, nor my Star Cruiser being THAT fragile, however I haven't played those since a while. So either escorts got more powerful or I am missing something here, maybe I forgot how to play.
Now I have 200 Lobi Crystals to spend and I am thinking about getting of those Tachyon Mine Launchers to either replace the Chroniton Mines or that Breen Cluster Torp.
Any additional comments? Is the Sci Team focused way even decent nowadays? I was thinking with either going 2xTT1 copies and change out two Doffs (to which?) or try an Eng Team focused build, which features ET3 and ES3.
Lately I've been also thinking about ditching those two BFI Doffs and replace them with Damage Control Doffs, basicly just cycling EPtA1 and EPtS1 - hoping for the Doff proc. However since I have a hard time staying alive even with EPtS2 and BFI as a backup, I don't want to know how this works with EPtS1 and without BFI...
i would suggest doing that, 2 dev lab, 2 damage control and 1 bfi is what i would run personally. you would have room for an RSP1, and ether another AtS or ES in the other LT slot. its pretty hard for a fed cruiser to tank indefinitely if they don't have an RSP somewhere in there to fall back on at some point.
Well DDIS now you have a TRIBBLE ton of stuff to add to the TOC anyway. Serves you right for bein lazy and not rifling through the older threads! :eek:
or maybe i wanted your builds in your posts! and i wanted the thread to be a collaboration! until today, maybe it was not i who was lazy
oh and mav, don't miss out on the free tier 5 ambassador and kamarang during the anniversary event, at least log in and run the anniversary mission to get them. the tier 5 are only available during this event! they both have COM eng, LTC sci, LT eng, LT tac and ENS tac.
also, get the party popper from Q, you can fill rooms with huge balloons that it can make!
or maybe i wanted your builds in your posts! and i wanted the thread to be a collaboration! until today, maybe it was not i who was lazy
oh and mav, don't miss out on the free tier 5 ambassador and kamarang during the anniversary event, at least log in and run the anniversary mission to get them. the tier 5 are only available during this event! they both have COM eng, LTC sci, LT eng, LT tac and ENS tac.
also, get the party popper from Q, you can fill rooms with huge balloons that it can make!
Lazy me? Pfft I'm retired remember? You're lucky I even remembered my log in password to get on this forum!
This is my version of the Plas?Tinga. It has cost me a lot of farming to finally get all the parts I wanted. I have got almost every item available to maximize plasma damage; especially the plasma DoT (Embassy consoles, romulan reputation items, reman deflector/engine and the several set bonuses). I run it with my tactical captain to boost the (dot) damage even more.
Science consoles:
Zero Point energy conduit (+plasma dmg, + EPS system)
2x embassy Particle Generators Mk X [-Th] [Pla] (to boost DoT and EWP)
Tac consoles:
3x Plasma Infuser Mk XII (boosts both energy and torpedo DoTs)
Boffs: HY1, CRF1
TT1 ET1, AtoB1, DEM1, EWP3 (DEM can be replaced for RSP2) EptW1/E1, AtoB1, EptS3 TrB1, HE2
Doffs: 3x technician
2x torpedo (can replace 1 with the EWP engine disable doff)
With the adapted KHG combined with EptS3, I have massive resist, not needing any other shield heals.
ET1/TT1 are to use on demand (but is hardly needed)
Set Bonuses:
2x romulan rep items: + plasma dmg
3x romulan rep items: every 2 minutes high DoT FAW from experimental beam array
2x reman deflector/engine: +plasma torps speed boost + defense and + extra particle gens for EWP
2x borg rep items: + power = more dmg
3x borg rep items: + heal passives
I don?t know how to make this build even more brutal. If anyone has a suggestion, I will try it out.
Lazy me? Pfft I'm retired remember? You're lucky I even remembered my log in password to get on this forum!
What do I have to do to get the lolships.
just got to do a not to long high quality mission, given by a new npc standing in front of qinn's office/ out side the transporter room in the first city. don't put it off, limited time and all that for tier 5 versions. and the balloon maker is worth loging in and playing with alone. get that from Q.
just got to do a not to long high quality mission, given by a new npc standing in front of qinn's office/ out side the transporter room in the first city. don't put it off, limited time and all that for tier 5 versions. and the balloon maker is worth loging in and playing with alone. get that from Q.
That mission was horrible. I was about ready to shoot someone in the face over it.
That ship was hardly free as far as I'm concerned.
That mission was horrible. I was about ready to shoot someone in the face over it.
That ship was hardly free as far as I'm concerned.
Also add those builds to the TOC already :P
the ambassador has a good healer setup, and a battle cruiser with VM all doffed out could be even more dangerous then ktinga or vorcha. im working on the TOC, thats a huge amount of things to update, and its slightly more work then just pasting an address. i was almost done yesterday but then dead space 3 finished downloading
Drunk, I'm not sure whether you caught this the other time that I mentioned it about ACT and parsing plasma - but I just went through and dropped some info out in an Academy thread: http://sto-forum.perfectworld.com/showthread.php?t=514751
When you were looking at the contributions from Plasma Energy/Torpedo/Mine along with your EWP - you likely weren't getting all the info...
I was messing around with my Vesta and thought it would be cool to have 5%+5%+10%+10% = 30% Defence just like that (from the setup below)... Does it even stack that way?
Aegis Deflector Aegis Engines MACO Res Shields Mk XII
2x Flight Deck Officers (Increase 10% defense in Recall mode)
If it does indeed stack like that, would it be viable as a speedy healer using engineers in the lt.commander and lieutenant boff slot?
Drunk, I'm not sure whether you caught this the other time that I mentioned it about ACT and parsing plasma - but I just went through and dropped some info out in an Academy thread: http://sto-forum.perfectworld.com/showthread.php?t=514751
When you were looking at the contributions from Plasma Energy/Torpedo/Mine along with your EWP - you likely weren't getting all the info...
the parcer gets EWP correct, but dots from weapons is all messed up. i think only the DOT from energy weapons even has it's own entries in ACT.
as far as i can tell, on torps the DOT and torp damage to shields and hull are all in the same entry. thats the only way to explain the number of swings. it doesn't like the omega torp ether, theres the energy orb entry, but i think thats for shield impacts, then its just called a plasma torp for hull hits, and its DOT.
none of that fits nicely in the log unfortunately.
*edit pretty often in borg red alerts i'll get the unimatrix ship damage in my entry too
I was messing around with my Vesta and thought it would be cool to have 5%+5%+10%+10% = 30% Defence just like that (from the setup below)... Does it even stack that way?
Aegis Deflector Aegis Engines MACO Res Shields Mk XII
2x Flight Deck Officers (Increase 10% defense in Recall mode)
If it does indeed stack like that, would it be viable as a speedy healer using engineers in the lt.commander and lieutenant boff slot?
i hear it all stacks additively, and you can be as hard to hit as you think it can potentially be
Comments
The Recluse, is most likely the best healing ship in the game at present. It's commander universal, and strong LTC eng and LTC sci stations allow you tremendous flexibility as a heal ship.
It also keeps the door open for decent CC/Debuff as well.
Weapons: 6 Beam arrays. Polaron, Tetryon for sci captains.
Acc2 CrtH, or CrtH2 Accs.
Engine Borg
Deflector Borg
Shield, Maco, Fleet Resilient shield or KHG.
Consoles: 2 SIF Generators, 2 Armor. Preferably Neutronium or Diburnium and Tetraburnium. Alt 4 SIF Generators.
2 shield emitters consoles (the boost to shield healing) 2 Field Generators.
1 Energy console, 1 Borg.
Power Settings. 60 weapons, 75 shields, 25 engine, 40 Aux.
Cmdr: Energy Siphon 3, this skill has no firing arc limitations and does a solid job at draining power (and more importantly Boosting your own it's a free EPS power transfer. which in the hands of an eng, gives you ludicrously long periods of high power settings) Sci Team 3 Hazard Emitters 2 Tractor beam1
Ens Tac. Tac Team1
Lt Cmdr Eng. EPTS1 EPTS2, Extend Shields 2
Ens Sci. Polarize Hull. Alternate Transfer Shield Strength 1
Lt Cmdr Sci: Transfer Shield Strength 3, Hazard 2, Tractor Beam 1
Doffs: 2 development lab scientists. 2 Shield Distribution officers, 1 hazard system officer.
The Recluse is bar none the best heal ship in the game. And this is why. With the Cmdr Universal, you can roll a Cmdr Eng, still have not only the LTC eng under it, but an LTC Sci slot as well.
This ship is capable of generating well over 6 million healing at the end of an arena, comfortably. It also has ridiculous shield capacity and hull points, when properly specced and equipped.
The Gear
Shield: Maco, MK12 Cap 2 Res. KHG, or the new Fleet shield that has 15 pha, tet and pol resistance.
Deflector: Borg
Engine: Borg.
Consoles: 2 SIF Generators 2 Armor. I recommend, either Ablative and Neutronium. or Diburnium, and Tetra Burnium.
2 Field Generators, 2 Emitter Arrays Alternate: 4 Field Gens
1 Oberth Console, and 1 Borg..
Boffs: ASIF3, ET3, EPTS2, EPTS1
En Tac Tac Team
En Sci Polarize hull. (can swap this for a TSS1)
LTC ENG. Extend Shields 2, RSP1 EPTA1
LTC Sci: Hazard1, Hazard 2, Transfer Shield Strength 3
Doffs: 2 purple Maint Engineers. 1 Warp Core engineer. 2 Shield Distribution Officers. If your babies are being killed, 2 Purp Maint Engs, 1 Warpcore, and 2 Flight Deck officers.
Power Settings: 25 weapons, 75 Shields, 25 engine, 75 Aux. Secondary, 100 Weapons, 50 shields, 25, 25.
Tertiary 75 weapons, 25 shields, 25 engine, 75 Aux.
Devices: Shield battery, Weapon Battery. Subspace Field Mod.
Pets: Danubes of course! For KDF, I recommend 1 wing of Interceptors, and 1 wing of Siphon pods.
Alternate boff list.
Ditch the second TB1, for a second HE1. Remove the Hazards 2 for a TBR1.
Weapons: 2 Chroniton Torps front. Beam Array (phaser or tet), 2 Chroniton Torps Aft. 1 beam array.
Shield, Maco
Engine Borg
Deflector Borg
Consoles: Engineering. 2 SIF Generators
Sci: Field Generator, 3 Graviton Generators
Tac: Borg and Ablative.
This build, is the standard high aux high shield power no weapon power what so ever science vessel. It's good for healing, provides decent CC, in the way of Zone denial, aoe dps, and 2 movement debuffs in Tractor beam.
The Chroniton torps also provide debuffs, and the beam arrays are there to allow you to utilize your target sub systems, and a little burst dps.
This build really lost potency once charged particle burst went to TRIBBLE however. I posted this incase cryptic ever got it together and fixes it. That being said, the movement debuff abilities of this ship are still formidable, as it's healing potential. The Standard is really a sci captain, or eng captains specialty, given it's utter robustness and lack of real focus on damage. It has a place on an average team, but right now in my opinion it's a little lacking for high end work. Good to learn on though.
Doffs: 2 Purple development Lab scientists, 3 Systems Engineers (viral matrix doffs)
This is the most effective/second most effective Tac Recon I've rolled thus far. It does Ludicrous Damage, it's got great lock down potential, and it's fast. Did I mention it does TRIBBLE Amounts of Damage?
Deflector: Borg
ENgine: Borg
Shield: Maco
Weapons. This is the first time you'll see a real break in the mold for weaponry in this thread. I run (or rather soon will.) with 3 Dual Beam Banks, and 3 Turrets. Why? Simply put the Recon with a tac is Agile. Very Agile. The DBBs pretty much gaurantee that I'll be firing off overloads only on DBBs, they do good forward bite, (which if you look at my skill layout it works best when I'm hitting targets infront of me anyway) and make it very easy to think about lining up TBR push runs.
Power Settings 100 weapons /50 shields/ 25 engine /25 aux
Setting 2 100 weapons /25 shields /25 engine /50 aux
setting 3 /25 weapons /75 shields /25 engines /75 aux (Defense)
Consoles: Engineering Borg, RCS/Diburnium Armor
Science: Field Generator, 3 Particle Generators
Tactical 3 Tetryon Pulse Generators.
Doffs: 3 Systems Engineers (gives my Viral Matrix 3 chances for shut downs). 2 Shield Distribution Officers. Alternate (when running GW) Aftershock doff(name in a sec), 3 Shield Distribution officers, Warp Core Engineer.
Cmdr: FBP3, Tractor Beam Repulsors2, Transfer Shield Strength2, Polarize Hull
Alternate. TBR3 FBP2, TSS2, PH
Lt Cmdr: Viral Matrix 1/Gravity well 1, Transfer Shield Strength2, Tractor Beam1
Alternate: Grav well 1, Hazard Emitters 2, Tractor Beam
Lt Eng: EPTS1 EPTS2
Lt Tac. Tac Team. Beam overload2/Attack Pattern Beta1
Ens: Tac Team
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.
Deflector :Borg
Engine: Borg
Shield: Maco
Weapons Phaser Beam array (of course) 2 Plasma Torpedoes
Aft, 3 Plasma Mine Launchers.
Doffs. 2 purple torpedo officers, 2 Systems Engineers, 1 Aftershock
Power levels. 25 weapons, 50 Shields, 50 Engines, 75 Aux.
Cmdr: Viral Matrix 3, Sci Team 3/TSS3, TSS2, Tractor Beam1 Alternate: Vm3, TBR2, ST2, TSS1
Lt Cmdr: Grav Well 1, HE2, HE1/Polarize hull1
Lt Tac, Tac Team, Attack Pattern Delta1
Lt Eng. EPTS1 and 2
Ens Tac: Torp spread1
Intrepid Variant:
Ens Sci, Tractor Beam1
The Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=HealbotNeb_0
Deflector: Borg
Engine: Borg
Shield: Maco
Weapons. I recommend either 3 photon torps, or 2 Chroniton, or 2 plasma torps. Depending on the doffs you want to go with. preferably Acc CrtHX2s in any case.
Aft: 2 Chroniton Mine launchers, 1 beam array energy type anything but plasma or antiproton.
Power Levels: /25 weapons /75 shields /25 engine /75 aux.
The Skills: Cmdr Sci. Grav well 3/PSW3, Sci Team 3, Transfer Shield Strength2, Hazard 1
Lt Cmdr: ASIF2, EPTS2, EPTS1
Lt Tac: Tac Team, Attack Pattern Delta1
Ens Sci: Tractor Beam
Lt Universal: EPTA1 (emergency power to aux 1), Extend Shields 1. Alternate: Sci, Tractor Beam1, Transfer Shield strength2
Consoles:
Engineering: 2 SIF Generators, Neutronium Armor
Science: 2 Field Generators, 2 Graviton Generators, or 2 Emitter Array Consoles. (boosts your shield healing by ridiculous levels)
Tactical: Borg, and Torp Console of your choice.
Doffs: There are a couple of different doff layouts for this thing. 2 Purple Dev Lab scientists go in all of them to get ST3 into it's global. (can also use 2 greens and a blue for this, or 2 blues to get you started if you want 3 other doff slots) Next up, is the aftershock GW doff if you decide to use grav well 3. After that 2 Shield Distribution officers (as good as you can get)
Doff #2. 2 Purple Dev lab scientists, 1 shield distribution doff, 2 Purple Torpedo Doffs.
Doffy 3 2 purple dev labs, 3 purple torpedo officers.
Ship: Nebula.
Engine: Borg
Deflector :Borg
Shield, Maco.
Weapons: 3 trans torps, aft, 2 chron mines, and a beam array.
Consoles: 2 SIF gens, 1 Ablative armor.
2 Field Generators, 2 Graviton Generators
2 Transphasic consoles.
Power settings, 25 weapons, 50 shields, 50 engine, 75 aux.
Alternate : 75 weapons, 50 shields, 25 engines, 50 aux.
Cmdr, Scramble 3, GW1, TSS2, HE1. Alternate: Scramble 3, TBR2, TSS2 HE1
Lt Cmdr, Warp Plasma 1, EPTS2, EPTS1 Alternate : EPTS3, Extendshield 1 EPTS1
Lt Uni PH1, ST2
Lt Tac: Tac Team 1, APD1
Ens. Tractor beam
Doffs: Aftershock, Matteranti matter, 2 purple dev lab scientists, 1 purp shield distribution doff.
Alternate: Warp Core Engineer, 2 purple dev labs, 2 Shield Distribution doffs.
This ship is considerably more aggressive than the last nebula posting I made. As it is not really a DPS ship you want as strong of holding power as you can use safely, so gravitons are the way to go. Countermeasure consoles also make a good secondary set too as it raises your scramble duration. Scramble is pretty good for dealing with carrier pets, as well as slowing down healing for a little bit. GW1 gives a good slow for dealing with carriers, and TBR as an alternate can be used against more faster moving targets, and bust up fedballs.
It's capable of supplement heals still as well. The only thing it does not do well is burst damage. New transphasic torps are capable of dealing some good damage for non tacs, but the ship is ponderous. They are there mostly to put pressure on once the sub nuke drops.
Engies can change the torps out for Beams (and all you have to do is shift your spec out of torps into Energy), and change the power settings abit to get max weapon power.
Tacs really don't belong in nebulas.
Ship: Heghta heavy raider.
Shields: KHG or Resilient Cap3s Note: MK12 Res Cap2s make a decent stand in till you get your KHGs if you're too new for Res Cap3s. (they aren't in vendors anymore)
Deflector: Borg
Engine: Borg
Weapons : 4 Dual Heavy Cannons 2 Turrets.
or 4 Dual Heavy Cannons 2 aft chroniton launchers.
Power Settings. 100 Weapons 25 shields, 25 engine, 50 aux. (preset 1)
Preset 2, 100 Weapons 50 shields, 25, 25
Preset 3, 100, 35 shields, 25 engine, 35 aux
Preset 4 25 weapons, 75 shields, 25 engines, 75 aux.
Devices: Aux batteries, Engine Batteries. (with optional. Shield Battery, Subspace field mod)
Cmdr: Grav well 3, Viral Matrix 1, Transfer Shield strength 2 Polarize Hull1
Lt Cmdr, EPTS1, RSP1, Eject warp plasma 1
Lt Tac Tac Team1 Cannon Rapid Fire1
Lt tac Tac Team 1 Cannon Scatter volley1
Consoles: 2 Neutronium Armors 1 Borg
2 Particle Generators, 1 Field Generator. (balance) Offense 3 Particle Gens, or 3 Graviton Consoles, Defense 1 Graviton or particle gen, 2 Field Generators.
3 Energy Consoles.
Doffs: I recommend the after shock doff, the matter anti matter specialist, and 3 shield distribution officers on one setup. For another more setup incase the GW and plas start to fail, 3 Systems Engineers (viral matrix) 2 shield distribution officers.
3rd loadout. Matter Anti Matter, Aftershock, 2 Systems Engineers, 1 Shield Distribution officer.
This particular Sci bird is built to set up massive zone control with shut down capability. Like all smart bops it's made to hit and get out ASAP should the attack fail. RSP is really only there to help you escape. It's not there to help you sustain a fight. The two cannon skills similarly are there for options. CSV gives you spam clearing options (always good in modern STO!), while CRF gives you more burst options.
Grav well and warp plasma are utterly devastating when combined together and the bop is more than fast enough to utilize this setup. Couple these with VM and Sub Nuc and you have a ship that probably can, and will make people at some point throw something, probably something heavy across the room in anguish.
Get 2 of these Birds together and things get utterly hilarious, very quickly.
This is a relatively old sci bird, with an addition of VM and doffs but it still works incredibly well when positioned and used correctly. It also is one of the few bop layouts that is not 100 percent duplicate's by federation starships (at present) It is also one of the last vestiges the Bug has not completely replaced.
After some retesting of Tykens recently, they appear to have finally fixed it. At least if you are decked to the 9s with it anyway and are using mark 3. (TR3 still seems only about where 2 was before all the skill tree changes, but that's still a fairly usable skill when used enmasse)
Like my previous Sci Bird this one is meant to be paired with a duplicate of her capabilities.
Gear: Weapons Polaron Acc 2 CrtH, Dual Heavy Cannons X4, Attack pattern B change out a DHC for a Beam Array. 2 Polaron Turrets Acc2 CrtH
Engine: Borg
Deflector: Borg
Shield: KHG, MK12 Resilient Cap2. Or Mk X Res Cap3 if you still have one.
Consoles: Engineering Barrier Field Generator, Aceton Assimilator, Neutronium Armor
Science : 2 Field Generators, 1 Borg
Tactical : 3 Polaron Consoles.
Doffs: Gravimetric Scientist (Tykens), 2 Systems Engineers, 1 Purple Shield distribution officer.
Power Settings: 100 Weapons, 25 shields, 25 engine, 50 aux. 50 weapons, 25 shield, 25 engine, 100 Aux. (cloak, and decloak starter setting unless you want to eat a battery for aux) Run Away, 25 weapon, 75 Shields, 75 Engines, 25 aux.
http://www.stoacademy.com/tools/skillplanner/index.php?build=Vampirebop_0
There are three primary attack configurations for this ship. Each change the Lt Cmdr Boff slot at minimum. I will list them and their relevant configurations as A B and C.
Cmdr: Tykens Rift 3, Viral Matrix 1, Transfer Shield Strength2, Polarize hull.
Lt Cmdr A: Photonic Shockwave1, Hazard Emitter 2, Tractor Beam1
Lt Tac: A: Tac Team, Cannon Scatter Volley.
Lt Eng A: Emergency Power to Shields 1, Reverse Shield Polarity 1
LtCmdr B: Tac Team, Cannon Scattery Volley1, Target Engines 2 with Target Shields 2 on an alt tac boff.
Lt Eng B: EPTS1 RSP1
Lt Uni B: Tac Team1, Cannon Rapid Fire1
Lt Cmdr C: EPTS 1, RSP1, Eject Warp Plasma 1
Lt C: Tac Team, Cannon Scatter Volley1
Lt C: Tac Team CSV1
The Barrier field replaces the busted leech, and provides the ability to segregate ships on the opposing team from each other. This gives you another soft counter to extend shields, and will slow down healing tremendously from your opposition, when properly deployed especially with a second field on the well field. The assimilators, even though they no longer stack like they once did and their drain is greatly reduced, gives you a static 5 power loss or so on the field to assist in tyken and polaron Drains.
This bird is mean to hit and run once things get hot and heavy like the last sci bird and set the battlefield for total destruction of the opposition
Weapons: Polaron Dual Heavy CannonsX 4 Acc, CrthX2 1 Polaron Turret Acc CrtHX2, 1 Cloaking Tractor Mine Launcher/1 Tric Mine Launcher.
Deflector: Borg
Engine: Borg
Shield, Fleet Resilient Shields, or MK12 Cap2 Resilient.
Consoles: 1 Borg, 1 Iso charge, 1 Leech.
1 Aceton Assim, 2 Field Generators.
3 Energy Consoles.
Devices: Engine Batteries, Aux Batteries.
Cmdr: Viral Matrix 3, Tykens Rift 2, TSS2, Polarize Hull1
Lt Cmdr: EPTS1, RSP1, Warp Plasma1
Lt Cmdr: Tractor Beam1, Hazard 2, Photonic Shockwave1
Lt, TT, and APD1
Power Settings: 100 to Weapons, 25 shields, 25 engine, 50 aux. Attack 2, 75 weapons, 25 shields, 25 engine, 75 aux. Run Away. 25 weapons, 75 shields, 75 engines, 25 aux.
Doffs: 2 Systems Engineers, 1 Gravitmetric Scientist, 2 Shield Distribution Officers.
The X Wing is like all other bops a hit and run vessel, unlike the others which to some extent you can force into a tac captain, in my opinion the X Wing is only capable of being truly utilized by a Sci Captain. The purpose of this ship is to throw as many sci powers and CC down range as physically possible in a short amount of time. It's basically a Science Alpha Strike with battle cloak.
It is also capable of throwing heals to someone in dire need of them to relieve pressure on your friendly Negvar, Recluse or Flight Deck Cruiser since frankly the bop should either have killed, or maimed it's target, or left. Leaving heals unused in the process. Remember RSP is not there to help you sustain a fire fight. It's there to give you a cushion during your Getaway. And you need to getaway fast in this ship if the attack fails.
The OrbWeaver like all sci ships, for tac captains has lost abit of it's luster. (due to the nerf of PSW3) It does however have the option to mount Overloads and TBR3. Giving it some bite, that it needs fairly direly. This is basically on the other end of a TacXcelsior setup, where you set the ship up to do damage in waves and in concert with stuff like TBR3.
There is another orb setup that I'll cover later for tacs that is considerably more expensive to build. Consider this the cheapbook version.
Weapons: 3 DBBs, 3 Turrets. Acc2 CrtH. Turrets, CrthX2 Acc. Disruptors.
Deflector: Borg
Engine: Omega
Shield: Omega
Consoles: 2 Ablative Armor, 1 Borg
2 Field Generators, 2 Particle Generators
3 Energy Consoles.
Cmdr: TBR3, FBP2, TSS2, TSS1
Lt Cmdr Eng: EPTS1, EPTS2 EWP1
Lt Cmdr Uni: TT, BO2, BO3. (note due to the use of alot of non tac damaging abilities you can also swap this out for an APO, especially in danube infested matches)
Ens Tac TT
Ens Sci Polarize Hull1
Power settings: 100 to guns, 50 to shields, 25, 25. Secondary, 75 Weapons, 25, shields, 25 engines, 75 Aux.
Defensive #1, 25 weapons 75 shields, 25 engine, 75 aux.
Doffs: Tractor beam officer (TBR doff it lowers engine power of the targets getting nailed by TBR), 2 Shield Distribution officers, 2 Conn officers (Evasive Maneuvers)
It's a decent Crank Monster, with the Best Hits of a cruiser, sci ship, and higher spike potential than the average of both.
Sci Orb
http://www.stoacademy.com/tools/skillplanner/index.php?build=Mavsciorb1_0
This Orbweaver is built just for sci captains.
Weapons: 1 Chroniton Torpedo Launcher, Acc2, CrtH, 2 Tholian Torpedoes, 1 Cloaking Tractor Mine, 2 aft Beam Arrays. Polaron. acc2, crth
Deflector: Borg
Engine: Borg
Shield Maco.
Consoles: 1 Ablative Armor. 1 Borg Console. 1 Isometric Charge,
2 Field Generators, 2 Graviton Generators.
3 Warhead chambers.
Cmdr: TBR3, FBP2, TSS2, HE1
Lt Cmdr. TT, Torp Spread2, APO1 Alternate: Tractor Beam1, Sci Team2, Sci team 3
Lt Cmdr: EPTS1, EPTS2, Warp Plas1
ENs Tac. TT
Ens Sci; Polarize Hull1
Alternate: Tykens Rift3, Viral Matrix 1, TSS2, Polarize Hull1
TT, Torp Spread2, Torp Spread3
Lt Cmdr: EPTS1, EPTS2, Warp Plas1
Ens TT
Ens Sci, Hazard1
Power Settings: 25 weapons, 75 shields, 25 engine, 75 Aux. Secondary, 25 weapons, 25 shields, 75 Engines, 75 Aux.
Doffs: 2 Shield Distribution Officers, 1 Gravimetric Scientist (for Tykens), 2 Systems Engineers.
(If no Tykens) 2 SDOs, 1 Tractor Beam Officer, 2 Torpedo Officers.
This ship is a flying debuff platform.[
ST3=Science Team 3 right? If so how you got it as an engi? Everywhere I read it's classfied as trainable to BoFFs by Science Captains only.
If the above it's corect, what would be a good LtC Science skill for a healboat Ambassador?
Trade your BOFF to a friendly neighborhood Sci Captain and have him train it for you. Then be nice and train some of his for him
How exactly do you trade BoFFs? does it need to still be a candidate?
I had no idea :eek: Thanks
i would suggest doing that, 2 dev lab, 2 damage control and 1 bfi is what i would run personally. you would have room for an RSP1, and ether another AtS or ES in the other LT slot. its pretty hard for a fed cruiser to tank indefinitely if they don't have an RSP somewhere in there to fall back on at some point.
or maybe i wanted your builds in your posts! and i wanted the thread to be a collaboration! until today, maybe it was not i who was lazy
oh and mav, don't miss out on the free tier 5 ambassador and kamarang during the anniversary event, at least log in and run the anniversary mission to get them. the tier 5 are only available during this event! they both have COM eng, LTC sci, LT eng, LT tac and ENS tac.
also, get the party popper from Q, you can fill rooms with huge balloons that it can make!
Lazy me? Pfft I'm retired remember? You're lucky I even remembered my log in password to get on this forum!
What do I have to do to get the lolships.
A double jointed jaw and no gag reflex.
Sadly you weren't far off the mark.
Cryptic should just quit now.
That was beyond the pale level of ''special'' even for them.
Ship: Fleet K'Tinga
Front: Omega torpedo, advanced fleet plasma torpedo, 2x cannon (or DHC).
Back: Romulan hyper torpedo, cutting beam, plasma turret, romulan experimental beam array
The omega and fleet torp in front because they do the most DoT (around 1000 / tick).
Deflector + Engine: reman MKXII
Shield: adapted KHG (=MACO)
Engineering Consoles:
Neutronium Alloy
Tachyokinetic Converter
Plasmonic Leach
Borg Assimilated module
Science consoles:
Zero Point energy conduit (+plasma dmg, + EPS system)
2x embassy Particle Generators Mk X [-Th] [Pla] (to boost DoT and EWP)
Tac consoles:
3x Plasma Infuser Mk XII (boosts both energy and torpedo DoTs)
Boffs:
HY1, CRF1
TT1
ET1, AtoB1, DEM1, EWP3 (DEM can be replaced for RSP2)
EptW1/E1, AtoB1, EptS3
TrB1, HE2
Doffs:
3x technician
2x torpedo (can replace 1 with the EWP engine disable doff)
With the adapted KHG combined with EptS3, I have massive resist, not needing any other shield heals.
ET1/TT1 are to use on demand (but is hardly needed)
Set Bonuses:
2x romulan rep items: + plasma dmg
3x romulan rep items: every 2 minutes high DoT FAW from experimental beam array
2x reman deflector/engine: +plasma torps speed boost + defense and + extra particle gens for EWP
2x borg rep items: + power = more dmg
3x borg rep items: + heal passives
I don?t know how to make this build even more brutal. If anyone has a suggestion, I will try it out.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
just got to do a not to long high quality mission, given by a new npc standing in front of qinn's office/ out side the transporter room in the first city. don't put it off, limited time and all that for tier 5 versions. and the balloon maker is worth loging in and playing with alone. get that from Q.
That mission was horrible. I was about ready to shoot someone in the face over it.
That ship was hardly free as far as I'm concerned.
Also add those builds to the TOC already :P
the ambassador has a good healer setup, and a battle cruiser with VM all doffed out could be even more dangerous then ktinga or vorcha. im working on the TOC, thats a huge amount of things to update, and its slightly more work then just pasting an address. i was almost done yesterday but then dead space 3 finished downloading
*edit
ok, the deed is finally done, TOC updated
When you were looking at the contributions from Plasma Energy/Torpedo/Mine along with your EWP - you likely weren't getting all the info...
I was messing around with my Vesta and thought it would be cool to have 5%+5%+10%+10% = 30% Defence just like that (from the setup below)... Does it even stack that way?
Aegis Deflector
Aegis Engines
MACO Res Shields Mk XII
2x Flight Deck Officers (Increase 10% defense in Recall mode)
If it does indeed stack like that, would it be viable as a speedy healer using engineers in the lt.commander and lieutenant boff slot?
the parcer gets EWP correct, but dots from weapons is all messed up. i think only the DOT from energy weapons even has it's own entries in ACT.
as far as i can tell, on torps the DOT and torp damage to shields and hull are all in the same entry. thats the only way to explain the number of swings. it doesn't like the omega torp ether, theres the energy orb entry, but i think thats for shield impacts, then its just called a plasma torp for hull hits, and its DOT.
none of that fits nicely in the log unfortunately.
*edit pretty often in borg red alerts i'll get the unimatrix ship damage in my entry too
i hear it all stacks additively, and you can be as hard to hit as you think it can potentially be