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Science Officer Build?

owl1968owl1968 Member Posts: 10 Arc User
Greetings!

I am looking for advice on a Science officer (Liberated Borg Klingon) build, likely flying raptors. If anyone has some nice tips and/or perhaps a great build i would be most interested! :)
Post edited by owl1968 on

Comments

  • wolfpack12cwolfpack12c Member Posts: 242 Arc User
    edited December 2012
    Well what is it you want to do you have cc, counter escort, debuffer, and buffer. Which role do you want to play
    -"There is no such thing as an I win button!" "Um, Sir. Whats this button that says (I win) for then?"
  • owl1968owl1968 Member Posts: 10 Arc User
    edited December 2012
    Ah silly me i should have thought of that myself! :D

    I would like to be usefull in STF's but am unsure what is needed most of the time? I know as a science officer i won't do much damage however i am looking to do the most that i can, so both an offensive as well as defensive role with perhaps some healing?
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2012
    On the contrary, science officers in a raptors/escorts/bird of prey can put out almost the same amount of damage as an escort. The only difference between Tactical and Science is their powers. Subnucleonic Beam can cripple an enemy ship if used at the right time. In some ways, it is more powerful than Attack Pattern Alpha. I run this build on my science KFD with great effect. The build is mainly designed for fast hit and run then fall back under battle cloak attacks.

    The current birdge officer layout I primarily use for holding a single target for a strike right after leaving cloak. However, the skills are specced allowing the ship to switch to full control abilities (gravity well III, tractor beam repulsors II, tractor beam II). For a more damage oriented role, I will flip the Lt. Commander Science with the Lt. Tactical so that I have Hazard Emitters I, Transfer Shield Strength II and also Torpedo High Yield I, Beam Overload II, and Torpedo High Yield III. (Beam Overload III with a 180 degree spin to fire the tricobalt device at a cube/sphere mob will deal significant damage. Not placed in fore due to the 1 minute cooldown on the device.)

    Weapons layout I run 2x Dual Heavy Cannons, 1x Dual Beam Bank, 1x Quantum Torpedo in fore. In aft I run 1x Turret and 1x Tricobalt Device (manual fire). Engineering consoles I stack 3x Neutronium. Science I run the Universal Borg Console, 1x Field Generator, and (eventually) plasmonic leech or Tachyokinetic Converter. Tactical I stack 3x [Energy Type] Console (i.e. Phaser Relay). Shields, Engine, and Deflector will be Omega Force once the character levels up in the reputation system.
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