I guessing that Attack pattern alpha is only given to tac captains is that correct. I'm not to thrill with my science captains abilities... they seem to suck personally. Is there a way I can change my captain to tactical from science?
Science captains ability seem to be very tank E. I'm flying an escort that has allot invested in it, but what kinda fun moves do you pull with your science captains abilities
^^agreed. a sciscort can be a very lethal being. sensor scan with a decent amount of aux with attack pattern beta 2/3 can severely reduce a target or multiple targets damage resistance. not only will you do more damage, but your team will too. you just have to manage your power levels wisely and make sure to reduce the shields of a large target before hitting a max sensor scan. it'll greatly improve the damage done to the hull.
Science is a lot of fun once you've gotten out of the 'maximum DPS' perspective - a Sci officer in a Sci ship can put out the same damage as an unbuffed Tac officer in the same ship but they'll never have the crazy damage multiplier of Attack Pattern Alpha.
That said, depending on your ship choice (Escort in your case) you can and you should use Attack Patterns (Omega is good since it also helps you avoid tractor beams) - these will either increase your damage output or alternatively reduce the resistances of your target.
Sci's strength though, comes from debuffing and holds and once you've figured out the most appropriate skills (and distribution of experience points) you'll have a Captain that can take down the toughest opponents with ease and can also be a major headache to the enemy in PvP.
*Edit* and if I had to pick a 'dullest' space class in STO, it'd be Eng - Engineers are great at what they do (tanking and healing) but there's something a little bland about playing an Eng in space - on the ground however, they're awesome (so are Sci in fact - Tac oddly enough are really dull to play in ground missions).
^^agreed. a sciscort can be a very lethal being. sensor scan with a decent amount of aux with attack pattern beta 2/3 can severely reduce a target or multiple targets damage resistance. not only will you do more damage, but your team will too. you just have to manage your power levels wisely and make sure to reduce the shields of a large target before hitting a max sensor scan. it'll greatly improve the damage done to the hull.
I think in a mass enemy context there may be an event horizon with this you would problely exceeded attack pattern alpha in effectiveness but you would problely have to have 10 or more enemies. Which most the time I'm play quest that 98% of the time I dont have 10 opponents. Now I dont know what Aux power and sensor scan work together ( and if you could explain I would appreciate it) but for me to get the about 60% DPS increase of roughly 200 DPS I would have to have 7 opponents on the field. giving that in most cases I'm not going to be able to hit and kill all seven in 20 seconds that also hinders the sensor scan argument. Now helping team member dps buy lowing damage res of opps is a plus but what does damage resistance really mean? Does it work for opps shields and hull or just hull? (because if so sensor scan is worthless until the shield is penetrated). Does it mean that if a opp has +20 damage resitance with shields and hull that after a scan they have a -9 that means I get a +9 damage every hit?
I think in a mass enemy context there may be an event horizon with this you would problely exceeded attack pattern alpha in effectiveness but you would problely have to have 10 or more enemies. Which most the time I'm play quest that 98% of the time I dont have 10 opponents. Now I dont know what Aux power and sensor scan work together ( and if you could explain I would appreciate it) but for me to get the about 60% DPS increase of roughly 200 DPS I would have to have 7 opponents on the field. giving that in most cases I'm not going to be able to hit and kill all seven in 20 seconds that also hinders the sensor scan argument. Now helping team member dps buy lowing damage res of opps is a plus but what does damage resistance really mean? Does it work for opps shields and hull or just hull? (because if so sensor scan is worthless until the shield is penetrated). Does it mean that if a opp has +20 damage resitance with shields and hull that after a scan they have a -9 that means I get a +9 damage every hit?
if youre comparing attack pattern alpha to sensor scan heads up in terms of individual dps, sensor scan will lose. there's really no comparing the two. they play two separate and individual functions.
first, damage resistance is a stat in which mitigates a certain percentage of how much damage is done to your hull, where a high damage resistance will equal greater protection from enemy fire. it is split into all the different damage types available, ie: phaser, tetryon, etc. if someone attacks you with a phaser weapon and you have a high resistance to phaser, their attack will hurt a lot less. if you have little to no resistance to phaser weapons, the attack will hurt a LOT. you can have a maximum of 75% resistance, which basically means, to my knowledge that if that weapon type attacks you, you will mitigate 75% of the damage and will be dealt only 25% of the damage to your hull.
a damage resistance debuff, like sensor scan and attack pattern beta can decrease a target's damage resistance significantly. if multiple damage resistance debuffs are used, the target's damage resistance itself can sink to below 0 or negative damage resistance, where the target will receive additional damage based on how much negative damage resistance they have.
in terms of the skill itself, it's effectiveness or how much damage resistance and stealth reduction is applied is affected by how much auxiliary power you have. so, if you're sitting there with all your power in weapons and the rest in shields, then it's not going to pack as big a punch as it could. if you're smart, you'll set up the power allocation keys to have one that will max aux and hit it before you use the skill. it will then greatly increase the skill's effectiveness.
another big bonus is that if you combine this skill with a sensors duty officer, it adds a proc that will reduce the target's weapons effectiveness to by 75% for i think 10 seconds.
overall, although the skill only affects bare hull, it does a lot to significantly increase the overall damage that strikes the hull. if applied correctly, the skill has great potential.
as for the mass enemy context, basically all end game, team based functions apply. from stfs to fleet actions to even some foundry content. if youre going by the mission content cryptic has put out, then youre not going to see the skill for all its glory.
if youre comparing attack pattern alpha to sensor scan heads up in terms of individual dps, sensor scan will lose. there's really no comparing the two. they play two separate and individual functions.
first, damage resistance is a stat in which mitigates a certain percentage of how much damage is done to your hull, where a high damage resistance will equal greater protection from enemy fire. it is split into all the different damage types available, ie: phaser, tetryon, etc. if someone attacks you with a phaser weapon and you have a high resistance to phaser, their attack will hurt a lot less. if you have little to no resistance to phaser weapons, the attack will hurt a LOT. you can have a maximum of 75% resistance, which basically means, to my knowledge that if that weapon type attacks you, you will mitigate 75% of the damage and will be dealt only 25% of the damage to your hull.
a damage resistance debuff, like sensor scan and attack pattern beta can decrease a target's damage resistance significantly. if multiple damage resistance debuffs are used, the target's damage resistance itself can sink to below 0 or negative damage resistance, where the target will receive additional damage based on how much negative damage resistance they have.
in terms of the skill itself, it's effectiveness or how much damage resistance and stealth reduction is applied is affected by how much auxiliary power you have. so, if you're sitting there with all your power in weapons and the rest in shields, then it's not going to pack as big a punch as it could. if you're smart, you'll set up the power allocation keys to have one that will max aux and hit it before you use the skill. it will then greatly increase the skill's effectiveness.
another big bonus is that if you combine this skill with a sensors duty officer, it adds a proc that will reduce the target's weapons effectiveness to by 75% for i think 10 seconds.
overall, although the skill only affects bare hull, it does a lot to significantly increase the overall damage that strikes the hull. if applied correctly, the skill has great potential.
as for the mass enemy context, basically all end game, team based functions apply. from stfs to fleet actions to even some foundry content. if youre going by the mission content cryptic has put out, then youre not going to see the skill for all its glory.
Thanks very detailed and enlightening ... now for the low low price of me paying some money to cryptic in some kinda Zen exchange how do I ditch the science captain and make him tactical?
Thanks very detailed and enlightening ... now for the low low price of me paying some money to cryptic in some kinda Zen exchange how do I ditch the science captain and make him tactical?
Thanks very detailed and enlightening ... now for the low low price of me paying some money to cryptic in some kinda Zen exchange how do I ditch the science captain and make him tactical?
Although it has been asked for. A "Retrait" Token has NOT been implemented as of yet.
So the only option for you is to delete the TOON and start a TAC from scratch, or buy extra Character Slots from C-Store. Probably cheapest is to buy a copy of the game from Amazon and activate it for the 1 month subscription. That will give you an extra Toon slot plus some extra inventory and bank space.
Comments
In regards to your other question, unfortunately there is no way to alter your character's career path.
And for whatever it may be worth, science captains can be a lot of fun, but to each their own naturally. Good luck to you and have fun.
SNB when they go full buff followed by a TB to kill thier bonus defense.
An assortment of CC/Debuff science powers with which to confound and kill enemies.
I think you may want to research the Science class more before giving up on it.
R.I.P
That said, depending on your ship choice (Escort in your case) you can and you should use Attack Patterns (Omega is good since it also helps you avoid tractor beams) - these will either increase your damage output or alternatively reduce the resistances of your target.
Sci's strength though, comes from debuffing and holds and once you've figured out the most appropriate skills (and distribution of experience points) you'll have a Captain that can take down the toughest opponents with ease and can also be a major headache to the enemy in PvP.
*Edit* and if I had to pick a 'dullest' space class in STO, it'd be Eng - Engineers are great at what they do (tanking and healing) but there's something a little bland about playing an Eng in space - on the ground however, they're awesome (so are Sci in fact - Tac oddly enough are really dull to play in ground missions).
I think in a mass enemy context there may be an event horizon with this you would problely exceeded attack pattern alpha in effectiveness but you would problely have to have 10 or more enemies. Which most the time I'm play quest that 98% of the time I dont have 10 opponents. Now I dont know what Aux power and sensor scan work together ( and if you could explain I would appreciate it) but for me to get the about 60% DPS increase of roughly 200 DPS I would have to have 7 opponents on the field. giving that in most cases I'm not going to be able to hit and kill all seven in 20 seconds that also hinders the sensor scan argument. Now helping team member dps buy lowing damage res of opps is a plus but what does damage resistance really mean? Does it work for opps shields and hull or just hull? (because if so sensor scan is worthless until the shield is penetrated). Does it mean that if a opp has +20 damage resitance with shields and hull that after a scan they have a -9 that means I get a +9 damage every hit?
if youre comparing attack pattern alpha to sensor scan heads up in terms of individual dps, sensor scan will lose. there's really no comparing the two. they play two separate and individual functions.
first, damage resistance is a stat in which mitigates a certain percentage of how much damage is done to your hull, where a high damage resistance will equal greater protection from enemy fire. it is split into all the different damage types available, ie: phaser, tetryon, etc. if someone attacks you with a phaser weapon and you have a high resistance to phaser, their attack will hurt a lot less. if you have little to no resistance to phaser weapons, the attack will hurt a LOT. you can have a maximum of 75% resistance, which basically means, to my knowledge that if that weapon type attacks you, you will mitigate 75% of the damage and will be dealt only 25% of the damage to your hull.
a damage resistance debuff, like sensor scan and attack pattern beta can decrease a target's damage resistance significantly. if multiple damage resistance debuffs are used, the target's damage resistance itself can sink to below 0 or negative damage resistance, where the target will receive additional damage based on how much negative damage resistance they have.
in terms of the skill itself, it's effectiveness or how much damage resistance and stealth reduction is applied is affected by how much auxiliary power you have. so, if you're sitting there with all your power in weapons and the rest in shields, then it's not going to pack as big a punch as it could. if you're smart, you'll set up the power allocation keys to have one that will max aux and hit it before you use the skill. it will then greatly increase the skill's effectiveness.
another big bonus is that if you combine this skill with a sensors duty officer, it adds a proc that will reduce the target's weapons effectiveness to by 75% for i think 10 seconds.
overall, although the skill only affects bare hull, it does a lot to significantly increase the overall damage that strikes the hull. if applied correctly, the skill has great potential.
as for the mass enemy context, basically all end game, team based functions apply. from stfs to fleet actions to even some foundry content. if youre going by the mission content cryptic has put out, then youre not going to see the skill for all its glory.
Thanks very detailed and enlightening ... now for the low low price of me paying some money to cryptic in some kinda Zen exchange how do I ditch the science captain and make him tactical?
delete and re-roll.
Although it has been asked for. A "Retrait" Token has NOT been implemented as of yet.
So the only option for you is to delete the TOON and start a TAC from scratch, or buy extra Character Slots from C-Store. Probably cheapest is to buy a copy of the game from Amazon and activate it for the 1 month subscription. That will give you an extra Toon slot plus some extra inventory and bank space.