I am new to Science as a Tactical Captain and I was looking for something to achieve in the game and I decided that I wanted to aim for my favorite canon design and turn it into a formidable PvP force.
I am currently flying an Intrepid-R which a lot of people would probably cringe at but the ship still performs well in PvP and my Fleet are currently working towards a Tier V Starbase so I can purchase the Fleet version of this ship.
Could I have some idea for the strengths and weakness of the Intrepid so that I get an idea as to what I can do with the ship as I'm fairly new to science. I am currently only using two offensive abilities and the rest are heals and resistance buffs;
Scramble Sensors II - With Reduced Cooldown Doff
and
Viral Matrix III
Are there any other science abilities which would help the design of the Intrepid? Lastly, NO... I don't want a non canon junk like the Vesta... I hate that ship with a passion. It was OP, even in the Destiny novel series.
Do you want to heal? Debuff? CC? Single target, or group?
What type of weapons loadout do you like? Energy? Projectiles? All energy/projectiles? Beams/Cannons?
Beams in a typical canon intrepid build, I was looking more at Debuff, single targets. I don't use canons period because its not canon for Federation ships other then the defiant to carry beams
The core offensive science abilities that are commonly used today are:
- Viral Matrix
- Scramble Sensors: A good use for this one is on a healer when your team is about to perform a coordinated strike.
- Photonic Shockwave (esp. with aftershock doffs): Not only does it disrupt Extend Shields and TIF, but you can use it to ensure one or two seconds where the target can't respond.
- Tractor Beam: Always useful, though now overshadowed by TB pets and mines.
All of these abilities are useful at almost any time in a PvP match; of course, properly timed use makes them far more effective. You're already using VM3 and SS2; I'd suggest trying out PSW1/2 with the aftershock doffs and then using TB for movement control.
Other science abilities have more situation uses:
- TBR is great for disrupting team formations and isolating one person from their group.
- FBP is seeing a resurgence, but because it requires people to shoot at you it's still confined to its own niche.
- Energy Siphon is better used today as a self-buff; most people spec into power insulators and so aren't really affected by it.
- Charged Particle Burst is also heavily resisted by power insulators, but if you have an entire team that uses this you might be able to wipe the shields off of someone right before an alpha strike.
Regarding the Intrepid itself, it's to Science what the Galaxy is to Engineering: strongly focused on Science, perhaps too much for its own good. While you do have a lot of Science slots to play with, this comes at the expense of Tactical and Engineering abilities. With only two Engineering skills, for example, you have to decide whether you're going to go for 2xEPtS or if you're going to risk the reduced survivability of only 1 EPtS in exchange for something else. Plus, like all other science ships, the hull is rather thin; this is a problem with the amount of plasma burn and bleedthrough procs that are seen in today's PvP. However, Science does have a lot more diversity of boff skills compared to Engineering, and the ship itself is a little tougher than the Vesta variants, so there are options to explore.
(I don't fly many science ships myself, so you might want to ask someone who does.)
DOffs: Purple Tractor Beam DOff (Shield drain), then it depends on whether you want to use VM/PSW, and maybe a CPB +RadDamage.
You get some nice shield drains coupled with 2x Tractor Beams (which is pretty lethal). Use CPB to wipe away shields once you've already taken down a good chunk of them (it's resisted fairly well, so be sure to not be expecting them to wipe away shields at full health), and then use your weapons + Tet Glider + Tractor Beam to keep them down.
DISCLAIMER: Standard don't do this...blah, blah, blah. The OP just got me thinking, so I'm posting so I can come back to this at some later point - yeah, I should get a blog...nah.
Fleet Intrepid w/ Tac Captain
Traits - no idea on species (standard Alien thought process)
Reputation
New Rom - Precision, Sensor Targeting Assault, Quantum Singularity Manipulation
Nukara - Fortified Hull, Aux Power Config - Defense, Refracting Tetryon Cascade
Omega - Omega Weapon Training, Superior Shield Repair
Comments
Do you want to heal? Debuff? CC? Single target, or group?
What type of weapons loadout do you like? Energy? Projectiles? All energy/projectiles? Beams/Cannons?
Beams in a typical canon intrepid build, I was looking more at Debuff, single targets. I don't use canons period because its not canon for Federation ships other then the defiant to carry beams
- Viral Matrix
- Scramble Sensors: A good use for this one is on a healer when your team is about to perform a coordinated strike.
- Photonic Shockwave (esp. with aftershock doffs): Not only does it disrupt Extend Shields and TIF, but you can use it to ensure one or two seconds where the target can't respond.
- Tractor Beam: Always useful, though now overshadowed by TB pets and mines.
All of these abilities are useful at almost any time in a PvP match; of course, properly timed use makes them far more effective. You're already using VM3 and SS2; I'd suggest trying out PSW1/2 with the aftershock doffs and then using TB for movement control.
Other science abilities have more situation uses:
- TBR is great for disrupting team formations and isolating one person from their group.
- FBP is seeing a resurgence, but because it requires people to shoot at you it's still confined to its own niche.
- Energy Siphon is better used today as a self-buff; most people spec into power insulators and so aren't really affected by it.
- Charged Particle Burst is also heavily resisted by power insulators, but if you have an entire team that uses this you might be able to wipe the shields off of someone right before an alpha strike.
Regarding the Intrepid itself, it's to Science what the Galaxy is to Engineering: strongly focused on Science, perhaps too much for its own good. While you do have a lot of Science slots to play with, this comes at the expense of Tactical and Engineering abilities. With only two Engineering skills, for example, you have to decide whether you're going to go for 2xEPtS or if you're going to risk the reduced survivability of only 1 EPtS in exchange for something else. Plus, like all other science ships, the hull is rather thin; this is a problem with the amount of plasma burn and bleedthrough procs that are seen in today's PvP. However, Science does have a lot more diversity of boff skills compared to Engineering, and the ship itself is a little tougher than the Vesta variants, so there are options to explore.
(I don't fly many science ships myself, so you might want to ask someone who does.)
Lt Tac: FAW 1, FAW 2
Alternate Tac: TacTeam 1, FAW 2/Attack Pattern: Delta
Lt Eng: EPtS 1, Aux to SIF 1
Ens Sci: HE 1
LtC Sci: Tractor Beam 1, Transfer Shield Strength 2, Viral Matrix 1/PSW 1
Cmdr Sci: Tractor Beam 1, SciTeam 2, Energy Siphon 2, Charged Particle Burst 3
Weapons: Phased Tetryons
Gear: Elite Fleet Resilient Shields, Omega Deflector/Engines for Tet Glider
DOffs: Purple Tractor Beam DOff (Shield drain), then it depends on whether you want to use VM/PSW, and maybe a CPB +RadDamage.
You get some nice shield drains coupled with 2x Tractor Beams (which is pretty lethal). Use CPB to wipe away shields once you've already taken down a good chunk of them (it's resisted fairly well, so be sure to not be expecting them to wipe away shields at full health), and then use your weapons + Tet Glider + Tractor Beam to keep them down.
Fleet Intrepid w/ Tac Captain
Traits - no idea on species (standard Alien thought process)
Reputation
New Rom - Precision, Sensor Targeting Assault, Quantum Singularity Manipulation
Nukara - Fortified Hull, Aux Power Config - Defense, Refracting Tetryon Cascade
Omega - Omega Weapon Training, Superior Shield Repair
THY1, BO2
EPtS1, EPtS2
Tach1, TSS2, GW1, FBP3
PH1, HE2, ST3
TB1
DOFFs - DLS(ST), DLS(ShH), DLS(FBP), GS(Exotic), TO(TB)
Deflector - Borg Mk XII
Impulse - Borg Mk XII
Core - Elite Fleet Reinforced Warp Core Mk XII [Rep][A->W][ACap][EWS][SSS]
Shields - Borg Mk XII
Weapons
Fore - Omega Torp, Hyper R-Tet, Phased Tet DBB Mk XII [Acc]x2[CrtH]
Aft - Cutting Beam, Nukara Web Mine, Phased Tet Array Mk XII [Acc]x2[CrtH]
Consoles
Tac - 2x Tet Pulse Gen Mk XII, Borg
Eng - E-Neut Mk XII [+Turn], Nukara, Tachyo
Sci - 4x Romulan Particle Gens Mk XII [-Th][HuH]
Devices - RMC, SFM, Aux Batt
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
That's what I've been thinking about... altough it is for a Sci captain, not Tac...