Ok, take a step back there if you haven't committed (and if you have, start saving dil for a respec).
Spend 6 skill points in warp core efficiency and potential. Those last 3 in potential don't give you much and if you rolled an alien captain you can get more efficiency off the trait. You can spend some in individual subsystems, but there is no real reason for you to go all out like that. You can dial back hull repair and shield emitters back to 6.
That is just what I can comment on the surface of things. Not sure what you intend to use this sci captain for exactly, so I can't go any further.
If you really need that much power, the investment in flow caps plus buying a plasmonic leech console will get you there.
These points are not all spent yet & I do have a skill respec from my subscription. The character is alien. & has accurate, elusive & astrophysicist. This is for pve & I am grinding for the Dyson anniversary destroyer & have the plasmonic leech. Im just waiting to make sure the character is squared away before I open it.
I agree--you never need nine ranks in a skill unless it is key to your desired build. The skill points are best spent elsewhere--you can (and should) have at least three ranks in any skill that isn't completely useless for your build.
It's not easy helping you without knowing what ship you fly and what content you play (pve? pvp?)
supposing you fly a science vessel and play pve content, I suggest these changes:
1) remove every skill point from energy weapon specialization and put at least 6 points in projectile weapon specialization: using 2xpurple projectile officer and the romulan hyper plasma torpedo you can have enough dps to easly destroy every ship and gates in any stf.
2) remove every point in starship armor reinforcement... 1-2 fleet neutronyum alloy [+turn] are enough..
3) put 6 points in warp core efficency, maximize flow capacitor, graviton generator and particle generator... the last two skill to improve gravity well and tractor beam repulsor (both very usefull for stf). Try to put at least 6 point in starship sensor
4) 3 points in engine performance are enough.
I will post my build for a temporal vessel and pve content as soon as possible
Edit:
I tried to rebuild my pve sci/sci build (I can't log in and see if it's exactaly the same):
Note:
I do not care about energy weapon damage, 2x purple projectile officers let me fire a deadly plasma torpedo train... It's not fast as my tact/scort captan but I can destroy everything in a few seconds more. You need also 2x puple conn officers (TT variant) to use TT every 15 seconds. 1x purple gravimetric officer (GW variant) is very usefull and fun
The borg set (better if mk XII) help tanking also a tactical cube and with the assimilated module help give you a +5 energy to each subsystem. Remember you do not need to have high weapons energy level (torpedos are your main damage source, so if necesary you can have high hield power level sacrificing the energy weapons damage and still being deadly)
2xGW and TBR are very usefull in every stf, so you can stop and handle every ship enough to destroy them with a deadly (even if slow) plasma torpedo train (you need the hyper plasma torpedo launcher).
space reputation abilities are provvided.
this build is useless if you want to play pvp
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
Also you need to think if you are going to base your sci ship on graviton generators and particle generators (aka gravity well and tyken's rift and all the science skills that uses exotic damage or graviton generators) if thats the case you will need to put 6 skill points on those skills. Honestly, a science ship without GW or something like that, its not a science ship.... science ships are more efficient playing against groups, that is something to be aware off. PVP is another compltely different story, i will not recommend any science ship for pvp, not even the dyson destroyer of course. PVP = dps and tactical / engineer builds. The dyson destroyer can be useful in pvp but after i tried it in 2 of my toons, i am not convinced, the ship is tooo slow for pvp and the need to wait 30 seconds between be able to change modes makes that ship almost useless in pvp.
A sci captain flying a science vessel in a pvp scenario can be deadly as much as a tactical captain flying an escort...
If you say so.. in my opinion, science ships are purely pve, not pvp. A science ship in pvp is dead in seconds, no matter what build yo have. The problem is, not only you will be dead in seconds, but you will not have the opportunity to kill anyone lol. Its said tons of times, science ships need a buff asap, actually i dont see almost any science ships in pvp, but again a stop playing pvp a few days ago. And i only played about 5 or 6 times in pvp, but, if you going to do pvp, a science ship is not a right choice.
If you say so.. in my opinion, science ships are purely pve, not pvp. A science ship in pvp is dead in seconds, no matter what build yo have. The problem is, not only you will be dead in seconds, but you will not have the opportunity to kill anyone lol. Its said tons of times, science ships need a buff asap, actually i dont see almost any science ships in pvp, but again a stop playing pvp a few days ago. And i only played about 5 or 6 times in pvp, but, if you going to do pvp, a science ship is not a right choice.
Ah no. My Sci ship rocks PVP. System shut downs, movement control and massive energy drain mix together to devastate a lot of ships.
If you say so.. in my opinion, science ships are purely pve, not pvp. A science ship in pvp is dead in seconds, no matter what build yo have. The problem is, not only you will be dead in seconds, but you will not have the opportunity to kill anyone lol. Its said tons of times, science ships need a buff asap, actually i dont see almost any science ships in pvp, but again a stop playing pvp a few days ago. And i only played about 5 or 6 times in pvp, but, if you going to do pvp, a science ship is not a right choice.
no, there are a lot of sci/sci captain playing pvp... simply you did it wrong. A sci/sci captain is not a tact/escort captain... its role is not dealing dps but debuffing (es. massive energy drain and sys shutdown or movement control... also someway healer)... simply a sci/sci pvp build is very different from a pve build... much more than a tact/escort pve build vs tact /escort pvp build.
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
What im saying is, a team of 3 science ships and 2 tactical ships is doomed. And i saw it so many times... lol.
It doesnt matter what skills you have in your science ships, its completely proved that in pvp, the most important things, unfortunately is the dps. And a science ships will never (its impossible) deal the same dps not even half of a good geared escort or tactical ship. So yes, you can be able to apply all your piloting skills and using all the buffs you have on your target, but if you dont have support in terms of great firepower, its useless. And a science ship alone against a good escort.. 2 things could happen. One, the fight will never end. Two, the escort owns you. Killing any good armed ship with a science one is one of the most harder things to do in pvp lol.
Eh, i have a science build, i know what im saying lol. I usually dont die in pvp (truth is i stop doing pvp days ago, its just a waste of time), but i cant kill anyone, and most of the times 90% of my team are tacticals, and the only thing that i can do is go in the tail of my team trying to buff em and protect em. But every time 2 o 3 players go for me, i need to run away or im dead in 5 seconds. Always the same story, even if i can hurt one of em badly, i cant kill him and in the end all i can do is run. And that is what you will be doing piloting a science ship almost every time, run.
Comments
Spend 6 skill points in warp core efficiency and potential. Those last 3 in potential don't give you much and if you rolled an alien captain you can get more efficiency off the trait. You can spend some in individual subsystems, but there is no real reason for you to go all out like that. You can dial back hull repair and shield emitters back to 6.
That is just what I can comment on the surface of things. Not sure what you intend to use this sci captain for exactly, so I can't go any further.
If you really need that much power, the investment in flow caps plus buying a plasmonic leech console will get you there.
It's not easy helping you without knowing what ship you fly and what content you play (pve? pvp?)
supposing you fly a science vessel and play pve content, I suggest these changes:
1) remove every skill point from energy weapon specialization and put at least 6 points in projectile weapon specialization: using 2xpurple projectile officer and the romulan hyper plasma torpedo you can have enough dps to easly destroy every ship and gates in any stf.
2) remove every point in starship armor reinforcement... 1-2 fleet neutronyum alloy [+turn] are enough..
3) put 6 points in warp core efficency, maximize flow capacitor, graviton generator and particle generator... the last two skill to improve gravity well and tractor beam repulsor (both very usefull for stf). Try to put at least 6 point in starship sensor
4) 3 points in engine performance are enough.
I will post my build for a temporal vessel and pve content as soon as possible
Edit:
I tried to rebuild my pve sci/sci build (I can't log in and see if it's exactaly the same):
http://skillplanner.stoacademy.com/?build=scipve2_0
Note:
I do not care about energy weapon damage, 2x purple projectile officers let me fire a deadly plasma torpedo train... It's not fast as my tact/scort captan but I can destroy everything in a few seconds more. You need also 2x puple conn officers (TT variant) to use TT every 15 seconds. 1x purple gravimetric officer (GW variant) is very usefull and fun
The borg set (better if mk XII) help tanking also a tactical cube and with the assimilated module help give you a +5 energy to each subsystem. Remember you do not need to have high weapons energy level (torpedos are your main damage source, so if necesary you can have high hield power level sacrificing the energy weapons damage and still being deadly)
2xGW and TBR are very usefull in every stf, so you can stop and handle every ship enough to destroy them with a deadly (even if slow) plasma torpedo train (you need the hyper plasma torpedo launcher).
space reputation abilities are provvided.
this build is useless if you want to play pvp
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
the vesta is a good science vessel, as much as the temporal... however you can adapt my build to several science vessels
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
I will definitely use Gravity Well.
Issue with my build?
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
If you say so.. in my opinion, science ships are purely pve, not pvp. A science ship in pvp is dead in seconds, no matter what build yo have. The problem is, not only you will be dead in seconds, but you will not have the opportunity to kill anyone lol. Its said tons of times, science ships need a buff asap, actually i dont see almost any science ships in pvp, but again a stop playing pvp a few days ago. And i only played about 5 or 6 times in pvp, but, if you going to do pvp, a science ship is not a right choice.
Ah no. My Sci ship rocks PVP. System shut downs, movement control and massive energy drain mix together to devastate a lot of ships.
U must be almost the only one owning with a science ship.. or probably you play low level pvps..
no, there are a lot of sci/sci captain playing pvp... simply you did it wrong. A sci/sci captain is not a tact/escort captain... its role is not dealing dps but debuffing (es. massive energy drain and sys shutdown or movement control... also someway healer)... simply a sci/sci pvp build is very different from a pve build... much more than a tact/escort pve build vs tact /escort pvp build.
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
It doesnt matter what skills you have in your science ships, its completely proved that in pvp, the most important things, unfortunately is the dps. And a science ships will never (its impossible) deal the same dps not even half of a good geared escort or tactical ship. So yes, you can be able to apply all your piloting skills and using all the buffs you have on your target, but if you dont have support in terms of great firepower, its useless. And a science ship alone against a good escort.. 2 things could happen. One, the fight will never end. Two, the escort owns you. Killing any good armed ship with a science one is one of the most harder things to do in pvp lol.
Eh, i have a science build, i know what im saying lol. I usually dont die in pvp (truth is i stop doing pvp days ago, its just a waste of time), but i cant kill anyone, and most of the times 90% of my team are tacticals, and the only thing that i can do is go in the tail of my team trying to buff em and protect em. But every time 2 o 3 players go for me, i need to run away or im dead in 5 seconds. Always the same story, even if i can hurt one of em badly, i cant kill him and in the end all i can do is run. And that is what you will be doing piloting a science ship almost every time, run.
However I do not want to change your mind, but ask yourself why every good premade has some sci/sci members.
Playing STO spamming FAW is like playing chess using always the computer's suggested moves