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Science Class Alt. Builds

morhadelmorhadel Member Posts: 9 Arc User
So I need a little help.
I hate playing my Science class captain, which is a Romulan, I hate my science officer but she was my favorite character to play (untill lv 50) and has stuff that i can't get back if i started over.
Are there any skill and trait builds that would make a science captain worth playing, without using all the science ability's that I hate.
I need an alternate build that doesn't make me feel that I am fighting ships that are 10 levels above me.
Post edited by morhadel on

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  • alaerickalaerick Member Posts: 166 Arc User
    edited March 2014
    morhadel wrote: »
    So I need a little help.
    I hate playing my Science class captain, which is a Romulan, I hate my science officer but she was my favorite character to play (untill lv 50) and has stuff that i can't get back if i started over.
    Are there any skill and trait builds that would make a science captain worth playing, without using all the science ability's that I hate.
    I need an alternate build that doesn't make me feel that I am fighting ships that are 10 levels above me.

    Are you playing as a science captain in a science vessel? If so, you do realize any captain type can pilot any ship type and have a unique benefit they bring to the table that makes them basically on par in some fashion with the other two (give or take based on play style). If you feel like you are spinning your wheels in combat which part is the problem.. ability to kill fast or survive? My science captain runs in an escort. My tact runs in a Vesta because I can turn up the dps when I want or fall back on some nice support which fits my play style.
    A beautiful death awaits you...
    [SIGPIC][/SIGPIC]
    -Foundry-
    Campaign: The Battle of Neverwinter - NWS-DOQXFA4ZD
    Prologue: A not so simple plan - NW-DCJG75B9D
  • morhadelmorhadel Member Posts: 9 Arc User
    edited March 2014
    I don't have much of a problem killing the enemy but i hate getting blown up every minute. Ive flown the Ha'feh, Ha'apax, Ha'nom, both reg and Mirror Universe versions currently im in a ADSD, currently the only mission that i actually enjoy using this character for is the Mirror Universe event and that is because I avoid combat at all costs, just closing rifts and activating interfaces the whole mission. Is there any useful skills that the science class brings to the table?? besides focusing on Gravity well?
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited March 2014
    The fleet haapax or haakona advanced are tanks --- if you are blown up in THOSE, you are doing something wrong or under-geared. The lower tier one is also a tank, though a little softer.

    The mirror universe event is difficult to do on elite in an under-geared ship. I do it on normal for most of my alts, only 2 of my 6 chars can handle elite due to lack of shields & defenses. I have no trouble getting groups, so a number of folks have reached the same conclusion.

    Sci has a number of useful skills. Shield heals are useful! Power drain is useful! GW is useful! GW makes a LOT OF THINGS MAD THOUGH. A GW aoe when you have no one helping you is a good way to get shot up by 10 angry NPC ships... Hazard emitters is useful. Tyken's is useful somewhat (if someone else uses GW).

    Ok so now about YOU.
    - it sounds like you are using "starter" ships --- level 40 effectively. The basic haanom, basic haapax, mirror haanom, etc are level 40 ships. This is not helping: you might need to save up for a zen-ship or something. I assume it is the free, 9 console dyson as well?

    - given the state of your ships and your overall theme, I suspect you are under-geared. That is not fatal but it also means you might be new to the game mechanics? It takes a bit of understanding to keep a ship alive.

    So what to do...

    1) My advice is to play the normal mode mirror even. If *that* is killing you, you need detailed help on the basics of staying alive (ask again for this). At a guess, you may need help finding a working bridge officer layout.

    2) Play the heck out of the event for marks for rep. The top Omega set is a good all around one focused on defense. But try to get all your reps to tier 3 as fast as you can for the passive bonuses.

    3) figure out which ship you like best --- in actual fighting, not running around out of combat. Do something solo like the daily rom patrol fights and see what feels right to you. Gamma E next to new rom is great practice and a good ship-testing arena.



    work slowly toward a ship. Zen or EC farming will get you a t5 ship, and while you earn it, you can be studying which one you want. Go to new rom daily, try to farm bridge officers from the duty mission (personal section). Sell them to get EC (rapidly earn fleet modules or a box ship). While you can do a lot with the ships you have, you will still want a better one later and it takes a while to earn one.
  • alaerickalaerick Member Posts: 166 Arc User
    edited March 2014
    I agree with noroblad but want to add a few more things to the mix.

    Any ship can survive quite a bit if you use your Bridge Officers to the max potential. For example, I flew in the mirror ships you mentioned before getting my fleet Ar'kif (which I love btw).

    Tactical Abilities to help survival - Tatical Team 1 (use this always) It may even be beneficial for you to take 2x this ability in that tier 1 slot depending on the ship you have any how many total tactical slots you have for other things.

    Engineering Abilities that really make a difference - Emergency Power to Shields (best you can get and again possibly running 2x this ability) & Reverse Shield Polarity.

    Science Abilities that will save your rear - Hazard Emitters (Again depending on your bridge officer slots available you may run two of these).

    Now, having said that you can easily find the right mix of these abilities to go with what else you want to carry, in some cases one of them and in some cases two. Gravity Well is a great CC tool for teams, for Auxiliary to battery beam boats with fire at will, Great for Cannons with scatter volley as well.

    Also attack pattern omega gives you a damage resistence buff and a damage buff. This is worth it to take also.

    Your gravity well will do more damage if you have bonuses to exotic particle damage is another thing to consider.
    A beautiful death awaits you...
    [SIGPIC][/SIGPIC]
    -Foundry-
    Campaign: The Battle of Neverwinter - NWS-DOQXFA4ZD
    Prologue: A not so simple plan - NW-DCJG75B9D
  • intrepid74656intrepid74656 Member Posts: 0 Arc User
    edited March 2014
    morhadel wrote: »
    I don't have much of a problem killing the enemy but i hate getting blown up every minute. Ive flown the Ha'feh, Ha'apax, Ha'nom, both reg and Mirror Universe versions currently im in a ADSD, currently the only mission that i actually enjoy using this character for is the Mirror Universe event and that is because I avoid combat at all costs, just closing rifts and activating interfaces the whole mission. Is there any useful skills that the science class brings to the table?? besides focusing on Gravity well?

    First off, give us your build via http://www.stoacademy.com/tools/skillplanner/index.php
    That includes your skill tree (a lot of people forget that).

    Second, gravity well aint the only thing useful in Mirror Universe. I fly a drain Intrepid with nearly 300 flow caps. That combined with Tykens Rift 3 and Energy Siphon 2 shuts down almost anything.
    I imagine something similar can be setup with a Romulan, http://skillplanner.stoacademy.com/?build=morhadel_0 something like that perhaps?
    [SIGPIC][/SIGPIC]
  • morhadelmorhadel Member Posts: 9 Arc User
    edited March 2014
    Currently I have a fedy Tac officer who runs with the multi-vector escort, which i enjoy playing. I have a Klingon Engineer that I really enjoyed playing with a Negh'Var so I got the Mogh, that thing is Beast mode. Im thinking about a scimitar but haven't decided yet.

    I will add the skill sheet soon.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited March 2014
    The scimitar is a GREAT ship.

    If you try something like
    CMDR tac, Ltcmdr ENG, Lt sci, Lt eng, Ens tac

    you can carry 2 copies of tac team , a bunch of shield and hull healing and power tricks, and generally manage to survive while blasting things with weapons.

    Problem is you lose almost all science this way.

    Making the LTCMDR an offensive science guy with GW1 and whatever, you lack the self healing to keep that thing alive, and if the scimitar excels at nothing else, the ONE thing it is GOOD AT is making everything in front of you want to shoot at you. So if you cannot wipe them all out in a few shots, you will die. A lot.

    The good news is that building it defensively is temporary. Use the officer slot to stay alive for now, and later, when you can drive up the middle and leave warp core breaches by the score in your wake, you can swap out to a SCI offense officer if you want to DO that, or a second tactical, or whatever you like really.

    Also consider the other models. The falchion model has a balanced console setup that would allow more defensive engineering armor consoles, at the cost of tactical consoles, and it provides a defensive console instead of the cloaked assault console. It is the most balanced version, while the straight up scim is a pure offensive gunboat.
  • morhadelmorhadel Member Posts: 9 Arc User
    edited March 2014
    So a friend came by yesterday. Saw my skills and was like "oh God, theres your problem.
    Here is what I am thinking about going with. I have a respec token.
    http://skillplanner.stoacademy.com/?build=aff_0
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited March 2014
    9 points in driver coil is a huge waste IMHO.

    Moar power insulators: drains, esp from borg, are a pain.

    Less warp core efficiency--- once you get gear, it does next to ZERO because all your power levels will be too high to benefit. This is just saving money--- you don't want to respec again, and eventually you WILL have gear, so..... toss this skill or at most 3 points.

    3 in electro plasma is useful, you DO want to sometimes dump power to shields or something in a pinch....


    6 in ALL the ones that boost a power system (ex, aux performance) is good to have. Even if you do not use that system as much as you think, you want high power levels in all 4 systems eventually so you can use a fleet warp core and get 12% more damage (from having high power levels...).

    All in all the rest look good, just a little tweaking here and there.

    In *general* 9 points in anything is wasteful -- the last 3 points add just a tiny bit more. Its better to spread it around. 9 in weapons is OK for a dps specialty build, but 9 in things like armor reinforcements is mostly a waste.
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