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SCI console help

mordan8504mordan8504 Member Posts: 40 Arc User
edited July 2014 in Federation Discussion
I'm trying to make a solid build out of my Fleet Intrepid, FINALLY(!), but I'm having difficulty with the SCI slots. I want to have the ability to survive during any firefight I may find myself in but I'm not sure the best way to do it.

Currently, from the new crafting system, I've got 4 rare MK VI Field Generators which get my Reman Covariant shields up to about 20k per facing. My initial plan was to get 4 MK XII Field Generators through crafting, but after seeing my hull get swamped pretty quick with my 20k shields, I'm wondering what type of loadout I need to look at for surviving these little spats.

I probably need to upgrade my shields to a better shield, but I'm not really sure about that yet, however I think my biggest problem right now is what to do with my 4 SCI consoles. Should I use those to bolster my shields, boost my damage from tractor beam repulsors or what?

Just a bit lost right now and don't want to waste resources on things not needed.
Post edited by mordan8504 on

Comments

  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2014
    Need to see the build to make any intelligent recommendations
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited July 2014
    Wow...slight derp moment.

    Here's the current loadout.

    http://skillplanner.stoacademy.com/?build=fleetintrepid0727_0

    It was modeled after a PvP oriented Escort fighting build...I made a few slight changes to consoles was all.
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Assuming pve...but could you clarify? and add your doffs if possible...
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2014
    Just some observations first:

    With all that plasma weaponry, you might want to prioritize fleet embassy consoles with [Pla] to buff the damage. That would let you compensate for the low number of tac consoles somewhat.

    Particle Generators will buff the DOT from the plasma fire (although it will get cleared often in PVP, with everybody running HE).

    You need to upgrade to HE2 at the least. Engi Team is good for flash repiar but it doesnt buff your resists any or heal-over-time any, so people just keep firing and you die after your one-time ET is used up. HE3 is probably the best hull repair in the game, does about 15k hull repair on my sci ships and gives a huge resist buff, but its really expensive in terms of opportunity cost.

    You have too many shield buffs and repairs. Sci vessels already have the highest shield modifiers in the game, which act as multipliers for capacity and regen, so put a big shield on a sci ship and it will stay up with minimal maintenance. But you are running EPtS1, TSS3 (overkill), and ST2 for spot repair, with too many field generators. Shields are there to reduce damage to hull not to tank, you cannot shield tank, all you can do is keep them up to reduce whatever damage doesnt bypass.

    Reman and Romulan shields are not that good, they give a lot of capacity but their only real benefit is that they randomly add more capacity but dont heal it, so you have to heal all the time just to fill whatever shield cap comes available, and then you siltl die because your hull got eaten.

    With your low hull and turn-rate, you need an escape mechanism of some kind. Your ablative will work sometimes but people will wait it out, you need a way to get away from the fight, break target lock, break SA stacks, etc. The Fluidic console that lets you cloak and run for a short period is probably the best generic getaway console (too good really).

    I see you have a high skill spec in SubD, which explains the dual VM. You should probably look for other ways to exploit that. SubD helps with photonic shockwave to stun a target. Also you can use a Nadeon Detonator console with your rom plasma to stun people with that (its effective).

    ****

    My recommendation is try to focus more on synergy between your chosen sci magic school and your weapons. They arent really working together right now. Romulan plasma set is good kit but it shares nothing with SubD and they dont really complement each other. Both are good for advanced builds, but they just dont do anything for each other. What you might consider is downgrading the SubD to 6 bars and then upgrading your Particle Generators to 6 bars, then you have more synergy (partgens buffing the plasma fire damage-over-time), but the 6 bars in SubD would still be oddball. If you want to focus on disables, build around them with other abilities and DOFFs that will take subsystems offline more often.

    You should probably look into a complementary equipment set once you make that choice. Adapted MACO is very good for most sci ships--the deflector has lots of buffs to offensive skills and structural integrity, the 2pc gives an extra ~9 of aux power, the shield breaks target lock, and the 3pc gives a psuedo-cloak that works from >6k distance.

    As for the survivability factors, you have too many shield buffs and not enough hull buffs. I would reorder your defensive stations as follows:

    PH1, TSS2, HE3
    ST1

    TSS2 will give you awesome primary heal with EPtS1 and ST1 as filler, with HE3 your primary hull repair and ET2 as filler.
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited July 2014
    http://skillplanner.stoacademy.com/?build=fleetintrepiddoffs_0

    DOFFs are now on the "Notes" tab.

    Yes, I primarily play PvE but from time to time run a quick PvP match. I want my shields to last longer or maybe just balance my BOFF/DOFF abilities better to make a longer living build when facing eSTF situations. Not terribly concerned about PvP at present.
  • mordan8504mordan8504 Member Posts: 40 Arc User
    edited July 2014
    Just some observations first:

    With all that plasma weaponry, you might want to prioritize fleet embassy consoles with [Pla] to buff the damage. That would let you compensate for the low number of tac consoles somewhat.

    Particle Generators will buff the DOT from the plasma fire (although it will get cleared often in PVP, with everybody running HE).

    You need to upgrade to HE2 at the least. Engi Team is good for flash repiar but it doesnt buff your resists any or heal-over-time any, so people just keep firing and you die after your one-time ET is used up. HE3 is probably the best hull repair in the game, does about 15k hull repair on my sci ships and gives a huge resist buff, but its really expensive in terms of opportunity cost.

    You have too many shield buffs and repairs. Sci vessels already have the highest shield modifiers in the game, which act as multipliers for capacity and regen, so put a big shield on a sci ship and it will stay up with minimal maintenance. But you are running EPtS1, TSS3 (overkill), and ST2 for spot repair, with too many field generators. Shields are there to reduce damage to hull not to tank, you cannot shield tank, all you can do is keep them up to reduce whatever damage doesnt bypass.

    Reman and Romulan shields are not that good, they give a lot of capacity but their only real benefit is that they randomly add more capacity but dont heal it, so you have to heal all the time just to fill whatever shield cap comes available, and then you siltl die because your hull got eaten.

    With your low hull and turn-rate, you need an escape mechanism of some kind. Your ablative will work sometimes but people will wait it out, you need a way to get away from the fight, break target lock, break SA stacks, etc. The Fluidic console that lets you cloak and run for a short period is probably the best generic getaway console (too good really).

    I see you have a high skill spec in SubD, which explains the dual VM. You should probably look for other ways to exploit that. SubD helps with photonic shockwave to stun a target. Also you can use a Nadeon Detonator console with your rom plasma to stun people with that (its effective).

    ****

    My recommendation is try to focus more on synergy between your chosen sci magic school and your weapons. They arent really working together right now. Romulan plasma set is good kit but it shares nothing with SubD and they dont really complement each other. Both are good for advanced builds, but they just dont do anything for each other. What you might consider is downgrading the SubD to 6 bars and then upgrading your Particle Generators to 6 bars, then you have more synergy (partgens buffing the plasma fire damage-over-time), but the 6 bars in SubD would still be oddball. If you want to focus on disables, build around them with other abilities and DOFFs that will take subsystems offline more often.

    You should probably look into a complementary equipment set once you make that choice. Adapted MACO is very good for most sci ships--the deflector has lots of buffs to offensive skills and structural integrity, the 2pc gives an extra ~9 of aux power, the shield breaks target lock, and the 3pc gives a psuedo-cloak that works from >6k distance.

    As for the survivability factors, you have too many shield buffs and not enough hull buffs. I would reorder your defensive stations as follows:

    PH1, TSS2, HE3
    ST1

    TSS2 will give you awesome primary heal with EPtS1 and ST1 as filler, with HE3 your primary hull repair and ET2 as filler.





    Alright, I took a minute and revamped my loadout. The current plan is posted below:

    http://skillplanner.stoacademy.com/?build=fleetintrepidreworked_0

    Would this be a more solid build and loadout? I think I took the synergy back into account, which, I will admit, I took out previously to see how worthwhile Viral Matrix was now.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2014
    Agh, need to correct myself. Particle Generators no longer buffs plasma fire DoT. It still buffs the DoT from Eject Warp Plasma but they removed it from the weapons buff at LOR, and I keep forgetting about it.

    Maybe spec into holds instead, cap out gravitons and keep some points in pg and subd to extend damage and duration on your TB/TBR. ~200 gravitons (from skill plus consoles) will really hold stuff down, and you can subnuke the rest of them. Those slow rom torps will have a better chance at hitting the target.
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