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Have I spread myself too thin?

isvarnaisvarna Member Posts: 108 Arc User
edited July 2014 in Federation Discussion
Hello shipyard technicians, I come seeking advice for my DSSV. In it's current state its kind of a frankenstein of different parts that are mostly a product of the order in which I obtained the various items you see. My skill tree I know could use a respec since I don't regularly use Scramble Sensors or Viral Matrix anymore, but I would like some suggestions on where to reallocate points. My main concern however is if I'm trying to do too many things at once and if so what are the weakest aspects of the build that could benefit from refocusing.

I am particularly interested in suggestions on what to do about my deflector and warp core. I just dropped those in as extra bits I picked up from missions because they had skill and power bonuses I kinda liked. I would welcome any suggestions that synergize better with my other components.

http://skillplanner.stoacademy.com/?build=isvarnadssv_0

Thanks in advance.
↓ ↓ This is why we can't have nice things. ↓ ↓
Post edited by isvarna on

Comments

  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited July 2014
    Your science consoles are too full of not-Science. Are you or aren't you a science ship? Filling a Sci ship's slots with not-Science is a lot like filling an Escort's Tac slots with not-Tac. Why do you even need 2.5 belts of armor on a ship which can't pull aggro anyway? Move your Unis in there instead and put in some actual freaking Science consoles, sheesh. At least then you could have a giant gravwell capable of hoovering up enemies from across the map.
    [SIGPIC][/SIGPIC]
  • baudlbaudl Member Posts: 4,060 Arc User
    edited July 2014
    counter command 2 piece set with tetryon weapons tells me that you still have a long way ahead of you to even reach an average build for this sci vessel (not even a particularely good one anyway, but that's ok if you like the design).

    my suggestion, start from scratch, read about sci ship builds first, then give it another try.
    Go pro or go home
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited July 2014
    Setting aside the ship,

    Your captsin skills are in fact over specialized. Take a look at this table to see what going from 6 investments to 9 actually dose. Its a very good source of information if you will forgive its graviton generator numbers (Which are wrong)
  • dragnridrdragnridr Member Posts: 671 Arc User
    edited July 2014
    http://skillplanner.stoacademy.com/?build=solonaefreebieship_0

    This is just my ship build. I haven't got to my captain's abilities yet, but I use this ship as a hold baddies while everyone else pounds them down.

    Could I do better, yeah....I could, but this is just my alt.
    latest?cb=20141230104800&path-prefix=en
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited July 2014
    This build will need focus... You have no skills on Graviton Generators or Particle Generators yet you carry 2 versions of GW. It's time to synergize this build for ya.

    Let's focus on the anchor for this build: Gravity Well and go from there.

    http://skillplanner.stoacademy.com/?build=dssvbuildfix_99

    Notice that I ditched your torps... they really aren't gonna sync up with Tetryons as Bio Molecular ones goes best with Phaser/Disruptor builds and the Grav Torp is best with Antiproton or Protonic Polaron. I also re-allocated your skill points to something that works more towards a GW build.

    A few other points:

    Your BOFFs and DOFFs should augment this build: BOFFs for power management and healing while DOFFs for enhancing your Gravity Well abilities along with power management.

    The BOFFs you slot should have Efficient [2 of them BOFFs should have this], 2 Romulan BOFFs for higher crit chance and severity, 1 Human for Leadership hull repair. If you can't get 2 Romulan BOFFs, swap out for another human and efficient BOFF.

    The DOFFs should help augment power and GW: 1 Blue or purple Damage Control Engineer and 1 Warp Core Engineer should help increase power since you have two emergency power abilities. Also, slot in 2 Deflector Officer DOFFs to increase deflector abilities cooldown. The 5th DOFF should be the Gravimetric Scientist for reducing Cooldown on Exotic Damage Powers when a Spatial Anomaly is activated.

    Power Levels should be at:
    Aux: 100
    Engines: 25
    Shields: 25
    Weapons: 50

    Your Crit Chance and Crit Severity also play a role in this... crit chance should be over 15% and crit severity should be over 100% if possible.

    You can see my tac Vesta build as an example of how I synergize Crowd Control, Healing, and DPS in that specific order with my build and setup.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited July 2014
    Your science consoles are too full of not-Science. Are you or aren't you a science ship? Filling a Sci ship's slots with not-Science is a lot like filling an Escort's Tac slots with not-Tac. Why do you even need 2.5 belts of armor on a ship which can't pull aggro anyway? Move your Unis in there instead and put in some actual freaking Science consoles, sheesh. At least then you could have a giant gravwell capable of hoovering up enemies from across the map.

    I'd have to back this sentiment up.

    I get what the OP is trying to do. But the SCI Consoles and Deflector bring nothing in strengthening 2 out of 3 LtCdr+ Science Skills (the 2 Grav Wells). The Assimilated Console has a bit of Graviton Gen, but more than 1 source of Graviton Gen is needed. Science, like Tactical abilities, greatly depends on stacking large amounts of stats to make it really effective. Some aspects, like Drain Builds, even more so than anything else in the game. A high Graviton Gen Skill CC build as you say can literally scoop up NPCs from distances that may surprise you, far more than some Escort with LtCdr SCI and 3 SCI Console slots can do.

    If you're going to do a CC build centralized on 2 copies of Gravity Well, you might as well sell out into the effort and make it truly powerful in that capability.

    As for the ENG Consoles, I agree... ditch the armor and RCS Consoles, stuff the Universals there, and get some Graviton Gen Consoles in there. Also change out the Deflector and stuff the Adapted MACO Deflector in there if you can reasonably afford it. Adapted MACO Deflector is very science friendly and you can use that for quite a number of different science builds. It'll also synergize with the other 2 Adapted MACO pieces already on the build.
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  • desertjetsdesertjets Member Posts: 207 Arc User
    edited July 2014
    Again like every one said this build lacks focus and fails to make any synergies that you can get with sci ships.

    I would recommend the following sci skills (based on somebody else's rec for a fleet varanus I am working on).

    Cmdr: ST1, TSS2, GW1, TR3 (if you don't have a BOFF with TR3 swap the TR and Grav Well)
    LTC: PH1, HE2, ES2.

    I have really become a believer in Tyken's rift lately and if you can slot it I think it is an awesome ability to have. And the easiest things a sci can do to be useful is crowd control and draining. Thankfully they are relatively cheap skills to invest in and the sci consoles for that are cheap.

    You also need to pick an energy type and stick with that. And with a single tac BOFF, LT only at that, I think you should go torpedo-less. I would run TT1 and BFAW2.

    For a sci ship I sorta prefer the Solanae deflector to the Adapted MACO. But if you don't have access to the Solanae core for the 2-pc bonus I think the Adapted MACO is better all around, esp if you want a boost to some drain abilities.
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