In step with my evolution as a noob Reman Sci player, I finally ponied up some hard cash acquired a Temporal Science ship (R.mor class). Needless to say, I'm very interested in hearing feedback on the build so far:
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The goal of this build is to create a highly-survivable damage dealer for casual PvP. As such, my primary weapon of choice is TBR2/3, supplemented by a "pull" TB officer to reverse the direction of the pulses. This is further supplemented by an array of torpedoes and mines to help generate kinetic damage and bolster the TBR's hull crushing effect.
Note: I've had good results so far in Cap & Hold (first or second place in dmg dealt), though I did find that I was susceptible to spike damage from elite escort pilots (talking best of the best, here). But otherwise, it felt both tanky and powerful.
So, with the above in mind, here's where I need some feedback:
1. Regarding spike damage, I have zero Tac officers. Should I slot at least one and run a copy of TT (perhaps doff'ed to near GCD via a conn officer)?
2. Since my Particle Gens are already quite high (274), would a better option to be to drop TBR2 and put FBP in there as a counter to spike dmg dealers?
3. My skill tree still has leftovers from my early attempts at "sci-scort" play in my Dyson. Now that I'm running an uncloakable ship, should I redirect points in Stealth to maxing out Particle and Grav skills? What other skill tree tweaks make sense given my stated goals for the build?
4. I've got 3 SROs in my bridge crew, and I could perhaps grind for 2 more. However, I'm wondering if it would also make sense to pop one or two Fleet Locators/Exploiters onto the build. Would the CrtH/CrtD boosts from those consoles be felt in my TBR pulses the way that the SRO passives currently are? Perhaps a torp-focused console for Photons or Transphasics?
Anyway, that's where I'm heading with the build. As always, feedback and advice greatly appreciated...
RCK
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