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Need a Sci Captain build

ghostsofwar116ghostsofwar116 Member Posts: 36 Arc User
edited November 2014 in Federation Discussion
Hey guys and girls,

I am setting up a Science Captain, I am at level 10 right now, but I already know that I will be using an Atrox Carrier or 1 of the Tier 6 Science ships. What I need is a good build, for PvE that focuses on CC and Team support. Any suggestions would be greatly welcomed.
Post edited by ghostsofwar116 on

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  • exsteeleexsteele Member Posts: 113 Arc User
    edited November 2014
    Are you asking for what captain skills to level, or what bridge officer powers you should use, or what equipment to load up? And Doffs?

    As you can see, there's a lot of potential information to give, and with the amount of variety in this game, no one person's suggestions are going to be 100% perfect for you.

    That being said, if you want crowd control, you definitely want to invest in Tractors (both regular and repulsors -though make sure you learn how to use them!-) and Gravity Well. These will help control where enemies can go, and inflict some decent damage, too.

    Make sure you up your skills and get equipment that increases [EDIT] Particle Generators (exotic damage), and there are a good number of Doffs that can spawn extra Gravity Wells, or add effects to tractor beams, or one of my favorites, disable enemy engines if they're stuck in a Ejected Warp Plasma cloud.

    Alternatively, you can go for softer kinds of control: Viral matrix randomly disables subsystems, which is awesome in PvP, but you barely notice it work against computer-controlled opponents. Scramble Sensors is fun (It "confuses" enemies, forcing them to attack one another, however it breaks after enemies take a bit of damage); Nice for soloing, but utterly useless in group play.

    As for team support, both Sci and Eng Boffs have a wide array of healing abilities. High-ranking Eng officers also have access to some control abilities, though on a sci ship you'll get only get access to one of those at best. Sci Team and Eng Team are passable as Shield/Hull heals, but their greatest ability is getting rid of negative status effects.

    There are doffs which can enhance most of the healing abilities, usually by reducing recharge time.

    Don't underestimate the supporting role of tactical abilities! Tactical Team (+ weapon damage, Automatically adjusts shields to the side that's currently being hit) and Attack Pattern Beta (Self + res, enemy - res) can be cast on allies for significant boosts, as well as used on yourself for solo play.

    Finally, with Science ships, almost all of them have all 4 subsystem-targeting attacks built in. You need at LEAST one beam array (either regular or dual) to take advantage of these. Subsystem targeting powers are enhanced by the Flow Capacitors skill. If you get no other draining powers (like Tyken's rift or aceton beam), then it may not be worthwhile to spend skillpoints on that ability; but then you need to make sure your equipment or set bonuses have some Flow caps points, because otherwise the Subsystem attacks will be near worthless. It should be noted that these powers only drain system power, and have a -chance- to knock the whole system down for a short time.

    One more thing: Most, if not all, Sci and Eng abilities, are powered up by the Auxillery power setting. So when planning out your build, get items that boost that power (like some Warp Cores, universal consoles, etc), or allow you to pull it up without leaving the rest of your subsystems weak (The Nukara reputation has 2 such powers: Depending on your Aux power, it gives a buff to your offensive or defensive abilities, negating the power drain experienced by the rest of your subsystems should you choose to slide Aux up to max)
  • ghostsofwar116ghostsofwar116 Member Posts: 36 Arc User
    edited November 2014
    exsteele wrote: »
    Are you asking for what captain skills to level, or what bridge officer powers you should use, or what equipment to load up? And Doffs?

    As you can see, there's a lot of potential information to give, and with the amount of variety in this game, no one person's suggestions are going to be 100% perfect for you.

    -Snip for length sakes-

    I am looking for a recommendation of Captain Skills to level, I already know how to set up my bridge officers and duty officers.
  • exsteeleexsteele Member Posts: 113 Arc User
    edited November 2014
    Okay, then I need to know: What abilities do you plan to use?

    I don't want to recommend Subspace Decompiler if you don't use Viral matrix, after all!

    Also, note that Captain skills are not the be-all of how effective your powers are. You can only train up to 99 points: The scale goes up to 255! So you need to make up the difference with equipment and set bonuses. However, having a skill at 0 will make it patently ineffective, no matter what else you have.

    Anyway, without knowing your build or powers you want to use, start with the following:

    For the Tactical tree: 6-9 points in Starship Weapon training; Energy weapons, Projectile Weapons (assuming you're using both beams AND torpedoes); Starship Maneuvers and Targeting systems. Optionally, 3-6 points (No more!) in the specializations (improves critical chance).

    Engineering tree: 6-9 points in Hull repair; Structural Integrity; Warp Core Potential, Hull plating; Armor Reinforcements, Auxiliary Performance. Optionally, ~3 points for Shield performance, Weapons performance, and Driver Coil (Everyone says driver coil is worthless. I agree. HOWEVER, having 0 points in this power makes running around sector space a slog, even with the best engines and quantum slipstream, especially on slower ships like the Atrox or the Nebula. So if you're flying one of those, AND you've been a bit conservaite with your points so far, a few points in here isn't the worst thing you could do)

    Science: Here's where we get tricky, because we have 10 skills that boost 20 powers, of which you'll have access to no more than 7-9 at a time, and at this point, SOMETHING has to give. Depending on how many points you've spent thus far, you can put 6 points in darn near everything, or 9 points in most things, or if you've squandered your points, 6-9 points in a few key skills.

    Personally, I recommend Flow Caps for draining (also boosts your sub system attacks that automatically come with every science ship), Graviton Emitters for Tractors, Particle Generators for exotic damage (Grav well, tykens rift), and anything having to do with your shields. The resists you can skip, unless you're gonna PvP. Most enemy disable abilities last only a few moments and aren't worth spending valuable skill points to defend against. The only exception would be shield drain, because the Borg hit you with that EVERY DAMN TIME.

    Remember that 1/3rd of your skill points have to go into your Ground skills tree! I just go for weapons, shields, armor, and medic, because I'm a pure healer in ground combat. If I used more abilities, I'd have mroe to say about the other powers, but I don't, so I can't.

    Hope this was a little more helpful!
  • ghostsofwar116ghostsofwar116 Member Posts: 36 Arc User
    edited November 2014
    exsteele wrote: »
    Okay, then I need to know: What abilities do you plan to use?

    I don't want to recommend Subspace Decompiler if you don't use Viral matrix, after all!

    Also, note that Captain skills are not the be-all of how effective your powers are. You can only train up to 99 points: The scale goes up to 255! So you need to make up the difference with equipment and set bonuses. However, having a skill at 0 will make it patently ineffective, no matter what else you have.

    Anyway, without knowing your build or powers you want to use, start with the following:

    For the Tactical tree: 6-9 points in Starship Weapon training; Energy weapons, Projectile Weapons (assuming you're using both beams AND torpedoes); Starship Maneuvers and Targeting systems. Optionally, 3-6 points (No more!) in the specializations (improves critical chance).

    Engineering tree: 6-9 points in Hull repair; Structural Integrity; Warp Core Potential, Hull plating; Armor Reinforcements, Auxiliary Performance. Optionally, ~3 points for Shield performance, Weapons performance, and Driver Coil (Everyone says driver coil is worthless. I agree. HOWEVER, having 0 points in this power makes running around sector space a slog, even with the best engines and quantum slipstream, especially on slower ships like the Atrox or the Nebula. So if you're flying one of those, AND you've been a bit conservaite with your points so far, a few points in here isn't the worst thing you could do)

    Science: Here's where we get tricky, because we have 10 skills that boost 20 powers, of which you'll have access to no more than 7-9 at a time, and at this point, SOMETHING has to give. Depending on how many points you've spent thus far, you can put 6 points in darn near everything, or 9 points in most things, or if you've squandered your points, 6-9 points in a few key skills.

    -Snip-

    Hope this was a little more helpful!

    To make it a bit easier, I am including an STO Academy Link: See below

    This shows my idea for my Character, but is not finalized at least weapons wise
  • ghostsofwar116ghostsofwar116 Member Posts: 36 Arc User
    edited November 2014
    http://skillplanner.stoacademy.com/?build=scicaptainbuild_8467 <---- Updated link with weapons on ship
  • exsteeleexsteele Member Posts: 113 Arc User
    edited November 2014
    I'm not seeing any weapons or equipment from that link =/

    Also, I must profess ignorance when it comes to the Intel powers. I don't know what skills boost the Evade Target Lock or Subnucleonic Carrier Wave powers (I'd guess Defense and Particle Emitters, but I'm not 100% sure).

    I see you put "Emergency power to Aux", which is good. I think the best skill to facilitate that would be the EPS - Electro-Plasma System. This skill makes power transfer between systems faster, so I'd give that 3 points or so.

    I can also guess from your BO set up that you either won't have torpedoes, or won't worry too much about them. If that's the case, you can remove some or all the points from the torpedo skill and utilize them elsewhere. With a limited number of Tac BO slots and Tac console slots, it probably will be best to focus on one weapon type (as much as it runs against common sense and how every ship in canon operates).
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