Been a long time player off and on since start of sto been on a short break. Coming back for delta rising and looking to make a Science Captain can anyone give me a site or good guide to read up on for building a science captain shooting on using the temporal vessel. Thx
You might want to start with the search function. There are plenty threads about science vessel builds.
Since you were absent for a while: Science vessel with focus on particle generator based abilities (grav well, tractor beam repulsors,..) are very strong at the moment. The reason is the trait particle manipulator that you get when you reach lvl 15 in R&D science. It adds CrtH to your abilities (0.25% per point in particle gens, that makes 100 % CrtH at 400 part gens). Another reason is that there are many items that help you stack part gens to high numbers (R&d consoles etc).
For a start, get the Solanae set from the episode "a step between the stars". It is very good and free. Or tell us what you have regarding gear. Then we can make suggestions.
Regarding boff set up, some abilities are always good to have:
- tac team for shield distribution
- sci team for small shield heal and debuff removal
- EP2Aux for more aux and some more points in particle gens and grav gens (also there are doffs that work with this ability very nicely, e.g. one of the newer Xindi Doffs)
- hazard emitters - hull heal and DoT removal
- transfer shield strength
- Aux2SIF - small heal with short CD
- gravity well - control and damage
science is in a better place now. It could be better still (I hate that drains and damage are mutex due to gearing problems) but its not bad.
The typical sci build at the moment is using particle generators for supplemental damage.
assuming you want a damage build? Rough stuff here, the basics..
gear:
nukara console has part gens.
solanae (quested) deflector has a lot of PG.
fleet PG consoles are good things to use if you can.
PG on your captain skills X9 points.
crafted gas plasma torp is a good pick for shooting into GWs with a torp spread. Ouch.
skills: TBR and GW form the core of your damage. Along with eject plasma if you choose to drag your enemy around with pulling TBR officer (more below)
trait: crafting to level 15 in science gives a VERY POWERFUL trait. EARN this ASAP.
some people use the tractor repulsor pull officer -- which costs 10 million or so --. I hate it, but everyone else seems to like it. It drags the targets TO you, if sitting still, to the SIDE of your ship, and if moving, BEHIND your ship. Exploit this with eject plasma and nasty aft torps and mines to kill things in horrible ways.
T6 intel ships allow slotting the new intel skill override safeties... which boosts your power levels. Imagine a GW dropped with 160 aux power?
These should give you some ideas of the nuts and bolts of a DR sci build, there are specifics and and ship specific things, but this is the core.
Comments
Since you were absent for a while: Science vessel with focus on particle generator based abilities (grav well, tractor beam repulsors,..) are very strong at the moment. The reason is the trait particle manipulator that you get when you reach lvl 15 in R&D science. It adds CrtH to your abilities (0.25% per point in particle gens, that makes 100 % CrtH at 400 part gens). Another reason is that there are many items that help you stack part gens to high numbers (R&d consoles etc).
For a start, get the Solanae set from the episode "a step between the stars". It is very good and free. Or tell us what you have regarding gear. Then we can make suggestions.
Regarding boff set up, some abilities are always good to have:
- tac team for shield distribution
- sci team for small shield heal and debuff removal
- EP2Aux for more aux and some more points in particle gens and grav gens (also there are doffs that work with this ability very nicely, e.g. one of the newer Xindi Doffs)
- hazard emitters - hull heal and DoT removal
- transfer shield strength
- Aux2SIF - small heal with short CD
- gravity well - control and damage
science is in a better place now. It could be better still (I hate that drains and damage are mutex due to gearing problems) but its not bad.
The typical sci build at the moment is using particle generators for supplemental damage.
assuming you want a damage build? Rough stuff here, the basics..
gear:
nukara console has part gens.
solanae (quested) deflector has a lot of PG.
fleet PG consoles are good things to use if you can.
PG on your captain skills X9 points.
crafted gas plasma torp is a good pick for shooting into GWs with a torp spread. Ouch.
skills: TBR and GW form the core of your damage. Along with eject plasma if you choose to drag your enemy around with pulling TBR officer (more below)
trait: crafting to level 15 in science gives a VERY POWERFUL trait. EARN this ASAP.
some people use the tractor repulsor pull officer -- which costs 10 million or so --. I hate it, but everyone else seems to like it. It drags the targets TO you, if sitting still, to the SIDE of your ship, and if moving, BEHIND your ship. Exploit this with eject plasma and nasty aft torps and mines to kill things in horrible ways.
T6 intel ships allow slotting the new intel skill override safeties... which boosts your power levels. Imagine a GW dropped with 160 aux power?
These should give you some ideas of the nuts and bolts of a DR sci build, there are specifics and and ship specific things, but this is the core.