Hello!
Since I started playing, I found it difficult to find dedicated discussions on Science builds. After several discussions in the game's chat about Science builds, I thought that maybe it would be nice to put all the builds together into one thread so that people will find it easier to find science builds and share ideas.
So let's start by defining what a Science ship is. As of this post, I'd say any ship with a Secondary Deflector is a Science ship. Preferably, I'd like to restrict the ships in this thread to those that do for now.
If you'd want to share your build, please follow the following format:
Ship Class/Tier - Your ship class and tier
Build Description - A short description of your build and what your build objectives are.
Link - Link to your build (Reddit /r/stobuilds or StoAcademy links welcome)
Any build is welcome. You can post your finished builds, work-in-progress builds or leveling builds. Don't limit yourself to DPS builds too. Science ships are pretty flexible so if you have a PVP build, healer build, drain build or CC build or any other build feel free to post them. The more variation we have, the better.
Looking forward to see all your builds!
I'll start by posting my current ships:
Fleet Long Range Science Vessel (Pathfinder)/Tier 6Description
This is an end-game DPS build focusing on radiation, exotic damage and torpedos. Current best parse is 78k in ISA.
https://www.reddit.com/r/stobuilds/comments/3bzb0v/uss_curiosity_fleet_pathfinder_exotictorp_build/VideoMulti-Mission Surveillance Explorer (Vesta) Tier 5UDescription
This is an end-game DPS build focusing on radiation, exotic damage and torpedoes. The build aims to maximize DPS while still using all 3 of the Vesta Bundle consoles for some added fun factor. Current best parse is 73k in ISA.
https://www.reddit.com/r/stobuilds/comments/3liqhk/50k_science_vesta_torpedo_and_exotic_build_with/Video
Edit:
Old cheat sheet (Spoilered to save space):
As a general cheat sheet for those building Science Ships, I'd like to quote this rather helpful post by
@farseeridranel from his
Science Skills at Peak Efficiency guide.
Here is a little guide for everyone out there who is flying a science vessel and is trying to get high numbers in the offensive science skills (flow capacitor [FC], particle generators [PG], graviton generators [GG], counter measure systems [CMS] and subspace decompiler [SD]). I try to put together what is needed for a theoretical maximum (e.g. by using the epic version) and the standard MK XII version of items.
Items for defensive science skills are shown in post #2.
Info about auxiliary power can be found in post #10
Particle generator [PG]
Particle generator is the skill that boosts the damage of the big science abilities gravity well and tyken's rift, but also of tractor beam, tractor beam repulsors and many other abilities including those from set boni and consoles, e.g. isometric charge. Recently particle generator received lots of attention and it is reasonably easy to achieve high numbers here, which works nicely together with the lvl 15 R&D trait particle manipulator (0.25% CrtH/1 PG --> 100 % CrtH at 400 PG)
The equipment with the highest values in PG (MK xII/MK XIV UR/epic):
deflector: Solanae set (35/50 at ur)
secondary deflectors with part gen bonus (+15), another +10 at epic rarity (+25 total)
engine/shield: 2 set bonus from reman or romulan set (17.5)
warp/singularity core: singularity cores can have [PrtG] as mod (17.5/20?)
Science consoles: 4 x romulan embassy consoles (31.9/37.5)
1 x R&D particle console (31.9/75 (with additional [PrtG] mod))
Engineering console: 1 x R&D RCS console with [PrtG] mod (31.9/37.5)
universal consoles: Nukara console (17.3/?)
Special: - Vesta console fermion field (+13.3 PG for 20 s)
- 2 piece set bonus from risian set (+25.5 PG) (there is no risian science vessel though, yet)
From abilities we can get +10-20 PG from EPtAux1-3
From traits we can get the trait astrophysicist (+10 PG) (available for most captains except caitan, ferasan, pakled and lethean)
A joined Trill as captain adds 6.7 to PG
The theoretical maximum, which includes 9 points in the PG captain skill is about 689 for 8 seconds. This requires a romulan vessel with [PG] singularity core, a captain with the astrophysicist trait, 5 science consoles, a lt. commander engineering (for EPtAux3), 3 x inspirational leader, 25 from Doff mission, fleet science booster and quantum singularity booster. I don't think such a science vessel exists (yet), thus, a Joined trill captain in a Scryer should reach the highest values at the moment.
Graviton generator [GG]
Who needs damage when he/she can pull the ships from the whole map into one gravity well? GG increases the pull strength of gravity well, the repel of photonic show wave etc.
The maximum possible number in GG can be achieved this way (MK XII/MK XIV ur/epic):
deflector: Romulan or reman set (39.4/45 at ur)
Secondary deflector with GG mod at MK XIV (+15)
Engine/shield: none
Warp/Singularity core: Singularity cores can have a [GG] mod (17.5/20?)
Science consoles: either 5x romulan embassy consoles (31.9/37.5) or 1 crafted particle field exciter with GG mod and 4 x embassy consoles
Engineering console: 1 x R&D RCS console with [GG] mod (31.9/37.5)
Universal console: assimilated console (23/x)
tachyokinetic converter (17.2/x)
special: 2 piece set bonus from risian set (25.5) (there is no risian science vessel though)
From abilities we can get +10-20 GG from EPtAux1-3
A joined Trill as captain adds 6.7 to GG
Flow capacitors [FC]
How about draining ship power and shields? Flow capacitors help a lot here. They work on the procs of tetryon and polaron weapons, tetryon glyder (from 2 piece omega set), tachyon beam, tykens rift, plamonic leech, charged particle burst and the shield drain from a Doffed tractor beam.
For a maximum in FC we need (MK XII/MK XIV ur/epic):
Deflector: Jem Hadar (26.2/30)
secondary deflector: solanae (13.3/x) or any other with [FlwC] at MK XIV (+15)
Engine/shields: none
sets: 2 piece bonus from Nukara weapon set (15.2)
2 piece bonus from apex predator set (15.2)
Warp/singularity core: none
Engineering consoles: R&D console with [Flow] (31.9/37.5)
Science consoles: 5 x romulan embassy consoles (31.9/37.5)
Universal consoles: Rule 62 (Ferengi console) (17.2/x)
Special: 2 piece set bonus from breen console set (35.5) (there is no breen science vessel though, yet)
Counter measure systems (CMS)
This skills works on Scramble and Jam sensors.
Deflector: Jem hadar (26.2/30) or reman/romulan deflector?
Engine/shields, Warp/singularity core, sets: none
Science consoles: 5 x romulan embassy consoles (31.9/37.5)
Universal consoles: ?
Special: 2 piece set bonus from breen console set (35.5) (there is no breen science vessel though, yet)
Subspace decompiler (SD)
Subspace decompiler increases disables (subsystem targeting, shock wave, viral matrix, tricobalt projectiles). This skill is the most expensive of the offensive science skills (9 ranks require 27 000 skill points; 9 ranks in FC requires 9000 for comparison) and there are no science consoles with SD mod or many items with this mod at all
deflector: romulan or reman (26.2/x)
secondary deflector with SD mod MK XIV +15
Engine/shield/warp core/singularity core/sets: none
Universal console: silent enemy (Elachi set) (17.2/x)
Joined trill captain (6.7)
From abilities we can get +10-20 SD from EPtAux1-3
other
constriction anchor console adds 23.8 % to exotic damage
In general:
There are some traits and devices that boost all of these skills:
- the trait inspirational leader (10 % chance for + 10 all skills, stacks up to 3 times)
- fleet science booster (+10 to science skills for x min)
- quantum singularity manipulation (+100 to science skills for 8 seconds, T5 romulan reputation)
- 9 ranks in the respective skill (+99)
Doff asignments
- There are assignments under "personal" that boost many skill by 25 for two hours on crit
Traits
Skills are not the only way to enhance science damage. A couple of traits help as well:
Conservation of energy (Science captain only): +10 % exotic damage when struck by energy weapons
particle manipulator (from R&D): 0.25 % CrtH for each point in PG (100% at 400 PG)
positive feedback loop (delta lock box): + 10% exotic damage when activating a healing ability
psychological warfare (Undine lock box): +20 % more pull/hold (Grav well etc)
Some ships have good traits for us:
enhanced particle generators (most science vessels): + 15 % exotic damage
Emitter synergy (Scryer science vessel): + 7.5 % more exotic damage when activating a tac/intel boff ability
Doffs:
Doffs don't increase damage or skills, but add effects or reduce cooldowns:
- deflector officer: reduce cooldown of gravity well, tykens rift, tachyon beam and energy siphon
- gravimetric scientist: - additional gravity wells (gravity well variant); additional tykens rifts (tykens variant); -10 s cooldown GW/TR (CD variant); adds radiation damage to charged particle burst (particle burst variant)
- tractor beam officer: add shield drain to tractor beam
- tractor beam officer: Voth, reverses tractor beam repulsors
- technician: Xindi, extra damage when using EPtAux (10% chance, 25 % extra dmg)
- warp theorist: decrease turn rate with tachyon beam
- warp theorist (Juel Ducane): Subsystem disable added to energy siphon
- energy weapons officer: reduce cooldown on subsystem targeting
- matter/antimatter specialist: Xindi, gravity well has chance to knock off engines
- biologist: scramble sensors reduces ability recharge time
- research lab scientist: placate with charged particle burst
- research lab scientist: Ocampa, tachyon beam pulls target
- photonic studies scientist: reduce cooldown on photonic abilities; additional photonic shockwave
Another piece of useful information: The Math behind cooldown reduction by
@iusasset:
https://redd.it/4cqdgdAdded on 1 Feb, 2017:@lucho80's
min-max drain thread.
@lucho80's
min-max control thread.
@alcaatraz's
Exotic Damage Calculator
Comments
High Maneuverability-Exotic/Drain Combat Sci
My Wells build prior to Sept 2015. 52k max (Pug Lyfe). Playing with the Temporal Warfare Set now and haven't tried for higher dps. Really like floating that line as a Kinetic/Beam Hybrid. Gives me lots of options on conventional weaponry (especially in Pvp with this loadout).While its not gonna make the 70k's, it is fun.
http://www.stoacademy.com/tools/skillplanner/?build=ussshade20_8593 (Tac Toon)
Current EPG/Drain Build - I regularly swap the Temporal Weapons for Polarons or Polarised Disruptors
http://skillplanner.stoacademy.com/a7dcc119f3c596f62611c57a93065459 --Current is around 89k Mostly due to Pilot Error :P
Romulan Caprimul DSD/T5U (Eng Toon)
http://www.stoacademy.com/tools/skillplanner/?build=caprimulsurvaliancedestroyer_8593
25k dps as tested prior to Sept 2015
Currently around 60kdps (engineer + sci dps is hard..)
Eternal Class Multi-Mission Science Vessel (Sci Toon)
http://skillplanner.stoacademy.com/2f48fb2d0f67fa602ef2960c149b3240
With Temporal Spec and Abilities 85k is nothing..
Rouge Sto Wiki Editor.
Playing sci “properly” in STO is still "new" for me. My attempts so far are more or less escort/cruiser build copies onto a Sci ships which is wrong most likely. One of my scis uses a Recluse Nanny and found a good place in my gang (~30k DPS). The other flies an escort; I don’t mind that because the toon is speced and used for ground anyway and only sees CCA during events or ISA at most (~20k DPS).
So let’s see about my only “real” Sci on a Sci ship. More or less. As tac at heart I picked the
Fleet Experimental Science Vessel [T6] (Dauntless).
http://www.stoacademy.com/tools/skillplanner/?build=zarlottesdauntless_9361
The Build I ended up with is fun (and still makes me feel at home) to play. I get 30k out of bad and up to 40k out of good ISA runs so far. Since I was never able to decide for a “one and only” Sci role I like to pronounce I now have a crowed control, debuff, drain, healing mix. In pug runs it works just fine and in fact I like to use it there even over my 50-70k eng/tac- builds. Reason is the amount of flexibility for different situations related to the team and especially the “influence” you have with big grav wells. The ship is also fast.
Weapons power is almost always up to 125% and aux just above 100%. Rest well over 75% for the AMP mod. Grav gens are at 220 and particle gens at 170; Rest is speced into flow caps for the leech and drain powers.
Biggest question on my mind atm is to enhance the particle gens and perhaps even the grav gens with new research lab consoles and give up embassy ones? Another thought is to integrate repulsors with the reverse doff? I’m just afraid to die every few seconds then.
I appreciate any advice of course but don’t see me rearranging from bottom to top for a torpedobuild or anything. Reason is that I have 8 other chars on my hands and Cryptic manages very well to see to it that they are an everlasting workshop.
Game sucks at times when trying to maintain 9 endgame toons. Yet the in-game income out of PvE & Doffing is massive so alls fair.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
My build evolved, the pilot spec primary made my Fleet Dauntless too durable. And I put damage consoles on it. But overall the theme is the same. It's still a fun little ship. All I really want now is a T6 Nebula, Vesta or Wells.
How do you 'Science' in STO, why you DPS of course...
It really depends on what your objective is. If DPS is your main goal then Embassy Consoles might still be better because you are a beam boat. The reversed TBR is good, just be sure to pick your moments when you use it. The Biochemist that reduces threat whenever you cast a damaging exotic ability is good to have in this case too.
I salute those who can maintain multiple end-game toons. I'm struggling enough with just one already!
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
I have mult toons, but keep the PvP sci toon better than the PvE toon. Too hard to follow through on the grind for spec points to keep both up.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Two years ago you couldnt do 50k+ in a science ship. Today Particle gen is where sci ship get their exotic damage. Its where the damage in grav well is. Its where damage is in Tractor beam Repulsors,Deflector radiation,Tykens,Destabilized res beam,to some extent Feed back pulse. If its a damage ability its directly tied to prtg points and aux.Unless they chance how Sci abilities work,thats how its gonna be..Want more exotic damage= more points in prtg.More Drain= more flowcaps..
Rouge Sto Wiki Editor.
Thank you for the advice, this is very much appreciated.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Here's mine... http://www.stoacademy.com/tools/skillplanner/?build=scryerpvppartgen_6927
http://www.stoacademy.com/tools/skillplanner/?build=ggbuild450ggpulleverythingbestsci_0
You can go two dimensional with the new R&D consoles. I'm building up a max grav gens and high part gens PvE boat. It's extremely effective. The other one that would be very effective would be a max flow caps and high part gens boat so Tyken's 3 packs a punch. Then there are the more funky combinations that might be possible depending on how many combinations are available. I could see a super shields and high drain kind of build.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
The [Part Gens][+Flow] consoles, where flowcaps are the major stat-but listed second, have added a very nice bite to my Tyken's Rift. Flow caps are high but not maxed on the build as I'm using ship sets for + torpedo damage, + aux, and crew protection.
I'm tinkering with a FBP build and thought the Restorative consoles could add some torpedo damage with the two shield and hull heals. However, I'm finding that I'm having to decide between generating threat using Embassy consoles-to power FBP's use, and stacking Restorative consoles.
I'm tinkering with a FBP build and thought the Restorative consoles could add some torpedo damage with the two shield and hull heals. However, I'm finding that I'm having to decide between generating threat using Embassy consoles-to power FBP's use, and stacking Restorative damage consoles.[/quote]
So the Sheild/Hull heals are to cover for the 15 second gap 2 Copies of FBP has? If So go for it.. I can say that with 4 of the 150% threat Gen embassy consoles,you can pull threat from a 50k player pretty easily..Only problem I had was my ship couldnt live through that kinda punishment.
Rouge Sto Wiki Editor.
I've been putting this one together for a couple of weeks, posted it in another area but got little interest. Drain torpedo build T5-U Nebula, emphasis on single target elimination. Called it a support build with a nasty sucker punch.
Most testing done in Argala Advanced, there was seeing hit's up to 112K. Still need to work on my piloting and upgrading my gear to make those hits a little more frequent.
http://www.stoacademy.com/tools/skillplanner/?build=draintorpnebula_0
http://forum.arcgames.com/startrekonline/discussion/1204182/the-science-ship-build-thread#latest
So the Sheild/Hull heals are to cover for the 15 second gap 2 Copies of FBP has? If So go for it.. I can say that with 4 of the 150% threat Gen embassy consoles,you can pull threat from a 50k player pretty easily..Only problem I had was my ship couldnt live through that kinda punishment.[/quote]
The intention was that the heals, there are actually five so far-I forgot one, potentially add weapon damage that is lacking from the Resonating Secondary Deflector. But the heals and buff add shield resistance per the description of the Secondary Deflector. FBP 3 and 2 are the central powers and two copies-for now, of Photonic Officer (I'm trying to grind out a purple Photonic Shockwave cd doff and, if I can, a purple FBP damage resistance doff) help in reducing cd's. I'm running with the Temporal Negotiator, and the Capacitor from the Temporal Core to help lower cd's if needed.
I pulled out the mothballed Ablative Generator, I'm using an Intrepid, for damage resistance. I'm paying attention to cooldown rates, piloting and damage now; and wishing upgrading was cheaper.
A science vessel with a heavy hull, something like a Nebula or a ha'nom so it can take bit more of a beating.
Primarly using feedback pulse with its attendant doffs, FAW 1 to get attention, with high threat control. APD.
The basic Idea is to pull them in so they can be rapidly debuffed and your team can pick em off even faster.
I don't really have any builds yet for it, seemed promising during an Argala advanced test but the character was really undergeared and I'm not sure how it would hold up in an STF or DSE.
Thats a fun build to run against npcs who use beam overload. Like a few of the Voth or Undine ships.Ive seen hits as high as 300k.That was before the change to the particle manipulator trait.Basically with the crit it was like a 20x-25x reflect. Had to use ACT to determine the hit to shields and hull and the corresponding reflect.
Rouge Sto Wiki Editor.
I've been thinking about porcupine builds lately. Does FBP base its damage on the final damage dealt to you or the base damage of the weapon fired at you? Might be fun to do on a Vesta since it can reflect kinetic damage as well. That is, if running resistance consoles won't ruin the reflect damage.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Gonna hold off on develping my torp/drain build for nebula until theirs a t6 variant (I suspect one is coming likely bundled with rom and kling t6 science). Transferring that build to my surveillance vesta. Does the quaatum field focus phaser damage get boosted by things like the counter command ordnance set or protonic arsenal?
It gets boosted by +Phaser consoles as well as PartGs so Counter Command boosts it, but not Protonic Arsenal.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Rouge Sto Wiki Editor.
Rouge Sto Wiki Editor.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
skillplanner.stoacademy.com/?build=usselysianshadow_5576
Manages to come consistently 1st place is CCA which is an improvement over the Fleet Pathfinder I was using before this which always came 3rd.
I have no idea what the DPS is but i'd guess it's at least between 10-20K based purely on how effective it feels and depending on the map. I'd not be surprised if it can hit even higher in a really NPC heavy environment.
Basically tried to fit as many particle gen attacks as possible but with good crowd control as well. I may even drop on tac console to slot the Isometric charge console for an extra attack.
My main tactic is to take advantage of the full intel tree, especially all the flanking bonuses. Get behind the enemy whilst cloaked -> sensor analysis->APA->ionic turbulence->GW3->TS2 + Isokinetic cannon + Resonance beam, Tykens rift to follow.
Combined with all that it's possible to hold of the nanites in ISA indefinitely or at least long enough to kill them or everyone else to nuke the transformer without any big issues.
Try an Isa run,you might get higher than 20k
Rouge Sto Wiki Editor.
There is a polarize hull damage reflection doff. Lay it thick with the reflection trait and the Nukara shield.
Thanks for the info. It would be great if the doff % chance was >5% and the shield chance was >1%. But a reflection build would be very interesting. I'm trying the trait out; it would be nice if it had a different color and higher proc rate.