As Terran reputation items (well... mostly) finally appeared in stoacademy.com, going to post my build as well.
Vesta Multi-Mission Surveillance Explorer (T5U)
I tried to create something that would be a change from my usual BFAW or CSV boats and ended up with a PrtG-torp boat that I really grew fond of. I'm aware skill points are quite a mess mess since I refuse to pay 500 ZEN every time I want to try something different, so I had to compromise. However, ship is capable of dishing out respectable damage (best results have been around 60k in ISA and around 65k in CCA, so far) and does not blow up very quickly as well.
PS. Missing items are mentioned in "Notes" section, alongside power levels and doffs.
Interesting build, but I've got some questions:
Why do you have plasmonic leech when you've only got 2 energy weapons that'll affect it and one will be facing backwards most of the time?
Along the same lines, why the embassy consoles? The plasma explosion can't be that much help with only two weapons to proc it. I've decided to swap my embassy consoles for R&D ones and double up on things like [prtg] & [grav].
Why the turret? I'd think an omni-beam to match the beam array flavour would make more sense and allow for 360 degree subsystem targeting.
1. I just need that extra power for AMP. And it also affects KCB, so that makes 2 weapons that are constantly firing. Terran disruptor is just for the 3pc as you probably guessed as well.
2. Embassy consoles... main reason is actually because I'm cheap and took those from my BFAW boat
However, I really don't know where can you get better PrtG boost (equal, yes, but not greater). Threat reduction as Eli mentioned is a great addition as well. And Plasma Explosions, while being not very great as they only proc from aft weapons (KCB included), then they still add noticeable DPS boost.
3. As I don't use tac consoles and 99% of the time my Terran beam doesn't fire anyways, I found no reason to get Disruptor turret or omni-beam. Why this turret? No real practical reason, I just had it collecting dust and wanted to use it somewhere. Besides, I always forget to use subsystem targeting and I find it kinda pointless as well. And turret shooting looks more torpedo like than beam
Hey all, been watching this thread closely as I am trying to find a solid build out for my Vesta and soon which ever t6 I decide to go with which is still undecided at this point.
Curious if anyone has a good tetryon build that I could look at.
After saving up and then selling a bunch of keys, got my hands on a Palisade. Liking it a lot, the two universal slots give it a lot of flexibility. Modified my nebula Curare-type build for it, works quite well.
This my current build. It aimed solely at partigen and torpedo attacks. The energy weapons are simply there to complete sets and I don't care how much damage they do as my main damage is from science and torp hits.
Still work to be done as I'd like to be able to drop the Nukara console and put another Spire tac console in there (Torp flavour). If I can get the deflector to go UR them i'd probably drop it.
Currently Partigens @ 409 which give Isokinetic Cannon and Quantum Destabilized Beam a nice kick. I'm thinking I may drop that partigen skill down a bit in favour of more grav gens just to allow for more crowd control.
Ok, so here I have the La Brea type. To steal a line from Doctor Who "If it moves, it doesn't".
Simply yanks everything together as hard as possible then smothers with plasma and graviton torps thrown in for a little extra sticky.
There's a few odds and ends that I haven't gotten around to setting down, but this is more or less it. VM for some extra chaos and SIC for a little more hurt on the main target.
What's everyone's take on the Krenim Boffs for Sci builds? Is the CD reduction (sorry, timer "acceleration") worth the loss of an SRO in that same seat? What if your build is entirely PartGen-focused? Do those SROs add significantly to a build that's already at 50% CrtH/42.8% CrtD for exotic damage types (per the Particle Manipulator Trait's description window)? Or are they strictly for boosting weapons like beams/torps?
I'd love to get closer to 100% uptime on my 2x TBR (for PvE) or 2x FBP (for PvP) builds, but not if it means I'll be taking a hit on the damage dealing side of the equation.
What's everyone's take on the Krenim Boffs for Sci builds? Is the CD reduction (sorry, timer "acceleration") worth the loss of an SRO in that same seat? What if your build is entirely PartGen-focused? Do those SROs add significantly to a build that's already at 50% CrtH/42.8% CrtD for exotic damage types (per the Particle Manipulator Trait's description window)? Or are they strictly for boosting weapons like beams/torps?
I'd love to get closer to 100% uptime on my 2x TBR (for PvE) or 2x FBP (for PvP) builds, but not if it means I'll be taking a hit on the damage dealing side of the equation.
Thoughts? Feedback? Voices of experience?
RCK
I wouldn't swap out an SRO personally, and yes those (global CritH/CritD) do stack on top of your particle manipulator trait. Are you running torps or beams? If you are running torps, the Terran trait Torpedo Astrometric Synergy is a far more effective CD reduction mechanic. Also some options:
Temporal Negotiator - 50% CD reduction
Temporal Warp Core - 50% CD haste (depends on your battery skill)
AHOD - CD reduction when using tac/command skills
I'd probably place Krenim officers at the bottom of that list.
I'd think to swap out any boffs that are not SRO's would be OK, but as mentioned there's other methods to reduce CD's that are actually better.
From a Fed persepective we can only get SRO's in tac flavour so all other types of boffs are available for the other two classes. Personally I use a mix of boffs with SRO, pirate and the Krenim CD reduction traits. That covers most bases.
I wouldn't swap out an SRO personally, and yes those (global CritH/CritD) do stack on top of your particle manipulator trait. Are you running torps or beams? If you are running torps, the Terran trait Torpedo Astrometric Synergy is a far more effective CD reduction mechanic. Also some options:
Temporal Negotiator - 50% CD reduction
Temporal Warp Core - 50% CD haste (depends on your battery skill)
AHOD - CD reduction when using tac/command skills
I'd probably place Krenim officers at the bottom of that list.
So my options are...
A device I cannot acquire since I was never a Delta Recruit (just like Temporal Insight)
A warp core I can acquire but with a power that has a 4 min CD (not much help in PvP but worth a try)
A Starship Trait that will require roughly $30 USD to buy (but which has the most useful sounding buff for PvP)
Hmmm...what I was really looking for was a more generalized game mechanic that would be "always on" - much like Aux2Batt with the 3 Purple Doffs I used on my Fed Tac cruiser. Most of the suggestions surrounding Sci builds either involve lots of P2W or "you weren't here so you missed it" type of gear/traits/options. And those with long CD cycles may be great for a well-timed DPS channel run through ISA, but they won't do much to help my dying R'Mor as I fend off hordes of filthy Fed escorts in Ker'rat.
Note: The Torp Symmetry Trait might be useful for PvE scenarios, but then I often use Temporal Backstep to cut the longer CDs anyway (don't need to reserve it for TRIBBLE-saving). But for PvP, I don't run any Tac Boffs, so it really wouldn't factor into the equation.
<sigh>
Those Krenim Boffs are looking better by the second...
In that scenario then yes the Krenim BOffs will be one of your top choices.
Yeah, that's where I'm leaning. Another 24 hours and I'll have enough refined dil to pull the trigger on 2 of them. Then we'll see...
Thanks for the advice!
UPDATE: Played around with just one Boff and I immediately see an improvement to all my non-doubled skills - PH, HE, ST, etc., are all quicker by 3-4 seconds. Not huge, but stacked twice in PvP it could be the diff between life and death.
Sadly, I'm not seeing any egregious violations of the GCD "Prime Directive" - 2x FBP (2/3) still remain at their typical 30 second shared GCD (this per a stopwatch).
Well, I grabbed a second Krenim Boff and now the CDs for powers like PH and HE are down to 36 seconds (normal is 45), while ST is down to 24 seconds (vs. 30) - not huge, but still helpful in a PvP brawl. Also, single-copy FBP CD is down to 47 seconds (vs. 60) and single-copy TBR is down to 32 seconds (after 10 sec uptime expires), making a mixed FBP/TBR build more viable (e.g. fewer gaps in having *something* to spam to damage people).
Might grab a 3rd Boff, but it will have to be an Engineer since I only run 2 Sci stations.
Question: Does anyone know if the different passives stack across Boff station types? In other words, are the CD timer speed-up effects limited to powers related to that Station type - Sci/Eng/Tac - or will the presence of a 3rd Boff handling Eng tasks also contribute to the CD reduction for Sci skills?
If it's the latter then it might be worth the investment. If not, then I'll likely stick with 2 for now and keep running my 2x DCEs while cycling 2x EPtE1 and 2x Aux2Damp1 to keep them all on GCD with 100% uptime.
The CD reductions are restricted to their station. So Sci BOffs will only reduce CDs for Sci BOff abilities, Eng for Eng and Tac for Tac.
So, just 2x it is, then. Now the real question is how much I'll miss having SROs in those spots. For FBP and TBR the lost combined 4% CrtH and 10% CrtD will hopefully not mean the difference between me popping someone and having them escape to GDF alpha me into space dust.
That really depends on how saturated your Cat 2 damage is (in terms to the lost CritD). Since you are mostly dealing exotic damage, I don't think the 4% loss of CritH will hurt you much given how high the innate CritH exotic power already gets from Particle Manipulator + your global CritH.
If you've got over 400 prtg does that not almost guarantee a crit hit anyway? That was my understanding. So any loss of critH from losing a SRO will not be too big an issue for you in the long run.
LOL Hey Jacob! So...Just the Krenim Boffs alone will only grant you a 20% reduction on abilities. For FBP thats 51 seconds instead of 60 for 1 ability...Add the dyson deflector and theres another 10%, only costing ya 20 Prtg if you had an UR Solane deflector(Less than a 5% reduction in your FBP).
Since I fly a 465 PrtG Romulan Caprimul (you've seen it) on my alt (12% CC and between 89% and 101% Cs,) I would say this:
If you want abilities faster you need to use Tac skills :P What Im about to suggest Im gonna do on my alt :P
My main too has serious Sci cool downs. Anything inside of 60 seconds is reduced to whatever the global is for that sci ability. To do this..You'll need All Hands On Deck (Vastam Command Warbird) and Torpedo Astrometic Synergy (Terran Rep). Both of these affect your sci cool-downs. AHOD is effective on any Tactical ability,and TAS works every time you hit a torpedo ability. Basically thats a 25% reduction RIGHT NOW for every torpedo ability and 10% off every 5 seconds you hit a tac ability.I also do run 2 Krenim Boff but..I'm not sure they are necessary and wont change out my SRO's on the Romulan toon.
In short..TBR is availible 15 seconds after the ability ends,FBP is every 30 seconds (tiz why I only run 1),E-siphon,Tykens are every 30 seconds...Basically you can save Tiff (If your using that set) or the Temporal Warp Core for emergencies only
I know you love your engineering abilities..but adding some Tacical will really speed up you cooldowns if ya got those abilities..You could change out your LT universal for a torpedo spread and Tactical Team...Just sayin.
What this wont do is eliminate that 15 seconds gap between FBP abilities..Its still there..But my way you only need 1 of those anyways.
I somehow missed the trait psychological warfare. Very handy for builds like my CMS build or Labrea type. Adds about 7 seconds to my SS3 and -.05 to my GW1 and adds to the damage threshold for JS. Doesn't seem to do anything to tractor beam or warp plasma, despite those being slow and hold abilities. Might make the disable from photonic shockwave long enough to get my build for that working right. With some tinkering and console upgrades can might be able to make some nasty dual builds, like a CMS/Grav or PRtg.
I somehow missed the trait psychological warfare. Very handy for builds like my CMS build or Labrea type. Adds about 7 seconds to my SS3 and -.05 to my GW1 and adds to the damage threshold for JS. Doesn't seem to do anything to tractor beam or warp plasma, despite those being slow and hold abilities. Might make the disable from photonic shockwave long enough to get my build for that working right. With some tinkering and console upgrades can might be able to make some nasty dual builds, like a CMS/Grav or PRtg.
Yeah I've never been able to work out what that trait does exactly, the tooltip is pretty vague. And as crowd controls like GW etc doesn't show up in things like CLR in terms of control power there's no way to really measure if that trait is any good.
All I really did was click the trait on and off in bajor orbit and examine the changes the various skills have. Longer scramble duration was obvious, If I understand the -.22 in the grav well tool tip correctly bringing it up to -.27 via the trait means stronger pull. I'm usually not into breaking down numbers but I am curious as to what else it has an effect on and how much
I would say the overall effect is like having en extra console each of the hold/confuse/placate skills.
Been messing around with Vaadwaur Polaron Emitters lately, was wondering how they mix things like transphasic torpedoes and the various shield penetration traits. thinking along the lines of an extra pen/bypass build, just not reliant on things like plasma fire to dot em to death.
After watching DS9 get pummeled in various Counterpoint runs, I'm back to thinking on support builds.
Primarily evolved around TSS and Extend Shields with the bulk of the ships power going into shields and Aux, essentially turning the ship into a torpedo platform with heavy shield repair capabilities. Will keep the weapons layout same as other builds, photons galore, science consoles retooled for emitter arrays.
Right now I am thinking the Paradox is the best option, but its gonna take awhile to gather the EC for keys and lobi.
For Counterpoint I've run SS3, PO2 (+Temporal Negotiator & Temporal Core), HE3, ST1, and I think TSS, buffed by Countermeasure/Restorative Lab consoles and a Resonating Secondary Deflector. My first intention was to create a Countermeasure build that was sturdy, benefited from full Aux (torpedoes only), and could take the punishment Counterpoint dishes out while ferrying troops. I could heal (HE & TSS) other ships on occasion.
If you hit Mirror DS9 it hits back with a vengeance once SS has worn off.
Agreed, now is the time to enjoy science. I hope it continues.
But I'd dearly love to see things like subspace decompiler and sensor skills actually be of use because cyrrently the majority of cool science stuff is partigen and flow caps based. There's a lot of science trickery that is still utter TRIBBLE and needs attention from the devs.
The secondary deflector is a Solanae deflector. I just put the build together so everything is still very base on it but so far I've had a positive experience in Advanced STF's (I keep forgetting to DPS record it @_@). Mostly I just spam anything that triggers a part gen effect (overload, grav well, tractor repulsors etc). The alpha strike is Rift console + Grav well + torp spread + BFaW. Use overload on big targets and repulsors to finish off groups. If its a big fight like the dread at the end of GWtG I use Manheim Device after the alpha and then Temporal Backstep to lower all the cooldowns so I can throw it all out again.
Curious what others think I can do to improve the build going down the line. The Omega particle event will supply me with a fair number of upgrades next research weekend, but I've only even been a dabbler in Science. This is the first dedicated sci build I've ever made.
Right now I'm thinking of focusing on upgrading the ship weapons, Solanae deflector, and the Dyson shields as the for now simplist path to boosting DPS. I need to help my fleet get the Spire, Research Lab, and Embassy upgraded so I can get my hands on the consoles from those.
For the PVP'ers here, what shields do you prefer to slot? Thinking of Iconian due it being Resilient, removes debuffs and has hotstart. Also, are power insulators worthwhile if I can only slot 2 research consoles or should I go for a different stat (like Flow or ShdHp)?
Comments
1. I just need that extra power for AMP. And it also affects KCB, so that makes 2 weapons that are constantly firing. Terran disruptor is just for the 3pc as you probably guessed as well.
2. Embassy consoles... main reason is actually because I'm cheap and took those from my BFAW boat
However, I really don't know where can you get better PrtG boost (equal, yes, but not greater). Threat reduction as Eli mentioned is a great addition as well. And Plasma Explosions, while being not very great as they only proc from aft weapons (KCB included), then they still add noticeable DPS boost.
3. As I don't use tac consoles and 99% of the time my Terran beam doesn't fire anyways, I found no reason to get Disruptor turret or omni-beam. Why this turret? No real practical reason, I just had it collecting dust and wanted to use it somewhere. Besides, I always forget to use subsystem targeting and I find it kinda pointless as well. And turret shooting looks more torpedo like than beam
U.S.S. Buteo Regalis - Brigid Multi-Mission Surveillance Explorer build
R.R.W. Ri Maajon - Khopesh Tactical Dreadnought Warbird build
My Youtube channel containing STO videos.
Curious if anyone has a good tetryon build that I could look at.
skillplanner.stoacademy.com/?build=usselysianshadow_5576
Still work to be done as I'd like to be able to drop the Nukara console and put another Spire tac console in there (Torp flavour). If I can get the deflector to go UR them i'd probably drop it.
Currently Partigens @ 409 which give Isokinetic Cannon and Quantum Destabilized Beam a nice kick. I'm thinking I may drop that partigen skill down a bit in favour of more grav gens just to allow for more crowd control.
Simply yanks everything together as hard as possible then smothers with plasma and graviton torps thrown in for a little extra sticky.
http://skillplanner.stoacademy.com/?build=labrea_11179
There's a few odds and ends that I haven't gotten around to setting down, but this is more or less it. VM for some extra chaos and SIC for a little more hurt on the main target.
I'd love to get closer to 100% uptime on my 2x TBR (for PvE) or 2x FBP (for PvP) builds, but not if it means I'll be taking a hit on the damage dealing side of the equation.
Thoughts? Feedback? Voices of experience?
RCK
I wouldn't swap out an SRO personally, and yes those (global CritH/CritD) do stack on top of your particle manipulator trait. Are you running torps or beams? If you are running torps, the Terran trait Torpedo Astrometric Synergy is a far more effective CD reduction mechanic. Also some options:
I'd probably place Krenim officers at the bottom of that list.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
From a Fed persepective we can only get SRO's in tac flavour so all other types of boffs are available for the other two classes. Personally I use a mix of boffs with SRO, pirate and the Krenim CD reduction traits. That covers most bases.
So my options are...
Hmmm...what I was really looking for was a more generalized game mechanic that would be "always on" - much like Aux2Batt with the 3 Purple Doffs I used on my Fed Tac cruiser. Most of the suggestions surrounding Sci builds either involve lots of P2W or "you weren't here so you missed it" type of gear/traits/options. And those with long CD cycles may be great for a well-timed DPS channel run through ISA, but they won't do much to help my dying R'Mor as I fend off hordes of filthy Fed escorts in Ker'rat.
Note: The Torp Symmetry Trait might be useful for PvE scenarios, but then I often use Temporal Backstep to cut the longer CDs anyway (don't need to reserve it for TRIBBLE-saving). But for PvP, I don't run any Tac Boffs, so it really wouldn't factor into the equation.
<sigh>
Those Krenim Boffs are looking better by the second...
RCK
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Yeah, that's where I'm leaning. Another 24 hours and I'll have enough refined dil to pull the trigger on 2 of them. Then we'll see...
Thanks for the advice!
UPDATE: Played around with just one Boff and I immediately see an improvement to all my non-doubled skills - PH, HE, ST, etc., are all quicker by 3-4 seconds. Not huge, but stacked twice in PvP it could be the diff between life and death.
Sadly, I'm not seeing any egregious violations of the GCD "Prime Directive" - 2x FBP (2/3) still remain at their typical 30 second shared GCD (this per a stopwatch).
RCK
Might grab a 3rd Boff, but it will have to be an Engineer since I only run 2 Sci stations.
Question: Does anyone know if the different passives stack across Boff station types? In other words, are the CD timer speed-up effects limited to powers related to that Station type - Sci/Eng/Tac - or will the presence of a 3rd Boff handling Eng tasks also contribute to the CD reduction for Sci skills?
If it's the latter then it might be worth the investment. If not, then I'll likely stick with 2 for now and keep running my 2x DCEs while cycling 2x EPtE1 and 2x Aux2Damp1 to keep them all on GCD with 100% uptime.
RCK
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
So, just 2x it is, then. Now the real question is how much I'll miss having SROs in those spots. For FBP and TBR the lost combined 4% CrtH and 10% CrtD will hopefully not mean the difference between me popping someone and having them escape to GDF alpha me into space dust.
RCK
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Since I fly a 465 PrtG Romulan Caprimul (you've seen it) on my alt (12% CC and between 89% and 101% Cs,) I would say this:
If you want abilities faster you need to use Tac skills :P What Im about to suggest Im gonna do on my alt :P
My main too has serious Sci cool downs. Anything inside of 60 seconds is reduced to whatever the global is for that sci ability. To do this..You'll need All Hands On Deck (Vastam Command Warbird) and Torpedo Astrometic Synergy (Terran Rep). Both of these affect your sci cool-downs. AHOD is effective on any Tactical ability,and TAS works every time you hit a torpedo ability. Basically thats a 25% reduction RIGHT NOW for every torpedo ability and 10% off every 5 seconds you hit a tac ability.I also do run 2 Krenim Boff but..I'm not sure they are necessary and wont change out my SRO's on the Romulan toon.
In short..TBR is availible 15 seconds after the ability ends,FBP is every 30 seconds (tiz why I only run 1),E-siphon,Tykens are every 30 seconds...Basically you can save Tiff (If your using that set) or the Temporal Warp Core for emergencies only
I know you love your engineering abilities..but adding some Tacical will really speed up you cooldowns if ya got those abilities..You could change out your LT universal for a torpedo spread and Tactical Team...Just sayin.
What this wont do is eliminate that 15 seconds gap between FBP abilities..Its still there..But my way you only need 1 of those anyways.
Rouge Sto Wiki Editor.
...what the hell are "CCs" and "Cs"? Do you mean CrtH and CrtD?
RCK
Yea..Critical Chance and Critical Severity
Rouge Sto Wiki Editor.
Yeah I've never been able to work out what that trait does exactly, the tooltip is pretty vague. And as crowd controls like GW etc doesn't show up in things like CLR in terms of control power there's no way to really measure if that trait is any good.
I would say the overall effect is like having en extra console each of the hold/confuse/placate skills.
Primarily evolved around TSS and Extend Shields with the bulk of the ships power going into shields and Aux, essentially turning the ship into a torpedo platform with heavy shield repair capabilities. Will keep the weapons layout same as other builds, photons galore, science consoles retooled for emitter arrays.
Right now I am thinking the Paradox is the best option, but its gonna take awhile to gather the EC for keys and lobi.
If you hit Mirror DS9 it hits back with a vengeance once SS has worn off.
It's pretty easy these days, I have so many powers to use my mind implodes trying to choose! Lol
Yeah Cryptic has given us a lot of choices now on how to build our sci ships. Now is a great time to build and fly a sci-boat!
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
But I'd dearly love to see things like subspace decompiler and sensor skills actually be of use because cyrrently the majority of cool science stuff is partigen and flow caps based.
There's a lot of science trickery that is still utter TRIBBLE and needs attention from the devs.
SciSpam Paradox
The secondary deflector is a Solanae deflector. I just put the build together so everything is still very base on it but so far I've had a positive experience in Advanced STF's (I keep forgetting to DPS record it @_@). Mostly I just spam anything that triggers a part gen effect (overload, grav well, tractor repulsors etc). The alpha strike is Rift console + Grav well + torp spread + BFaW. Use overload on big targets and repulsors to finish off groups. If its a big fight like the dread at the end of GWtG I use Manheim Device after the alpha and then Temporal Backstep to lower all the cooldowns so I can throw it all out again.
Curious what others think I can do to improve the build going down the line. The Omega particle event will supply me with a fair number of upgrades next research weekend, but I've only even been a dabbler in Science. This is the first dedicated sci build I've ever made.
Right now I'm thinking of focusing on upgrading the ship weapons, Solanae deflector, and the Dyson shields as the for now simplist path to boosting DPS. I need to help my fleet get the Spire, Research Lab, and Embassy upgraded so I can get my hands on the consoles from those.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!