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Suggestions for exotic heavy build - Sutherland

ufpterrellufpterrell Member Posts: 736 Arc User
Morning everyone, I've been working on my new shiny Sutherland class trying to get the most out of a very science heavy build aimed at exotic damage and torpedoes. Before I link my full build, what suggestions can you guys offer in terms of getting the highest DPS possible using this combination?

My current BOFF set up is as follows, subspace vortex I, gravity well III and tachyon beam III (with the Sutherland AoE shield DoT). I'm using phased quantum torps (to strip any shields left) with neutronic and terran rep photon torps for radiation and sheer damage output (terran torp on lowish HP targets is great). My tac stations are using two copies of TT1 with APB and TS3 and TS2.

Now the burst damage this offers is great, but my overall DPS isn't fantastic it only parsed 26k in ISA last night although it might not have been a completely optimal run. My TOS Tactical toon with the Kelvin Connie parses roughly 50k easily sometimes peaking above that so I'm curious how I can improve my consistent DPS outside of burst damage from space magic abilities.

Any DOFF's you can recommend? Science ships are somewhat limited in comparison to the numerous perks the tactical DOFF's offer them.
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Comments

  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    This -

    http://www.arcgames.com/en/forums/startrekonline/#/discussion/1204182/the-science-ship-build-thread/p1

    Read it, study it, learn to worship at the altar of EPG. Do whatever you must to get MOAR Part Gens, but do not neglect CtrlX. Forget everything you knew before you started to fly Sci ships- this is a different world. Specifically, three commandments -

    1) thou shalt not use standard tac consoles in tac console slots.
    2) thou shalt not use any Sci console which does not add Part Gens
    3) thou shalt not choose any component of thy ship without first asking thyself, "could I use something else here that would add more Part Gens?"
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    This -

    http://www.arcgames.com/en/forums/startrekonline/#/discussion/1204182/the-science-ship-build-thread/p1

    Read it, study it, learn to worship at the altar of EPG. Do whatever you must to get MOAR Part Gens, but do not neglect CtrlX. Forget everything you knew before you started to fly Sci ships- this is a different world. Specifically, three commandments -

    1) thou shalt not use standard tac consoles in tac console slots.
    2) thou shalt not use any Sci console which does not add Part Gens
    3) thou shalt not choose any component of thy ship without first asking thyself, "could I use something else here that would add more Part Gens?"

    Yeah pretty much this.
    I honestly had every slot filled with a console that boosted EPG at one point, maybe, can't remember exactly.
    But the general idea is to stack that EPG as high as physically possible. I got to 551, and you could go higher i think if on the new Romulan Sci boat.
    In fact a few of my consoles are for set pieces to utilize the EPG skill (Isokinetic Cannon, Quantum Destabilized Beam, Delphic Tear) if I recall so dropping those might give bigger numbers.

    If you're on PC please don't hesitate to look up The Science Channel in the game chat, we'll help you as much as we possibly can to become a true convert to the space magic church!
    SulMatuul.png
  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    edited December 2016
    lordsteve1 wrote: »

    If you're on PC please don't hesitate to look up The Science Channel in the game chat, we'll help you as much as we possibly can to become a true convert to the space magic church!

    Praise The Particle!

  • ufpterrellufpterrell Member Posts: 736 Arc User
    Thanks guys, i'm still upgrading the consoles on my Sutherland atm but she's shaping up to be quite nice indeed. Like you say, I've got no tactical consoles on the ship, just universals which boost EPG and Drain with torps as my primary offensive weapon next to my space magic. I'm just about to start a night shift, but will link my complete build in this thread when I get a chance and join the sci channel in game. Even with just mostly Mk XII UR stuff I've managed to place 1st in CCA in it just from kinetic and magic spam which was quite glorious watching the huge damage counters tick away at ludicrous speed.

    Praise be Science!
    Terrell.png

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  • tiberious#6095 tiberious Member Posts: 183 Arc User
    lordsteve1 wrote: »
    This -

    http://www.arcgames.com/en/forums/startrekonline/#/discussion/1204182/the-science-ship-build-thread/p1

    Read it, study it, learn to worship at the altar of EPG. Do whatever you must to get MOAR Part Gens, but do not neglect CtrlX. Forget everything you knew before you started to fly Sci ships- this is a different world. Specifically, three commandments -

    1) thou shalt not use standard tac consoles in tac console slots.
    2) thou shalt not use any Sci console which does not add Part Gens
    3) thou shalt not choose any component of thy ship without first asking thyself, "could I use something else here that would add more Part Gens?"

    Yeah pretty much this.
    I honestly had every slot filled with a console that boosted EPG at one point, maybe, can't remember exactly.
    But the general idea is to stack that EPG as high as physically possible. I got to 551, and you could go higher i think if on the new Romulan Sci boat.
    snip

    PS4 player and have a question as to how you would get 551 for Parts Gens. I just joined a fleet last week and a few months away from being able to craft Science so my main option is the Console-Science-Shield Refrequencers from the Dyson Rep store for the next 3 to 6 months. At Mark XII, EPG is only +20. I researched the fleet consoles on the Wiki and at Mark XIV, you can do +37 at best. So at 5 consoles that would +185. The Dyson Shield Array gives another +26 and the Console - Tactical - Chronometric Capacitor Mk XII gives +30 EPG along with +20 Polaron and +20 Torpedo which benefits my beams and torpedo launchers. That adds up to 241 EPG.

    How does one get to 551? FYI, using a T6 Pathfinder with 5 Science consoles. Also, should all 5 consoles be EPG or should I throw in Control Expertise for Gravity Well?

  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    lordsteve1 wrote: »
    This -

    http://www.arcgames.com/en/forums/startrekonline/#/discussion/1204182/the-science-ship-build-thread/p1

    Read it, study it, learn to worship at the altar of EPG. Do whatever you must to get MOAR Part Gens, but do not neglect CtrlX. Forget everything you knew before you started to fly Sci ships- this is a different world. Specifically, three commandments -

    1) thou shalt not use standard tac consoles in tac console slots.
    2) thou shalt not use any Sci console which does not add Part Gens
    3) thou shalt not choose any component of thy ship without first asking thyself, "could I use something else here that would add more Part Gens?"

    Yeah pretty much this.
    I honestly had every slot filled with a console that boosted EPG at one point, maybe, can't remember exactly.
    But the general idea is to stack that EPG as high as physically possible. I got to 551, and you could go higher i think if on the new Romulan Sci boat.
    snip

    PS4 player and have a question as to how you would get 551 for Parts Gens. I just joined a fleet last week and a few months away from being able to craft Science so my main option is the Console-Science-Shield Refrequencers from the Dyson Rep store for the next 3 to 6 months. At Mark XII, EPG is only +20. I researched the fleet consoles on the Wiki and at Mark XIV, you can do +37 at best. So at 5 consoles that would +185. The Dyson Shield Array gives another +26 and the Console - Tactical - Chronometric Capacitor Mk XII gives +30 EPG along with +20 Polaron and +20 Torpedo which benefits my beams and torpedo launchers. That adds up to 241 EPG.

    How does one get to 551? FYI, using a T6 Pathfinder with 5 Science consoles. Also, should all 5 consoles be EPG or should I throw in Control Expertise for Gravity Well?

    tiberious -

    As a PC player, I'm not familiar with the console version of the game, but I have been told that many of the advanced features in the PC version are not yet available to console players. And I personally can't break 500 EPG without activating Quantum Singularity Manipulation, which only lasts a few seconds.

    My toon Hildegaard, in her Krenim Science Ship (which was reward for last year's Anniversary event, IIRC) has 434 EPG and 208 CtrlX totally unbuffed, no powers activated at all. But there's still room for improvement. I'd really like to get her CtrlX up to 250, for the max 10km radius of Gravity Well

    One of the biggest answers to your question is the use of Science Consoles from the Fleet Research Lab, which boost two Science skills, one by about 30 points and the other by about 20. Beam aboard the Fleet Research Lab, and follow the blue line to the Development section. On the far side of the room is a dude with an R&D daily you should be doing every day, and two "vending machines". One sells ground kit stuff, and the other sells the Sci consoles I'm talking about.

    Two of the big EPG contributors are hard to get and can be hellishly expensive-
    Console - Engineering - Conductive RCS Accelerator [EPG] adds ~35 EPG at MK XIV UR
    Console - Science - Exotic Particle Field Exciter [EPG] adds ~71 EPG at MK XIV UR

    Both the above are crafted, and the problem is that the trait they gain at UR can be many different things, but only [EPG] is all that useful.

    Deflector and Secondary Deflector are both major contributors to EPG.

    Aaaaand at this point I have exhausted my attention span. Now I'm going to stop talking about the game and go play it :)

  • tiberious#6095 tiberious Member Posts: 183 Arc User
    Thanks chastity for the information. The fleet is just hitting tier 1 for Fleet Research Lab so it might be a long time before I get craft and upgrade the items that you mentioned. I'll have to look at Deflector and Secondary Deflector also as they were not mentioned in the Wiki as EPG contributors.

    Also didn't realize there are crafting in the Fleet Research Lab. I have been just focused on getting my character to level 15 in all the schools for basic crafting, which looks like will take months. Hopefully whatever he creates, he can pass them on my other characters. I don't know what the binding options are.
  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    Thanks chastity for the information. The fleet is just hitting tier 1 for Fleet Research Lab so it might be a long time before I get craft and upgrade the items that you mentioned. I'll have to look at Deflector and Secondary Deflector also as they were not mentioned in the Wiki as EPG contributors.

    Also didn't realize there are crafting in the Fleet Research Lab. I have been just focused on getting my character to level 15 in all the schools for basic crafting, which looks like will take months. Hopefully whatever he creates, he can pass them on my other characters. I don't know what the binding options are.

    There are two Dailies in that Development section. The one female NPC closest to the door, and the one I mentioned above, from a male NPC on the far side of the room.

    Let's start with the one closest to the door. It's a 20 hour DOFF assignment, and if successful it generates points into a BONUS R&D pool. So when you complete one of the usual R&D Research assignments, you also get some extra R&D points from that bonus pool, if you have any.

    The one I mentioned in my post above, from the male NPC on the far side of the room asks you to build something in one of the 6 or 7 schools. You choose which school you want to work on, let's say Engineering for example. Then you close that screen, and you open your R&D screen. You look under Engineering, and there will be a special assignment right near the top of the list, with a unique icon that looks like three concentric circles. You do that assignment, which takes only about 30 seconds, and accept the completed result. Then you talk to the NPC again, (the icon over his head should have changed from a green Q to a green checkmark), and click the obvious button to complete. This starts a 20 hour cooldown until you can do it again. This gets you an extra 5000 research points in Engineering (to use our example), and 1200 Dilithium, plus some EC, and all the materials to build a Superior Engineering Upgrade. The catch is that you'd need at least level 15 in Engineering R&D for that Superior Upgrade to appear in your list of available Engineering projects. Understand clearly now, you can complete the Daily with skill level 1. I'm just saying you'd need level 15 to build the Superior Upgrade with the materials you get as reward for the daily. Even if you don't have level 15, the daily is still very much worth doing, because the bonus Research points will help you get to level 15 faster.

    I feel like I'm not explaining this well. Can I blame Cryptic for making it so complicated? :)

    Trying to get all schools to 15 on one toon will take you a freaking year. I divided them up between three different toons. Beams, Cannon, Projectile, and Science are probably the most important. Engineering, Shield, and Ground are of secondary importance, in my opinion.

    Crafted items are always bind to account, so you can share them between toons.

  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    lordsteve1 wrote: »
    This -

    http://www.arcgames.com/en/forums/startrekonline/#/discussion/1204182/the-science-ship-build-thread/p1

    Read it, study it, learn to worship at the altar of EPG. Do whatever you must to get MOAR Part Gens, but do not neglect CtrlX. Forget everything you knew before you started to fly Sci ships- this is a different world. Specifically, three commandments -

    1) thou shalt not use standard tac consoles in tac console slots.
    2) thou shalt not use any Sci console which does not add Part Gens
    3) thou shalt not choose any component of thy ship without first asking thyself, "could I use something else here that would add more Part Gens?"

    Yeah pretty much this.
    I honestly had every slot filled with a console that boosted EPG at one point, maybe, can't remember exactly.
    But the general idea is to stack that EPG as high as physically possible. I got to 551, and you could go higher i think if on the new Romulan Sci boat.
    snip

    PS4 player and have a question as to how you would get 551 for Parts Gens. I just joined a fleet last week and a few months away from being able to craft Science so my main option is the Console-Science-Shield Refrequencers from the Dyson Rep store for the next 3 to 6 months. At Mark XII, EPG is only +20. I researched the fleet consoles on the Wiki and at Mark XIV, you can do +37 at best. So at 5 consoles that would +185. The Dyson Shield Array gives another +26 and the Console - Tactical - Chronometric Capacitor Mk XII gives +30 EPG along with +20 Polaron and +20 Torpedo which benefits my beams and torpedo launchers. That adds up to 241 EPG.

    How does one get to 551? FYI, using a T6 Pathfinder with 5 Science consoles. Also, should all 5 consoles be EPG or should I throw in Control Expertise for Gravity Well?

    I'm not entirely sure what you have on PS4 right now so some of this may be unavailable as of yet.
    1. Skills first, max out the Exotic Particle Generator (EPG) skill on the science tree. That gives you a base of 100 to start with.
    2. Astrophysicist captain space trait +10
    3. Solanae Deflector Array - upgraded to My XIV UR will give you +50
    4. Crafted Epic rarity Mk XIV Secondary Deflector with [EPG] + [EPG/ShHeal] +25
    5. Conductive RSC (Epic Mk XIV with [EPG]) +37.5
    6. Field Exciter (Epic Mk XIV with [EPG]) +75
    7. Nukara Console (currently only got mine to Mk XIV UR) +20.6
    8. 4x Particle Focusers from RnD fleet lab (with [EPG] as main mod) +150
    9. Maxed out Temporal Specialisation +50

    That all comes out to 555 EPG, only thing I haven't got it the Epic level RSC just yet, still only UR on my build.

    A Romulan character could push that even further with a singularity core with the [EPG] mod on it.

    A lot of this depends on what's on the PS4 version just now, and also on how much you have to blow on crafting and upgrading if/when that is an option.
    The fleet consoles are pretty cheap compared to a lot of other things so even at only Mk XII VR they are pretty decent. I'd recommend getting a few different sets with different mods for other build types, and even a few sets of Embassy science consoles, again with various mods.
    You've also got things like the aforementioned Quantum Singularity Manipulation which will buff your EPG for a few seconds with +100, that's from the T5 Romulan rep tree.
    And there are a lot of things like the Delphic Tear console and other bits of gear that specifically boost "Exotic damage", which just so happens to be most of the stuff boosted by EPG. So even with a high number in terms of EPG you can still be doing even more damage with exotic damage buffs added on top.

    I wish you luck in you endeavors! Just ask if you need more help.
    SulMatuul.png
  • tiberious#6095 tiberious Member Posts: 183 Arc User
    Thanks again Chasity. I had already split of the schools between a few toons so good to know I was on the right track with that. Just became a member in the fleet I joined and research lab is almost up to tier 2 so I will check out the doffs this time around.

    Lordsteve, appreciate the breakout of how to get to 550 for EPG. Will help a lot with my Pathfinder build. Console - Tactical - Chronometric Capacitor Mk XII from Mission Time and Tide provides +30 EPG and +20 Polaron for my Polaron beams. Console - Science - Temporally Shielded Datacore - reward for the Future Proof mission “Temporal Reckoning for provide EPG and Control Expertise, whenever that mission come to the PS4. With your nice list, I can put together a simple spreadsheet to track my EPG total. I will look at getting different pieces for different builds for my main as I am putting together several builds for him.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Thanks again Chasity. I had already split of the schools between a few toons so good to know I was on the right track with that. Just became a member in the fleet I joined and research lab is almost up to tier 2 so I will check out the doffs this time around.

    Lordsteve, appreciate the breakout of how to get to 550 for EPG. Will help a lot with my Pathfinder build. Console - Tactical - Chronometric Capacitor Mk XII from Mission Time and Tide provides +30 EPG and +20 Polaron for my Polaron beams. Console - Science - Temporally Shielded Datacore - reward for the Future Proof mission “Temporal Reckoning for provide EPG and Control Expertise, whenever that mission come to the PS4. With your nice list, I can put together a simple spreadsheet to track my EPG total. I will look at getting different pieces for different builds for my main as I am putting together several builds for him.

    Glad to be of help.

    I've now managed to push my EPG to 574 if you're interested. With the addition of the TOS KDF D9 Dreadnought console; Disruption Pulse Emitter. It gives a passive +20 to EPG.
    No idea when that'll be available for PS4 though, but at least it can be bought in a box off the exchange separate from the expensive cruiser.
    SulMatuul.png
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