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Question? >Where did I get Exotic Debuff ability

powskierpowskier Member Posts: 67 Arc User
...I have a Debuff on my Confuse ability..that grants exotic damage resistance reduction

Scramble sensors,is the 1 that shows it ( it is -25% exotic resist/and -25% control resist)

Only some my toons show it,and for life me,i cannot seem to find where its coming from?????


I am thinking its from a specialization???ANYOnE KNOW ????

Post edited by baddmoonrizin on

Comments

  • spiritbornspiritborn Member Posts: 4,367 Arc User
    powskier wrote: »
    ...I have a Debuff on my Confuse ability..that grants exotic damage resistance reduction

    Scramble sensors,is the 1 that shows it ( it is -25% exotic resist/and -25% control resist)

    Only some my toons show it,and for life me,i cannot seem to find where its coming from?????


    I am thinking its from a specialization???ANYOnE KNOW ????
    What kind of ship are you using?

    It could be an effect from your secondary deflector if you're using a science ship.
  • ancientfighterancientfighter Member Posts: 113 Arc User
    check your space skill tree, you have enabled <control amplification>
  • powskierpowskier Member Posts: 67 Arc User
    spiritborn wrote: »
    powskier wrote: »
    ...I have a Debuff on my Confuse ability..that grants exotic damage resistance reduction

    Scramble sensors,is the 1 that shows it ( it is -25% exotic resist/and -25% control resist)

    Only some my toons show it,and for life me,i cannot seem to find where its coming from?????


    I am thinking its from a specialization???ANYOnE KNOW ????
    What kind of ship are you using?

    It could be an effect from your secondary deflector if you're using a science ship.

    i see i ton a few diff toons... one is a sci ship../ the other toon it on is riding the Andorian sci escort..no 2nd deflector

    I have a few other toons w scramble sensor and no exotic debuff wit hit..not seeing what they are missing yet
  • powskierpowskier Member Posts: 67 Arc User
    those 2 captains are running totally different specialties..one is Temporal main/commander 2nd > other is Pilot and constable..so it cant be specializations
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    check your space skill tree, you have enabled <control amplification>

    Yup this is it Op..Dropping a link

    https://sto.gamepedia.com/Skill:_Control_Amplification

    Its not really a large debuff (in my testing). If you have this selected in your skill tree it will show up on a mouse over on certain control ability (Gravity well..Tractor Beam..Jam Sensors..Ect)

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • powskierpowskier Member Posts: 67 Arc User
    TY i didn't think that1 worked w confuse>xd!
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    powskier wrote: »
    TY i didn't think that1 worked w confuse>xd!

    Its a Control ability.

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    Is this worth a respec to get into?

    Science boff abilities, even with 5x ctrlx/epg consoles on a sci ship on a sci character with a bunch of T6 epg starship traits and lockbox stuff stacking with other debuffs (photonic shockwave, drb, structural analysis) and some combos I used to find effective like GW+TB+SSV+photonic shockwave+sensor scan+TS(epg torp+gravimetric)+aux OSS just doesn't do enough considering the cost, cool-downs, and other sacrifices needed to make it do anything.

    The only time I've had sci do massive damage is on sci dreadnoughts like annorax or paradox squeezing as many exotic set bonus abilities as possible, or newer gen ships like eternal and T6 vestas with their strong consoles.

    It is no surprise science career is lowest of all with just 19% of the total player base, and science ships are also the lowest % given how lackluster it is for newer players starting out in comparison to traditional energy weapon builds, and how expensive it is to get into as well. source: https://www.arcgames.com/en/games/star-trek-online/news/detail/11077743-nine-years-of-sto

    Also, healing doesn't have much of a role in a team setting where everyone can just gain all-out immunity or self-heal from damage out, or get instantly vaporized from NPC torp spreads. Same as with the disables as if this is supposed to prevent damage from NPCs comprised of a cannon fodder zerg that spawn infinitely, or completely immune bosses, with boat-loads of high damage AoE abilities that trip the disables anyways, and EPG without ctrlx is worthless so forget shield tank science vessels when shield hardness values seem bugged and don't respond or have a low hard-cap.
    Y945Yzx.jpg
  • trennantrennan Member Posts: 2,839 Arc User
    Is this worth a respec to get into?

    Science boff abilities, even with 5x ctrlx/epg consoles on a sci ship on a sci character with a bunch of T6 epg starship traits and lockbox stuff stacking with other debuffs (photonic shockwave, drb, structural analysis) and some combos I used to find effective like GW+TB+SSV+photonic shockwave+sensor scan+TS(epg torp+gravimetric)+aux OSS just doesn't do enough considering the cost, cool-downs, and other sacrifices needed to make it do anything.

    The only time I've had sci do massive damage is on sci dreadnoughts like annorax or paradox squeezing as many exotic set bonus abilities as possible, or newer gen ships like eternal and T6 vestas with their strong consoles.

    It is no surprise science career is lowest of all with just 19% of the total player base, and science ships are also the lowest % given how lackluster it is for newer players starting out in comparison to traditional energy weapon builds, and how expensive it is to get into as well. source: https://www.arcgames.com/en/games/star-trek-online/news/detail/11077743-nine-years-of-sto

    Also, healing doesn't have much of a role in a team setting where everyone can just gain all-out immunity or self-heal from damage out, or get instantly vaporized from NPC torp spreads. Same as with the disables as if this is supposed to prevent damage from NPCs comprised of a cannon fodder zerg that spawn infinitely, or completely immune bosses, with boat-loads of high damage AoE abilities that trip the disables anyways, and EPG without ctrlx is worthless so forget shield tank science vessels when shield hardness values seem bugged and don't respond or have a low hard-cap.

    For the Science cooldowns, if that's that way you're running it, I'd suggest picking up a Deflector with SciD, +50 to Scientic Readiness. This will cut some time off said cooldowns. The Dyson Deflector and Impulse engines work well here.

    Another thing here is using the right core. Using Sci abilities, you're going to want to jack you Aux power up. So, a core along the lines of the Temporal Defense, that gives 7.5% of your Aux power to your weapons power is a good thing. You can also find this that do the reverse of that. Or give the same thing between the various subsystems.

    For shield tanking, I'd probably go with the Delta Core and Shields, or maybe the Tzenkethi set from the episode rewards. I'd likely mix this with the Counter-Command Deflector and Impulse, to pick up to two piece set bonus there. Then, since I'm focusing on shield tanking, I'd use either the Lukari or Fleet weapons that offer the shield and hull heal procs.

    CrtlX isn't the end all on what is good. If you look through consoles you can get EPG, Ctrl and even Drain stats from them as well. Which is just as good, since you can only get CtrlX on a few items, namely a Secondary Deflector.

    Also, EPG is expensive to get into, not because it's worthless. It's because everyone tends to use it. For example, I use Grav Well and Subspace vortex on my Tac officer, as a form of crowd control, I have next to nothing to boost it. Unlike my Sciene office where I'm focused more around it. I've not chased after any of the ships or T6 starship traits for it. Even using the Vorgon Carrier, I have no problems here. Well other than being limited to just Grav Well I. I have other ships in mind for this, but this is the best of what I have currently. Some of the things I use on my Sci toon here, are just for the stats, not the set bonuses.

    But, as you said, currently it's difficult to crank out extreme damage with these builds. Which is where you just shrug and realize you're a support ship. Which, while you may not need to heal as much as you use to, is still useful. It may just be an occasional heal here and there, but I've never heard anyone complain when I do it. The other part of it, is to realize the main purpose of the Sci skills, are Crowd Control more than DPS.

    Granted, overall, it would help if Sci ships didn't feel like your hull was made of paper machete when you're being shot. Kind of one of my head scratching times here. Since my my Sci ships have like 60Kish hull most of the time, while my tacs maquis raider has like 90K hull. So they all feel a bit squishier than they actually should be.
    Mm5NeXy.gif
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited March 2019
    trennan wrote: »
    Is this worth a respec to get into?

    Science boff abilities, even with 5x ctrlx/epg consoles on a sci ship on a sci character with a bunch of T6 epg starship traits and lockbox stuff stacking with other debuffs (photonic shockwave, drb, structural analysis) and some combos I used to find effective like GW+TB+SSV+photonic shockwave+sensor scan+TS(epg torp+gravimetric)+aux OSS just doesn't do enough considering the cost, cool-downs, and other sacrifices needed to make it do anything.

    The only time I've had sci do massive damage is on sci dreadnoughts like annorax or paradox squeezing as many exotic set bonus abilities as possible, or newer gen ships like eternal and T6 vestas with their strong consoles.

    It is no surprise science career is lowest of all with just 19% of the total player base, and science ships are also the lowest % given how lackluster it is for newer players starting out in comparison to traditional energy weapon builds, and how expensive it is to get into as well. source: https://www.arcgames.com/en/games/star-trek-online/news/detail/11077743-nine-years-of-sto

    Also, healing doesn't have much of a role in a team setting where everyone can just gain all-out immunity or self-heal from damage out, or get instantly vaporized from NPC torp spreads. Same as with the disables as if this is supposed to prevent damage from NPCs comprised of a cannon fodder zerg that spawn infinitely, or completely immune bosses, with boat-loads of high damage AoE abilities that trip the disables anyways, and EPG without ctrlx is worthless so forget shield tank science vessels when shield hardness values seem bugged and don't respond or have a low hard-cap.

    For the Science cooldowns, if that's that way you're running it, I'd suggest picking up a Deflector with SciD, +50 to Scientic Readiness. This will cut some time off said cooldowns. The Dyson Deflector and Impulse engines work well here.

    Another thing here is using the right core. Using Sci abilities, you're going to want to jack you Aux power up. So, a core along the lines of the Temporal Defense, that gives 7.5% of your Aux power to your weapons power is a good thing. You can also find this that do the reverse of that. Or give the same thing between the various subsystems.

    For shield tanking, I'd probably go with the Delta Core and Shields, or maybe the Tzenkethi set from the episode rewards. I'd likely mix this with the Counter-Command Deflector and Impulse, to pick up to two piece set bonus there. Then, since I'm focusing on shield tanking, I'd use either the Lukari or Fleet weapons that offer the shield and hull heal procs.

    CrtlX isn't the end all on what is good. If you look through consoles you can get EPG, Ctrl and even Drain stats from them as well. Which is just as good, since you can only get CtrlX on a few items, namely a Secondary Deflector.

    Also, EPG is expensive to get into, not because it's worthless. It's because everyone tends to use it. For example, I use Grav Well and Subspace vortex on my Tac officer, as a form of crowd control, I have next to nothing to boost it. Unlike my Sciene office where I'm focused more around it. I've not chased after any of the ships or T6 starship traits for it. Even using the Vorgon Carrier, I have no problems here. Well other than being limited to just Grav Well I. I have other ships in mind for this, but this is the best of what I have currently. Some of the things I use on my Sci toon here, are just for the stats, not the set bonuses.

    But, as you said, currently it's difficult to crank out extreme damage with these builds. Which is where you just shrug and realize you're a support ship. Which, while you may not need to heal as much as you use to, is still useful. It may just be an occasional heal here and there, but I've never heard anyone complain when I do it. The other part of it, is to realize the main purpose of the Sci skills, are Crowd Control more than DPS.

    Granted, overall, it would help if Sci ships didn't feel like your hull was made of paper machete when you're being shot. Kind of one of my head scratching times here. Since my my Sci ships have like 60Kish hull most of the time, while my tacs maquis raider has like 90K hull. So they all feel a bit squishier than they actually should be.

    I dont feel like any of my ships feel like paper machete..Some of my sci ships are hilarious over powered...The Azure Rescue and Dyson BZ for example..Shoot I can Wipe out 2 Tholian Dread and all of their supporting ships in 5 seconds (usually before my backup even starts my way:)Same goes for the Bullwark and several Voth supporting ships in the BZ.Blink and they are all exploding.. With the Omni Tachyon console on this ship I literally can sit while things are shooting at me and remain safe..Even when not using that console, Im fairly difficult to pop on Advanced difficulty (SRS Fleet Runs some WICKED difficulty missions..Check em out :P)
    https://imgur.com/XUcnnZ0

    My Primary Ship(s) are a Dyson Science Destroyer or a Wells (Tac and Sci Captains). Nothing Fancy and both still hits nearly 100k in ISA. Some Examples..

    Wells Sporting "All Temporal" (Tac)
    https://imgur.com/2iDjVaU

    Vern (T6 temporal ship that isnt a T6 Temporal ship.) "Polaron Variant" (Sci)
    https://imgur.com/GagV8m5

    Rom Dyson (Eng)
    https://imgur.com/VTsCrjn

    I've Had ALL of these do Double the damage you need to Solo content in this game (50k Dps is Solo minimum)

    Epg is super cheap to spec into.So long as your not trying to grab the super expensive RnD Exciter and RCS console with the [EPG] Mods.Some of the bonus exotic damage consoles like the constriction anchor and Delphic tear are fairly inexpensive on the exchange and make up ALOT of damage once you hit say..400 EPG..The Combo console from the Fleet Research Base are AWESOME and very inexpensive when comparing to the same MK lvl (of the nerfed) Embassy Science Consoles. Fleet Secondary Deflectors from here or the Colony are also very good options...Since I use more debuff/drain abilites..I stick to Deteriorating secondary deflectors.

    Longest part on an EPG build is that LVL 15 Science RND trait "Particle Manipulator"(50% crit hit @ 250EPG and rest converted to Severity for Exotic Damage or 40% crit D for exotics @ 400EPG). Not to be confused with the Science Skill tree clicky "Probability Manipulation" which does NOT stack with the RnD trait and can be detrimental when used the clicky LOCKS your crit H at 50% (bad because you can be at 75% crit H on certain Sci abilities before hitting Probability Manipulation..)

    Sci consoles are some of the cheapest to upgrade (those torps suck for upgrading..) Especially if you have access to the Fleet Research Consoles (My RnD Console on the Science Captain Ships has [DrainX] mod not the EPG one..And Running the full Bajor Set (Deflector re-engineered to EPGx4) is also fairly inexpensive.Its not hard to have a ship that is mostly Fleet or Mission/Event reward..

    But like escorts or cruisers..The Starship traits get spendy..but At least they are all in the C-store right?



    Re: Cooldowns

    Most of the 60 Sec abilities are at or near global (duplicate ability cool-down) with 30% Sci Cooldown.

    You can also load up around 80%+ of passive sci cooldowns on your ship and everything but DRB will be at global.Science Skill tree..Krenim Boffs..Maco 2 piece..Timeline stabilizer console passive..Bioneral Gel Pack..SciCD Deflector..Teir 2 Temporal Rep (Chrono Capacitor Array) and MUCH more can help bring those cool downs ..well..Down..

    https://sto.gamepedia.com/Skill:_Scientific_Readiness
    ^ This has all of the cool downs I can remember :P

    Sure 19% of Toons are Sci toons (I have 4)..But Part of that is how completely Different Sci toons are run/Build compared to Beam/Cannon Ships. Shoe horning in a beam build on a Sci ship just leaves the player frustrated and no tutorials to explain how these abilities work..Ground is fun as you can run yourself and 1 other Sci to an AOE the TRIBBLE out of NPCS until dead.

    Cryptic has a great opportunity in the mission "Step between The Stars" to set up the "in-mission" Dyson Science Destroyer for at least a low level 250-300 EPG build (All Standard EPG consoles in the Sci Slots instead of shield consoles for example)

    Personally..Add ALL the debuffs you can get (Helps people not get pissed at me when I Gravity Well several Tzenkethi and subsequently blow all of those ships up... Gamma (Deflector) And Bajoran (3 piece) add a damage debuff. Structural analysis and Destabilized Resonance Beam (basically an AOE debuffs) and Kemocite (debuff+ Radiation Damage).

    Bonus Exotic damage is nice too (Also The Gregarin and Andorian Pilot Ships have traits useful for sci ships) . I have never thought of a sci ship as a "Support ship" and more than a cruiser or escort is. Damage can be fairly substantial.. AND you can build for different things..I have an 800 DrainX ship on 1 toon..Several EPG/Drain Hybrids..and 1 or 2 EPG/Control ships..

    Long story short..You wanna be a helper ..You can do that..But you also can do major DPS..if ya want.
    Post edited by odinforever20000 on

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • trennantrennan Member Posts: 2,839 Arc User
    trennan wrote: »
    Is this worth a respec to get into?

    Science boff abilities, even with 5x ctrlx/epg consoles on a sci ship on a sci character with a bunch of T6 epg starship traits and lockbox stuff stacking with other debuffs (photonic shockwave, drb, structural analysis) and some combos I used to find effective like GW+TB+SSV+photonic shockwave+sensor scan+TS(epg torp+gravimetric)+aux OSS just doesn't do enough considering the cost, cool-downs, and other sacrifices needed to make it do anything.

    The only time I've had sci do massive damage is on sci dreadnoughts like annorax or paradox squeezing as many exotic set bonus abilities as possible, or newer gen ships like eternal and T6 vestas with their strong consoles.

    It is no surprise science career is lowest of all with just 19% of the total player base, and science ships are also the lowest % given how lackluster it is for newer players starting out in comparison to traditional energy weapon builds, and how expensive it is to get into as well. source: https://www.arcgames.com/en/games/star-trek-online/news/detail/11077743-nine-years-of-sto

    Also, healing doesn't have much of a role in a team setting where everyone can just gain all-out immunity or self-heal from damage out, or get instantly vaporized from NPC torp spreads. Same as with the disables as if this is supposed to prevent damage from NPCs comprised of a cannon fodder zerg that spawn infinitely, or completely immune bosses, with boat-loads of high damage AoE abilities that trip the disables anyways, and EPG without ctrlx is worthless so forget shield tank science vessels when shield hardness values seem bugged and don't respond or have a low hard-cap.

    For the Science cooldowns, if that's that way you're running it, I'd suggest picking up a Deflector with SciD, +50 to Scientic Readiness. This will cut some time off said cooldowns. The Dyson Deflector and Impulse engines work well here.

    Another thing here is using the right core. Using Sci abilities, you're going to want to jack you Aux power up. So, a core along the lines of the Temporal Defense, that gives 7.5% of your Aux power to your weapons power is a good thing. You can also find this that do the reverse of that. Or give the same thing between the various subsystems.

    For shield tanking, I'd probably go with the Delta Core and Shields, or maybe the Tzenkethi set from the episode rewards. I'd likely mix this with the Counter-Command Deflector and Impulse, to pick up to two piece set bonus there. Then, since I'm focusing on shield tanking, I'd use either the Lukari or Fleet weapons that offer the shield and hull heal procs.

    CrtlX isn't the end all on what is good. If you look through consoles you can get EPG, Ctrl and even Drain stats from them as well. Which is just as good, since you can only get CtrlX on a few items, namely a Secondary Deflector.

    Also, EPG is expensive to get into, not because it's worthless. It's because everyone tends to use it. For example, I use Grav Well and Subspace vortex on my Tac officer, as a form of crowd control, I have next to nothing to boost it. Unlike my Sciene office where I'm focused more around it. I've not chased after any of the ships or T6 starship traits for it. Even using the Vorgon Carrier, I have no problems here. Well other than being limited to just Grav Well I. I have other ships in mind for this, but this is the best of what I have currently. Some of the things I use on my Sci toon here, are just for the stats, not the set bonuses.

    But, as you said, currently it's difficult to crank out extreme damage with these builds. Which is where you just shrug and realize you're a support ship. Which, while you may not need to heal as much as you use to, is still useful. It may just be an occasional heal here and there, but I've never heard anyone complain when I do it. The other part of it, is to realize the main purpose of the Sci skills, are Crowd Control more than DPS.

    Granted, overall, it would help if Sci ships didn't feel like your hull was made of paper machete when you're being shot. Kind of one of my head scratching times here. Since my my Sci ships have like 60Kish hull most of the time, while my tacs maquis raider has like 90K hull. So they all feel a bit squishier than they actually should be.

    I dont feel like any of my ships feel like paper machete..Some of my sci ships are hilarious over powered...The Azure Rescue and Dyson BZ for example..Shoot I can Wipe out 2 Tholian Dread and all of their supporting ships in 5 seconds (usually before my backup even starts my way:)Same goes for the Bullwark and several Voth supporting ships in the BZ.Blink and they are all exploding.. With the Omni Tachyon console on this ship I literally can sit while things are shooting at me and remain safe..Even when not using that console, Im fairly difficult to pop on Advanced difficulty (SRS Fleet Runs some WICKED difficulty missions..Check em out :P)
    https://imgur.com/XUcnnZ0

    My Primary Ship(s) are a Dyson Science Destroyer or a Wells (Tac and Sci Captains). Nothing Fancy and both still hits nearly 100k in ISA. Some Examples..

    Wells Sporting "All Temporal" (Tac)
    https://imgur.com/2iDjVaU

    Vern (T6 temporal ship that isnt a T6 Temporal ship.) "Polaron Variant" (Sci)
    https://imgur.com/GagV8m5

    Rom Dyson (Eng)
    https://imgur.com/VTsCrjn

    I've Had ALL of these do Double the damage you need to Solo content in this game (50k Dps is Solo minimum)

    Epg is super cheap to spec into.So long as your not trying to grab the super expensive RnD Exciter and RCS console with the [EPG] Mods.Some of the bonus exotic damage consoles like the constriction anchor and Delphic tear are fairly inexpensive on the exchange and make up ALOT of damage once you hit say..400 EPG..The Combo console from the Fleet Research Base are AWESOME and very inexpensive when comparing to the same MK lvl (of the nerfed) Embassy Science Consoles. Fleet Secondary Deflectors from here or the Colony are also very good options...Since I use more debuff/drain abilites..I stick to Deteriorating secondary deflectors.

    Longest part on an EPG build is that LVL 15 Science RND trait "Particle Manipulator"(50% crit hit @ 250EPG and rest converted to Severity for Exotic Damage or 40% crit D for exotics @ 400EPG). Not to be confused with the Science Skill tree clicky "Probability Manipulation" which does NOT stack with the RnD trait and can be detrimental when used the clicky LOCKS your crit H at 50% (bad because you can be at 75% crit H on certain Sci abilities before hitting Probability Manipulation..)

    Sci consoles are some of the cheapest to upgrade (those torps suck for upgrading..) Especially if you have access to the Fleet Research Consoles (My RnD Console on the Science Captain Ships has [DrainX] mod not the EPG one..And Running the full Bajor Set (Deflector re-engineered to EPGx4) is also fairly inexpensive.Its not hard to have a ship that is mostly Fleet or Mission/Event reward..

    But like escorts or cruisers..The Starship traits get spendy..but At least they are all in the C-store right?



    Re: Cooldowns

    Most of the 60 Sec abilities are at or near global (duplicate ability cool-down) with 30% Sci Cooldown.

    You can also load up around 80%+ of passive sci cooldowns on your ship and everything but DRB will be at global.Science Skill tree..Krenim Boffs..Maco 2 piece..Timeline stabilizer console passive..Bioneral Gel Pack..SciCD Deflector..Teir 2 Temporal Rep (Chrono Capacitor Array) and MUCH more can help bring those cool downs ..well..Down..

    https://sto.gamepedia.com/Skill:_Scientific_Readiness
    ^ This has all of the cool downs I can remember :P

    Sure 19% of Toons are Sci toons (I have 4)..But Part of that is how completely Different Sci toons are run/Build compared to Beam/Cannon Ships. Shoe horning in a beam build on a Sci ship just leaves the player frustrated and no tutorials to explain how these abilities work..Ground is fun as you can run yourself and 1 other Sci to an AOE the TRIBBLE out of NPCS until dead.

    Cryptic has a great opportunity in the mission "Step between The Stars" to set up the "in-mission" Dyson Science Destroyer for at least a low level 250-300 EPG build (All Standard EPG consoles in the Sci Slots instead of shield consoles for example)

    Personally..Add ALL the debuffs you can get (Helps people not get pissed at me when I Gravity Well several Tzenkethi and subsequently blow all of those ships up... Gamma (Deflector) And Bajoran (3 piece) add a damage debuff. Structural analysis and Destabilized Resonance Beam (basically an AOE debuffs) and Kemocite (debuff+ Radiation Damage).

    Bonus Exotic damage is nice too (Also The Gregarin and Andorian Pilot Ships have traits useful for sci ships) . I have never thought of a sci ship as a "Support ship" and more than a cruiser or escort is. Damage can be fairly substantial.. AND you can build for different things..I have an 800 DrainX ship on 1 toon..Several EPG/Drain Hybrids..and 1 or 2 EPG/Control ships..

    Long story short..You wanna be a helper ..You can do that..But you also can do major DPS..if ya want.

    Well the Particle Exciter and RCS console are super cheap, if you craft them yourself, like I did. Granted my RCS is PolAp and not ResAll. The ships and traits are the pricey things, which I haven't bothered getting.

    But for that I'm working on, a 2 hangar bay, sci oriented build. With my options in ships there, I'm probably going to settle for the recluse. Which is not a bad thing, since I'm running Tetryon weapons. It's the lack of the secondary deflector to gain [+Chance] that stings a bit. I'm currently using the Vorgon carrier, which is more engineer oriented. But still allows me to seat the Exotic Particle Exciter and a Particle Generator, I have a rep console set as my third here, can't remember which one right off. But here, I look at consoles that offer bonuses to my power levels. Which, are all strait out of the box Mk XII VR or MK XIII UR, haven't upgraded yet. With just my Particle Gen being MK XV Epic. But with how I have it set, and tweaking my power levels, I'm picking up the full +13.3% damage from the [Amp] on my core, for having all four subsystems at or above 75 power.

    As I said, I'm running the Dyson deflector and impulse, which is good for sci over all. I backed this with the Temporal Defense Core and shield. Mainly because the TD core gives Aux power, and then routes 7.5% of my Aux power to weapons. But again, the Drain stat helps here. Just running crafted tets at Mk XII VR, full points in the drain skill, and what I get from my equipment, they proc for an easy 750 damage to all shields.

    As far as ground goes, yeah, the AoE's are fun. Especially if you use the Temp Def Armor for +25% AoE damage. I can drop a Neurotronic Radiation followed by an Exothermic, and watch whole groups of NPCs fall over dead.
    Mm5NeXy.gif
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    trennan wrote: »
    trennan wrote: »
    Is this worth a respec to get into?

    Science boff abilities, even with 5x ctrlx/epg consoles on a sci ship on a sci character with a bunch of T6 epg starship traits and lockbox stuff stacking with other debuffs (photonic shockwave, drb, structural analysis) and some combos I used to find effective like GW+TB+SSV+photonic shockwave+sensor scan+TS(epg torp+gravimetric)+aux OSS just doesn't do enough considering the cost, cool-downs, and other sacrifices needed to make it do anything.

    The only time I've had sci do massive damage is on sci dreadnoughts like annorax or paradox squeezing as many exotic set bonus abilities as possible, or newer gen ships like eternal and T6 vestas with their strong consoles.

    It is no surprise science career is lowest of all with just 19% of the total player base, and science ships are also the lowest % given how lackluster it is for newer players starting out in comparison to traditional energy weapon builds, and how expensive it is to get into as well. source: https://www.arcgames.com/en/games/star-trek-online/news/detail/11077743-nine-years-of-sto

    Also, healing doesn't have much of a role in a team setting where everyone can just gain all-out immunity or self-heal from damage out, or get instantly vaporized from NPC torp spreads. Same as with the disables as if this is supposed to prevent damage from NPCs comprised of a cannon fodder zerg that spawn infinitely, or completely immune bosses, with boat-loads of high damage AoE abilities that trip the disables anyways, and EPG without ctrlx is worthless so forget shield tank science vessels when shield hardness values seem bugged and don't respond or have a low hard-cap.

    For the Science cooldowns, if that's that way you're running it, I'd suggest picking up a Deflector with SciD, +50 to Scientic Readiness. This will cut some time off said cooldowns. The Dyson Deflector and Impulse engines work well here.

    Another thing here is using the right core. Using Sci abilities, you're going to want to jack you Aux power up. So, a core along the lines of the Temporal Defense, that gives 7.5% of your Aux power to your weapons power is a good thing. You can also find this that do the reverse of that. Or give the same thing between the various subsystems.

    For shield tanking, I'd probably go with the Delta Core and Shields, or maybe the Tzenkethi set from the episode rewards. I'd likely mix this with the Counter-Command Deflector and Impulse, to pick up to two piece set bonus there. Then, since I'm focusing on shield tanking, I'd use either the Lukari or Fleet weapons that offer the shield and hull heal procs.

    CrtlX isn't the end all on what is good. If you look through consoles you can get EPG, Ctrl and even Drain stats from them as well. Which is just as good, since you can only get CtrlX on a few items, namely a Secondary Deflector.

    Also, EPG is expensive to get into, not because it's worthless. It's because everyone tends to use it. For example, I use Grav Well and Subspace vortex on my Tac officer, as a form of crowd control, I have next to nothing to boost it. Unlike my Sciene office where I'm focused more around it. I've not chased after any of the ships or T6 starship traits for it. Even using the Vorgon Carrier, I have no problems here. Well other than being limited to just Grav Well I. I have other ships in mind for this, but this is the best of what I have currently. Some of the things I use on my Sci toon here, are just for the stats, not the set bonuses.

    But, as you said, currently it's difficult to crank out extreme damage with these builds. Which is where you just shrug and realize you're a support ship. Which, while you may not need to heal as much as you use to, is still useful. It may just be an occasional heal here and there, but I've never heard anyone complain when I do it. The other part of it, is to realize the main purpose of the Sci skills, are Crowd Control more than DPS.

    Granted, overall, it would help if Sci ships didn't feel like your hull was made of paper machete when you're being shot. Kind of one of my head scratching times here. Since my my Sci ships have like 60Kish hull most of the time, while my tacs maquis raider has like 90K hull. So they all feel a bit squishier than they actually should be.

    I dont feel like any of my ships feel like paper machete..Some of my sci ships are hilarious over powered...The Azure Rescue and Dyson BZ for example..Shoot I can Wipe out 2 Tholian Dread and all of their supporting ships in 5 seconds (usually before my backup even starts my way:)Same goes for the Bullwark and several Voth supporting ships in the BZ.Blink and they are all exploding.. With the Omni Tachyon console on this ship I literally can sit while things are shooting at me and remain safe..Even when not using that console, Im fairly difficult to pop on Advanced difficulty (SRS Fleet Runs some WICKED difficulty missions..Check em out :P)
    https://imgur.com/XUcnnZ0

    My Primary Ship(s) are a Dyson Science Destroyer or a Wells (Tac and Sci Captains). Nothing Fancy and both still hits nearly 100k in ISA. Some Examples..

    Wells Sporting "All Temporal" (Tac)
    https://imgur.com/2iDjVaU

    Vern (T6 temporal ship that isnt a T6 Temporal ship.) "Polaron Variant" (Sci)
    https://imgur.com/GagV8m5

    Rom Dyson (Eng)
    https://imgur.com/VTsCrjn

    I've Had ALL of these do Double the damage you need to Solo content in this game (50k Dps is Solo minimum)

    Epg is super cheap to spec into.So long as your not trying to grab the super expensive RnD Exciter and RCS console with the [EPG] Mods.Some of the bonus exotic damage consoles like the constriction anchor and Delphic tear are fairly inexpensive on the exchange and make up ALOT of damage once you hit say..400 EPG..The Combo console from the Fleet Research Base are AWESOME and very inexpensive when comparing to the same MK lvl (of the nerfed) Embassy Science Consoles. Fleet Secondary Deflectors from here or the Colony are also very good options...Since I use more debuff/drain abilites..I stick to Deteriorating secondary deflectors.

    Longest part on an EPG build is that LVL 15 Science RND trait "Particle Manipulator"(50% crit hit @ 250EPG and rest converted to Severity for Exotic Damage or 40% crit D for exotics @ 400EPG). Not to be confused with the Science Skill tree clicky "Probability Manipulation" which does NOT stack with the RnD trait and can be detrimental when used the clicky LOCKS your crit H at 50% (bad because you can be at 75% crit H on certain Sci abilities before hitting Probability Manipulation..)

    Sci consoles are some of the cheapest to upgrade (those torps suck for upgrading..) Especially if you have access to the Fleet Research Consoles (My RnD Console on the Science Captain Ships has [DrainX] mod not the EPG one..And Running the full Bajor Set (Deflector re-engineered to EPGx4) is also fairly inexpensive.Its not hard to have a ship that is mostly Fleet or Mission/Event reward..

    But like escorts or cruisers..The Starship traits get spendy..but At least they are all in the C-store right?



    Re: Cooldowns

    Most of the 60 Sec abilities are at or near global (duplicate ability cool-down) with 30% Sci Cooldown.

    You can also load up around 80%+ of passive sci cooldowns on your ship and everything but DRB will be at global.Science Skill tree..Krenim Boffs..Maco 2 piece..Timeline stabilizer console passive..Bioneral Gel Pack..SciCD Deflector..Teir 2 Temporal Rep (Chrono Capacitor Array) and MUCH more can help bring those cool downs ..well..Down..

    https://sto.gamepedia.com/Skill:_Scientific_Readiness
    ^ This has all of the cool downs I can remember :P

    Sure 19% of Toons are Sci toons (I have 4)..But Part of that is how completely Different Sci toons are run/Build compared to Beam/Cannon Ships. Shoe horning in a beam build on a Sci ship just leaves the player frustrated and no tutorials to explain how these abilities work..Ground is fun as you can run yourself and 1 other Sci to an AOE the TRIBBLE out of NPCS until dead.

    Cryptic has a great opportunity in the mission "Step between The Stars" to set up the "in-mission" Dyson Science Destroyer for at least a low level 250-300 EPG build (All Standard EPG consoles in the Sci Slots instead of shield consoles for example)

    Personally..Add ALL the debuffs you can get (Helps people not get pissed at me when I Gravity Well several Tzenkethi and subsequently blow all of those ships up... Gamma (Deflector) And Bajoran (3 piece) add a damage debuff. Structural analysis and Destabilized Resonance Beam (basically an AOE debuffs) and Kemocite (debuff+ Radiation Damage).

    Bonus Exotic damage is nice too (Also The Gregarin and Andorian Pilot Ships have traits useful for sci ships) . I have never thought of a sci ship as a "Support ship" and more than a cruiser or escort is. Damage can be fairly substantial.. AND you can build for different things..I have an 800 DrainX ship on 1 toon..Several EPG/Drain Hybrids..and 1 or 2 EPG/Control ships..

    Long story short..You wanna be a helper ..You can do that..But you also can do major DPS..if ya want.

    Well the Particle Exciter and RCS console are super cheap, if you craft them yourself, like I did. Granted my RCS is PolAp and not ResAll. The ships and traits are the pricey things, which I haven't bothered getting.

    But for that I'm working on, a 2 hangar bay, sci oriented build. With my options in ships there, I'm probably going to settle for the recluse. Which is not a bad thing, since I'm running Tetryon weapons. It's the lack of the secondary deflector to gain [+Chance] that stings a bit. I'm currently using the Vorgon carrier, which is more engineer oriented. But still allows me to seat the Exotic Particle Exciter and a Particle Generator, I have a rep console set as my third here, can't remember which one right off. But here, I look at consoles that offer bonuses to my power levels. Which, are all strait out of the box Mk XII VR or MK XIII UR, haven't upgraded yet. With just my Particle Gen being MK XV Epic. But with how I have it set, and tweaking my power levels, I'm picking up the full +13.3% damage from the [Amp] on my core, for having all four subsystems at or above 75 power.

    As I said, I'm running the Dyson deflector and impulse, which is good for sci over all. I backed this with the Temporal Defense Core and shield. Mainly because the TD core gives Aux power, and then routes 7.5% of my Aux power to weapons. But again, the Drain stat helps here. Just running crafted tets at Mk XII VR, full points in the drain skill, and what I get from my equipment, they proc for an easy 750 damage to all shields.

    As far as ground goes, yeah, the AoE's are fun. Especially if you use the Temp Def Armor for +25% AoE damage. I can drop a Neurotronic Radiation followed by an Exothermic, and watch whole groups of NPCs fall over dead.

    Your not really missing anything with the + Chance Mod.. All its good for is the Subsystem targeting to take a system offline.Which you wont really notice much against NPCs..SA-Dmg mod is superior IMHO.

    ..What your really missing is the Damage the secondary deflector and the Cmd Sci by going with a Vorgon Carrier.
    You can get to get 400 EPG on that..But if you go the Science route your stuck with a LtC Sci so GW and underwhelming performace in your Beam weapons,In a ship that is Not really optimized for science. Sure it could do it....Side note..You can put 3 Tetryon Related Weapon sets on it. (Nukara Munitions,T6 Radiant, and 2 pieces of Obfuscated Strategist) If you were only interested in boosting sci abilities and wanted to stick tet sets on it..

    Even doing that..The Shield drain proc for standard Tetryon...well its..a an underwhelming amount to minus shields..If you really want Shield stripping Powers..Quantum Phase 2 piece..Or ANY DrainX affected Tachyon console (Multimissions and Research vessels each have 1) will do more to remove shields than the Tet Proc. and any DrainX level...Actually It might be better to go Full Drain on that ship over EPG..

    This is my only Tetryon focused Ship..But Its not build to take advantage of the Subsystem Drain from the Torpedo nor the Hyper Tetryon DBB shield drain proc..Mostly just a ship to put Tetryon focused stuff on :P

    https://imgur.com/AqtYTgr


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  • trennantrennan Member Posts: 2,839 Arc User
    Your not really missing anything with the + Chance Mod.. All its good for is the Subsystem targeting to take a system offline.Which you wont really notice much against NPCs..SA-Dmg mod is superior IMHO.

    ..What your really missing is the Damage the secondary deflector and the Cmd Sci by going with a Vorgon Carrier.
    You can get to get 400 EPG on that..But if you go the Science route your stuck with a LtC Sci so GW and underwhelming performace in your Beam weapons,In a ship that is Not really optimized for science. Sure it could do it....Side note..You can put 3 Tetryon Related Weapon sets on it. (Nukara Munitions,T6 Radiant, and 2 pieces of Obfuscated Strategist) If you were only interested in boosting sci abilities and wanted to stick tet sets on it..

    Even doing that..The Shield drain proc for standard Tetryon...well its..a an underwhelming amount to minus shields..If you really want Shield stripping Powers..Quantum Phase 2 piece..Or ANY DrainX affected Tachyon console (Multimissions and Research vessels each have 1) will do more to remove shields than the Tet Proc. and any DrainX level...Actually It might be better to go Full Drain on that ship over EPG..

    This is my only Tetryon focused Ship..But Its not build to take advantage of the Subsystem Drain from the Torpedo nor the Hyper Tetryon DBB shield drain proc..Mostly just a ship to put Tetryon focused stuff on :P

    https://imgur.com/AqtYTgr

    Well there is a way to help the Tetryon proc. Only weapons I know of in the game that have them. Go back to the New Link episode and get the Resonating Tets. They have the [Chance] mod, which increases it from 2.5% to 5%. I grabbed some on my Sci officer to toy around with after upgrading. The crafted ones I'm using on my ship have 750 shield drain at Mk XII VR. Which without equipping the Resonating ones, they have 352 shield drain at Mk X Rare.

    The Proc chance is normally 2.5% on energy weapons. Because that chance is per shot, and you're always firing your beam weapons. Could it be better, I'd say 5% would be good, with [Chance] making it 7.5% or 10%. But again the Resonating Tets are the only ones that I know that get that mod. I've never seen it on anything else.

    And as I said, it's not the best ship for it. Just the best ship that I currently have. So, this is still a work in progress for me.
    Mm5NeXy.gif
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited March 2019
    trennan wrote: »
    Your not really missing anything with the + Chance Mod.. All its good for is the Subsystem targeting to take a system offline.Which you wont really notice much against NPCs..SA-Dmg mod is superior IMHO.

    ..What your really missing is the Damage the secondary deflector and the Cmd Sci by going with a Vorgon Carrier.
    You can get to get 400 EPG on that..But if you go the Science route your stuck with a LtC Sci so GW and underwhelming performace in your Beam weapons,In a ship that is Not really optimized for science. Sure it could do it....Side note..You can put 3 Tetryon Related Weapon sets on it. (Nukara Munitions,T6 Radiant, and 2 pieces of Obfuscated Strategist) If you were only interested in boosting sci abilities and wanted to stick tet sets on it..

    Even doing that..The Shield drain proc for standard Tetryon...well its..a an underwhelming amount to minus shields..If you really want Shield stripping Powers..Quantum Phase 2 piece..Or ANY DrainX affected Tachyon console (Multimissions and Research vessels each have 1) will do more to remove shields than the Tet Proc. and any DrainX level...Actually It might be better to go Full Drain on that ship over EPG..

    This is my only Tetryon focused Ship..But Its not build to take advantage of the Subsystem Drain from the Torpedo nor the Hyper Tetryon DBB shield drain proc..Mostly just a ship to put Tetryon focused stuff on :P

    https://imgur.com/AqtYTgr

    Well there is a way to help the Tetryon proc. Only weapons I know of in the game that have them. Go back to the New Link episode and get the Resonating Tets. They have the [Chance] mod, which increases it from 2.5% to 5%. I grabbed some on my Sci officer to toy around with after upgrading. The crafted ones I'm using on my ship have 750 shield drain at Mk XII VR. Which without equipping the Resonating ones, they have 352 shield drain at Mk X Rare.

    The Proc chance is normally 2.5% on energy weapons. Because that chance is per shot, and you're always firing your beam weapons. Could it be better, I'd say 5% would be good, with [Chance] making it 7.5% or 10%. But again the Resonating Tets are the only ones that I know that get that mod. I've never seen it on anything else.

    And as I said, it's not the best ship for it. Just the best ship that I currently have. So, this is still a work in progress for me.
    The [Chance] Mod on Resonating Tet only brings the proc to 5% (This mod is not on any other weapons and the mod with the same name on the secondary deflector does something completely different)...When they were called "Polarised" Tetryons they did have a 10% proc but have since been reduced and renamed to current..

    Also..the energy weapons proc chance is not "Per shot" its "Per Weapon Cycle."
    Also the Mods found on the Weapons only affect that specific weapon.

    Honestly If your going to Farm an energy type, Go with Dominion Polarons..They have both the Polaron Subystem drain proc and the tetryon shield Proc. Later missions als give free "Polaron" variant weapons that are quite potent. The Morphogenic set also reduces Fire at will cooldown and will boost crit H and D stats.

    Tetryons 750 all shields vs 12-14,000 all shield facings every Quantum Phase torpedo spread (Scaling higher with more drain/Mk/and Rarity) at the same level of DrainX is laughable.If shield drain is what you want..There are vastly superior options available.
    Post edited by odinforever20000 on

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  • powskierpowskier Member Posts: 67 Arc User


    [/quote]

    Well there is a way to help the Tetryon proc. Only weapons I know of in the game that have them. Go back to the New Link episode and get the Resonating Tets. They have the [Chance] mod, which increases it from 2.5% to 5%. I grabbed some on my Sci officer to toy around with after upgrading. The crafted ones I'm using on my ship have 750 shield drain at Mk XII VR. Which without equipping the Resonating ones, they have 352 shield drain at Mk X Rare.

    The Proc chance is normally 2.5% on energy weapons. Because that chance is per shot, and you're always firing your beam weapons. Could it be better, I'd say 5% would be good, with [Chance] making it 7.5% or 10%. But again the Resonating Tets are the only ones that I know that get that mod. I've never seen it on anything else.

    And as I said, it's not the best ship for it. Just the best ship that I currently have. So, this is still a work in progress for me.[/quote]


    For any energy type..I try add a tachyon Beam to my officer powers.. forget 2.5% or 5% chance>watch enemy shields drop by thousands..and it has a quick cool down reset

    the one rep trait has a 5% proc chance for an aoe drain on shields every shot all weapons

    ..or the mission Quantum torpedo drains shields like a pro too


    the Tetryon proc ,is a icing on a good weapon's cake. Honestly the weapon power and debuff traits and crit consoles and deflectors , we slot go way further than a proc ever could.


    this threads goin off subject>TY all for participating



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