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s31 science destroyer build?

telbasta7386telbasta7386 Member Posts: 761 Arc User
I have a federation engineering captain that, for quite a while now, i have not been able to decide on a ship for. Shes been flying a gagarin for a while but it never felt right, and i always liked escorts more on that character.

I picked up the new dessie last night and so far i like how it looks and handles, but this character has been using a phaser weapon damage build and would like to stick to that while working in some of the science dps as well.

This is the first "transforming" ship ive used so its taking some getting used to, swapping between tactical/ science abilities and the experimental weapon / secondary deflector. I have two other characters running science ships but neither one focuses on weapon damage much, so building a hybrid is a little bit daunting.

Looking for any suggestions ok the best way to set this up. I figure science mode as default and for dealing with groups of enemies, and then swapping to tactical mode to tackle bosses/hard targets. I cant quite figure out what to put in the commander tac slot though - thinking maybe focused assault?

Grav well 3 is my go to for commander sci, but i lose it in tactical mode. I am using improved gravity well though, so it lasts 40 seconds with an equal cooldown, which alleviates that problem a bit.

The universal lt commander slot is another wildcard - do i put a tac there for more weapon abilities, or do i put a sci or engineer there for more healing or exotic damage?

I'm also trying to balance epg consoles with phaser consoles, but its leaving my epg a lot lower than im accustomed to on a science ship.

Lastly, while my other characters use deteriorating secondary deflectors for the damage over time boost to tykens rift and charged particle burst, i have less room available on this ship especially if i use the universal slot for tactical, so I'm leaning towards the inhibiting deflector which would proc on gravity well alone, and maybe tractor repulsors if i can ever get ahold of a graga mal.

So, ultimately, how do i balance exotic and phaser damage and not gimp myself?

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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited May 2019
    Whats the cooldown time between Tac and sci transformations.

    I pilot a Rom Dyson Science Destroyer and typically dont use the Transformation on that ships due to its long cooldown (60s). Tho..having dispersap pattern beta for the gamma mines is nice..

    Balancing EPG and Phaser is..not easy..But Between Bajor Set,Qphase weapons..and random Phaser boosting Epg damage consoles...You can get some decent damage out of your weapons.

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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    I'll give the 2 piece bajor defense set a shot, I know the deflector has 4 modifiers and can be rerolled to EPG x 4 (i think), the control debuff on it is pretty good too. Not sure what i'll do for the other 2 pieces though.

    So far I think it might be better to go with the inhibiting secondary deflector, and try for a burst damage build over the sustained damage of the typical deteriorating deflector science setup. Can get the procs from tractor beam/repulsors, gravity well, and scramble sensors or photonic shockwave.

    I really wish that stowiki would get the new stuff updated, I'm curious to see how the dual phaser heavy beam bank from the new rep will work, seems like a dual beam bank/omni arrays setup would work really well with this build, and I could even throw in mines or something for the rear slot.
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited May 2019
    I'll give the 2 piece bajor defense set a shot, I know the deflector has 4 modifiers and can be rerolled to EPG x 4 (i think), the control debuff on it is pretty good too. Not sure what i'll do for the other 2 pieces though.

    So far I think it might be better to go with the inhibiting secondary deflector, and try for a burst damage build over the sustained damage of the typical deteriorating deflector science setup. Can get the procs from tractor beam/repulsors, gravity well, and scramble sensors or photonic shockwave.

    I really wish that stowiki would get the new stuff updated, I'm curious to see how the dual phaser heavy beam bank from the new rep will work, seems like a dual beam bank/omni arrays setup would work really well with this build, and I could even throw in mines or something for the rear slot.

    The only problem I have with Inhibiting deflectors is even with TONS of cooldows for sci (80%+ for TBR to be at 20 sec), your still looking at 1 activation every 20-30 seconds.Keep in mind Scramble and Jam sensors are single target and aren't much of an affect to Npcs.

    Deteriorating with minimal cooldowns is 15-20 seconds with Structural analysis and tachyon beam. Deteriorating still does way more damage than the inhibiting. My Parses in ISA have me at around 30k per tic (x8 seconds).

    About the wiki...Come on man..That stuff just dropped yesterday.New stuff takes a lil bit for us to get to..We few wiki peeps ALSO want to play the game too. You could help out ya know.



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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    So far it's looking like dual beam banks or cannons wont work as well as I'd like, this is a pretty small and fast ship and like most science ships a lot of times the only way to survive is to drop your abilities and then get out of range, that doesnt leave me much time to sit around and hammer targets with my weapons. My lukari scout ship does pretty good with beam arrays by staying at high speed and always at the edge of max range so i can dodge out if need be. I might have to run the same setup here.

    I could possible work in the new wide angle heavy dual beam bank. Alongside beam arrays and omni arrays, for a little more forward firepower vs bosses. Alternatively i could try going all turrets or turrets and single cannons... not really sure.

    I did end up going back to the deteriorating secondary deflector and working in structural analysis and charged particle burst to apply those, i may have to try and fit tykens rift or destabilizing resonance beam in there as well.

    I also picked up focused assault 3 for the commander tactical ability, so when i go into tactical mode for single targets/bosses that should be a good team wide damage boost.
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Neato!

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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    Also took your advice and picked up the bajor defense shield and deflector for the 2 piece phaser bonus. Managed to reroll the deflector to EPGx4 and EPG/ShCap
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Also took your advice and picked up the bajor defense shield and deflector for the 2 piece phaser bonus. Managed to reroll the deflector to EPGx4 and EPG/ShCap

    OUTSTANDING!

    Yea that set should be good for boosting phaser damaage.
    Console - Universal - Deconstructive Resonance Emitter is on the exchange and will also boost your phaser damage while giving you a cone AoE Epg ability to cut holes through Npcs.

    Console - Universal - Approaching Agony
    Will also boost your phaser damage and has an AoE Energy hazard (phaser)

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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    > @odinforever20000 said:
    > telbasta7386 wrote: »
    >
    > Also took your advice and picked up the bajor defense shield and deflector for the 2 piece phaser bonus. Managed to reroll the deflector to EPGx4 and EPG/ShCap
    >
    >
    >
    >
    > OUTSTANDING!
    >
    > Yea that set should be good for boosting phaser damaage.
    > Console - Universal - Deconstructive Resonance Emitter is on the exchange and will also boost your phaser damage while giving you a cone AoE Epg ability to cut holes through Npcs.
    >
    > Console - Universal - Approaching Agony
    > Will also boost your phaser damage and has an AoE Energy hazard (phaser)




    Yea i had both of those consoles already from just running a phaser weapon build before
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    So does the Section 31 ship have a cooldown time between Tac and Sci modes?
    Does it stay in either when you change maps?

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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    Default is science mode. Its about a 2 second transformation period to change to tactical. You can go back to science immediately at any time, but doing so starts a 30 second cooldown on going back to tactical again.

    I haven't had a chance to test map transfers with it yet. I mostly stick to science mode anyways
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