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Question: Science Officer Build

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in The Academy
I’ve designed this, essentially what I’m “leaning” towards, for a hopeful pve and pvp shield breaker, tackler and survivor. I know nothing, but wanted to throw this together for feedback from others that might be a bit more astute.

Tier 5 Deep Space Science Vessel

Tactician 1:
Ensign: Torpedo: High Yield I – System:Torpedoes.
Lt.: Target Shields II

Engineer 1:
Ensign: Emergency Power to Shields I
Lt.: Reverse Shield Polarity I

Engineer 2:
Ensign: Emergency Power to Auxiliary I

Science 1:
Ensign: Tachyon Beam I
Lt.: Jam Sensors II
Lt.Com.: Polarize Hull II
Com.: Viral Matrix II

Science 2:
Ensign: Tractor Beam I
Lt.: Feedback Pulse I
Lt.Com.: Scramble Sensors II



http://sto-builder.binarybit.ch/index.php?s=1_099d9i9d99c97070907c7d7770707c708e9777777077s9f9c9r
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2010
    any help or experienced feedback on this?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Maybe a little late to reply, but what the heck. ;)

    First, if you are using a science ship, which you obviously are, you don't need target shields on your tac officer. The ship gives you the ability to target shields, so it's wasted on the Tac Officer if you are in a science vessel.

    I'd go for Tac Team 1, and High Yield Torpedo 2. Tac Team will restore some crew when you lose them, and as a science vessel you tend to have lower defense against losing crew. You could go with just about anything for the Ensign Power, but you really don't need Target Shields on the Tac Officer. There is no way to see the actual numbers on the subsystem targeting skills, but in my experience the difference between the 1 and 2 versions is too small to make it worth it. Since no skill you use affects the targeting skill, you are just better off without it.

    Honestly, I'd dump Emergency power to Auxillary and pick up Engineering team 1. The auxillary boost isn't gonna help a science officer as much as other officers, mainly because your ship has higher bas aux power on it's own. Also, if you are building your skills to boost your BO skills, then your aux should be able to sit rather pretty even when using shield setting (which I use almost constantly).

    My aux power settiong is 50, weapons is 50 shield 75 and engines 25. My actual numbers are much higher, based on equipment and skills, so my auxillary power is actually 98.

    Since most of those skills have cooldowns of at least 45 seconds, and some even share a cooldown for availability, all tha extra auxillary power will be wasted. Sci vessels get to carry 3 devices, so make one of them an Auxillary booster for those rare times you need a quick boost.

    Your sci officers are decent. Although Tachyon Beam is going to disappoint you. Most ships have shields far beyond what Tach beam can do to drain them. It is only really useful for keeping the recharge off once you drop the shields. Some of the larger ships can regen shields surprisingly fast, and as a Sci vessel you aren't going to be dealing major DPS. You can fire Tach to drain that small recharge off, but honestly it's a wasted skill.

    I'd take Jam Sensors I over Tachyon Beam, and if Jam I isn't enough time, it probably won't save you anyway (in my experience). I'd pick up Sci Team, if you really want survival, because the shield recharge you get from it, mixed with Emergency Power to Shields, can put your shields back to full and it reduces the dmg your shields take for a while.

    The other choices you have are okay. There is some utility there and it isn't too hard to swap out BO powers if you don't like them. I'd personally get a high version of Feedback, it can do serious dmg, and Viral Matrix can save your life, so good choices there.

    Cheers.
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