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Science Alien Build - Need Help!

red01999red01999 Member Posts: 0 Arc User
The title is fairly generic, because I don't even know where to start.

I have an Alien toon I rarely ever play that's a Science character. Unfortunately, I don't really know how to spec him out in an appropriate manner. Truth be told, I'm not even quite certain what you can do. At the moment he's at level 10 so I haven't made a huge investment in anything, but still, I'm very uncertain as to just what I ought to put this into.

I'm mainly a DPS and tank type, with some appreciation for being able to turn well, across a tactical character and an engineer character primarily. I have experience with mostly Fed alts although I do have a KDF that's at level 50.

I know the roles of healer and "crowd control" in a generic sense but I just don't know much about them. I also know Flow Capacitors is important to Polaron, which is a highly recommended energy type - I figure that he'll be using either phasers, polarons, or tetryons.

In any case, I have no idea just what to do with him, I'm afraid. As such, any guide on this would be very appreciated, because I'd like to advance him, but that's pretty hard when I can't spend any points on him, but that's difficult when I have all these new and unfamiliar stats competing for points alongside the old, familiar stats I'm used to.

For what it's worth, his traits are Warp Theorist, Astrophysicist, Telepathy, and Peak Health.

Thank you!
Post edited by red01999 on

Comments

  • twamtwam Member Posts: 0 Arc User
    edited October 2012
    There's some good pointers here: http://sto-forum.perfectworld.com/showthread.php?t=388301

    Mainly, aim at graviton generators, particle generators and flow capacitators, as these'll boost your CC and damage skills.

    Other than that, I'd say try playing around here: http://www.stoacademy.com/tools/skillplanner/index.php

    Just see what skills you'd like to use, and be able to train to your boffs, and fill up the rest with traditional skills (eg Shield/Hull skills, Warp core efficiency, energy weapons).

    I love using Gravity Well, in conjunction with Tyken's Rift and Torpedo Spread, myself. High aux means more sci damage/power drain/healing, so torpedoes are nice here (as they don't rely on weapons power. And if Tykens, Energy Syphon and subsystem targeting drops shields, I apply those torps straight to the hull.
  • cwtalcwtal Member Posts: 9
    edited October 2012
    twam wrote: »
    There's some good pointers here: http://sto-forum.perfectworld.com/showthread.php?t=388301

    Mainly, aim at graviton generators, particle generators and flow capacitators, as these'll boost your CC and damage skills.

    Other than that, I'd say try playing around here: http://www.stoacademy.com/tools/skillplanner/index.php

    Just see what skills you'd like to use, and be able to train to your boffs, and fill up the rest with traditional skills (eg Shield/Hull skills, Warp core efficiency, energy weapons).

    I love using Gravity Well, in conjunction with Tyken's Rift and Torpedo Spread, myself. High aux means more sci damage/power drain/healing, so torpedoes are nice here (as they don't rely on weapons power. And if Tykens, Energy Syphon and subsystem targeting drops shields, I apply those torps straight to the hull.

    Very nice, love the printable chart great way to help others (like fleet members & such) very good info, thank you. :)
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