Figured Id try one because it would free up alot of extra power for my abilities. So Im running a Wells with plasma torps and getting mixed results. At the end of a given PvP Arena match I typically have 250-350k total damage. Now that seems good, HOWEVER I rarely see myself killing anyone. I definitely help, drain shields, burn hull, etc.. but I rarely get 1v1 kills because I cant drain enough shields to get the torps directly against the hull. Thats why I use plasma, 6 procs burn pretty well with buffs and debuffs.
I had the same problem when I tried plasma (one a tac/excelsior build, though), I switched to transphasics and got stuff done.
That was before they introduced all those new spcial plasma torpedo weapons and new Romulan buffs and everything.
You're a science ship. The point of the science ship is not to kill ships directly. The job a science ship has is to disable/drain shields, debuff enemies/buff allies, and generally wreak science-skill havoc in the combat zone. Oh, and shield-tanking like a boss.
If you must have torpedoes for damage-dealing, keep with the plasma torps. Good DoT damage, and you'll make opponents use their HEs. I would recommend keeping 1-2 beam weapons (perhaps one on each end) so you can use what target subsystem abilities you have. Just keep in mind that science ships are primarily a support-role ship, same as the Federation cruiser. The escorts are what you use for DPSing like a boss and killing the enemy.
My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
I've played Sci going on over 1.6, soon to be 1.7 years. Rembmer, max your Aux.
Sci's work pretty good for a torp boat, but you're better off using Transphasic front, cutting beam to the rear, and two single cannons or dual beam banks for the front. And beam arrays to the rear.
When you actually use your sci ship abilities in conjunction with the weapons, it'll be quick to realize why.
Make sure you have Tykins rift and gravity well.
If you're using a Tac instead of a sci for the sci ship, use caution.
If you're using a sci with the sci ship, carry on.
I'm not sure if feds can drop aceton assimilators, or barrier fields, but if they can, they will be your friend. (I don't have either on my fed sci).
Max all sci category of abilities, sensor scan, particle generators, and graviton generators are huge. As well as the bottom right hand corner RearAd/LT Gen skill (Can't remember what it's called on the top of my head) and toss on a photonic shockwave.
Train a sci you can swap out time to time based on situation, and put on photonic shockwave 3 on one sci BOff, and Gravity Well 3 on another. Both are devestating.
It literally takes over a year to really learn how to make a sci really shine, but always remember aux and more aux is your friend.
You're a science ship. The point of the science ship is not to kill ships directly. The job a science ship has is to disable/drain shields, debuff enemies/buff allies, and generally wreak science-skill havoc in the combat zone. Oh, and shield-tanking like a boss.
You'd be amazed how nasty a GOOD sci can be.
If done correctly, they can be brutal killers. But also some of the most desired assets.
The Wells is really fun as Torp boat,could always swap to Plasma weapons,run two-three of the PL damage consoles from the embassy,two dual beams,hyper torp,and two turrets plus cutting beam,how i was running it,and had some really great succes with it.
If done correctly, they can be brutal killers. But also some of the most desired assets.
Oh, I know, I've had to escape from a few science ships in my Hegh'ta. I feel most would have trouble trying to actually finish off an opponent while in a sci ship. . .but they would work great with an escort providing the well-timed DPS. Sci ships are cruiser-breakers, as well, they're the ones with the best chance of cutting through a cruiser's tanking and giving the escorts something to bite on.
My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
I run 2 Transphasic cluster torps, Fleet MK XII Transphasic forward with the same aft.
Engine, Shield, and Deflector: Adapted maco
Eng Console: Rule 62 uni Console
Neutronium Armor Mk XII Very Rare
Sci Console: Flow Capacitor MK XI Very rare
Shield Emitter MK XII Very Rare
Shield Capacity MK XII Very Rare
Shield Regen MK XII Very Rare
Tac Console: Transphasic Console MK XI Rare (x4)
It does good damage
Trimen Ranger
Admiral Federation Tactical Corps
>Star Fleet Elite Force< Click if you are ready to boldy go where no one has gone before. Seek not the final frontier if you fear the unknown. -Admiral Trimen Ranger
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
Comments
That was before they introduced all those new spcial plasma torpedo weapons and new Romulan buffs and everything.
If you must have torpedoes for damage-dealing, keep with the plasma torps. Good DoT damage, and you'll make opponents use their HEs. I would recommend keeping 1-2 beam weapons (perhaps one on each end) so you can use what target subsystem abilities you have. Just keep in mind that science ships are primarily a support-role ship, same as the Federation cruiser. The escorts are what you use for DPSing like a boss and killing the enemy.
Sci's work pretty good for a torp boat, but you're better off using Transphasic front, cutting beam to the rear, and two single cannons or dual beam banks for the front. And beam arrays to the rear.
When you actually use your sci ship abilities in conjunction with the weapons, it'll be quick to realize why.
Make sure you have Tykins rift and gravity well.
If you're using a Tac instead of a sci for the sci ship, use caution.
If you're using a sci with the sci ship, carry on.
I'm not sure if feds can drop aceton assimilators, or barrier fields, but if they can, they will be your friend. (I don't have either on my fed sci).
Max all sci category of abilities, sensor scan, particle generators, and graviton generators are huge. As well as the bottom right hand corner RearAd/LT Gen skill (Can't remember what it's called on the top of my head) and toss on a photonic shockwave.
Train a sci you can swap out time to time based on situation, and put on photonic shockwave 3 on one sci BOff, and Gravity Well 3 on another. Both are devestating.
It literally takes over a year to really learn how to make a sci really shine, but always remember aux and more aux is your friend.
Don't forget to max out your Aux.
You'd be amazed how nasty a GOOD sci can be.
If done correctly, they can be brutal killers. But also some of the most desired assets.
Oh, I know, I've had to escape from a few science ships in my Hegh'ta. I feel most would have trouble trying to actually finish off an opponent while in a sci ship. . .but they would work great with an escort providing the well-timed DPS. Sci ships are cruiser-breakers, as well, they're the ones with the best chance of cutting through a cruiser's tanking and giving the escorts something to bite on.
I run 2 Transphasic cluster torps, Fleet MK XII Transphasic forward with the same aft.
Engine, Shield, and Deflector: Adapted maco
Eng Console: Rule 62 uni Console
Neutronium Armor Mk XII Very Rare
Sci Console: Flow Capacitor MK XI Very rare
Shield Emitter MK XII Very Rare
Shield Capacity MK XII Very Rare
Shield Regen MK XII Very Rare
Tac Console: Transphasic Console MK XI Rare (x4)
It does good damage
Admiral Federation Tactical Corps
>Star Fleet Elite Force< Click if you are ready to boldy go where no one has gone before.
Seek not the final frontier if you fear the unknown. -Admiral Trimen Ranger
Fore: Photon Torpedo, Bio-Neural Torpedo, Hargh'peng
Aft: Polaron Disruptor Turretx3
Aegis Deflector, KHG Engine/Shield
Eng: Neutronium, Theta, Subspace Jump
Sci: Flow Capacitor, Borg, Shield Gen, Tachyokinetic Converter
Tact: Aceton Assimilator, Plasmatic Leech, Warhead Yield Chamber
Tact: TT1, TT2, TS3
Eng: EP2S, A2SIF1
Eng: EP2S
Sci: TSS1, HE2, TachB3, PS3
Sci: JS, Tractor Beam
Doffs
2x Deflector Recharge
1x Torp Recharge
1x Tractor Beam Shield Drain
1x Tach Beam Movement Drain
It's very effective at taking down shields and hull, the KDF have a slightly better console advantage to building torp boats still.
(I know its not a Fed Ship, but this build could be adapted to a Wells)
Rough idea: http://www.stoacademy.com/tools/skillplanner/?build=wellstorpboat_0
Link: How to PM - Twitter @STOMod_Bluegeek