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Fleet Deep Space Science Vessel

andoriansrusandoriansrus Member Posts: 4 Arc User
ok here I come again with another nifty science ship build.....

now I have not exactly settled on my Energy Type for my weapons ( and I welcome Feedback on Energy Types) but I have narrowed it down to 3 weapons systems, forward weapons will be Dual Beam Banks Aft will be beam arrays
1. Advanced Fleet Phasers Mk XII [Dmg]3 [Acc]
2. Advanced Fleet Polarons Mk XII [Dmg]3 [Acc]
3. Polarized Disruptors Mk XII

I have settled on a Advanced Fleet Quantum Torpedo Launcher Mk XII [Dmg]3 [Acc] forward and an Advanced Fleet Tricobalt Mine Launcher Mk XII [Dmg]3 [CrtH] Aft

it makes use of the Assimilated Deflector, and Assimilated Sub-Transwarp Engines, as well as the M.A.C.O. Resilient Shield Array Mk XII

Eng. Consoles: Tetraburnium Hull Armor Mk XI, Neutronium Alloy Mk XI, and Ablative hull Armor Mk XII
Sci. Consoles: Particle Generator Mk XII, Field Generator Mk XI, Emitter Array Mk XI, Theta Radiation Vents, and the Assimilated Module

Tac. Consoles: Variable Geometry Detonators Mk XII, Graviton Pulse Generator

my power settings start at, Weaps: 75, Shields: 50, Engines: 25, and Aux: 50

my Bridge Officer Slots are as follows:

Lt. Tactical: Torp Spread I, Dispersal Pattern Alpha I
Lt. Engineer: Emergency Power to Shields I, Reverse Shield Polarity I
Ens. Engineer: Emergency Power to Shields I
Com. Science: Tractor Beam I, Science Team II, Tyken's Rift II, Viral Matrix III
Lcmdr. Science: Hazard Emitters I, Scramble Sensors I, Transfer Shield Strength III
(note: all BOFFS have the Efficient trait)

Duty Officers
Tractor Beam Officer, Sensors Officer, Development Lab Scientist x2, Gravimetric Scientist

Captain Skills

Tac Systems: Starship Weapons Training 6, Starship Energy Weapons 2, Starship Projectile Weapons 7, Starship Maneuvers 6, Starship targeting Systems 6, Threat Control 3, Starship Projectile Weapon Specialization 6

Eng Systems: Starship Hull Repair 9, Structural Integrity 9, Warp Core Efficiency 9, Starship Electro-Plasma Systems 6, Starship Impilse Thrusters 6, Starship Warp Coil Efficiency 9, Starship Engine Performance 6, Starship Hull Plating 6, Starship Shield Performance 6, Starship Auxilliary Performance 6

Science & Operations Systems: Starship Flow Capacitors 6, Sharship Shield Emitters 9, Starship Power Insulators 6, Starship Shield Systems 9, Starship Graviton Generators 6, Starship Particle Generators 9, Starship Sensors 9

Science Officer Ground Skills: Medic 6, Weapons Proficiency 6, Physiology 6, Scientist 6, Probability Logistics 6, Particle Physics 6

now with that build unbuffed and under full combat speed I get defenses that look like this

Bonus Def: 50.6%, Hull: 42,929 points, Shields: 14,262 points each facing, Kinetic Resist: 19.8%, Phaser and Disruptor Resist: 38.7%, Plasma and Tetryon Resist: 46.2%, Polaron and Antiproton Resist: 38.1%

Turn Rate: 18.9%, Bonus Accuracy: 22.7%, Crit Chance: 3.4% Crit Severity: 59.1%

these numbers are UNBUFFED numbers in combat space not sector space

Im still testing the 3 energy weapons types I listed above to try and find the set that works best for the build but in PVP it's definately a sound build in a team that communicates and knows what they are doing.... ALSO by moving a couple of consoles around you can make this self same build work well in Elite STF's, Fleet Events, or just about any other activity that you need to do for Dilithium Fleet marks or Omega/Romulan Marks.... yes when season 7 hits the build will get nerfed due to the Borg set being broken up but that can and will be overcome in time..... any questions, suggestions or observations ??? feel free to post em up....
Major Xi'Zzin
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
Post edited by andoriansrus on

Comments

  • tom61stotom61sto Member Posts: 3,676 Arc User
    edited November 2012
    I'm fond of the Polarized Disruptors myself on Sci. Though, you should probably go with a full 9 in Flow Caps if you're running Polaron/Polarized. Subspace Decompilier increases subsystem disable duration of subsystem targeting and phaser procs, might be worth considering if you're going with a Phaser build.

    You might consider 2x Tric mines as that usually lines up better with the cooldown on Dispersal Patterns. Speaking of which, have you tried using Dispersal Pattern Beta I instead? It nets you two Tric mines instead.

    I haven't found that the lack of the random shield heal going with two-piece Borg and MACO shields particularly bad, since it's not very reliable for me to even get it to proc in the first place.
  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited November 2012
    Dispersal Pattern Alpha also gets me 2 mines the second is just delayed allowng me to drop one in someones downed shield and another on the opposite side as I fly over.... Beta puts two out together on the same side but alpha requires a bit more planning to use and works well with this build for keeping a pesky excort out of my hear shield
    Major Xi'Zzin
    I.R.W. Raptor's Claw
    Storm Eagle Class Warbird Fleet Ha'feh
    I have never trusted humans, and I never will
  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited November 2012
    guessing that no one is really interested in this particular build.... and since the release of season 7 I see no reason to mess with my Consoles or engine shields or deflector... so while Im NOT getting the 3 pice borg set any more the 2 piece with the MACO shields still works out ok at least til I figure out something new to play with
    Major Xi'Zzin
    I.R.W. Raptor's Claw
    Storm Eagle Class Warbird Fleet Ha'feh
    I have never trusted humans, and I never will
  • malifaemalifae Member Posts: 0 Arc User
    edited November 2012
    Worst build ever....
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited November 2012
    Puzzled by two things on this build. First, no tac team? It just seems like a Don't Leave ESD Without It kind of power.

    The second is the firing arcs. With DBBs and torp forward, and BA's aft, there's only partial syngergy on the weapons, never an attack angle where 2/3 or more of your weaponry is all hitting the same target at the same time. What if you swapped the BAs for turrets, trade broadside damage (not your strong suit anyways) for more forward focus?
  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited November 2012
    this was the test bed build that has worked extremely well in ESTFs AND PVP with my fleet mates.... I have since aquired the Vesta 3 pack and have adapted this build to that ship

    NCC-921869-B U.S.S. Wasp
    Major Xi'Zzin
    I.R.W. Raptor's Claw
    Storm Eagle Class Warbird Fleet Ha'feh
    I have never trusted humans, and I never will
  • burstorionburstorion Member Posts: 1,750 Arc User
    edited November 2012
    As an avid fddsv user, I've been experimenting and been exploring the weapons options of the dssv and as the dssv has a severe lack of tac (I'm still debating one tac team + spread or two tac teams...due to borg buffs, I'm heading to two TTs)

    One thing I've tried is a cannon build - a dbb (to use sub targetting), cannon and cannon/torp fore (if using two TTs, spread if not); two turrets and a tractor mine aft

    as the dssv/fdssv has a decent turn (more if boosted by a cheap blue rcs mk 12), the marrower firing arc of the cannon (compared to array) is more viable while also benefitting from more damage while the dbb allows the needed sub target with decent damage and of course if the dbb fires - that means all sci forward abilities can be used (and a dssv can have two sets of tyken and grav well if you really wanted it..albeit a waste)

    as I said earlier, I am experimenting - but for good turn sci ships that rarely stay side on long enough to broadside, it seems like a cheap option to all beam arrays (seriously - a mk xi purple tetryon single cannon costs only 20,000 ec (approx) each!)
  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited November 2012
    well this build, minus the weapons works well on the Vesta Surveilance Ship.... just swap the Polaron weapons for Phaser Weapons and use the FULL MACO set and you have a tough nut to crack in team PVP
    Major Xi'Zzin
    I.R.W. Raptor's Claw
    Storm Eagle Class Warbird Fleet Ha'feh
    I have never trusted humans, and I never will
  • sonulinu2sonulinu2 Member Posts: 0 Arc User
    edited November 2012
    Just wondering why a captain flying a Sci ship needs/wants any points in Threat Control.
  • andoriansrusandoriansrus Member Posts: 4 Arc User
    edited November 2012
    cause it allows me to work as an off-tank to the primary tank and gives the tank a short break... but its there mostly cause I could not think of anywhere else to spend the points
    Major Xi'Zzin
    I.R.W. Raptor's Claw
    Storm Eagle Class Warbird Fleet Ha'feh
    I have never trusted humans, and I never will
  • cichicichicichicichi Member Posts: 0 Arc User
    edited January 2013
    First, you should decide if you go for a pvp or a pve build. You never have enough points if you go for the pvp.

    Second, any pvp damage dealing ship should have a TT (at least). You run something that is the least useful in pvp, a hybrid not dealing enough damage to be a real threat, not doing enough heal to be a real saver and not doing enough CC to be a real support. You should decide what role you want to fit in and re-do your build.

    As a personal note, the best role for a F-DSSV would be healer/tanker (depending pvp/pve).
  • exanguinateexanguinate Member Posts: 25 Arc User
    edited May 2013
    Im only a casual player but eventually settled on the Fleet DSSV, im a FED Engineer but prefer flying Science ships after playing around with many ships/setups ive settled for the following which ofc wont be supreme/awesome but more than enough for me in STF's and casual play in general.

    Weapons:
    Fore - 3x ADV Fleet Antiproton Beam Array Mk XII (Acc x2 - Dmg x2)
    Aft - 2x Fleet Antiproton Beam Array MK XII (Acc x2 - Dmg x2) 1x Kinetic Cutting Beam MK XII (2 Set combined with Borg A/Console)

    Deflector: Borg Assimilated XI (Full 3 set to aquire Borg Tractor Beam)
    Engine: Borg Assimilated XI
    Shield: Borg Assimilated XI

    Engineering Consoles:
    3x Neutronium Alloy XI
    Resists:
    39.9% - Kinetic, Disruptor, Plasma, Antiproton
    34.6% - Phaser, Tetryon, Polaron
    Hull: 43,072 - Repair Rate: 272.2 %/Min
    All Facing Shields: 13,319 - Regen: 494.7/6 Sec
    Bonus Defense: 53.3% (At Full Impulse/Full Turn)

    Science Consoles:
    2x Field Generator XI, 1x Assimilated Module, 1x Graviton Generator XI (ShH -Th), 1x Particle Generators XI (HuH, -Th)

    Tactical Consoles:
    2x Antiproton Mag Regulator XI
    Bonus Accuracy: 15%
    Crit Change: 3.4%
    Crit Severity: 59.1%
    Flt Speed: 21.37
    Turn Rate: 19 deg/sec (Full Impulse)

    Bridge Officers / Abilitys:

    Tactical - Lt: Tactical Team I, Beam Fire At Will II
    Engineering - Lt: Engineering Team I, Aux Power To Emergency Battery I
    Engineering - En: Emergency Power to Shields I
    Science - Cmdr: Transfer Shields Str I, Polarize Hull II, Tractor Beam Repulsors II, Gravity Well II
    Science - LtCmdr: Tractor Beam I, Scramble Sensors I, Gravity Well I

    Duty Officers
    Space: Energy Wpns Officer, technician, Deflector Officer, Tractor Beam Officer, Gravimetric Scientist

    Captain Skills @ MAX
    Starship Wpn Training, Driver Coil, Starship Hull Repair, Starship Shield Emitters, Starship Energy Weapons, Structural Integrity, Starship Subsystem Repair, Starship Warp Core Efficiency, Starship Shield Systems, Starship Maneuvers, Starship Targeting Systems, Starship Impulse Thrusters, Starship Warp Core Potential, Starship Graviton Generators, Starship Hull Plating, Starship Shield Performance, Starship Energy Weapon Specialization

    Captain Skills @ Partial:
    Starship Engine Performance @ 3
    Starship AUX Performance @ 3


    ----


    AFAIK im not really specialized for anything, just wanted a decent bit of survavability, able to crowd control in STF's (i tend to avoid elites as i hear science ships are a bad choice as firepower rules and it cripples your team) hense using 2x grav wells seeing as i tried all other variants of science abilities and their all pretty weak so just using 2x grav wells, using the Mk II when able, or Mk I if its off cooldown long before the Mk II. Firepower ofc isnt stellar but its not bad if i pop aux to battery, tac team, then fire at will, lob in a grav well, wait for them to pull in then fire off scramble sensors. Using an Eng character with a science boat with what i feel is a good amount of survivability/CC and average firepower seems to work well for me.

    If anyone has a pretty good or better variation of what im trying atm id love to hear what others have done with this particular ship, or if you can suggest alterations to my setup in general i'd appreciate some different options from people who play more often than me.

    cheers.

    EDIT: i have no idea how to show you my ingame DPS, i see others mention it on the forums now and then but i have no idea how to find or display it so cant add to my stats above.
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited May 2013
    OP: Bank Fore and Array Aft?

    I'm curious on your decision for this set up.
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