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can i get sci skill tree feedback?

skollulfrskollulfr Member Posts: 5,407 Arc User
edited May 2013 in Romulan Discussion
http://skillplanner.stoacademy.com/?build=romscijoat0_0
havnt got through much yet, bout lvl12 thought i would start planning what i wanted to do.
aims, flexible build that can swap between ships & roles.
want to get decent potential from sub system targeting.
Post edited by skollulfr on

Comments

  • kamipoikamipoi Member Posts: 365 Arc User
    edited May 2013
    here is the skill plan i used http://skillplanner.stoacademy.com/?build=andekhanom_0 along with ship design
    this is just what i used so take it with a grain of salt
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2013
    Science captains don't have enough skill points to be a decent generalist. You have to choose a specific type of play and spec for it. The choice is between being equally bad at everything, or being good at a couple of things and sucking at the rest. Basically put together a playbook of the attacks you will use, and then spec the skills to support those attacks. If you try to spec for switching between multiple ships you are going to be bad in all of them. Some things to consider:

    Energy weapons kill stuff more reliably than science skills. Sci can spec for the same energy weapon skills as a Tac captain, and use them almost as effectively. A science captain in an escort, with all the weapons and power, plus sensor scan and subnuke, can be a very powerful force. It just wont be killing anything with science abilities like gravity well, it will rely on guns.

    Science attacks can be effective at killing stuff (or more generally, Exotic attacks which includes science but also some devices like Isometric Charge), but it comes with the requirement to deshield the target for the Kinetic damage to have any effect. Exotic damage is very expensive so you give up some other stuff to get it, but it can really put the hurt on stuff if you get their shields down.

    The best way to drain shields is to shoot them with energy weapons, nothing else comes close. Basically every shot you make, 90% of it is absorbed by the shield, and so if you are doing good weapon damage levels then the shield facing will just disappear. You can also drain shields by using weapons and consoles that drain subsystem power, but you will need to fully spec into Flow Caps to have much success with it (Flow Caps is a tier-1 skill so its cheap to cap). You can also look at things that just turn the shields off, things like subsystem targeting and Viral Matrix and phaser weapons, and so forth, but that requires points in Decompiler which is tier-5 and extremely expensive.

    Alright, so having said all that, here is my Fed Sci captain, and she actually does fly multiple ships (all of them poorly). She is setup for maximum weapon accuracy and decent weapon damage, uses Polarons for some energy drain on the incidental procs (Energy Weapon Spec is kind of low), heavy points in particle gens for Kinetic damage on exotic spells and consoles, and as many points as I can budget into graviton and decompiler for hold and strip duration. She can fight anything solo, using any of the ship classes, but it is hard work because of the limited DPS. In a sci ship she strips the shield and tries to immobilize, then hits them with spells/consoles to crush. In an escort she uses sensor scan and subnuke and kills things with weapon spray. Cruiser can do it too but is mostly healer and some limited crowd control, rather than trying to kill stuff straight up.
  • alopenalopen Member Posts: 1 Arc User
    edited May 2013
    You seem to know your science stuff, so I'll query a question towards you if you don't mind. Bearing in mind that I have played mostly Tac and some Eng I rolled a sci toon as a romulan. However, there is only one romulan full blown science ship that doesn't turn very well and lacks power.

    So I thought I would try using a torp/science build but the miserable turn rate (its really hard to spare power for Engines at -40 overall) has me second guessing that idea. Furthermore, the lower power levels makes keeping high aux difficult. I'm half tempted to use the toon in an escort ship instead. Looking at teh build you put up, you utilize dual beams. I forget the turn rate in each fed sci ships, but they all usually can turn with KDF BCs. So they turn a little bit better than the Romulan one. Can you think of a feasible build similiar to that in the Ha'feh? Mind you, I wasn't sure how to spec so I made it to 48 without speccing skills yet :D
  • davidfloresiidavidfloresii Member Posts: 0 Arc User
    edited May 2013
    Look forget about specking sub system targeting, use it only as a novelty. Also forget about Graviton Generators, cause everyone has an escape for it. So place it in the only thing that makes any dmg, which is Particle Generators and Torpedoes. 1 Breen cluster up front and back, the temporal set, and a random beam/turret and mine/torp in back.



    http://skillplanner.stoacademy.com/?build=1111415343453486755_0
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