Captains,
I am sharing this prototype design with no tactical stations at all with you in honor of our commitment to defend the Federation and the values we hold dear :
USS Utopia NCC-176847Defense
- Each Shield Facing = 27K, Total Shielding = Over 100K
- Can maintain max out power level in each subsystem in combat : W=125, S=130, E=125, A=130 As seen here :
Ultimate Power Level in all 4 subsystems
- Can do EPtS1 + ST + TSS3, while maintaining a Shield Damage Resistance of at least 50% at all times
- Effective Shielding factoring Shield Damage Resistance = 55K each facing, over 220K in total
- Very high speed, as fast as any Federation Escorts, using a Fleet Elite Efficient Hyper-Impulse Engine
Offense
- Can drain up to 96 in each of the enemy's subsystem and crippled its critical systems
- Special Combo of A2B (with 3 purple Technicians) and Photonic Officer, which reduces all BOFF Power CD to global CD minimum. For example, FBP3, which has a normal CD of 1 minute will only have a gap of 15 seconds between each activation. During this gap, TSS3 will go up to fill the gap. The constant cycle of FBP3 and TSS3 is one of the unique power of this ship, which is normally impossible on other vessels given the lengthy CD of these 2 powers
- Tetryon based attacks with detrimental effects on already weakened shields (from energy drain and subsystem attacks), synergizing with the vessel's drain build, when proc, the enemy's shielding on all facings just disappear
- Defense against invisible Torpedo and other High Yield toys and pets via Hyper-Refracting Tetryon DBB : The Refracting Tetryon Beam will automatically destroy your enemy's pets nearby, that include HY Torpedos, Boarding Parties, Fighters, everytime you fire at your primary target
- Rapid cycling FBP3 for PvP : The nightmare of DPS happy escorts, let them shot themselves to death and if they won't attack you, you attack them instead because not only you can match their speed, you can hold them still and drain them to death, especially Romulans with low power level to begin with
- GW3 in lieu of FBP3 in PvE : Gates, Transformers, Shieldless enemies will be damned by your super powerful Gravity Well with over 144 in Particle Generator skills
- Rapid firing Subsystem Targeting of all four subsystems : Each hit will drain -43 in the subsystem's power level, which last about 16 sec. In addition, you have 20% chance of disabling it outright. With one purple subsystem energy weapon doff, you can rapidly recycle these shots and cripple your opponents
This build has been tested in eSTF and Kerrat. It can easily solo Tactical Cubes, Transformers and Gates. The Borg Shield Neutralizer poses little threat to you because your HE cycles so rapidly and the shielding is too tough. In PvP, you will be the "harasser" on your team, designed to impede the Escort(s) of the opposing teams and cripple them so that Escorts on your side can move in for the kill.
Comments
Probably too huge an investment for most players though. All purple MK12 consoles and to a lesser extent weapons, an already astronomically expensive lockbox ship becomes the dream of most players.
One other thing though: the pic you posted of all 125 power levels has you using different gear to that in your main build (in the power levels shot, you're firing a plasma beam and have the 2pc romulan set bonus active). What gear did you use to get such immense power levels?
PS totally agree with you on the hyper refracting dual beam. Just love it.
Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:
https://www.surveymonkey.co.uk/r/87XKSGH
Looking to adapt this build, and might be able to pull it off. First off though, a couple of questions:
I noticed you're a tac captain. While this is normally not a problem, I have to ask exactly how effective your GW III and/or FBP III are when AP-A / FoMM aren't running, with but 2x Part. Gen consoles I pack a 153 skill, and my GW III is not a fearsome thing, rough calculations show ~22k kinetic damage over the 20 seconds, which is Quantums under TS III territory, not an ungodly borg crusher... That would then make me question FBP III vs rival escorts (unbuffed), without burning a pile of expertise / time on a respec or two, I don't see a big pile of damage flying back at the enemy...
Second, I see a jam sensors (I think that's the icon for Jam, and not MES) on Timothy, and am wondering how necessary for the build that is? Along with the Jam, what other low-end sci skill can be "dropped" and this build still be effective? I see Sci team, HE, & Photonic I that are spelled out as necessary for this build, leaving Tractor Beam II and Polarize Hull I with the Jam as your remaining low-end science skills. If I was to pop, say, the Jam sensors and the Polarize hull, and drop TB II to TB I, I could move photonic from Timothy to the Lt. Cmdr Sci, that would let me use my Vesta, as it can replicate the 4/3/3 console setup, or even a Fleet Deep Space Sci as both of them can replicate the Cmdr/Lt Cmdr Sci, Lt/Ens Engie (aux2Bat I, EPtS I, EPtW I) slotting, but has to slot a Lt. Tac (BFaW I / APB I?) instead of that third Sci BOff.
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
Nicely played sir! Probably way beyond the means of mere mortal players to assemble.
- Judge Aaron Satie
I used an old stocked pic taken right after LoR release, prior to the intro of Fleet Warp Cores, because I was a little lazy in taking a new combat pic. :P That's why you see the slightly different components and layout. The principle is the same though and now, with a Fleet Warp Core, both the Aux and Shield can reach 130 in power. As you can see, Iskan is a Tactical Captain, so the power level isn't boosted by somekind of Engineer skills. To answer your question, here is how it is done & gear :
Gear :
1) Adapted MACO Deflector & Shield = 2 piece set bonus : +8.8 Aux
2) Elite Fleet Efficient Hyper-Impulse Engine : Up to +3 to each subsystem except engine
3) Nukara Particle Converter : +5 Shields
4) Fleet Warp Core : Variable bonus power to Aux & Shields + 7.5% of Aux power to Shields
5) Plasmonic Leech : +2.6 power to all subsystems per activation, stack up to 8 times
Powers :
- Flow Capacitors skill = 159 (can be bumped up to 189 with Inspirational Leader trait in combat)
- Energy Siphon II = +31 power to all subsystems for 24 sec* (*provided Aux = 130 when activated)
- EPtS I & EPtE I = +25.1 power to Shields and Engine respectively for 30 sec
Strategy :
1) Constantly cycle EPtS & EPtE with very high skills into EPS skills (=135, Power Transfer Rate = 281%) - this is akin to giving your ship a permanent power increase of +25 in Shields and Engine. One single activation of A2B with 3 purple Technicians during their respective 45 sec cycle is sufficient to keep them going for as long as needed
2) Energy Siphon II can last up to 24 sec when activated at Aux = 130. Its normal CD is 1 minute, minus the time it was active = 60 sec - 24 sec = 36 sec of downtime. Activate A2B once and Photonic Officer once during this 1 minute cycle (the order of activation of either power doesn't matter but it is recommended to activate PO first so that A2B will reduce PO's CD) will slash 30 sec. off its CD, making its downtime a mere 6 sec. But we will beat the Global CD by eliminated these 6 sec of downtime as well in next step.
3) As you all know, a power's Global CD cannot be reduced no matter what. It is in place to prevent the back to back use of powerful skills. Energy Siphon II's primary purpose is to boost your own power, not so much in crippling your opponents. To this end, the goal is maintain max out power level in all 4 subsystems : W=125, S=130, E=125, A=130.
As your ES II is near its end, activate A2B will drain 125 Aux and converted them into roughly +56 power to Weapons, Shields and Engines each for 10 sec. This boost from A2B will keep these 3 subsystem at max even as ES II expires. Meanwhile your Aux power is in the process of being draining down to 5 but don't let it happen - immediately pop an Auxiliary Battery - Large, right after A2B activation. The drainage of -125 + a boost of +100 will mean your Aux power = 5+100 =105 but there is still a gap of -25 to cover, which is being done by Plasmonic Leech. Plasmonic Leech provides +2.6 X 8 = +21 so long as you continue to fire, hence even with A2B activation, your Aux power is still equal to 105 + 21 = 126
Because both A2B and Battery last 10 sec, you effectively cover the 6 sec. gap between the two ES II by maintaining all your power levels at max. When your ES II comes off its accelerated CD, you immediately activate it again - you effectively constantly maintain your power levels at max level - at that point, you don't care A2B and Battery expires because ES II is in effect again.
Caveats
- When Photonic Officer enters its 1 minute CD, one A2B activation alone cannot reduce ES2 to its global CD, it will require two activations, which is possible but not recommended as Science vessels need to watch out for Aux drainage or half of your Boff powers will be disabled
- In practice, the 6 sec. gap between the two ES II is very manageable. You don't always need to try to bridge that gap. Besides, you have a lot of other things to worry about, especially if you have a big evil Klingon player rapid firing you from behind. It is best to just ignore the little gap since it is strategically insignificant, almost impossible for your enemies to exploit anyway
- Use the Aux Battery as a safeguard device instead - during rapid power transfers between settings at times, your system will draw more Aux power than it can handle in an activation of A2B, thus disabling your Aux dependent powers. The Aux battery is there to keep it going. Even with a purple Quartermaster battery CD reduction doff, the battery still has a minimum CD of 1 minute, therefore, Aux Battery is better served being used as an emergency back up although it is theoretically possible to use it to bridge gaps in ES II as illustrated above
- If your build wishes to used Aux Battery to bridge gaps in-between A2B activation, then you must obtain a very expensive purple Quartermaster doff that can reduce battery CD time by 100%. They cost between 30 to 40 million ec on the Exchange because they are ultra-rare
Here you go :
Skill Points Allocation I
Skill Points Allocation II
Adv. Fleet Reinforced Warp Core Mk XII [EPS] [A->S] [ECap][SST]
Note, the Warp Core has a display error in that the title says [E->S] when in reality it really is [A->S] and correctly described in its description as well
Thanks for your questions, they are pertinent. To start, look at my PG skills : PG Skills = 144
As you can see, the 144 in PG is achieved without a single Part. Gen consoles. That's because I get my Part. Gen boost from non-PG consoles. 1) Adapted MACO Deflector provides a 17.5 boost to PG. 2) Astrophysicist trait provides +10 PG 3) Nukara Particle Converter also provides +17 in PG. Iskan is a Betazoid, but if you were a joined Trill, you get an additional boost to PG, in which case your total PG would be around 150, even without a single PG Sci console. The reason why no PG or Flow Capacitor console is slotted is because those Sci slots are needed for the Field Generators - a key point in this build which must be respected.
At PG = 144, here is what the tooltip says about FBP 3, assuming Aux = 130
1.1) No boost at all, FBP III deflecting factor = 0.9
1.2) With APA, FBP III deflecting factor = 1.3
1.3) With APA, Tactical Fleet, FBP III deflecting factor = 1.6
1.4) With APA, Tactical Fleet, Quantum Manipulation (Romulan T5 Reputation bonus), FBP III = 1.9
Case in point : Bug ship (aka. Jem'Hadar Attack Ship) comes at you ready to unload its alpha of doom, spiking a 30K dps. Your forward shield is at full strength, EPtS active, maximum power to Shields. The Bug is using an Elite Fleet Shield, so around 9000 or so of shield strength per facing.
1.1) 30K spike X 0.9 = 27K, of which 13.5K of damage went directly to its hull and the other 13.5K collapsed its forward shield with maybe some damage depending on its shield damage resistance. In one swoop, the Bug lost approximately 30% of its hull
1.2) 30K spike X 1.3 = 39K, of which 19.5K of damage went directly to its hull and the other 19.5K will definitely collapse its forward shield + another 5K-6K of hull damage depending on its shield damage resistance. In one swoop, the Bug lost approximately 57% of its hull
1.3) 30K spike X 1.6 = 48K, of which 24K of damage went directly to its hull and the other 24K will definitely collapse its forward shield + another 10K-11K of hull damage depending on its shield damage resistance. In one swoop, the Bug lost approximately 78% of its hull
This does not factor in the like of Fire on my Mark or anything else that may lower the target's shield resistance. A few months ago, a Bug ship one-shot himself to death when trying to unload his Alpha on me though this is rare. In Kerrat, Alpha BoP & T'Varo often one-shot themselves to death on people with FBP III though I don't know how much skills point they have in PG. I have seen combat logs posted by people in Kerrat where typically a Beam Overload III is being FBP III where the shot has a base damage of say 28K as denoted by the number in ( ) but actual damage is something like 56K. There was some concerns not long ago whether FBP is doing more than it should. Nobody knows for sure because some people continue to believe it is bugged. What I know for sure is with my FBP III, any Escorts with self-preservation in mind quickly run away or at least try to.
As for GW III, I rarely use it even though Atikar has it. I rarely switch him in. Even yesterday, at Khitomer Vortex (Elite) with my Fleet, I went in with FBP III. My 4 teammates handled the probes and the south side while I solo the Transformers and the Gate on the north side all by myself. When the Transformers/Gate try to hold me, I just zap them with Jam Sensors. If they fire Shield neutralizer at me, I just HE it out. Even when HE is in its tiny 15 sec. downtime after being accelerated, with so much shielding, the shield neutralizer really didn't do much - more often than not, the shields stayed white, not even reaching yellow because as the shields weakened, I would just hit EPtS / ST / TSS, any of which will reinforce the shields and keep it from being drained. Suffice to say I tanked there a long time because I don't have a lot of fire power on my own so it took me a while but I finished my task and solo all of them and joined my teammates on the other side.
Good question, I don't know. It is indeed Jam Sensors, which is very useful in both PvE and PvP. In PvE, when a Tactical Cube, Gate, Borg Command ship, Tholian Recluse or any big bad enemies tractor you and with either a Plasma Energy Bolt or invisible one-shot torp coming at you, a quick shot of Jam Sensor (360 degree arc) will cause it to lose its tractor and unable to attack you for a while. In PvP, a super DPS escort all buffed up ready for its attack run, will completely waste its APA, APO and etc. as its vision is blurred and unable to target you. You can tractor his ship and he would have no clue. I consider Jam Sensors an integral part of the build since sometimes, you do need to escape and you can't always count on Polarize Hull to save you. Some of those Ensign level Sci skills are among the most important in this build, that's why this build sacrificed all possible Tactical stations to strictly focus on Science.
I think dropping TB II to TB I is acceptable. Leaving out Polarize Hull and Jam Sensors are not acceptable. The reason being as a Science vessel, you don't have APO III to save your bacon when tractored/slow/held. Besides, Photonic Officer does not need to be more than a PO I. The effective reduction of CD of PO is as follows :
PO I : Stated CD reduction = 24%, yet effective reduction = 20%
PO II : Stated CD reduction = 32%, yet effective reduction = 24%
PO III : Stated CD reduction = 40%, yet effective reduction = 28%
Given that A2B is already shaving off 30% of CD in your BOFF powers, only PO 1 is necessary to cut all yours powers' CD to 50%, thus their GCD. PO II or above would be an overkill and a waste.
Whether you can adapt this on a Vesta is questionable. BOFF seating aside, Vesta is also considerably slower, has lower shield modifier than most Fleet Science vessels and maybe just a little too squishy. I encourage you to try and perhaps post a build for others to review and comment. It's hard for me to conceptualize without a visual.
This build has no P2W consoles or items. The only thing that may be considered borderline is the Rule 62 Combat console although this item is generally not viewed as P2W. You can swap it out for a Zero-Point Energy console instead if anyone is morally against any items that can't be strictly obtained via a direct purchase using EC. I am proud of the fact this ship is cheese free and everything on it can be obtained with EC, dilithium or fleet marks, save the Rule 62 Combat console.
But you're making good use of the Lt Cmd Eng boff, I might look again at Aux2bat. It's definitely a counter-intuitive move.
I see you are flying a hospital ship, an Olympic Class science vessel. Here are some of the adaptations that you can consider :
- Deploying the A2B + PO combo
- Use your Lt. Commander Eng slot for EPtS III
- Fill your Sci console slots with Mk XII Field Generators (very rare)
And thank your for the information, importing and/or adapting a build is hard without the underlying reasons that the choices were made...
On that note, if/when I try this, I'm counting on the fact that a ~90k overall shield is gonna stop just as much crud that's thrown at me as your 100k shields...
Also, the Vesta - actually I'm planning this around the Strategic (Rademaker) variant as it's a console-match - has the same 15 turn rate that the Wells has, and I'm guessing that with the power levels super-maxxed, I'll have the same capped speed-defense bonus as you enjoy.
On that note, the last key to this adaptation was the low-end science skills, which two can be "replaced" because I don't have the ability to slot a third sci, instead, I "have" to slot a tactical. Seeing the 9 in Attack Patterns (normally useless to my Sci, and only carrying your AP-A as a Tac), means that slotting AP-O I in the Lt. slot on my Lt. Tac BOff will give me (hopefully) a poor-man's escape from tractor beams, even if it needs me to supplement with evasive maneuvers, releasing Polarize hull from the build. I can "offload" the tractor beam power into my hangar via Advanced Danube Runabout pets, launch pets and have them tractor opponent instead of me firing the beam directly, letting me pick an offensive booster (BO or HYT) in the ensign Tac slot.
Well, I gotta grind out some Adapted MACO before I can give this a roll - my 153 is Joined Trill, standard MACO set, and 2x part. gen. consoles added to a base 84...
Oh, did you look to see if your fleet warp core comes with the aux. capacitor mod? If it does, can the capacitor cover for some battery use?
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
You are welcome.
No matter what you do, remember speed & turn rate is king in STO, always. Bug ship is considered OP by many not because it has 5 tact consoles - way too many ships have that these days - it's because it's super fast.
Are you sure your info is correct? Because to the best of my knowledge, all Vesta variants have a turn rate of 12, including the Strategic (Rademaker) : http://sto.gamepedia.com/Multi-Mission_Strategic_Explorer
Unfortunately, APO I is Lt. Commander level Tactical ability, whereas both APO II and III are Commander level Tactical ability. The Rademaker Vesta is unable to use APO I unless it sacrifices its Lt. Commander Universal station. But doing so will leave you with very few seating for Science abilities, thus, "not pure Science" anymore.
That's a possibility, however, I found that it is not very effective most of the time. The reason being use of tractor beams require very precise timing, something your pets are unable to do. For example, you want to tractor an opponent who just came off of his APO, not during and not at the beginning and not 10 seconds after its APO ended.
Joined Trill is excellent as a Pure Science choice. Mine is a Betazoid because that's who he is. On the ground is where he excels, not so much in space. Still, I believe having a telepath as a Captain can have a calming and motivational effect on the crew overall.
It has an Engine battery, to be used only during emergency as an engine repair last resort. Given the lengthy cooldwon on the warp core battery capacitors, it really should only be used as a last resort, and not part of your routine.
Please define "real sci consoles".
I got what he said....
like particle generators, gravity generators, etc....
things that boost science powers.
having 100k shields and 40 stacks of jevonite is great for soaking up an alpha...which this ship seems to be great at, but for me personally, I like to have a little more offence.
oh and subnuke + tractor beam+ boarding party just saying.
great ship though
How about a Fleet Intrepid?
P.S. I've put your build in the skill planner so it's easier to see whats what.
Then people should stop using RCS Accelerator because it isn't a "real eng consoles" per such narrow definition.
Offensive power is there, just not the usual pew pew. People tend to think of offensive power = Escort CRF. Science ship's offensive power is more subtle but not necessarily less deadly. The difference between escorts and science vessel is similar to ice hockey vs. figure skating. Both are done by gliding on ice but one is as simple as sending the puck into the net - even 5 uyears old kid can understand whereas to comprehend figure skating, one needs to literaly study the rule book and it still wouldn't be obvious how to "score" per say. This has led to QQ that offensive science powers are dead. Well, just because offensive Science powers can't one shot people doesn't mean they aren't useful. An Escort's attack mode has very little variation and less strategic in nature, therefore, its focus is on execution. Science vessel, as in the case of this Pure Science vessel, can come up with all sort of strategies adapted to different situations - something that is inherently strategic thinking on battlefield with a very steep learning curve.
On this build, you can have subnuke - if you have a Science Captain. Tractor Beam, checked, it's there. Boarding Party??? Does anyone alive still use that?
It's amazing what you can do with a Tier V Shipyard... Honestly, I thought the imitation is very close to the real thing but not quite. Here are the challenges I noticed using the Fleet Intrepid :
- Energy Siphon II is gone - it's a key component of this build, no matter what you do, you must have ES II or better. ES I is not going to make it because it only gives you 50% of what you pulled from your target whereas ES II and III give you 100%
- Lack of EptE + Speed / Turn issues : The speed modifier on an Intrepid is only 0.15 vs. 0.20 - significantly slower, even slower than a Scimitar @ 0.18. Turn rate of 0.12 vs. 0.15 too can be an issue as well. If you have EptE, this would be less problematic. But without it, the lack of speed and maneuverability will get this ship killed rather easily.
- Interference between Tactical Team and Science Team : With accelerated CD, both powers will conflict with each other a lot. Shield Distribution is handled by binding manual distribution to the space bar and very high power transfer speed, which makes it as efficient if not better than TT in distributing shield, making TT's absence a none issue. You'll note the powers on this ship is designed to minimize conflicts with each other: EptS and EptE will never conflict with each other despite sharing a CD. FBP III and TSS III can now be activated back to back without creating conflicts to each other.
It's very close but I say at least first two issues must be resolved for the adaptation to be adequate.
With all those purple-12 consoles, fleet gear, and a lockbox ship, its not exactly 'readily available.' Can you make it work for under say 10m?
How does it actually get kills? Doesn't seem like 3 DBBs and a KCB are going to do a lot of punch.
A drain build with no flow caps?
How many keybinds and micro-management does it take?
No tac boffs? Flying with no TT?
Just looking at this thing, it seems like its highly dependent on a lot of money, micromanagement, and other people.
Nope, 10 m ec is unworkable.
Did you miss the part where I handily solo Tactical Cubes / Transformers / Gates? Surely, those aren't easy to kill all by yourself. 4 Energy Weapons constantly firing at maximum power will do a ton of damage no matter how you slice it. Plus, the ship also carries a decent kinetic punch with two hard hitting torpedos, boosted by Adapted MACO 2 piece +25% torpedo bonus and Rule 62 Combat + 11% Torpedo damage. Once the beams & drain down the shields, those torps do a ton of damage. Also, a ship that is shieldless, floating in space with defense = 0 will be easy pickings.
Flow Capacitors skill = 159 Total drain : up to 96 per subsystem
Nothing more than what you see on the screenshot, everything you need is there.
With power transfer rate at 281%, I can manually re-distribute shields faster than TT does, especially for small amounts of damage, which TT tends to act as if it's not there unless there is a big hole. With my shielding, I tend not get big holes, instead, manual redistribution serves me better.
I am known as a lone wolf, everything I do is self-reliant. In fact, I dislike fleet actions. If a build is not self-reliant, I won't fly it. Maybe you should see the ship in action, feel free to send me a challenge in game @ iskandus
Im a Fed Klink Tac Captain looking at doing things a little different and this Sci Build looks pretty sweet?
Thanks In Advance
The two Torpedos have been replaced with two Adv. Fleet Tetryon Turret Mk XII Acc X 2 + Dmg X 2
Here is the Damage and DPS of this vessel's weapons when buffed :
Adv. Fleet Dual Tetryon Beam Banks Mk XII Dmg = 2,793 ; DPS = 2,235
Hyper-Dual Tetryon Beam Banks Mk XII Dmg = 2,706 ; DPS =2,165
Cutting Beam Dmg = 2,660 ; DPS = 2,128
Adv. Fleet Tetryon Turret Mk XII Dmg = 994 ; DPS = 1,325
All six weapons can be fired simultaneously forward
Total Burst Damage = 2 X 2,793 + 2,706 + 2,660 + 2 X 994 = 12,940
Total DPS = 2 X 2,235 + 2,165 + 2,128 + 2 X 1,325 = 11,413
The Pure Science vessel can break the 10K DPS barrier without a single Tactical Station or tactical BOFF buff as seen above.
Notice the Borg Sphere had completely lost its shields on all 4 facings? It is not due to Subsystem Targeting to Shields but rather the corrosive effect of super charged Tetryon energy weapons hammering away on shields. Tetryon is an under-rated energy type, making them the cheapest on the Exchange because Escorts don't know how to use this. Unlike the Disruptors, Phasers and Polaron, where their proc effect is temporary - when Tetryon dissipates shields, the shields must regenerate in order to regain the lost capacity. This makes Tetryon an excellent choice for Science vessels with decent skills into Flow Capacitors due to their synergy in addition to being somewhat overlookd, therefore, enemies tend to have less resistance against this energy type in PvP.
See how the Borg Sphere was still completely shieldless moments later : Shieldless Borg Sphere All the way until it finally went kaboom : Borg Sphere exploded
Some would say : "That's nice but it's only a little Borg Sphere, how useful is this going to be against the Bosses?" Well, see for yourself : Tactical Cube boss in Infected Conduits (Elite) being drained
This was taken today at an ESTF against the final Tactical Borg Cube boss in Infected, notice how the Tactical Cube's shielding was virtually all gone on all facings? Typically, against these Bosses in ESTF, the group tends to focus on one or two facings, and focus on the sides where shields are down. In this case, the Tactical Cube was pretty much shieldless on all facings.
As you can see, this is what it looks like to have an effective Science vessel in a group, it significantly aids the other teammates by bringing down the enemies' shielding so that Escorts & Cruisers can pound away. While filling this support role, a Pure Science vessel also demonstrated tremendous amount of resilience via its hardened shielding and respectable firepower on its own.
Warp Core Engineer (Very Rare), Keel'el - Romulan
Quartermaster (Very Rare), Tyuxara Ilbret - Betazoid
Technician (Very Rare), Ten of Ten - Caitian X 3
- Keel'el cleanses the ship of all negative debuffs 40% of the time whenever EPtS or EPtE is activated. This is very useful against Plasma DOT, Borg Shield Neutralizer, Tactical debuffs (e.g. Fire on My Mark, APD, APB), Subnuke, Viral Matrix and etc. This doff can be have for 5 million ec on the exchange, a worthy investment on any ships
- Tyuxara decreases the CD on batteries by 100%. She is also by far the most expensive DOFF out there. These space purple Quartermaster for batteries are ultra rare as currently, there is only 2 for sale on the Exchange on the Starfleet side, one for 50 million ec, the other 78 million ec. For this build in PvE, she is nice to have but most definitely optional. Consider a Tractor Beam doff in her place instead if she is outside of your budget
- Ten of Ten are Technicians, which are required for A2B. They are farmed from Colonization missions, therefore, free
Your are welcome.
Can I start by saying I am happy to see a Klingon Starfleet captain here, the righteous ones who refused to go along with the tyranny of the evil empire, you are always welcome here at the Federation Shipyard. You asked a very good question and in conjunction with some other adaptation and budget issues that have been raised by others, I want to take the time to think this through and see what other ship(s) can one use as proxy, short of obtaining a Wells. I also want to examine if there is a way to make this set up more affordable without severely compromising its core capabilities. The Pure Science model is still just an experimental prototype but it has proven to be very effective so far - it took down a corrupted Romulan (who joined the Klingon Empire) in a Fleet Mogai (Valdore) handily on its own today in a Capture & Hold map - once again, the targeted ship's shields completely evaporated on all facings and both the feared Valdore console and its Tactical Team, were completely useless.
I want to believe there is a way for the Pure Science model to become more easily adaptable and more affordable to the various Science ship types even on an Olympic class hospital ship but I don't have the answer yet either way. The feedback so far on this thread has been helpful, I will need to take them into consideration and do more testing.
Does the GW variant do much damage without particle gens? The FBP version would seem to depend a lot on being hit by energy weapons. Torp builds could be an achilles heel.
It still looks like an exceptional build for a Tac/Sci ship. I was not aware of that nifty Warp Core engineer, which comes in a cheaper rare version as well but only 30% chance to clear debuffs. The purples have gone over 20MM ec since your post
The definition of Pure Science as noted in Post #1 is a ship without Tactical Stations. There is no Federation Starship currently that allows an all-Science stations set up. I am leveling a Joint Trill Science captain at the moment, it is expected he too will be commanding a Wells when he is ready and when Iskan & K'Vork can fund his ship until he is fully independent.
Gravity Well III
FYI, Particle Generators skill = 144 Just because you don't see dedicated PG consoles doesn't mean it's not there. At 2,445 kinetic DPS, I'd say this GW III does respectable damage. Tested it in eSTF, worked great against non-shielded enemies and as well as Spheres & Nanite Spheres. FBP is meant primarily for PvP, although in Tau Dewa Sector fighting Tholian fleets, the FBP worked great against a whole fleet of Tholians doing FAW. In Crystalline Entity, this should be helpful as well. Though generally speaking, GW III is better suited for PvE. I have had some run-ins with Klingon BoP and T'Varo using all Torpedo set ups, suffice to say the inability to use FBP III against them is not a concern. This ship does a fair amount of pressure damage without FBPIII, plus, you are always at risk of being ambushed in PvP, therefore, the FBP III serves to keep the ambushers at bay even if you can't see them.
Don't mean to cause a price spike like that, I am sure it will come down to more reasonable level.
One of the Adv. Fleet Tetryon DBB has been replaced by Omega Plasma Torpedo Launcher
Here is the Damage and DPS of this vessel's weapons when buffed :
Omega Plasma Torpedo Dmg = 3,954, DPS = 7,908 DoT Dmg = 3,447
Adv. Fleet Dual Tetryon Beam Banks Mk XII Dmg = 2,793 ; DPS = 2,235
Hyper-Dual Tetryon Beam Banks Mk XII Dmg = 2,706 ; DPS =2,165
Cutting Beam Dmg = 2,660 ; DPS = 2,128
Adv. Fleet Tetryon Turret Mk XII Dmg = 994 ; DPS = 1,325
All six weapons can be fired simultaneously forward
Total Burst Damage = 3,954 + 2,793 + 2,706 + 2,660 + 2 X 994 = 14,101
Total DPS = 7,908 + 2,235 + 2,165 + 2,128 + 2 X 1,325 = 17,086
Additional Plasma DoT : 345 DPS per Plasma Torpedo for 10 seconds (100% Shield Bypass)
In addition, this new build removed Photonic Officer I in favor of Tachyon Beam II.
Justification
Previously, this prototype had 6 Energy Weapons all firing simultaneously forward. While this created an impressive pressure, the set up also consumed so much energy that it was very difficult if not almost impossible to maintain Weapons Power at 125 or above all the time despite the super efficient power management. As a result, some of the Energy Weapons would fire at less than optimal power level of 125. To solve this problem, one of the fore DBB has to be replaced with another high pressure weapon that can do as much if not more DPS than the DBB but more energy efficient. As such, there is only one weapon who can accomplish this goal - the Omega Plasma Torpedo Launcher. Currently, the Omega Plasma Torp can fire once every 0.5 second. Its design allows it to fire an endless stream of non-targetable mini-Plasma Energy Bolt at a faster firing rate than any DBB or Cannons. Given this ship is fully spec for Projectile Weaponry and its equipment and console provides a +36 to projectile damage - equal to equipping two Prefire Warhead Chamber MK XII Blue consoles - the addition of one Torpedo launcher makes a lot of sense and fully utilizes the ship's bonuses.
The result is a top DPS of 17,086 vs. 11,413 previously, that's 50% higher than before and consumes less energy overall. Caveat is a greater % of this DPS is now Kinetic, however it is compensated by an additional Plasma DoT damage, which by pass shields 100%. The Plasma DoT burns very rapidly and ferociously - whereas most other Plasma burn for 15 sec, the Omega Plasma burn lasts only 10 sec for up to 3,447 plasma damage. Due to the rapid firing nature of Omega Plasam Torp, a target can receive up to 8 of such stacking Plasma DoT in a span of merely 4 seconds. If they are all allowed to burn without being cleansed, they will do over 27K+ in hull damage in merely 10 sec. This works great in both PvE and PvP.
Another change is the removal of Photonic Officer from the build. In my test, I found that the use of PO in addition to A2B often result in overkill for most powers, aka. redundant. Only 3 or 4 skills out of the entire tray can benefit from both CD reduction powers. Secondly, PO has a 1 minute CD in which case A2B stands alone. This creates an inconsistency where sometimes they can both be activated at the same time and other times, they cannot. This can throw a Captain's timing off and unsure when to expect a certain power to be ready for another activation. Another issue is A2B's impact on Aux power - the ship needs some time to recover from Aux drain after an A2B ends even with 281% in power transfer rate and the Aux Battery should only be used in crunch. Given many of the powers need to be activated at max Aux, a slight delay is actually beneficial in lieu of immediate activation at less than optimal Aux level. Therefore, PO I is replaced by another Science boff power that can synergize well with the now higher kinetic based attacks of the ship - Tachyon Beam II. The forum has been dismissing the Tachyon Beam as useless for some reasons. However, a few tests involving Tachyon Beam with this set up shows such view is completely mistaken and outdated. The Tachyon Beam II is draining 506 shield per facing for 10 pulses in merely 4 seconds. In other words, if you can hold it for 4 seconds, each activation will drain 5060 shield per facing for over 20K in total shield damages, minus any resistance. Tachyon Beam no longer has a shared CD with Energy Siphon, even though Wiki says otherwise. It is also now a 135 degree firing arc, making it a lot easier to maintain the arc. Given that its CD is only 30 seconds, it can be recycled very rapidly. Assuming you can activate it once every 20 sec (due to A2B), that adds another 1000 DPS to your ship without occupying any weapons slot.
Tested it extensively in eSTF against Borg, in Tau Dewa Sector against Tholians and as well in Kerrat against Klingon players - all tests confirm Tachyon Beam II to be very, very effective shield drain power. It can strip away a Tholian Orb Weaver's shields entirely so fast, it was shocking to see. Even against Borg Cubes and Tactical Cubes, the effect is very noticeable. Combined with Tractor Beam II with shield drain doff, stripping away an opponent's shield has become very easy. This may be in part due to other drain abilities lowering target's shield resistance such as ES II, Plasmonic Leech and Subsystem Targeting, but a private testing with another Fleet member today shows even a stand-alone Tractor Beam II was draining down an Aegis Covariant Shield on a Mirror Sovereign down to 25% in merely 14 seconds.
As such, Omega Plasma Torp being a kinetic damage weapon is not an issue for this build because it can effectively strip shields so that the Torps can hit hull directly.