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New Sci 50 seeks Build advices....

vedauwoovedauwoo Member Posts: 215 Arc User
edited February 2014 in Federation Discussion
First, this is a build in progress.....still working on funds for better weapons and consoles...

U.S.S. Carl Sagan - FSVR - Vice Admiral Nooxu

I'm unsure if I am using my "abilities" effectively.....

I really enjoy the Sci-attacks....like tyken's rift and gravity well.....so I want to retain and/or improve those things.... I see that I can probably drop my "projectile weapons" skills for something else as it's an all gun boat....

She seems to hold up fairly well most of the time, but occasionally I seem to draw all the attention of the cube and get insta-nuked....

So any input about adjustments is appreciated.
Post edited by vedauwoo on

Comments

  • wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited February 2014
    here is some of my ol skill builds there for PVE missions only hope there help

    http://www.stoacademy.com/tools/skillplanner/index.php?build=RogueAlien_1510

    http://www.stoacademy.com/tools/skillplanner/index.php?build=roguecat_1510
    ive found out that putting skill points in to weapon n torp Specialization does not help much ur better of getting the new tac consoles help a lot more then points spent there http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    hope ive been a bit of help sci powers are powered by aux power more power the better there work

    think ill have to repost my new skill builds n ships when i have time
    gs9kwcxytstg.jpg
  • tomgonjinn23tomgonjinn23 Member Posts: 204 Arc User
    edited February 2014
    vedauwoo wrote: »
    First, this is a build in progress.....still working on funds for better weapons and consoles...

    U.S.S. Carl Sagan - FSVR - Vice Admiral Nooxu

    I'm unsure if I am using my "abilities" effectively.....

    I really enjoy the Sci-attacks....like tyken's rift and gravity well.....so I want to retain and/or improve those things.... I see that I can probably drop my "projectile weapons" skills for something else as it's an all gun boat....

    She seems to hold up fairly well most of the time, but occasionally I seem to draw all the attention of the cube and get insta-nuked....

    So any input about adjustments is appreciated.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=RogueAlien_1510

    If the tac consoles are for the torps I apologize jsut replace with the ones that affect energy weps.

    Skills should just be a typical loadout minus the torp skills

    This should survive alot and deal alot of damage.

    Keep weapon and shields at about the same if not weapons a little higher only a little though

    Have fun.
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited February 2014
    I'm curious about the Dyson science consoles. Do you perceive they are effective? I use a [CrewReg] and I *think* it's helping. Frankly, I'm considering using Boarding Party because of it :P

    As a build-in-progress I think it looks decent to me. :)
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2014
    vedauwoo wrote: »
    First, this is a build in progress.....still working on funds for better weapons and consoles...

    U.S.S. Carl Sagan - FSVR - Vice Admiral Nooxu

    I'm unsure if I am using my "abilities" effectively.....

    I really enjoy the Sci-attacks....like tyken's rift and gravity well.....so I want to retain and/or improve those things.... I see that I can probably drop my "projectile weapons" skills for something else as it's an all gun boat....

    She seems to hold up fairly well most of the time, but occasionally I seem to draw all the attention of the cube and get insta-nuked....

    So any input about adjustments is appreciated.

    The Fleet Nova has a fine Tactical loadout, it works very well with kinetic based Science abilities such as Gravity Well. However, it does not have 3 or more Engineering bridge officer slots. As a result, it's very difficult to run this ship effectively with energy weapons. The Fleet Nova excels as a fine projectile based ship. I'd suggest something along these lines:

    http://skillplanner.stoacademy.com/?build=nooxusuggestion_0

    Duty officers are 1x Gravimetrics Scientist (Gravity Well aftershocks), 1x Tractor Beam Officer (Voth - Tractor Beam Repulsors converted from a push to a pull), and 3x Projectile Weapon Officers (Cooldown on torpedoes reduced). You will notice that all torpedoes on the build do high shield bypassing damage. Tractor Beam Repulsors, Gravity Well, and Tractor Beam also deal shield bypassing damage.

    The Hargh'Peng Torpedo deals a moderate damage over time for 15 seconds before dealing a massive area of effect explosion. The Romulan Hyper Plasma Torpedo is the best siege weapon torpedo in the game. It deals high shield bypassing damage over time and may maintain a steady stream while the target is in fire arc. The Gravimetric Photon Torpedo Launcher has a 33% chance to create Gravimetric Rifts. These rifts have their damage scaled on particle generators, which makes them the perfect weapon for kinetic based Science Vessels. When fully geared, these rifts deal massive shield bypassing damage to everything within 1km. The Omega Plasma Torpedo has a very high fire rate with a moderate damage over time. However, it has a moderate recharge after the ammunition is expended, which makes it a good rear weapon. Lastly, the Nukara Web Mines have their damage scaled on Auxiliary Power level, which makes them perfect for Science Vessels.

    The setup doesn't need weapon power, which means it is safe to divert all power from weapons to maximize auxiliary. I personally use 15 Weapons, 55 Shields, 55 Engines, and 95 Auxiliary. The setup just has one energy weapons, a 360 degree fire arc beam array for use of Subsystem Targeting.
    I'm curious about the Dyson science consoles. Do you perceive they are effective? I use a [CrewReg] and I *think* it's helping. Frankly, I'm considering using Boarding Party because of it :P

    As a build-in-progress I think it looks decent to me. :)
    If you are using a Science Vessel I'd strongly suggest using the Adapted MACO set. The Adapted MACO two piece bonus gives +25% Torpedo Damage, +8.8 Auxiliary Power Levels, and automatically regenerates crew at a very high rate. The three piece bonus grants a major stealth bonus while not attacking. However, there are times where the two piece Adapted MACO works best paired with a standard MACO Resilient Shield rather than the Adapted MACO Covariant Shield. The three piece bonus is lost, but the standard MACO shield give +5% damage absorption and +10 all power levels when in combat.
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  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited February 2014
    So here's a build which only requires Breen episode grinding.

    As a sci in a sci ship, you'll never win the dps race but this build will at least help the team. Generally, transphaisics are more versatile and take no dilithium or marks to get. In addition, 2 piece breen set offers more of a buff to transphaics. The Aegis shield you already have will do fine, MACO or fleet elite would be best though. Switch out the gravity generators for particle generators for more damage. Run power levels at 15/70/15/70 and you'll do fine.

    Don't worry about energy weapon damage, you're only running the dual beam up front for your subsystem targeting ability. When the transphasic cluster cooldown ends, hit evasive manuvers turn around, pop the torp, bring your bow back on target.

    This build is more doable if you don't have the resources to get all the rep and fleet stuff in the above build. Then you can work on getting all those shineys.
  • wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited February 2014
    this is wot i would do with with this ship if i got it now http://skillplanner.stoacademy.com/?build=help_1510
    gs9kwcxytstg.jpg
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2014
    fatman592 wrote: »
    So here's a build which only requires Breen episode grinding.

    As a sci in a sci ship, you'll never win the dps race but this build will at least help the team. Generally, transphaisics are more versatile and take no dilithium or marks to get. In addition, 2 piece breen set offers more of a buff to transphaics. The Aegis shield you already have will do fine, MACO or fleet elite would be best though. Switch out the gravity generators for particle generators for more damage. Run power levels at 15/70/15/70 and you'll do fine.

    Don't worry about energy weapon damage, you're only running the dual beam up front for your subsystem targeting ability. When the transphasic cluster cooldown ends, hit evasive manuvers turn around, pop the torp, bring your bow back on target.

    This build is more doable if you don't have the resources to get all the rep and fleet stuff in the above build. Then you can work on getting all those shineys.
    Running those two aft turrets and a dual beam bank at 15 weapon power is going to do next to no damage to targets. That effectively drops the player down to three weapon slots. He would be better off running an omni-directional beam array for the subsystem targeting while going with torpedoes/mines in the remaining slots. Transphasic aren't bad, but they are more suited for the Fleet Reconnaissance Science Vessel.

    Also, two copies of Gravity Well is worthless, as the shared cooldown between two Gravity Wells is 45 seconds. Gravity Well I actually does 1/3rd of the damage of Gravity Well III, which actually makes your ship deal less overall damage by having two copies. The field generator also isn't going to help at all. Field Generators are useful in assisting ships with low shield capacities in their ability to shield tank. A Science Vessel already has at least 12,000 shields/facing; that's more than sufficient for high end shield tanking. As the console only adds +ShieldCap, it's not worth a console slot. It effectively drops his ship to a 9 console ship when the shields are down. The lack of Auxiliary to Structural Integrity Field I is also going to severely limit the ship's ability to hull tank.
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  • wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited February 2014
    I'm curious about the Dyson science consoles. Do you perceive they are effective? I use a [CrewReg] and I *think* it's helping. Frankly, I'm considering using Boarding Party because of it :P

    As a build-in-progress I think it looks decent to me. :)

    ive got the one that adds proton dmg to stuff like viral matrix there not bad
    gs9kwcxytstg.jpg
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    I'm curious about the Dyson science consoles. Do you perceive they are effective? I use a [CrewReg] and I *think* it's helping. Frankly, I'm considering using Boarding Party because of it :P

    As a build-in-progress I think it looks decent to me. :)

    Funny thing, people forget about the effect of crew regeneration/survivability, but I use a combination of the Jem'Hadar set and the Space nurse, which pretty much leaves my crew above 75% most of the time and seems to let me survive better.
  • anothervisitoranothervisitor Member Posts: 414 Arc User
    edited February 2014
    You should at least swap HE and PH so you get Polarize Hull I and Hazard Emitters II. PH is only interesting if you do pvp or fight Borg a lot in the STFs. PHI still does a decent job at tractor beam immunity.

    HE is an important hull healing skill though.
    lucho80 wrote: »
    Funny thing, people forget about the effect of crew regeneration/survivability, but I use a combination of the Jem'Hadar set and the Space nurse, which pretty much leaves my crew above 75% most of the time and seems to let me survive better.

    Yes good point, I also have the nurse. Don't leave spacedock without it.
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  • donrahdonrah Member Posts: 348
    edited February 2014
    The Fleet Nova has a fine Tactical loadout, it works very well with kinetic based Science abilities such as Gravity Well. However, it does not have 3 or more Engineering bridge officer slots. As a result, it's very difficult to run this ship effectively with energy weapons. The Fleet Nova excels as a fine projectile based ship. I'd suggest something along these lines:

    http://skillplanner.stoacademy.com/?build=nooxusuggestion_0

    Duty officers are 1x Gravimetrics Scientist (Gravity Well aftershocks), 1x Tractor Beam Officer (Voth - Tractor Beam Repulsors converted from a push to a pull), and 3x Projectile Weapon Officers (Cooldown on torpedoes reduced). You will notice that all torpedoes on the build do high shield bypassing damage. Tractor Beam Repulsors, Gravity Well, and Tractor Beam also deal shield bypassing damage.

    The Hargh'Peng Torpedo deals a moderate damage over time for 15 seconds before dealing a massive area of effect explosion. The Romulan Hyper Plasma Torpedo is the best siege weapon torpedo in the game. It deals high shield bypassing damage over time and may maintain a steady stream while the target is in fire arc. The Gravimetric Photon Torpedo Launcher has a 33% chance to create Gravimetric Rifts. These rifts have their damage scaled on particle generators, which makes them the perfect weapon for kinetic based Science Vessels. When fully geared, these rifts deal massive shield bypassing damage to everything within 1km. The Omega Plasma Torpedo has a very high fire rate with a moderate damage over time. However, it has a moderate recharge after the ammunition is expended, which makes it a good rear weapon. Lastly, the Nukara Web Mines have their damage scaled on Auxiliary Power level, which makes them perfect for Science Vessels.

    The setup doesn't need weapon power, which means it is safe to divert all power from weapons to maximize auxiliary. I personally use 15 Weapons, 55 Shields, 55 Engines, and 95 Auxiliary. The setup just has one energy weapons, a 360 degree fire arc beam array for use of Subsystem Targeting.


    If you are using a Science Vessel I'd strongly suggest using the Adapted MACO set. The Adapted MACO two piece bonus gives +25% Torpedo Damage, +8.8 Auxiliary Power Levels, and automatically regenerates crew at a very high rate. The three piece bonus grants a major stealth bonus while not attacking. However, there are times where the two piece Adapted MACO works best paired with a standard MACO Resilient Shield rather than the Adapted MACO Covariant Shield. The three piece bonus is lost, but the standard MACO shield give +5% damage absorption and +10 all power levels when in combat.

    You're using far too many PG consoles. Particle generators suffer from diminishing returns, so pushing it beyond 99 points is a waste of console slots. With the skill tree you have, you should only use one PG and one GG console at the most (preferably none). I would recommend just putting 6 ranks into both of those and use flow capacitor consoles because FC does not diminish. Use subsystem targeting to knock out their shields or engines (SST III with high FC can drain shields to zero, causing them to collapse). Ships don't move without engine power, so they're stuck in that GW until they can restore power.

    I also wouldn't bother investing in starship sensors. It's only utility is for detecting cloaked ships or shedding placates. It can also be done more easily with Science Team, which is a must-have ability anyway.

    You should invest more into power systems. This will give you more flexibility when transferring power between systems. High EPS will help with EPtX abilities. This means better healing from EPtS and a bigger power boost.

    The Adapted M.A.C.O. set is pretty nice for a captain that wants to turn their standard cloak into a battle cloak (i.e. Defiant retrofit), but I think the M.A.C.O. set is better suited for this ship. The M.A.C.O. full set grants you the Heavy Graviton Beam, which allows you to disable all non-shield systems on a target. This is perfect for setting up a target for a GW. With the Nova's fast turn rate, it should be easy to land a hit with this slow-charging attack. This goes well with subspace decompiler.

    Avoid the subspace field modulator, there are many more ships carrying proton damage now and using that device could really hurt you.

    Hull and Armor plating is a waste as well. Damage resistance has a diminishing return and the damage resistance magnitude (14.85 at the most) these two skills provide is tiny to what you can get from other sources. It's not worth the investment.

    I would strongly suggest not using torpedoes. Instead, use polarized tetryon dual beams (10% chance to proc instead of 2.5%) and piercing tetryon turrets (which bypass 50% of shields when they proc and they're easy to get).

    Doffs:

    1X VR Gravimetric scientist (aftershock variant)

    3X VR Deflector officers (recharge variant)

    1X VR Tractor beam officer (shield drain variant)

    Nova gravity drain

    This build will grant you the ability to drop multiple gravity wells, disable/control ships, drain their power to augment your own, and tear up their shields while hitting multiple targets.

    With all abilities (and MACO shield bonus power levels maxed out) active, the power levels would be at 119/50, 121/50, 121/50, 136/50. You would have high shield regen and resist. You'd be fast and have a higher DPS than you would otherwise.
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2014
    donrah wrote: »
    You're using far too many PG consoles. Particle generators suffer from diminishing returns, so pushing it beyond 99 points is a waste of console slots. With the skill tree you have, you should only use one PG and one GG console at the most (preferably none).
    Particle Generator consoles do not suffer from diminishing returns. The only thing in the entire game with diminishing returns is damage resistance (See here for details). A single skill point always gives the same bonus at any level. There is a big difference between skill points and skill levels. Skill points provide a flat rate boost to a specific ability or group of abilities. Skill levels are the 1-9 bars in the skills tab of a player's character sheet. The first three bars give +18 skill points, the middle three bars give +10 skill points, and the last three bars give +5 skill points. This is why investing in more than six ranks is typically not worth it.
    donrah wrote: »
    I would recommend just putting 6 ranks into both of those and use flow capacitor consoles because FC does not diminish. Use subsystem targeting to knock out their shields or engines (SST III with high FC can drain shields to zero, causing them to collapse). Ships don't move without engine power, so they're stuck in that GW until they can restore power.
    I'm starting to see why some people that PvE think that Science Vessels are worthless. This is like saying that Escort Pilots shouldn't stack +% damage tactical consoles because they "suffer from diminishing returns". In fact, they do not suffer from any diminishing returns. All consoles provide a flat +stat bonus irregardless of other factors.
    donrah wrote: »
    I also wouldn't bother investing in starship sensors. It's only utility is for detecting cloaked ships or shedding placates. It can also be done more easily with Science Team, which is a must-have ability anyway.
    Starship Sensors helps with stealth detection and also clears confuses and placates much more quickly. All of the more recent content has seen more additions of enemies with confuse abilities. By Season 11, I suspect all experienced players will be investing at least 3 ranks in this area.
    donrah wrote: »
    You should invest more into power systems. This will give you more flexibility when transferring power between systems. High EPS will help with EPtX abilities. This means better healing from EPtS and a bigger power boost.
    Starship X Performance provides 0.1 power for every 1 skill point invested. Engines and Shields are providing +8.4 power each and Auxiliary and Weapons are providing +5.4 power each. 36,000 player skill points isn't worth an extra 4.5 power in two subsystems, that would be 12% of your total maximum skill point investment. High EPS may provide an extra +1-3 more power, but it also dramatically increases the speed at which power drain abilities affect starship power levels.
    donrah wrote: »
    The Adapted M.A.C.O. set is pretty nice for a captain that wants to turn their standard cloak into a battle cloak (i.e. Defiant retrofit), but I think the M.A.C.O. set is better suited for this ship. The M.A.C.O. full set grants you the Heavy Graviton Beam, which allows you to disable all non-shield systems on a target. This is perfect for setting up a target for a GW. With the Nova's fast turn rate, it should be easy to land a hit with this slow-charging attack. This goes well with subspace decompiler.
    The MACO three piece ability has a two minute cooldown and disables a target for about five seconds. We are talking about PvE here; he's going to get much more out of a deflector and set bonus that significantly improves Science abilities across the board. The Adapted MACO is the best Science ability deflector in the game.

    donrah wrote: »
    Avoid the subspace field modulator, there are many more ships carrying proton damage now and using that device could really hurt you.
    The Chrystaline Entity and the Tholian Webs both deal proton damage. The ability is still worthwhile when not fighting those two enemies for the defense alone.
    donrah wrote: »
    Hull and Armor plating is a waste as well. Damage resistance has a diminishing return and the damage resistance magnitude (14.85 at the most) these two skills provide is tiny to what you can get from other sources. It's not worth the investment.
    The first 3-6 ranks of Hull and Armor plating are worthwhile. Both of these skills add a fine base damage resistance magnitude to the player's stats.
    donrah wrote: »
    I would strongly suggest not using torpedoes. Instead, use polarized tetryon dual beams (10% chance to proc instead of 2.5%) and piercing tetryon turrets (which bypass 50% of shields when they proc and they're easy to get).
    Polarized Tetryon weapons are rare quality. Also, they are currently bugged, proccing 0.1% of the time instead of 10% of the time. Piercing Tetryon Turrets will deal next to no damage on a setup that's running minimal weapon power in order to run science abilities effectively.
    donrah wrote: »
    Doffs:

    1X VR Gravimetric scientist (aftershock variant)

    3X VR Deflector officers (recharge variant)

    1X VR Tractor beam officer (shield drain variant)

    Nova gravity drain

    This build will grant you the ability to drop multiple gravity wells, disable/control ships, drain their power to augment your own, and tear up their shields while hitting multiple targets.

    With all abilities (and MACO shield bonus power levels maxed out) active, the power levels would be at 119/50, 121/50, 121/50, 136/50. You would have high shield regen and resist. You'd be fast and have a higher DPS than you would otherwise.
    (sigh), the Fleet Nova is not a good ship to slot a drain build. The skill point allocation is highly inefficient and the bridge officer layout is unfocused. Gravity Well/Tractor beam is on the opposite side of the offensive focus. Using them with Energy Siphon/Tachyon Beam is a major waste of potential. To be honest, the setup I am suggesting would obliterate the setup you are suggesting if they were to fight in PvP. The Nova is designed for kinetic damage and shield bypass. If you want a drain boat; use the Fleet Deep Space Science Vessel.
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  • donrahdonrah Member Posts: 348
    edited February 2014
    Particle Generator consoles do not suffer from diminishing returns. The only thing in the entire game with diminishing returns is damage resistance (See here for details). A single skill point always gives the same bonus at any level. There is a big difference between skill points and skill levels. Skill points provide a flat rate boost to a specific ability or group of abilities. Skill levels are the 1-9 bars in the skills tab of a player's character sheet. The first three bars give +18 skill points, the middle three bars give +10 skill points, and the last three bars give +5 skill points. This is why investing in more than six ranks is typically not worth it.

    I could be mistaken, but this shows that PG does have diminishing returns.
    I'm starting to see why some people that PvE think that Science Vessels are worthless. This is like saying that Escort Pilots shouldn't stack +% damage tactical consoles because they "suffer from diminishing returns". In fact, they do not suffer from any diminishing returns. All consoles provide a flat +stat bonus irregardless of other factors.

    Tactical consoles do stack linearly, but only on Mk 0 base damage (e.g. DHC is 174 DPV), so extra damage is only significant when using strong damage modifiers like APA or CRF III.
    Starship Sensors helps with stealth detection and also clears confuses and placates much more quickly. All of the more recent content has seen more additions of enemies with confuse abilities. By Season 11, I suspect all experienced players will be investing at least 3 ranks in this area.

    Science team and HE can do that job just as well, with the added benefit of healing the ship and it can be use on a team mate. Stealth detection isn't very important in PvE with the exception of the Khitomer Vortex. But I don't think it's worth it for one PvE mission. Most of the time, high aux and sensor scan is enough.
    Starship X Performance provides 0.1 power for every 1 skill point invested. Engines and Shields are providing +8.4 power each and Auxiliary and Weapons are providing +5.4 power each. 36,000 player skill points isn't worth an extra 4.5 power in two subsystems, that would be 12% of your total maximum skill point investment. High EPS may provide an extra +1-3 more power, but it also dramatically increases the speed at which power drain abilities affect starship power levels.

    If you combine Warp Core Potential with the four subsystem skills, you increase your power in each system by 20 points. That's no small potatoes. In auxiliary, you end up with an 85/50 power level. That also means even when you run weapons at 15, you still get 50/15. That's enough to keep your turrets going.
    The MACO three piece ability has a two minute cooldown and disables a target for about five seconds. We are talking about PvE here; he's going to get much more out of a deflector and set bonus that significantly improves Science abilities across the board. The Adapted MACO is the best Science ability deflector in the game.

    Granted, the HGB probably isn't as useful in PvE, but I find it to be of great utility in places like Ker'rat. The Adapted MACO is very good, I agree. However, I think the "best" deflector depends on what your build is. The Adapted MACO deflector is a strong jack of all trades for science. It has practically everything covered, but it's not the ultimate. The MACO set is a very good set if you want to run a disable build. It's an excellent lead into an attack since it instantly disables 3 systems simultaneously. No aux powers, no engines, and no weapons. It also is affected by subspace decompiler IIRC.
    The Chrystaline Entity and the Tholian Webs both deal proton damage. The ability is still worthwhile when not fighting those two enemies for the defense alone.

    That's fine, but I wouldn't want to use it against one of those new Science Destroyers or a Protonic Arsenal set. In PvE I'm sure the risk is minimal though.
    The first 3-6 ranks of Hull and Armor plating are worthwhile. Both of these skills add a fine base damage resistance magnitude to the player's stats.

    They both give a maximum of 14.85 magnitude each and that is further reduced by the damage resistance diminishing returns. It would take 49,500 points to achieve even that. If you planned on using little to no alternate sources of resistance, it would make sense. However, when combined with any hull consoles, it will be miniscule. You're better off investing those points in to maneuvers and targeting.
    Polarized Tetryon weapons are rare quality. Also, they are currently bugged, proccing 0.1% of the time instead of 10% of the time. Piercing Tetryon Turrets will deal next to no damage on a setup that's running minimal weapon power in order to run science abilities effectively.

    I wasn't aware of this. It's been a while since I've toyed with tetryon weapons. That's disappointing. They have so much potential. Standard tetryon beams will still be very useful for stripping shields. Tachyon beam and Tractor beam (with the shield drain doff) will expedite that.
    (sigh), the Fleet Nova is not a good ship to slot a drain build. The skill point allocation is highly inefficient and the bridge officer layout is unfocused. Gravity Well/Tractor beam is on the opposite side of the offensive focus. Using them with Energy Siphon/Tachyon Beam is a major waste of potential. To be honest, the setup I am suggesting would obliterate the setup you are suggesting if they were to fight in PvP. The Nova is designed for kinetic damage and shield bypass. If you want a drain boat; use the Fleet Deep Space Science Vessel.

    The drain is mostly for fortifying the Nova's power levels since that is what ES does best (at about 341 flow caps, ES III gives 51 energy to all systems and ES II give 41). It's supposed to improve the Nova's weapon damage, shield resists, and speed while still allowing it to use aux dependent abilities to their maximum potential. The drain is meant to augment the ship, not hinder the target.

    If you want to stick to your torp build, I would suggest this. If you use your gravity well to get the NPC's to clump together, you can chain AP sweep, CPB, tach/tractor beam, and torp them into oblivion in one big AoE torp spike setup. You could even swap out Tach beam for TBR with the pull doff to help herd the NPC's. They'd have no shields and they'd be stuck taking massive kinetic damage with no escape.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    If you want a drain boat; use the Fleet Deep Space Science Vessel.

    Voth Palisade is even better at this specialty, trust me.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2014
    donrah wrote: »
    I could be mistaken, but this shows that PG does have diminishing returns.
    The example made by that poster is feedback pulse. Feedback pulse provides a damage reflection percentage to the player and is not a straight calculation. Percentages make terrible examples because it isn't easy to demonstrate that the boost is linear rather than curved. Take Particle Generators and their increase of damage from Tractor Beam Repulsors. The stat increase is visibly linear.
    donrah wrote: »
    Science team and HE can do that job just as well, with the added benefit of healing the ship and it can be use on a team mate. Stealth detection isn't very important in PvE with the exception of the Khitomer Vortex. But I don't think it's worth it for one PvE mission. Most of the time, high aux and sensor scan is enough.
    Hazard Emitters does not clear confuse or placate effects. Science Team will interfere with the ship's Tactical Team ability. If Tactical team is active, then the confuse or placate may run the majority of it's course before Science Team has a chance to clear the negative effect. Don't underestimate the impact Starship Sensors has on a ship's performance.

    donrah wrote: »
    If you combine Warp Core Potential with the four subsystem skills, you increase your power in each system by 20 points. That's no small potatoes. In auxiliary, you end up with an 85/50 power level. That also means even when you run weapons at 15, you still get 50/15. That's enough to keep your turrets going.
    You are forgetting that it would cost you 130,500 skill points to get that +20 power in all subsystems. That is 43.5% of a player's total skill spec. Power bonuses do nothing if a player is incapable of using the rest of the ship effectively.
    donrah wrote: »
    Granted, the HGB probably isn't as useful in PvE, but I find it to be of great utility in places like Ker'rat. The Adapted MACO is very good, I agree. However, I think the "best" deflector depends on what your build is. The Adapted MACO deflector is a strong jack of all trades for science. It has practically everything covered, but it's not the ultimate. The MACO set is a very good set if you want to run a disable build. It's an excellent lead into an attack since it instantly disables 3 systems simultaneously. No aux powers, no engines, and no weapons. It also is affected by subspace decompiler IIRC.
    The MACO Heavy Graviton Beam is situationally useful against players. However, the duration is decreased by Inertial Dampeners and it is only useful if you have a teamate capable of exploiting that disable opening.

    donrah wrote: »
    That's fine, but I wouldn't want to use it against one of those new Science Destroyers or a Protonic Arsenal set. In PvE I'm sure the risk is minimal though.
    I actually used it today while fighting the new Romulan Science Destroyer. It's still an efficient +Defense emergency ability.
    donrah wrote: »
    They both give a maximum of 14.85 magnitude each and that is further reduced by the damage resistance diminishing returns. It would take 49,500 points to achieve even that. If you planned on using little to no alternate sources of resistance, it would make sense. However, when combined with any hull consoles, it will be miniscule. You're better off investing those points in to maneuvers and targeting.
    There is a big difference between damage resistance rating and damage resistance percentage. Three ranks in the skill will grant about +8.2 damage resistance rating. Assuming the player runs 2x Enhanced Neutronium consoles; putting 3 points in both Hull and Armor Plating will increase the player's damage resistance rating by approximately 20%. In damage resistance percentages, it will take the player from approximately 29.2% damage resistance to 32.8% damage resistance.

    donrah wrote: »
    If you want to stick to your torp build, I would suggest this. If you use your gravity well to get the NPC's to clump together, you can chain AP sweep, CPB, tach/tractor beam, and torp them into oblivion in one big AoE torp spike setup. You could even swap out Tach beam for TBR with the pull doff to help herd the NPC's. They'd have no shields and they'd be stuck taking massive kinetic damage with no escape.
    The Nova Torpedo build I am suggesting is designed to completely ignore shields.
    lucho80 wrote: »
    Voth Palisade is even better at this specialty, trust me.
    No argument there, but I'm assuming the original poster doesn't have 120,000,000 Energy Credits just lying around.
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  • donrahdonrah Member Posts: 348
    edited February 2014
    The example made by that poster is feedback pulse. Feedback pulse provides a damage reflection percentage to the player and is not a straight calculation. Percentages make terrible examples because it isn't easy to demonstrate that the boost is linear rather than curved. Take Particle Generators and their increase of damage from Tractor Beam Repulsors. The stat increase is visibly linear.

    Alright then. Your point is well taken. But if I plan to use FBP, I won't be using PG consoles on it.
    Hazard Emitters does not clear confuse or placate effects. Science Team will interfere with the ship's Tactical Team ability. If Tactical team is active, then the confuse or placate may run the majority of it's course before Science Team has a chance to clear the negative effect. Don't underestimate the impact Starship Sensors has on a ship's performance.

    I never meant to say that HE clears placate and confuse, only that the two clear the majority of negative effects. You have convinced me that sensors are worth at least 3 ranks. Although, I don't often run into placate and confuse.
    You are forgetting that it would cost you 130,500 skill points to get that +20 power in all subsystems. That is 43.5% of a player's total skill spec. Power bonuses do nothing if a player is incapable of using the rest of the ship effectively.

    I think you're undervaluing the benefits of high power levels across the board. With all four systems at or above 100, you have greater damage from weapons and science abilities. You get a bonus to shield regeneration and resistance (35% at 125 shield power and 4X the regeneration). You're also much faster and harder to snare because of your higher engine power. So hull plating and armor skills might net you 3.6% more resistance, which can be accomplished more easily through other sources, power boosts grant larger resists and more. Granted it doesn't add to the hull, a 35% bonus to shield resistance and 4X regen is going to make your shields much stronger and easier to heal. Damage that bypasses shields is often something HE and Aux2Sif can mitigate. And let's not forget fleet warp cores. With the AMP mod, your energy damage is increased by 13.2%. The benefits of high power levels stack a lot.
    The MACO Heavy Graviton Beam is situationally useful against players. However, the duration is decreased by Inertial Dampeners and it is only useful if you have a teamate capable of exploiting that disable opening.

    I don't think so, leading an attack with the HGB can allow you to follow up with a GW and close in for the tractor and tach beams (with doffs, they both hinder turn rate and drain shields). The alternative is viral matrix, but it doesn't act as fast on a target. It is good to have on hand while HGB is in cooldown. I could be mistaken, but I think subspace decompiler extends the effect of HGB and I have 6 ranks in it. That's 13.4 seconds or 7.7 if they invested heavily into ID. I also have the option of following up with SST:E if they do shrug it off. Even if they use EPtE, I can sub nuke that off and they're still stuck. There's also the Nukara web mines as well.
    I actually used it today while fighting the new Romulan Science Destroyer. It's still an efficient +Defense emergency ability.

    That's good to know. I would have figured that to be a major Achilles heel.
    There is a big difference between damage resistance rating and damage resistance percentage. Three ranks in the skill will grant about +8.2 damage resistance rating. Assuming the player runs 2x Enhanced Neutronium consoles; putting 3 points in both Hull and Armor Plating will increase the player's damage resistance rating by approximately 20%. In damage resistance percentages, it will take the player from approximately 29.2% damage resistance to 32.8% damage resistance.

    I know the formula they use for damage resistance. I don't see that as a significant gain for the cost however. There are other more efficient ways to increase resistance.
    The Nova Torpedo build I am suggesting is designed to completely ignore shields.

    That may be, but the kinetic damage still gets absorbed. Shield drain would increase your damage potential since without shields, you're getting 100% of your damage directly to the hull.
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  • goddessoflifegoddessoflife Member Posts: 51 Arc User
    edited February 2014
    :confused:

    Going to add my two cents to this topic. I'm going to sound a bit mean hear so please just understand i'm trying to be a center of not going overboard. The Original poster wanted advice not text wall overload and bickering. Try to remember to keep it simple some people cant get the jest of everything we post on these forums.

    So please keep it simple and stay to areas instead of bickering and fighting back and forward like a ping pong match. That's all i ask keep this in mind thanks.

    Goddess.
  • vedauwoovedauwoo Member Posts: 215 Arc User
    edited February 2014
    Thanks for all the input....still saving as I grind....but here is the current set-up....

    U.S.S. Carl Sagan

    Swapped out Plasmas for Polarons....because I think they look cool...lol
    Added Borg Assimilated console and Kinetic Cutting beam
    Adjusted Tactical skills.

    still working on Doffs.....right now have 2 "rebuild shield with Brace for impact" , Reduced torp time, reduced beam time and gravity well aftershock chance....only blues and greens ATM.
  • harlequinpixieharlequinpixie Member Posts: 172 Arc User
    edited February 2014
    I'm no major build maker, but here is what I can see that I would change.

    Drop 3 ranks from projectile specialization as your using one torpedo and it's a slight waste.
    Drop 3 ranks from structural integrity, 9 ranks is not gaining that much benefit over 6.
    Drop 3 from star ship shield performance and star ship shield emitters.
    Drop graviton generators to 6 ranks to.

    Increase warp core potential and efficiency to 6 ranks.
    Increase thrusters to at least 6 ranks.

    I'd personally put 3 into batteries and drop driver coil.

    And then drop the star ship armour reinforcements.

    I'd more than likely get star ship sensors up to 6, as it helps for sensor scan and photonic fleet (Or at least it used to)

    For bridge officers, I would swap attack pattern beta 2 for beam fire at will 3, then take attack pattern beta 1.

    I would swap engineering team for emergency power to weapons 2.

    Then swap polarize hull 2 for transfer shield strength 2 and polarize hull 1.

    For Duty officers, I'd use a gravimetric blue or purple quality for extra gravity well chance, a deflector officer to help recharge both gravity well and tyken's rift. And if your able, 3x conn officers (blue) for tactical team buff.

    Anyhow, that's what I would change personally, I do hope it helps.
  • vedauwoovedauwoo Member Posts: 215 Arc User
    edited February 2014
    I would swap engineering team for emergency power to weapons 2.

    Then swap polarize hull 2 for transfer shield strength 2 and polarize hull 1.

    For Duty officers, I'd use a gravimetric blue or purple quality for extra gravity well chance, a deflector officer to help recharge both gravity well and tyken's rift. And if your able, 3x conn officers (blue) for tactical team buff.

    Anyhow, that's what I would change personally, I do hope it helps.

    How do you handle your shield and hull heals...with just Sci Team and HE? right now, I find that I need to cycle between ET, ST, EPTS and HE to keep my defenses from collapsing...but perhaps the point re-allocations you suggest will help with that....?
  • harlequinpixieharlequinpixie Member Posts: 172 Arc User
    edited February 2014
    I tend to not be the one taking all the aggro, but. Emergency power to shields and Transfer shield strength tend to do enough to keep your shields up, as they both can be used at the same time.

    Healing wise, the borg procs and hazard emitters should cover you. Also, with a high Aux, you can get a high resistance/defense by using brace for impact, polarize hull and evasive maneuvers in times of dire need.

    Really, if you have photon capacitor and using science skills every 11 or so seconds, you can have photonic fleet up quite often, which takes aggro off you.

    The reason I said to increase the skill points on warpcore efficiency and potential, is it will add to all systems. Making it easier to balance your power levels more. Don't forget batteries will help if you put some points into that, as they will last longer and give you a larger benefit.

    Oh, I don't even have science team, I simply use tactical team 1.

    Another option is dropping engineering team and taking reverse shield polarity 1 instead of emergency power to weapons.
  • igorvalentineigorvalentine Member Posts: 0 Arc User
    edited February 2014
    I just want to say thank you to this thread. And two big shout outs to donrah and majortiraomega. You're back and forth and responding to each other's points and citing resources has helped me so much more than posting my own thread and asking for generic feedback. I've learned a lot and am looking to land somewhere in the middle between the two philosophies. I've been working on this crazy min/max build and now I know it's just not worth it. I'm missing out on other items that would be handy to have.

    Thank you everyone!
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