Hey,
I'm just wondering what the best ship abd DPS setup for a level 50 science officer is. My current ship is an mirror assault cruiser with a AP beam array and a AP beam bank, Disruptor turret and disruptor arrays with a transphasic cluster torpedo and a tricobalt torpedo.
Any help would be appreciated!
Comments
about 10X the DPS you can make out of that
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
How would i get both the Omni and Obelisk Core, because i thought you could only play that mission once and choose which reward you want.
I like the Vesta for Scis.
The Aux DHCs are very nice if you're playing a hybrid support/DPS role (Healing and Gravity Wells are very very effective with Max Aux - and you'll be running at max Aux to get the most out of the Cannons); but you need to play a balancing game to get the most out of the Aft slots and and you obviously can't run an Aux2Bat build.
Really depends what you like to fly.
Please provide more insight into the things above so you can receive some advice that's not too generalized.
no you can play it as many times as you want, also your skill tree is a huge component of your dps as for how it's configured. On the note of "best" don't, you want effective dps not necessarily the best, science with some good debuffs can do tons of damage without actually having the huge output a tac officer requires for the same effect(granted mix the two and you cause lots of pain)
you're going to want a respec token, I'm hoping this is your first captain, the skills and equipment are a bit... thrown together and not really cohesive(which is ok, we all started somewhere myself included), I have to ask before poking at this too much do you just want to hit harder in the cruiser or do you actually want to use science skills(since you took a science captain) to debuff/cripple your target(and do you plan to pvp or just PVE) and are you attached to specific ship types?(I see you took a cruiser so)
http://skillplanner.stoacademy.com/?build=thorodin_0
If you are looking for sci it will have to be vesta.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
I'm going to be doing PvE mainly and im not attached to any ship type. As to your other question i want to cripple my targets.
Energy Drains is probably your best bet for that, given that PVE targets run at 50 power and tend to have no drain resistances.
Look into the Plasmonic Leech console and either Tyken's Rift or Beam Target Subsystem abilities. Then boost up your Flow Capacitors skill.
I'd still opt for a Vesta, since most drains work best at high Aux, and Vestas thrive on High Aux...
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
I have found that in PVE (and even more if solo..) the best way to cripple a target is to kill it. This is at-odds with a science captain, but the game is what it is. So my science captain has gravity well and guns, a pretty brute force and direct approach to making them "crippled" :P
Energy drains do work but by the time you can suck out enough power to shut something down, it would have been dead if you had been doing dps instead. It may actually take longer to drain the power. Bosses and the extra tough ships/enemy can be drained as they last longer, but for 95% of combat, you fight weak stuff that dies before it runs out of power (and that is talking solo, not a group killing it before you can do anything). In a group, BTW, people killl it before you can do anything.
Which means I favor ships that allow a "dyson" build --- specifically either cmdr sci ltcmdr tac or cmdr tac ltcmdr sci. My sci character is my main and I have 2 ships (dyson and recluse). The recluse is better but that is just a very, very good ship and the dyson is just average. If I were kdf I would be driving a BOP and karfi as sci. As a fed, I would probably use the chimera.
If you want a pure sci build with less focus on blowing stuff up, vesta is very nice for feds. But if you want that, you asked the wrong question
In general, the faction specific ships with the best DPS in PvE are beam boat variants of either the:
Fed - Avenger
Romulan - Scimitar
KDF - Mogh
Now, if you can get a recluse and kit it out with elite widows, with all the APB going around, it's got some incredible DPS too.
There will be much gnashing of teeth when it comes to how to set them up since they are often flexible enough to do great DPS with several variations. If you are looking for absolute best DPS, then get combatlogreader, check the standings, use gateway to look at the builds of the top scores, and copy it. That will get you in the ball park, but the rest is up to you to work on since you'll have some big shoes to fill.
I already got the breen energy siphon, is thats any good? And how much would a vesta cost me?
but for a science captain, best DPS ship is the vesta. With the dual aux cannons, he can put 3 on the nose, divert all power to the aux and maed some wicked DPS with that and have high enough power for all his sci abilities.
On the back 3 slots, well I plan to have the breen cluster, the 360 AP array(for the targeting sub systems) and a 180 quantum torp.
Though SOMEDAY I hope they put in more aux weapons for science vessles like 360 arrays or turrets. PLEASE PWE?
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
The Breen Energy Siphon is a Universal Console that can only be used on the Breen Ships if I remember right...? And it has a LOOOOOOONG cooldown which means it's not very reliable. [Edit: Nope, I'm wrong, That's the Breen Energy Dissipator; the Siphon is the 3-piece set bonus from the 'Absolute Zero' space set; which is a very low potency drain but has a decent duration when you're skilling Flow Capacitors... you do, however, have to sacrifice three equipment slots for it, so I'd not bother]
The best forms of Drain are:
(i) Plasmonic Leech (16-24 Drain to all systems depending on skillpoints and gear)
(ii) Tyken's Rift (gradually stacking location-based drain, gets better with rank + skillpoints)
(iii) Beam Target Subsystem abilities (30-60 power depending on rank, skillpoints and gear)
(iv) Energy Siphon (15-45 power depending on rank, skillpoints and gear)
(v) The Polaron Proc (25 power, but only 2.5% chance of happening per shot)
Realistically if you spec into Flow Capacitors, then use a Plasmonic Leech console with some form of Polaron weaponry (I like Polarized Disruptors) and then alternate between Tyken's Rift and either Beam target Subsystem Commands or Energy Siphon, you'll be able to take most things to Zero.
On the Klingon side, you can also use a Hangar Item: Power Siphon Drones, and the Aceton Assimilator. Both of which make constant power drain builds far easier... but it's still doable on Fedside with a bit of extra effort.
For a Vesta build, you'll want to use the Aux DHCs which are Phaser based; so you can't use Polaron weaponry. But you can still use a Plasmonic Leech console and Beam Target Subsystem commands, plus Energy Siphon and Tyken's Rift. (For Beam Target Subsystem commands you'll need a Beam Array: using the Omnidirectional Antiproton Array in an Aft slot will give full coverage for this, the other option is an Aft Phaser Array which will do higher DPS but won't give you coverage in your forward arc)
Vestas are 2500 Zen each I think. You can buy a multipack with all three variants, but you really only need this one - just dismiss and reclaim it a few times for multiple copies of the Aux DHCs
You can still only do one weapon type at a time though, right?
The Fleet Spire consoles come in flavours such as Locator [Type] or Exploiter [Type] where [Type] corresponds to one specific weapon energy type, or the mixed generic kind such as Beams/Cannons/Etc. And as usual the generic boost is a lower bonus than the specific boost (27.9% compared to 31.9%)...?
There're only a few consoles I know of which buff multiple specific damage types: one of which is the new "Counter-Command Multi-Conduit Energy Relay" from the Undine Reputation rewards (which buffs Phaser and Disruptor Damage by 13.1% each, plus Radiation and Photon damage by 26.2%), and the other are "Auto Targeting Modules" (which buff Proton Damage by 15% and one other type by 20%).
Your only other options are increasing Crit Chance/Severity or Weapon Power levels.
Thanks for that. Know where i could earn a lot dilithium for the exchange?
http://sto.gamepedia.com/Dilithium
Take your pick
The easiest way is probably to have a few characters, then do DOFF assignments and trade in Contraband on your Alts; and run dilithium-earning missions on your main character (whatever you find easy, Spotlight foundry missions or eSTFs or Sphere Battlezone stuff, etc)
I find it difficult to play for 2-3 hours an evening and NOT cap my refined dilithium...
Thanks for that, ill let you know if i have any problems.
Recluse with DBB up front ties, if not edges out, the vesta. Those elite weavers spamming attack pattern are rough and the ability to use a cmdr tac when you want opens up a world of hurt as well (BO3!). I run max weap power 100 aux before the leech and other boosts kick in, so pretty much full aux power once combat starts. Vesta is a clear winner for the normal ships though. Its quite possible with the gear available today to run max weapons and max aux both, if you minimize the other 2. And if you have leech, which is a pain for feds. Even without leech, its possible, just harder.
Why would you not run DHCs on the Recluse? At least in PVE where it's easy to keep things in the Arc...
The benefit you'd get from BO3 would be edged out by running Rapid Fire 3 on the Commander Slot (or Rapid Fire 2 plus APB3, but I'd be more inclined to the former when you're using the Frigate pets with their own inherent APB). The Recluse is one heckuva good ship either way though.
And you're right that it's *just* possible to hit both 125 on Aux and Weapons on a Vesta without leech, but it requires running a copy of EPTW. The only thing you'll be running weapons power for will be Aft Turrets or a Kinetic Cutting Beam though, so it might be wiser to go with EPTS instead unless you can be sure of Cross-Healing. And you're going to lose a little DPS from weapons drain - it's not worth overcapping Aux (at least before Plasmonic Leech is applied) because of the way Cannons ignore overcapped power, but it technically would be worth overcapping Weapons by 8 points if you're using an Aft Kinetic Cutting Beam.
Something to watch out for may be the new Undine set though:
At the moment, the ideal Aft Slotting for an Aux-DHC Vesta is a Kinetic Cutting Beam, a Nukara WebMine Launcher (due to the insane DPS boost these get from Aux Power), and a Phaser Turret. The ideal Fore slotting is 3x Aux DHCs, or 2x Aux DHCs and a Gravimetric Photon Launcher + a Proton Particle Stabilizer Console (with added damage from the Adapted Maco 2-Set Bonus).
With the Undine Reputation set, the ideal Vesta slotting will likely be to replace the Aft Phaser Turret with the Heavy Phaser Turret from the Undine Set, plus add a Console (Multi-Conduit Energy Relay if you're using a Fore Torp Launcher, Hydrodynamics Compensator if you're not)
Technically that build could give you the equivalent of Three Tac Consoles to Photon Damage, as well as a respectable buff to your Phaser damage (the link above shows slightly old information - we're speculating a category 3 boost of 7.5% from the set bonus)
Mostly the distance damage falloff of cannons. I could probably swing it with a little more focus on turn rate and tricks, but several fights getting too close is a spoiler (scimitar bosses for example) and in others getting too close can be risky (crystal). Its perfectly doable, but not for me. Besides, I have cannon ships, this is my beam build
Also the aft weapon choices. 2 of mine are beams (though the cutter does not benefit) so cannons would mean 1 turret and 2-3 cannons (torp in there sometimes?) -- not a lot of weapons boosted by rapid and scatter.
There are little things too, I like beam overload, a lot. FAW is possible if the cmdr is used for double science, which I run sometimes to make a giant sized sci boat. And beams for the special attack (target systems).
It just made sense to me.
Fair does
I really like that in this game numerous builds are feasible, so you can build a ship in the way that you "enjoy" without it having a big negative impact on your performance.
I have a few beam boats too, most notable probably being my Tanking Odyssey. I tend to run FAW and stay at maximum range!
Just to throw a few numbers at that DPS-dropoff-over-range thing, I actually did a fairly hefty series of tests a while back to try to get a rough idea of the DPS loss.
Mk XII DBB: 782.6 DPS (978.3 per shot)
With FAW3: +33.33% = 1043.467 DPS
Mk XII DHC: 872.9 DPS (1309.4 per shot)
With CRF3: +50% = 1309.35 DPS
Average Damage dropoff over range:
At 10KM: DHC=40.0% DBB = 64%
At 9KM: DHC=42.5% DBB = 68%
At 8KM: DHC=50.0% DBB = 72%
At 7KM: DHC=57.5% DBB = 76%
At 6KM: DHC=65.0% DBB = 80%
At 5KM: DHC=72.5% DBB = 84%
At 4KM: DHC=80.0% DBB = 88%
At 3KM: DHC=87.5% DBB = 92%
At 2KM: DHC=95.0% DBB = 96%
At 1KM: DHC=100% DBB = 100%
At 0KM: DHC=100% DBB = 100%
I haven't rerun the test recently, but a quick eyeball of FAW3's tooltip suggests that it hasn't changed too much in the past year or so.
So Both Unbuffed, you can expect a DBB to start doing more damage than a DHC at between 4 and 5 KM.
Both Buffed, you can expect a DBB to start doing more damage than a DHC at between 6 and 7 KM.
And if you just run CRF3 but not FAW, you can expect a DBB to never do more damage than a DHC.
The main thing beams have going for them from a +DPS point of view is the way they interact with overcapped Weapons Power.
You can stick your weapons power setting at maximum, then run EPTW3 AND Plasmonic Leech, and when your beams fire they will first draw from the overcapped power pool and then get affected by Leech, before sucking any of your "displayed" Weapons Power. The result of this is that your Weapons Power will likely never drop below 125, so all your beams end up shooting at their maximum possible DPS.
Cannons ignore any overcapped power buffer, so the most you can do with DHCs is get your Weapons Power up to 125 (including Plasmonic Leech). Your Weapons Power will drop below 125 after the second cannon fires, so you'll always have some cannons firing at less than their maximum DPS... but the constant energy refresh granted via Leech (or the MACO shield proc) will at least help to offset some of the drain.
If someone's using both Beams AND Cannons (Like DBBs and Turrets, or with Fore DHCs + an Aft Kinetic Cutting Beam) then technically it can help to overcap power up to the amount drained by the Beams.