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Pure Federation Science Vessel

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  • zereye#1823 zereye Member Posts: 1 Arc User
    edited February 2014
    Are there any plans to update this thread with any new additions to this incredible ship? im currently running this build and its super nice not dying but also feeling kinda underwhelming in terms of kiling things. ships dont die as quick as id like but 100k total shields are fun.

    So whats new that we can add from 8.5 to make this more fun? :D
  • dorlos2dorlos2 Member Posts: 0 Arc User
    edited March 2014
    Hey iskandus!


    I don't know if you still maintain this thread.. but anyway.. I'll just write a view lines:


    I spent a lot of time studying your build and finally adapted it to my KDF toon. Unfortunately there's no sci ship on KDF side which would allow it as intended, so I use a Hegh'ta Heavy Raider until somedays a Korath Temporal pops out of a Time-Box for me. Can't wait for it ;)

    I'm planning to use plasma weaponry as you do now.. it simply puts out more DPS... and since I NEVER do PvP .. plasma is just fine for me.

    You switched to the 2-piece Omega Force set for Tetryon Glider.... but I'm not sure about it.
    By switching from Adapted Maco (Honor Guard in KDF) to Omega Force I would lose the 7 aux power from the set bonus and the 3.9 power to every subsystem from the Impulse Engine... which makes almost 11 Aux power missing in the build. How do you compensate it?

    Can you post your Energy-Layout as you have it BEFORE draining an enemy please?

    Here is my actual build (not sure about what deflector and Warp core is in it - have to look when I'm at home)

    Hegh'ta Sci Drainer

    There will be a lot of changes in the next 2 weeks. I'll switch to tetryon dual beams with the refracting one... and the console layout will change too (Rule 62, Nukara Particle Converter, Assimilated Module will be removed).

    Aux2Bat will follow as soon as I own some purple technicians... (or maybe even after I finally got a Korath) my KDF char is just some weeks old... so the doffs aren't as good as I wished they would...

    As the Raider is very squishy I had to equip a lot more healing skills as I intended.. so the build is not as effective as it could be... but it's still a lot of fun with this setting. ... although soloing a borg cube is way beyond its possibilities yet :(


    So.. work is in progress :)

    Greetings!

    Dorlos
  • annemarie30annemarie30 Member Posts: 2,694 Arc User
    edited March 2014
    i have to disagree that this is a "pure science" build. I only read through the first couple pages but this is more sci-scort than the dyson is.

    all of your science powers are geared toward survivability in a slug fest, instead of the more traditional role of a sci-ship. yes it's a decent drain build, but the whole A2B thing kills it from being a "science" ship since all science powers are aux based.

    when you said pure science I did not expect so see a single tac console that augmented energy weapons.

    JMHO
    We Want Vic Fontaine
  • donrahdonrah Member Posts: 348
    edited March 2014
    i have to disagree that this is a "pure science" build. I only read through the first couple pages but this is more sci-scort than the dyson is.

    all of your science powers are geared toward survivability in a slug fest, instead of the more traditional role of a sci-ship. yes it's a decent drain build, but the whole A2B thing kills it from being a "science" ship since all science powers are aux based.

    when you said pure science I did not expect so see a single tac console that augmented energy weapons.

    JMHO

    No, not all science abilities need high aux power 100% of the time. Take Energy Siphon, for example. As long as you have 130 aux when you activate it, it will last the full 24 seconds even if your aux drops to 0. Really, the only sci abilities that need constant high aux are the ones that use the aux power for their magnitude and have a duration on your active effects. Anything that ends immediately after activation won't be affected by A2B. Anything that doesn't keep a duration on your active effects won't be affected by A2B. So any of these should be fine with an A2B following them:

    Photonic Shockwave (confirmed)
    Charged Particle Burst (confirmed)
    Science Team (confirmed)
    Jam Sensors (plausible)
    Scramble Sensors (plausible)
    Gravity Well (plausible)
    Tyken's Rift (plausible)
    Viral Matrix (plausible)
    Energy Siphon (confirmed)
    Go here and show your support for a better Foundry!
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2014
    dorlos2 wrote: »
    Hey iskandus!


    I don't know if you still maintain this thread.. but anyway.. I'll just write a view lines:


    I spent a lot of time studying your build and finally adapted it to my KDF toon. Unfortunately there's no sci ship on KDF side which would allow it as intended, so I use a Hegh'ta Heavy Raider until somedays a Korath Temporal pops out of a Time-Box for me. Can't wait for it ;)

    I'm planning to use plasma weaponry as you do now.. it simply puts out more DPS... and since I NEVER do PvP .. plasma is just fine for me.

    You switched to the 2-piece Omega Force set for Tetryon Glider.... but I'm not sure about it.
    By switching from Adapted Maco (Honor Guard in KDF) to Omega Force I would lose the 7 aux power from the set bonus and the 3.9 power to every subsystem from the Impulse Engine... which makes almost 11 Aux power missing in the build. How do you compensate it?

    Can you post your Energy-Layout as you have it BEFORE draining an enemy please?

    Here is my actual build (not sure about what deflector and Warp core is in it - have to look when I'm at home)

    Hegh'ta Sci Drainer

    There will be a lot of changes in the next 2 weeks. I'll switch to tetryon dual beams with the refracting one... and the console layout will change too (Rule 62, Nukara Particle Converter, Assimilated Module will be removed).

    Aux2Bat will follow as soon as I own some purple technicians... (or maybe even after I finally got a Korath) my KDF char is just some weeks old... so the doffs aren't as good as I wished they would...

    As the Raider is very squishy I had to equip a lot more healing skills as I intended.. so the build is not as effective as it could be... but it's still a lot of fun with this setting. ... although soloing a borg cube is way beyond its possibilities yet :(


    So.. work is in progress :)

    Greetings!

    Dorlos

    Hello,

    I believe it is impossible to adapt this Federation technology on Klingon ships. Trying to fly a Klingon ships like a Fed is like telling a domesticated chicken he can try to fly, it just doesn't fit. I only use this ship for *shows* and to entertain guests and friends of our fleet these days. As such it is no longer used in PvP. But I can post an updated design for those who care, keep in mind the changed objectives.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2014
    i have to disagree that this is a "pure science" build. I only read through the first couple pages but this is more sci-scort than the dyson is.

    all of your science powers are geared toward survivability in a slug fest, instead of the more traditional role of a sci-ship. yes it's a decent drain build, but the whole A2B thing kills it from being a "science" ship since all science powers are aux based.

    when you said pure science I did not expect so see a single tac console that augmented energy weapons.

    JMHO

    Not using any tactical console is an interesting thought, I like to think this over. A2B management is something you can become skilled when you fly long enough, which is not an issue. In light of the criticism and controversy surrounding A2B and the fact this design prides itself on being cheese free, I appreciate your feedback and want to redesign this ship and come up with some thing that reflects the current season. Stay tune.
  • svindal777svindal777 Member Posts: 856 Arc User
    edited July 2014
    Might as well toss my Wells up. Doubt it is anywhere near as good as the OP's
    U.S.S. Muspelheim Temporal Vessel

    Still a work in progress.
    Well excuse me for having enormous flaws that I don't work on.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2014
    Updated build as of July 2014 : http://skillplanner.stoacademy.com/?build=wellspuresciencejuly2014v2_0

    - No A2B
    - No Tactical Consoles or tactical stations
    - Weapons consist only of plain but high quality Phasers and Quantum, no exotic or hybrid weapons of any kind in order to reflect the Starfleet nature of the ship
    - All available stations are used as Sci stations with the exception of one single Ensign Engineering console which must be used as an Eng slot
    - Ship equipment is using the Ultra Rare version of the new Aegis 3 piece set, therefore, MK XII
    - Science Team is kept at Global CD thanks to 2 X Dev. Lab Scientist doffs, can be rotated constantly to clear debuffs and replenishing the massive shield
    - Deflector Officer doffs affect 4 boff skills and will set ALL of them at 50% of their timer if any of them proc during a single cycle. Probability of proc = 44% per activation but there are 4 abilities so the probability that at least one of them will proc during one same cycle is near 100%
    - New Aegis set is used for its very high defensive value as is the main focus of this build
    - No cheese policy - no P2W or any power activation console
    - Using one Romulan Engineer boff from the Embassy with Superior Subterfuge trait, rest of boffs
    - Using one Nausicaan boff from Tier IV Diplomacy for the Pirate trait (Optional)
    - All other boffs are regular Starfleet officers



    * When piloted by a Sci Captain, this is as close to Pure Science as one can possibly be
    * Emphasis on the symmetry of the ship's design with identical fore and aft weaponry and strictly canon Starfleet weapons only
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2014
    As was explained above, this ship is designed for casual play only, aka. run PvE missions, play in private PvP fun matches with fleetmates or some friendly inter-fleet special events or invites, and do *shows*. For RP crowd especially, this ship is to die for. This is not meant for the small minority of hardcore PvP fleets and their little chicaneries.

    You can run this design in any PvE missions, even the Borg invisible Torp can't kill you because you got so much shielding and resist from traits and set bonus and your defense in extremely high. In any event, I doubt any invisible torps can survive your Gravity Well hell, which will spawn multiple aftershocks every 30 seconds as GW will be kept at its GCD. You can chian GW III endlessly with this as each activation is almost guaranteed to create one or more aftershocks. By the time they end, you are pretty much ready to activate GW III again. Then add, a little Tykens in-between, then your Tractor Beam Repulsors to toss your targets around like in a bowl of salad. So despite not having any tactical consoles or stations, you can be effective at controlling and dealing with a ton of NPCs while protecting others from those Udine and Borg invisible HY Torpedo. Energy Siphon and Plasmonic Leech will boost your Energy level while your Sub system targeting will be constantly looking for weaknesses in your target. If you happen to attract aggro, as you should be, then activate your FBP and watch the NPCs shoot themselves to death.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited July 2014
    svindal777 wrote: »
    Might as well toss my Wells up. Doubt it is anywhere near as good as the OP's
    U.S.S. Muspelheim Temporal Vessel

    Still a work in progress.

    The way I see it, your ship simply needs more mileage. I mean you are still using some Uncommon consoles where they should be at least all Rare and above. I am not going to lie, the Pure Federation Science line of ships have always been very expensive. They are cheese free but never advertised as cheap. The most recent update calls for the use of the Ultra Rare new Aegis 3 piece set, a huge investment by every definition, but once you do, combined with everything, you will be literaly unkillable. There are other challenges. The fact there is no Tactical Team or any Tactical Stations for that matter, one needs to be intimately familiar with how to balance shields quickly and manually, otherwise, the heavy shielding is useless.
  • svindal777svindal777 Member Posts: 856 Arc User
    edited July 2014
    Yeah, the toon is still fairly green. Only just got to where I can get fleet gear a couple weeks ago and rep gear is still a couple weeks away.
    Well excuse me for having enormous flaws that I don't work on.
  • nippeli222nippeli222 Member Posts: 56 Arc User
    edited July 2014
    The only problem with that build is that STO is infact Star Wars Online so science and peace doesnt have a place here
  • cem3212cem3212 Member Posts: 138 Arc User
    edited July 2014
    Regarding the OP, just overall impressive with information & presentation. Well thought out & executed. I wish I had that know-how in preparing each of my ships & characters.

    Tip-of-the-hat to you for excellent inspiring work!
  • torad1torad1 Member Posts: 33 Arc User
    edited August 2014
    First at all: Well done sir, the U.S.S Utopia is one of the coolest ships i have seen so far.
    However i have a few questions about it:
    1. How do you handle vapers without a tt? In the first post you say that you can manual distribute shields faster than tt could by the use of eps, however all threads i read about manual distribution so far(I never liked to give up my 2 tac slots on the intrepid for tt), say that nothing can improve manual distribution, making tt a must for pvp/estf - i would be glad to hear this is wrong :)
    2. You often said there is no alternative to the wells temporal sience vessel to be used for the pure sience vessel, however the price with over 200mio of energycredits is atm far outside my budget.
    However i thought about the voth palisade sience vessel (as one of my chars is a voth he is anysways about to get it), to be adapted to the pure sience. it features 2 lt com (one uni one eng) a com sience a lt sience and a lt uni, and as the pure sience uses 3 eng slots anyways this could be even more beneficial to the wells class as i could use EptE I, A2B I, and EptS3 for even greater tanking abilitys. I would think the build would be a bit more defensive, as it gives up a tac slot for a 5.field generator, so for that i would ask if using plasma with 5 +pla sci consoles would be better than using tetryon, regardless of the pla resistence of stf shields.
    3. On my drain-vesta i never noticed the deflector doff to be bugged, im pretty sure it reduced the cd of my ES2 when i used no other deflector, and it also works with tykens, Tachyon, GW, therefore allowing me to constantly cycle ES while im waiting to get 3 purple tech-doffs.
    4. The Omega-plasma torp got changed a while ago, and i dont know how these hanges worked out - is it still good to use?

    EDIT: Thats what im currently thinking about, im not exactly sure about skilling, any advice would be helpfull here.
    Also im not sure if the trait that may placate enemys hit by my torps is worth it, i thought that it may add up quite well cause of the 0.5 sek firing rate of the omega torp)
    And the plasma array in the back should be the omnidirectional from the new crafting, i didnt found that in the planner.
    Also im unsure if the +7.6% plasma dmg from the romulan plama array+console are worth not using the nukara console and having 1 weapon less fireing to front.

    http://http://skillplanner.stoacademy.com/?build=purevothsiencevessel_0
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