Since it seems you're just starting out, I'm not going to plaster you with instructions to get expensive, exotic gear that may or may not be within your reach.
From what I gather, you're going for the classic GW + Torp Sprd 3 + Dyson Grav Torp combo.
- You have the proper idea that you need high Particle Generator Skill for this kind of fighting.
- With so much equipment / console space devoted to PGen, I'd ensure you have at least 6 levels into Graviton Generator Skill for better area coverage, as well as running as high Aux Power as you can.
- I'd remove Tykien's Rift 1. Your build isn't high in Flow Capacitors which is what you need for any drain ability to make a difference. Replace Tykien's Rift 1 with something else. Another heal, maybe a DOFF'ed Tractor Beam Repulsors 1? Also, Tykien's Rift and Gravity Well throw each other into shared cooldowns. You already have 2 copies of GW, so TR is a no-go, IMO. If you do replace it with another heal, put in a Hazard Emitters 2.
- Tactical Team 2 is not necessary. I'd degrade it to Tac Tm 1 and replace it with Torp Sprd 2. That way you'd have 2 copies of a Torp Spread ability for your Dyson Grav Torp.
- You have a Dispersal Pattern for mines in your Cmdr TAC station. If you do Destroyer Mode, that's not useful. I'd put in an Attack Pattern in there.
- Booster Modulator isn't necessary. IMO, the regular ENG Consoles that give extra subsystem power don't provide enough to warrant a valuable console slot. Stuff in another Neutronium.
- cmdrscarlet makes mention of the Cannon & Console to go alongside your Dyson Grav Torp. There are 3 pieces that form the very useful to SCI builds "Protonic Arsenal" from Dyson Rep.
Lastly, I'm taking some guesses on what power levels you're running. I'd recommend Max Aux with Shields as #2 in priority. This will make your SCI abilities much more potent. I know the temptation is to high good Weapons Power so your Energy Weapons pack more punch. Doing that however with a Science build that cannot thrive on low Aux Power is not ideal for a ship with as much SCI BOFF slots as you have.
Tac team 2 is about as good as tac team 1, so use TT1 instead.
You have 3 torpedo abilities, wasting one more often than not, and for only a single torpedo.
You have 2 grav wells and a tykens rift. 1 of the 3 should be sharing cooldowns with something, so focus on 2.
Use 3 deflector doffs to proc with energy siphon to lower cooldowns on grav well and tykens rift. It should allow you to fire the grav well, and just as the grav well runs out, launch the tykens rift.
Use 2-3 energy weapon officers that reduce beam special attacks
1 Gravimetric scientist for gravity well aftershocks
You could go with a torpedo boat to set high AUX power for science abilities. Don't be afraid to try a mine setup either, since you can get the breen cluster-mine and the vadwaar cluster-mine torpedoes by completing episode content and use them up front.
If you do switch to torpedoes, try the following for tactical:
TT1, APB1, TS3
TS1
2 conn officers to redcue tactical team cooldown
For mines, try something like....
TT1, APB1, DPB2
TT1
2 projectile weapon officers that reduce mine recharge
I should point out that the rom distress call is actually the one from the Nimbus story line.
So, thoughts or suggestions?
I used the Solanae set originally on my Tac Vesta as well and it is a good set. If you want to get some more damage from your torpedoes, you can go with the Counter Command Deflector and the AMACO Shield and Engine. The 2-pc bonus for the AMACO is a +25% to torpedo damage and +7 to Aux.
One item you could put in your Science slot is the Nukara Particle Converter. It is part of this set. You could also use the mine if you wish for a 2-pc bonus of a little more draining capability. But the NPC will give you a bonus +10% to accuracy with beams, it has some particle generator capability and a bonus to your shield
Play with your build. You have two EPtS abilities and a TSS. Your Secondary Deflector transfers the target's shields to you if you use the listed powers. You could keep a high level Gravity Well if you are wed to it, keep a Tyken's Rift and replace TSS with a ability that utilizes the Secondary Deflector abilities.
You also have a lot of Tac torpedo abilities dedicated to one torpedo in my opinion. If you are boosting your Phaser damage, I'd suggest including a top tier Tac. beam skill.
But build the ship you want and enjoy playing with it and testing different powers.
quick note i'm planning to use the neutronic torpedo from the delta rep, it's not in the academy planner yet.
a couple things i did different was i used
[Counter-Command Deflector Array Mk XII] http://sto.gamepedia.com/Fluidic_Counter_Assault
This will give you a boost to beam and torpedo (allbeit not much) damage as well as another 26.2 in your Particle generator skill
The Warp core is kinda whatever you like i still have to search through them to find one that fits my build
as far as consoles consider the variable locators if you can get them for the crit bonus in your tac slots. and fleet particle generators with the bonus to plasma work well too. as far as your engineering consoles take a look at the:
Nukara Particle Convertor http://sto.gamepedia.com/Nukara_Appropriated_Munitions#Console_-_Nukara_Particle_Converter
This gives a boost to Particle generators and to a lesser extent accuracy on beam weapons.
I threw the assimilated module in there cause i got sloppy, it will probably change out when i figure something else out, I am considering turning one of my Sci Consoles into a fleet Grav console since i have so many other boosts to Particle.
Also three Deflector doffs to lower your cooldown on deflector abilities and a Gravimetric scientist for the aftershock Gwell. I like a Sensor officer on there as well.
Hope this gives you something to think about have fun!
Once I get home from work, I'll list my Space DOFF layout.
As for BOFF's, you can see that on the build page...
But, after thinking about it today, I think I'll stick with the two GW's, and then just add some heals, and see how that works. (been noticing a bunch of squishy tac's needing heals with the new content) so might go crowd-control/heal.
But I'll probably end up playing around with different build's for the next month or two :rolleyes:
I would advise certainly the weapon and boff setup from this build, although depending upon your ability to get the listed doffs you might want to continue with dual EPtS as this gives you the ability to use the the cannons when beneficial (for example applying spike damage).
Comments
EDIT - You have a Mine BOff ability but no mines?
Which console?
From what I gather, you're going for the classic GW + Torp Sprd 3 + Dyson Grav Torp combo.
- You have the proper idea that you need high Particle Generator Skill for this kind of fighting.
- With so much equipment / console space devoted to PGen, I'd ensure you have at least 6 levels into Graviton Generator Skill for better area coverage, as well as running as high Aux Power as you can.
- I'd remove Tykien's Rift 1. Your build isn't high in Flow Capacitors which is what you need for any drain ability to make a difference. Replace Tykien's Rift 1 with something else. Another heal, maybe a DOFF'ed Tractor Beam Repulsors 1? Also, Tykien's Rift and Gravity Well throw each other into shared cooldowns. You already have 2 copies of GW, so TR is a no-go, IMO. If you do replace it with another heal, put in a Hazard Emitters 2.
- Tactical Team 2 is not necessary. I'd degrade it to Tac Tm 1 and replace it with Torp Sprd 2. That way you'd have 2 copies of a Torp Spread ability for your Dyson Grav Torp.
- You have a Dispersal Pattern for mines in your Cmdr TAC station. If you do Destroyer Mode, that's not useful. I'd put in an Attack Pattern in there.
- Booster Modulator isn't necessary. IMO, the regular ENG Consoles that give extra subsystem power don't provide enough to warrant a valuable console slot. Stuff in another Neutronium.
- cmdrscarlet makes mention of the Cannon & Console to go alongside your Dyson Grav Torp. There are 3 pieces that form the very useful to SCI builds "Protonic Arsenal" from Dyson Rep.
Lastly, I'm taking some guesses on what power levels you're running. I'd recommend Max Aux with Shields as #2 in priority. This will make your SCI abilities much more potent. I know the temptation is to high good Weapons Power so your Energy Weapons pack more punch. Doing that however with a Science build that cannot thrive on low Aux Power is not ideal for a ship with as much SCI BOFF slots as you have.
Power Levels are 130-Aux, 105-Shield, 30'ish for engines, and I think 30-40 for weapons.
So, Tac Team 1 and Torp Spread 2, and I'll probably go with Haz 2 to replace Tyk. That sound about right? And add another neutronium.
You have 3 torpedo abilities, wasting one more often than not, and for only a single torpedo.
You have 2 grav wells and a tykens rift. 1 of the 3 should be sharing cooldowns with something, so focus on 2.
Try this....
TT1, APB1, BFAW3
TT1
EPTS1, EPTS2
HE1, ES1, TR2, GW3
HE1, ES1 or TSS2
Use 3 deflector doffs to proc with energy siphon to lower cooldowns on grav well and tykens rift. It should allow you to fire the grav well, and just as the grav well runs out, launch the tykens rift.
Use 2-3 energy weapon officers that reduce beam special attacks
1 Gravimetric scientist for gravity well aftershocks
You could go with a torpedo boat to set high AUX power for science abilities. Don't be afraid to try a mine setup either, since you can get the breen cluster-mine and the vadwaar cluster-mine torpedoes by completing episode content and use them up front.
If you do switch to torpedoes, try the following for tactical:
TT1, APB1, TS3
TS1
2 conn officers to redcue tactical team cooldown
For mines, try something like....
TT1, APB1, DPB2
TT1
2 projectile weapon officers that reduce mine recharge
I hope that gives you some ideas
I used the Solanae set originally on my Tac Vesta as well and it is a good set. If you want to get some more damage from your torpedoes, you can go with the Counter Command Deflector and the AMACO Shield and Engine. The 2-pc bonus for the AMACO is a +25% to torpedo damage and +7 to Aux.
One item you could put in your Science slot is the Nukara Particle Converter. It is part of this set. You could also use the mine if you wish for a 2-pc bonus of a little more draining capability. But the NPC will give you a bonus +10% to accuracy with beams, it has some particle generator capability and a bonus to your shield
Play with your build. You have two EPtS abilities and a TSS. Your Secondary Deflector transfers the target's shields to you if you use the listed powers. You could keep a high level Gravity Well if you are wed to it, keep a Tyken's Rift and replace TSS with a ability that utilizes the Secondary Deflector abilities.
You also have a lot of Tac torpedo abilities dedicated to one torpedo in my opinion. If you are boosting your Phaser damage, I'd suggest including a top tier Tac. beam skill.
But build the ship you want and enjoy playing with it and testing different powers.
http://skillplanner.stoacademy.com/?build=gwelltorpexp_0
quick note i'm planning to use the neutronic torpedo from the delta rep, it's not in the academy planner yet.
a couple things i did different was i used
[Counter-Command Deflector Array Mk XII]
http://sto.gamepedia.com/Fluidic_Counter_Assault
This will give you a boost to beam and torpedo (allbeit not much) damage as well as another 26.2 in your Particle generator skill
I also have the Adaptive MACO 2 piece set with the Engines and Shield. You can find the stats here http://sto.gamepedia.com/Adapted_M.A.C.O._%28Space%29#Adapted_M.A.C.O._Positron_Deflector_Array
Reason i did this was the 2 piece set gives to a 25% bonus to torpedo damage and between the bonus and engines a +10 bonus to aux power
The Warp core is kinda whatever you like i still have to search through them to find one that fits my build
as far as consoles consider the variable locators if you can get them for the crit bonus in your tac slots. and fleet particle generators with the bonus to plasma work well too. as far as your engineering consoles take a look at the:
Nukara Particle Convertor
http://sto.gamepedia.com/Nukara_Appropriated_Munitions#Console_-_Nukara_Particle_Converter
This gives a boost to Particle generators and to a lesser extent accuracy on beam weapons.
I threw the assimilated module in there cause i got sloppy, it will probably change out when i figure something else out, I am considering turning one of my Sci Consoles into a fleet Grav console since i have so many other boosts to Particle.
Also three Deflector doffs to lower your cooldown on deflector abilities and a Gravimetric scientist for the aftershock Gwell. I like a Sensor officer on there as well.
Hope this gives you something to think about have fun!
Also, how are your DOFF/BOFF setup?
Once I get home from work, I'll list my Space DOFF layout.
As for BOFF's, you can see that on the build page...
But, after thinking about it today, I think I'll stick with the two GW's, and then just add some heals, and see how that works. (been noticing a bunch of squishy tac's needing heals with the new content) so might go crowd-control/heal.
But I'll probably end up playing around with different build's for the next month or two :rolleyes:
Sorry, I meant what type of BOFFs... I use 2 Rom tac BOFFs for crit chance, 2 Efficient BOFFs for power levels, and 1 Human BOFF for healing.
I was looking at your build and I am a bit confused with this:
What is he for? I don't see any Exotic Damage Powers other than Gravity Well? Am I missing something?
..
For when I use Gravity Well... http://sto.gamepedia.com/Specialization:_Gravimetric_Scientist#Cooldown_variant