I need advice on how to build a science ship (Pathfinder). I am a tactical Captain and would like to try a science ship, but there is a lot of different advice and builds. DPS is nice, but not a requirement. I want something that can survive and have fun with. Any advice or example ship builds would be greatly appreciated.
There have recently been some good threads on this subject in the academy, with pages of discussion.
The reason I send you there is because their are a lot of variables we would need to know.
What's your focus... dps vs CC... part gens vs energy drain... torp build vs energy weapons...
I'll give you the basics here... survival pretty much requires you to focus on shields, but you don't need a ton of stuff on that. If you're PvPing though you'll want to bring along hull... because of how much stuff ignores shields anymore.
DPS on a science ship pretty much requires Part Gens @ 400 and every trait out there that boosts that. Primary skills is Grav Well and TBR (reversed) and aux at max. At this point it's a ton of variables... I prefer a torp build.. but others like energy weapons. Generally you'll want to either ignore shields or disable them.. .which is why torps in my opinion are better then energy weapons.
If you're more into CC... you're talking Grav Well, Tkyens, Dyson torps... TBR (reversed again)... and an energy drain build (not a shield drain... energy drain)
The important thing to understand is that to science ships take a bit to develop in time and dilithium and EC, but when you get them there they're great.
Also tacs in Science can be a wonder to behold because a lot of your inate skills boost things like grav well.
One of the worse things you can do is drive a science ship like an escort. You're too underpowered to be on par with an escort without the tac console slots or forward weapon slots. That doesn't mean you don't do mostly forward facing weapons, but you'll want to concentrate on Aux and BOff abilities first. The idea of driving a science ship with 125 energy weapons an minimal aux is counter-productive. You might as well go back and drive an escort.
I kinda think of my character as a "tactical" science type...
With that in mind I like LOTS of shields that adapt and regen fast. Couple that with bridge officer abilities to increase damage or increase your resistances and you'll be winning. In that mix of damage skills for bridge officers, I do like gravity well and tachyon beam to lock enemies down and drain their defences. I marry the latter up with tetryon beam arrays...and in time, plan to add bio-neural circituary and that cool new delta reputation torpedo to the mix which will increase my radiation DoT effects further still.
Anyhow, there's my few cents worth...for what it's worth.
I'm working on a dps orientated build for a pathfinder atm, focused purely on beam energy damage and GW/TR. From what I can see you can go Plasma, AP or Polaron/Proton. I haven't really experimented with or seen the other energy types.
For an AP build I'm using the following:
- Ancient AP omni and obelisk warp core (for 10% AP bonus)
- Kinetic cutting beam and assimilated console (Helps Hull)
- 4 crafted AP Beam arrays for the bonus CritD ([CritD]x2 [CritH])
- Full Adapted Maco set
- Rom Console for extra crit stuff
- Two particle gen consoles
- Aero shuttle and ablative gen though I might drop the ablative for another or another universal.
For Boffs I'm still experimenting a lot and some of the doffs I have my eye on will take a long time to get or be super expensive but this is what I'm currently leaning towards:
TT1, BFAW2
BFAW1, APB1
EPtS1, EPtW2 (Tried IT1 but didn't really feel it. will need more experimentation)
ST1, TSS2, TR2, GW3
HE1, ES1, ES2
I'm aiming for two purple Conn Doffs to reduce cooldown on TT and 3 blue/purple Energy beam cool down Doffs so I only have to run the one BFAW2. No idea what I'm going to put in my BFAW1 slot and with the prices for those doffs I don't know if it'll happen lol. Also farming for the purple Grav Doff currently and working on my science R&D.
Comments
The reason I send you there is because their are a lot of variables we would need to know.
What's your focus... dps vs CC... part gens vs energy drain... torp build vs energy weapons...
I'll give you the basics here... survival pretty much requires you to focus on shields, but you don't need a ton of stuff on that. If you're PvPing though you'll want to bring along hull... because of how much stuff ignores shields anymore.
DPS on a science ship pretty much requires Part Gens @ 400 and every trait out there that boosts that. Primary skills is Grav Well and TBR (reversed) and aux at max. At this point it's a ton of variables... I prefer a torp build.. but others like energy weapons. Generally you'll want to either ignore shields or disable them.. .which is why torps in my opinion are better then energy weapons.
If you're more into CC... you're talking Grav Well, Tkyens, Dyson torps... TBR (reversed again)... and an energy drain build (not a shield drain... energy drain)
The important thing to understand is that to science ships take a bit to develop in time and dilithium and EC, but when you get them there they're great.
Also tacs in Science can be a wonder to behold because a lot of your inate skills boost things like grav well.
One of the worse things you can do is drive a science ship like an escort. You're too underpowered to be on par with an escort without the tac console slots or forward weapon slots. That doesn't mean you don't do mostly forward facing weapons, but you'll want to concentrate on Aux and BOff abilities first. The idea of driving a science ship with 125 energy weapons an minimal aux is counter-productive. You might as well go back and drive an escort.
http://sto-forum.perfectworld.com/showthread.php?t=1309471
Also, see here:
http://sto-forum.perfectworld.com/showthread.php?t=1304901
With that in mind I like LOTS of shields that adapt and regen fast. Couple that with bridge officer abilities to increase damage or increase your resistances and you'll be winning. In that mix of damage skills for bridge officers, I do like gravity well and tachyon beam to lock enemies down and drain their defences. I marry the latter up with tetryon beam arrays...and in time, plan to add bio-neural circituary and that cool new delta reputation torpedo to the mix which will increase my radiation DoT effects further still.
Anyhow, there's my few cents worth...for what it's worth.
These are the voyages of the U.S.S. Pioneer...
For an AP build I'm using the following:
- Ancient AP omni and obelisk warp core (for 10% AP bonus)
- Kinetic cutting beam and assimilated console (Helps Hull)
- 4 crafted AP Beam arrays for the bonus CritD ([CritD]x2 [CritH])
- Full Adapted Maco set
- Rom Console for extra crit stuff
- Two particle gen consoles
- Aero shuttle and ablative gen though I might drop the ablative for another or another universal.
For Boffs I'm still experimenting a lot and some of the doffs I have my eye on will take a long time to get or be super expensive but this is what I'm currently leaning towards:
TT1, BFAW2
BFAW1, APB1
EPtS1, EPtW2 (Tried IT1 but didn't really feel it. will need more experimentation)
ST1, TSS2, TR2, GW3
HE1, ES1, ES2
I'm aiming for two purple Conn Doffs to reduce cooldown on TT and 3 blue/purple Energy beam cool down Doffs so I only have to run the one BFAW2. No idea what I'm going to put in my BFAW1 slot and with the prices for those doffs I don't know if it'll happen lol. Also farming for the purple Grav Doff currently and working on my science R&D.