Tac = what's best in life for DPS. Gives you highest DPS for any ship type. Covers for ships having low tac boff seating by using your own attack pattern, fire on my mark, tac fleet, tac initiative. A glass cannon on the ground, more likely to die.
Sci = fine if you don't mind less DPS. Gain a little tankiness that's useful for tac ships with the defense field and a little DPS from photonic fleet.
Eng = fine if you don't mind less DPS. Gain a lot of tankiness from rotate shield and miracle worker. Nice for escorts, kind of pointless for cruisers that are already tanky in a game that favors DPS.
While Eng captain + cruiser is a little pointless you can make it work by using a Sci or Tac focused cruiser and/or using the excess engineering boff seats for intel powers (Eclipse) or the new holiday manuals for freeze attacks.
On the ground, eng and sci get heals, attacks and constructs that make them live longer. But for missions where you have your boffs you can use just 0-1 tac boffs so the eng and sci boffs can save you.
"bad" is subjective, but IMHO the following things are "bad" more often than not:
cmdr seat eng ships + any class
sci chars that are not fed
any class in a command ship
any carrier without frigates
most ships with the same class seats for cmdr and ltcmdr, with tac seating being a possible exception in some ships (and hybrid seats don't count for this, just pure seats).
All the above are playable. They are just rules of thumb that work for ME, a combination of avoiding my dislikes and avoiding what I find to be weak.
Sci = fine if you don't mind less DPS. Gain a little tankiness that's useful for tac ships with the defense field and a little DPS from photonic fleet.
Sci can do higher-end DPS, but it can get quite - and I mean quite - expensive and grind-worthy...
You start with that L15 Science crafting trait, particle manipulator. Gives greater crits to exotic damage.
Season with hundreds of points of particle generators. As in like 9 skill points, the sci crafting console with extra part gens, 4x fleet partigen consoles, either embassy plasma or research lab with flowcaps (if you plasmonic leech and energy syphon) or gravigens (to enhance grav wells & tractor skills), nukara console, etc. for as many non-science slot partigens as possible. I'd lean solanae set for even more partigens, but if you mix sets you can get some partigens coming out off full impulse with like the terran impulse engine. Warp Core that overcaps aux, the 130's ok, there's a core that can get you 135 aux. Gold anything that has partigens in it to boost those partigen stats...
Grav well III is critical to this. TBR, doffed to be an attractor, along with tractor beams, FBP if you draw tons of aggro, energy syphon, maybe PSW - basically, stock up on Sci skills that get piles of targets into tight areas and PBAoEs to nail them.
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
most ships with the same class seats for cmdr and ltcmdr, with tac seating being a possible exception in some ships (and hybrid seats don't count for this, just pure seats).
Are you kidding? a cmdr and lt cmr sci seating would be awesome for a sci boat. 2 GW, 2 TBR with attractor boff, 2 tractor beams and a hazard. Or replace the TBR with subspace vortex if you don't have the boff. FBP is nice if you draw a lot of aggro as well. But yeah, that would be an awesome seating with sci.
We have that with the Pathfinder. It doesn't seem like a superior combo when you see what people actually choose to fly.
Looks like this thread needs a couple of explicit statements.
1 ) The only differance between captain types in space is which 5 of 15 captain exclusive abilities they have access to.
2 ) Boff abilities, not captain abilities dictate the effectiveness of a starship build. A bad build is bad with any of the three captains, a good build is good with any of them. If you need a captain ability to make a build work, its a bad build and you should feel bad for making it.
Both of these points made, there are three more statements that bear consideration.
A ) Thanks to their abilities Tactical captains do more damage with science then science captains do.
B ) Thanks to Subnuclionic beam science captains have an edge in one v one pvp. (pvp is prity much dead mind you)
C ) Thanks to nadion inversion and EPS power transfer cycling engineers have a dps advantage with budget 8 beam builds. As resources are invested this advantage is lost, as science and tactical captains have a range of options to overcap their power levels with investment.
An engineer in a cruiser with many EPS flow regulators can be pretty powerful cycling emergency power abilities using EPS manifold efficiency.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Tactical : good with everything
Engineer : good with everything
Science : useless with everything
Someone apparently doesn't know how to play Science.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Tactical : good with everything
Engineer : good with everything
Science : useless with everything
Wrong on all 3 counts! My Sci is more powerful than my Tac's and Eng's and it's not reliant on Weapons to do damage either.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
Every career choice works best with each type of ship. The game is so incredibly basic, you can make any or all combinations work with ease. Personally, it isn't so much the ship type that makes the difference as it does the ship layout. Temporal Science Vessels are still one of the best offensive science ships STO has. The tactical Vesta isn't too far behind if you don't want to change your luck with lock boxes or spend half a billion EC on the Exchange for one.
I have a tactical, engineering, and science captain in a tactical Vesta, all of which easily produce some excellent DPS. The builds are all quite different and use different weapon types, but I would say they are one of the easiest ships to put any career of captain in and be more than happy with the results at 50+.
My suggestion is to not be too concerned with what career type and ship you should choose for the best result. Pick the career you want, try different types of ships while leveling, and choose the ship you like the best (not based on stats) and have fun with it.
Tactical : good with everything
Engineer : good with everything
Science : useless with everything
Wrong on all 3 counts! My Sci is more powerful than my Tac's and Eng's and it's not reliant on Weapons to do damage either.
And on what your sci reliant to do dmg? Photonic fleet? Big laugh. Conservation of Energy? Very hard to play with (to get hit you need to get the aggro but if you don't enought weapon power you can't get aggro and in this case you are using a trait slot for nothing, and still, if you finally get hit you have to check your buffs to be sure you have all the 3 stacks, loosing precious seconds in the process). Sensor Scan? yeah it is a good debuff with ridiculous aoe range and 2m CD that will last 2 sec before the enemy is killed.
I am from Belgium and english isn't my main language, sorry if I make mistakes.
so far with my testing which isn't much at this point, i tried levling 3 tacs up to 10 with each ship type so far i like tac with science ships with it and doing a torpedo boat with it. i'm currently doing engis.
most ships with the same class seats for cmdr and ltcmdr, with tac seating being a possible exception in some ships (and hybrid seats don't count for this, just pure seats).
Are you kidding? a cmdr and lt cmr sci seating would be awesome for a sci boat. 2 GW, 2 TBR with attractor boff, 2 tractor beams and a hazard. Or replace the TBR with subspace vortex if you don't have the boff. FBP is nice if you draw a lot of aggro as well. But yeah, that would be an awesome seating with sci.
We have that with the Pathfinder. It doesn't seem like a superior combo when you see what people actually choose to fly.
What people are choosing to fly isn't exactly a measure of how good the ship is. Because I've seen far too many "good ships" flown incompetently and I've seen "bad ships" flown by good players and impressing the hell out of me.
Tactical : good with everything
Engineer : good with everything
Science : useless with everything
Wrong on all 3 counts! My Sci is more powerful than my Tac's and Eng's and it's not reliant on Weapons to do damage either.
And on what your sci reliant to do dmg? Photonic fleet? Big laugh. Conservation of Energy? Very hard to play with (to get hit you need to get the aggro but if you don't enought weapon power you can't get aggro and in this case you are using a trait slot for nothing, and still, if you finally get hit you have to check your buffs to be sure you have all the 3 stacks, loosing precious seconds in the process). Sensor Scan? yeah it is a good debuff with ridiculous aoe range and 2m CD that will last 2 sec before the enemy is killed.
A well played science officer or character in general needs none of these things you mentioned. Your arrogance and ignorance truly is astonishing.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Tactical : good with everything
Engineer : good with everything
Science : useless with everything
Wrong on all 3 counts! My Sci is more powerful than my Tac's and Eng's and it's not reliant on Weapons to do damage either.
And on what your sci reliant to do dmg? Photonic fleet? Big laugh. Conservation of Energy? Very hard to play with (to get hit you need to get the aggro but if you don't enought weapon power you can't get aggro and in this case you are using a trait slot for nothing, and still, if you finally get hit you have to check your buffs to be sure you have all the 3 stacks, loosing precious seconds in the process). Sensor Scan? yeah it is a good debuff with ridiculous aoe range and 2m CD that will last 2 sec before the enemy is killed.
A well played science officer or character in general needs none of these things you mentioned. Your arrogance and ignorance truly is astonishing.
Yeah my ignorance... Because everyone know how sci captains are goods, this is the less played class in the game.
I am from Belgium and english isn't my main language, sorry if I make mistakes.
Tactical : good with everything
Engineer : good with everything
Science : useless with everything
Wrong on all 3 counts! My Sci is more powerful than my Tac's and Eng's and it's not reliant on Weapons to do damage either.
And on what your sci reliant to do dmg? Photonic fleet? Big laugh. Conservation of Energy? Very hard to play with (to get hit you need to get the aggro but if you don't enought weapon power you can't get aggro and in this case you are using a trait slot for nothing, and still, if you finally get hit you have to check your buffs to be sure you have all the 3 stacks, loosing precious seconds in the process). Sensor Scan? yeah it is a good debuff with ridiculous aoe range and 2m CD that will last 2 sec before the enemy is killed.
A well played science officer or character in general needs none of these things you mentioned. Your arrogance and ignorance truly is astonishing.
Yeah my ignorance... Because everyone know how sci captains are goods, this is the less played class in the game.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
most ships with the same class seats for cmdr and ltcmdr, with tac seating being a possible exception in some ships (and hybrid seats don't count for this, just pure seats).
Are you kidding? a cmdr and lt cmr sci seating would be awesome for a sci boat. 2 GW, 2 TBR with attractor boff, 2 tractor beams and a hazard. Or replace the TBR with subspace vortex if you don't have the boff. FBP is nice if you draw a lot of aggro as well. But yeah, that would be an awesome seating with sci.
I wouldnt know, there aren't any sci ships that I can use. This would be an important exception though -- since sci ships use these skills instead of guns, they require more of them and yes, I agree, it would be a good setup for sci. Doubled eng/tac ships generally don't suit me, though. A good catch, one I wish I could take advantage of.
Eng - escort is a great combo. Once you have MW and rotate shield frequency, youll see why .. you can go full bore dps without as many healing skills. My engineer flys raiders exclusively and does pretty well with it given that I havent focused on him.
Tac in sci ship does great. Ive got a fed cooking to do just that, but I keep getting distracted so hes going slowly.
Just look ahead a little to see what is in the future for you... leveling to 10 isnt going to unlock all the captain's skills not let you really try out a ship class. At level 10, you barely have an officer seat of each type, a couple of guns .. you sure won't kill anything with sci skills in a sci ship, and you can't hold an escort together with the MW/shieldrot that you don't have yet, .... look ahead before you make your final-final decision. Playing them a little to kick the tires is great but its not really a complete picture.
Tactical : good with everything
Engineer : good with everything
Science : useless with everything
Wrong on all 3 counts! My Sci is more powerful than my Tac's and Eng's and it's not reliant on Weapons to do damage either.
And on what your sci reliant to do dmg? Photonic fleet? Big laugh. Conservation of Energy? Very hard to play with (to get hit you need to get the aggro but if you don't enought weapon power you can't get aggro and in this case you are using a trait slot for nothing, and still, if you finally get hit you have to check your buffs to be sure you have all the 3 stacks, loosing precious seconds in the process). Sensor Scan? yeah it is a good debuff with ridiculous aoe range and 2m CD that will last 2 sec before the enemy is killed.
A well played science officer or character in general needs none of these things you mentioned. Your arrogance and ignorance truly is astonishing.
Yeah my ignorance... Because everyone know how sci captains are goods, this is the less played class in the game.
For those wondering, this is the same guy who thought all 4/4 ships should be made 5/3 because he has no idea how to play.
Captain class does not matter nor determine what kind of ship you are good at flying, gear and BOFF abilties, and DOFFS are FAR more important then the 5 abilties that the captains give.
Tactical : good with everything
Engineer : good with everything
Science : useless with everything
Wrong on all 3 counts! My Sci is more powerful than my Tac's and Eng's and it's not reliant on Weapons to do damage either.
And on what your sci reliant to do dmg? Photonic fleet? Big laugh. Conservation of Energy? Very hard to play with (to get hit you need to get the aggro but if you don't enought weapon power you can't get aggro and in this case you are using a trait slot for nothing, and still, if you finally get hit you have to check your buffs to be sure you have all the 3 stacks, loosing precious seconds in the process). Sensor Scan? yeah it is a good debuff with ridiculous aoe range and 2m CD that will last 2 sec before the enemy is killed.
A well played science officer or character in general needs none of these things you mentioned. Your arrogance and ignorance truly is astonishing.
Yeah my ignorance... Because everyone know how sci captains are goods, this is the less played class in the game.
For those wondering, this is the same guy who thought all 4/4 ships should be made 5/3 because he has no idea how to play.
Captain class does not matter nor determine what kind of ship you are good at flying, gear and BOFF abilties, and DOFFS are FAR more important then the 5 abilties that the captains give.
Yeah or maybe because I have better idea how to play than most of you and you are frustated that I can be right.
I am from Belgium and english isn't my main language, sorry if I make mistakes.
Tactical : good with everything
Engineer : good with everything
Science : useless with everything
Wrong on all 3 counts! My Sci is more powerful than my Tac's and Eng's and it's not reliant on Weapons to do damage either.
And on what your sci reliant to do dmg? Photonic fleet? Big laugh. Conservation of Energy? Very hard to play with (to get hit you need to get the aggro but if you don't enought weapon power you can't get aggro and in this case you are using a trait slot for nothing, and still, if you finally get hit you have to check your buffs to be sure you have all the 3 stacks, loosing precious seconds in the process). Sensor Scan? yeah it is a good debuff with ridiculous aoe range and 2m CD that will last 2 sec before the enemy is killed.
A well played science officer or character in general needs none of these things you mentioned. Your arrogance and ignorance truly is astonishing.
Yeah my ignorance... Because everyone know how sci captains are goods, this is the less played class in the game.
For those wondering, this is the same guy who thought all 4/4 ships should be made 5/3 because he has no idea how to play.
Captain class does not matter nor determine what kind of ship you are good at flying, gear and BOFF abilties, and DOFFS are FAR more important then the 5 abilties that the captains give.
Yeah or maybe because I have better idea how to play than most of you and you are frustated that I can be right.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
From the begining I was tactical, recently I leveled my first Engineer. They both fly now a Mat'Ha raptor. A ship that to me has a tad low turn rate, but it does have other advantages. The result has been lots of damage on both ground and in space. The Mat'Ha is not one of those as what one players said "good ships" that people talk about. It serves my two Klingon mains well.
On the ground, if the Engineer is used in a tacticle way, you can cause anything to explode into a million pieces. Every time I see npcs on the ground fall into my Engineers trap, I get a excited and a smile on my face, as I watch the explosions go off one by one. Tactical however is not the same as it used to be. Its really turned into a buff class, it still can do a insane amount of damage, but it can also be difficult to keep up with on the ground. To be clear thats the best description I can come up with for it.
What ship you use and how you fly it depends on you. Do you like flying ships like a fed with lots of beams? Then go cruiser Do you like to have some speed, but like lots of cannons? Then go escort/warship. The class you choose can determine how you support your ship, whatever ship class you choose.
Torp boats have options... some folks do a long range stealthy torp build. Some do a command ship (and in spite of what I said earlier, torps and command work together somewhat, though the command skills are still weird and lacking IMHO its something to consider). Either way youll want the lobi console for torp damage, 5 tac consoles, and the torp boosting sets (one of the borg sets, I think, but its late and my mind is a little off tonight).
My rom sci nandi driver is currently using a strange torp build with high flow caps to support shield drain torp ... my torp spread easily takes off over 10k shields and is just insane on a gw pile of many enemy all hit by spread aoe shield boom.
The command cruiser, one of them has a torp boosting console but they are down a tac console so its a wash ... unless you want to use the command torp skill seats.
my advice is a 5 forward guns 5 tac console ship for a torp boat if possible.
The Rom set that goes on T'Varos makes for some killer plasma torp builds. It boosts their damage and speed, but also two of the consoles are essentially extra weapons on your ship so that your 4/3 is really more like a 6/3.
Comments
My character Tsin'xing
Sci = fine if you don't mind less DPS. Gain a little tankiness that's useful for tac ships with the defense field and a little DPS from photonic fleet.
Eng = fine if you don't mind less DPS. Gain a lot of tankiness from rotate shield and miracle worker. Nice for escorts, kind of pointless for cruisers that are already tanky in a game that favors DPS.
While Eng captain + cruiser is a little pointless you can make it work by using a Sci or Tac focused cruiser and/or using the excess engineering boff seats for intel powers (Eclipse) or the new holiday manuals for freeze attacks.
On the ground, eng and sci get heals, attacks and constructs that make them live longer. But for missions where you have your boffs you can use just 0-1 tac boffs so the eng and sci boffs can save you.
cmdr seat eng ships + any class
sci chars that are not fed
any class in a command ship
any carrier without frigates
most ships with the same class seats for cmdr and ltcmdr, with tac seating being a possible exception in some ships (and hybrid seats don't count for this, just pure seats).
All the above are playable. They are just rules of thumb that work for ME, a combination of avoiding my dislikes and avoiding what I find to be weak.
Sci can do higher-end DPS, but it can get quite - and I mean quite - expensive and grind-worthy...
You start with that L15 Science crafting trait, particle manipulator. Gives greater crits to exotic damage.
Season with hundreds of points of particle generators. As in like 9 skill points, the sci crafting console with extra part gens, 4x fleet partigen consoles, either embassy plasma or research lab with flowcaps (if you plasmonic leech and energy syphon) or gravigens (to enhance grav wells & tractor skills), nukara console, etc. for as many non-science slot partigens as possible. I'd lean solanae set for even more partigens, but if you mix sets you can get some partigens coming out off full impulse with like the terran impulse engine. Warp Core that overcaps aux, the 130's ok, there's a core that can get you 135 aux. Gold anything that has partigens in it to boost those partigen stats...
Grav well III is critical to this. TBR, doffed to be an attractor, along with tractor beams, FBP if you draw tons of aggro, energy syphon, maybe PSW - basically, stock up on Sci skills that get piles of targets into tight areas and PBAoEs to nail them.
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
We have that with the Pathfinder. It doesn't seem like a superior combo when you see what people actually choose to fly.
1 ) The only differance between captain types in space is which 5 of 15 captain exclusive abilities they have access to.
2 ) Boff abilities, not captain abilities dictate the effectiveness of a starship build. A bad build is bad with any of the three captains, a good build is good with any of them. If you need a captain ability to make a build work, its a bad build and you should feel bad for making it.
Both of these points made, there are three more statements that bear consideration.
A ) Thanks to their abilities Tactical captains do more damage with science then science captains do.
B ) Thanks to Subnuclionic beam science captains have an edge in one v one pvp. (pvp is prity much dead mind you)
C ) Thanks to nadion inversion and EPS power transfer cycling engineers have a dps advantage with budget 8 beam builds. As resources are invested this advantage is lost, as science and tactical captains have a range of options to overcap their power levels with investment.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Engineer : good with everything
Science : useless with everything
Someone apparently doesn't know how to play Science.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Wrong on all 3 counts! My Sci is more powerful than my Tac's and Eng's and it's not reliant on Weapons to do damage either.
I have a tactical, engineering, and science captain in a tactical Vesta, all of which easily produce some excellent DPS. The builds are all quite different and use different weapon types, but I would say they are one of the easiest ships to put any career of captain in and be more than happy with the results at 50+.
My suggestion is to not be too concerned with what career type and ship you should choose for the best result. Pick the career you want, try different types of ships while leveling, and choose the ship you like the best (not based on stats) and have fun with it.
And on what your sci reliant to do dmg? Photonic fleet? Big laugh. Conservation of Energy? Very hard to play with (to get hit you need to get the aggro but if you don't enought weapon power you can't get aggro and in this case you are using a trait slot for nothing, and still, if you finally get hit you have to check your buffs to be sure you have all the 3 stacks, loosing precious seconds in the process). Sensor Scan? yeah it is a good debuff with ridiculous aoe range and 2m CD that will last 2 sec before the enemy is killed.
What people are choosing to fly isn't exactly a measure of how good the ship is. Because I've seen far too many "good ships" flown incompetently and I've seen "bad ships" flown by good players and impressing the hell out of me.
A well played science officer or character in general needs none of these things you mentioned. Your arrogance and ignorance truly is astonishing.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Yeah my ignorance... Because everyone know how sci captains are goods, this is the less played class in the game.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
I wouldnt know, there aren't any sci ships that I can use. This would be an important exception though -- since sci ships use these skills instead of guns, they require more of them and yes, I agree, it would be a good setup for sci. Doubled eng/tac ships generally don't suit me, though. A good catch, one I wish I could take advantage of.
Eng - escort is a great combo. Once you have MW and rotate shield frequency, youll see why .. you can go full bore dps without as many healing skills. My engineer flys raiders exclusively and does pretty well with it given that I havent focused on him.
Tac in sci ship does great. Ive got a fed cooking to do just that, but I keep getting distracted so hes going slowly.
Just look ahead a little to see what is in the future for you... leveling to 10 isnt going to unlock all the captain's skills not let you really try out a ship class. At level 10, you barely have an officer seat of each type, a couple of guns .. you sure won't kill anything with sci skills in a sci ship, and you can't hold an escort together with the MW/shieldrot that you don't have yet, .... look ahead before you make your final-final decision. Playing them a little to kick the tires is great but its not really a complete picture.
For those wondering, this is the same guy who thought all 4/4 ships should be made 5/3 because he has no idea how to play.
Captain class does not matter nor determine what kind of ship you are good at flying, gear and BOFF abilties, and DOFFS are FAR more important then the 5 abilties that the captains give.
Yeah or maybe because I have better idea how to play than most of you and you are frustated that I can be right.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
On the ground, if the Engineer is used in a tacticle way, you can cause anything to explode into a million pieces. Every time I see npcs on the ground fall into my Engineers trap, I get a excited and a smile on my face, as I watch the explosions go off one by one. Tactical however is not the same as it used to be. Its really turned into a buff class, it still can do a insane amount of damage, but it can also be difficult to keep up with on the ground. To be clear thats the best description I can come up with for it.
What ship you use and how you fly it depends on you. Do you like flying ships like a fed with lots of beams? Then go cruiser Do you like to have some speed, but like lots of cannons? Then go escort/warship. The class you choose can determine how you support your ship, whatever ship class you choose.
My character Tsin'xing
My rom sci nandi driver is currently using a strange torp build with high flow caps to support shield drain torp ... my torp spread easily takes off over 10k shields and is just insane on a gw pile of many enemy all hit by spread aoe shield boom.
The command cruiser, one of them has a torp boosting console but they are down a tac console so its a wash ... unless you want to use the command torp skill seats.
my advice is a 5 forward guns 5 tac console ship for a torp boat if possible.
My character Tsin'xing