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A tac captain dabbling in science ships

I expect the Paradox to be so much more expensive but I was surprised it was only around 250mil EC. So I pooled all my resources and bought one. I just cannot get over how pretty this ship is and it has pretty good BO seating. I would've liked to have lt cmd tac as well as the universal one, but I won't complain too much and it's just my tac mindset talking.

So I'm learning to build a science ship and not having to rely too much on BFAW, any advice on what I need to focus on?

So far, I got

1. Need many points in Part gen skill - which unforntaitely I have ZERO.....so I'll have to pay another 500Zen to respect again.
2. skills are dependent on Aux power, which I already have plenty, so I'm not short.

I don't know which secondary deflector to use, I have both tyken rift and gravity well skills, which one should I be focusing on?

Should I sacrifice one of my beams for any torpedo or should I stick to all beams at this stage?

So many things, I don't know and so many things I don't know that I don't know.

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    davefenestratordavefenestrator Member Posts: 10,513 Arc User
    > 1. Need many points in Part gen skill - which unforntaitely I have ZERO.....so I'll have to pay another 500Zen to respect again.

    You could start off without the respec by using partigen consoles and the exotic particle console that also gives you shield hit points. The exotic was under 1 million EC last time I bought one or you can craft one if you already have the mats and RD Science is 20. You can craft VR mark II partigen consoles with much lower R&D science or buy them. Or use Fleet Embassy partigen consoles that also give you -Threat and +plasma explosion

    > I don't know which secondary deflector to use,

    I prefer the radiation damage one tied to grav well, scramble sensors, tachyon, etc.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    edited February 2016
    Well your in the right place! Lol

    I like to use all torpedoes on my science ships because many have secondary effects that are boosted by particle generators and it let's you ignore weapon power and such which can trip you up dividing resources.

    The best are:

    Neutronic torpedo
    Particle Emission plasma Torpedo from crafting
    Pretty much any reputation torpedo, Dyson, counter command, Terran and even Iconian has nice radiation damage.

    Get three purple torpedo duty officers this will rapidly drop them to global making it easier to rapidly fire them off like a chain gun. You may already have some of these duty officers like "Law" from the Nimbus episodes. Three torpedoes is really all you need, more than that may trip you up unless one has a really long cooldown like a tricobalt or cluster torpedo. All other slots use weapons for set bonus... delta thornon beam because the 3-piece Isokinetic cannon is devastating and Dyson 2-piece is a nice boost to photon torpedoes and terran 2-piece for more torpedo damage.

    As for the science part use gravity well with a purple gravimetric scientist which has a chance to drop bonus gravity wells... also get Destabilized Resonance beam which is awesome but has a pretty long cooldown and lasts for ten seconds so keep yourself pointed at the target while it's on. Other abilities like charged particle burst is decent but the best are really subspace vortex although it is a little expensive on the exchange... pair it with gravity well and it does massive AOE damage for 20 seconds for anything near it. Be careful not to double click the power or it'll transport you to the vortex location and collapse it. Kind of a stupid design I think.

    The absolute monster power is Tractor Beam Repulsors but you need a duty officer named Graga Mal which reverses it and pulls ships to you, otherwise they just get knocked away and you won't do much damage to them. She is also a bit pricey but oh so worth it!

    For consoles grab 5 research lab consoles with PRTG and GRAVGEN as the secondary mod for extra pulling and holding power. Spec into both ASAP in you captain skill tree as well. You'll also want to level science R@D school to level 15 because you get a wonderful trait called Particle Manipulator which gives your exotic damage powers a massive boost to crit rate.

    Eventually look into getting an Exotic Particle Field Exciter and Enhanced RCS which are available on the exchange or craftable. They come with many different mods Including PRTG which is what you want most.

    Anyways just add anything else that will boost PRTG like the Solanae deflector which gets +50 when upgraded to ultra rare. Also you can use inhibiting or deteriorating secondary deflectors just check the list of powers which proc the bonus radiation damage and see which you use more of and pick that type. You'll see what I mean.

    If you can afford only Subspace vortex or Graga Mal that's fine having both is overkill in normal content but I enjoy it! My usual strategy is go In and drop a Grav well and vortex along with some nice torpedo spreads... anything that survives I drag around with tractor repulsors until it dies.

    The full delta weapon set has Isokinetic cannon which does insane damage when buffed properly and the Terran full set ain't bad either... i like to use +torp consoles from the fleet spire if I have extra slots but they aren't necessary.

    I'll post a more extensive guide soon but hopefully this gets you started!

    Just remember science consoles = tactical consoles for these builds so it's really not as different as you might think! Don't waste build space on buffing energy weapons, least of all your power levels... they are unnecessary to you.

    Pardon the grammar I wrote this very quickly because I'm insanely busy.
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    lingeringsoul888lingeringsoul888 Member Posts: 509 Arc User
    edited February 2016
    Ah...this is GOOD stuff, thanks

    I think I will take on the torpedo boat build. I've got most of the rep gears already so that'll make things a bit easier.

    Subspace vortex and Graga Mal will probably have to wait as I've spent all my EC, I'll get the basics down before going overkill.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    You won't be disappointed with those two powers though I promise, they're really the holy grail of science DPS.

    Engineering even has some useful powers, Structural integrity collapse from the exchange and also the cryo inhibiting whatchamacallit from the winter event store.

    Did I mention the Terran T4 passives synergize torpedoes and science powers to give each other nice cooldown reductions? Toss in AHOD, Krenim science bridge officers and the new Krenim science vessels console to drop everything to global with ease. The BOFF's aren't really necessary to achieve this but if you have the resources they're nice to have... ;)

    Your Paradox trait will rock with gravity well and lots of PRTG!
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    Personally I favour a hybrid beam and sci build, my Nova combines Grav well for example with FAW and APB, or Tykens rift with tractor beam, APB and target subsystem, although with only a LT tac, I'd go with TT1 and FAW given you said you don't want to be too reliant on FAW as that leaves the LTC uni open for other uses.

    On the subject of PrtG and aux power, I'd experiment with these two numbers and see where the damage gain starts to slow down, for example, I have aux power in the 70s on my sci because if I go any higher the damage I gain on my grav well is lower than what I lose on my beams.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    That's why mixing energy weapons and science is impure... ;)

    Seriously though your life will be much easier if you dump energy weapons and focus on science.
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    maerikcharonmaerikcharon Member Posts: 108 Arc User
    Congratulations, virtually all of your captain abilities will buff your science damage. You are a better science pilot than a science captain. Yay.

    Pretty much the only things science has that tac doesn't is "Conservation of Energy" Trait and "Sensor Scan" but those together don't add up to tactical's damage buffs. Photonic fleet is 'meh'. Subnucleonic Beam is mostly pvp.

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    twg042370twg042370 Member Posts: 2,312 Arc User
    All turrets of whatever type you think will give you the most useful proc. Spin in circles to keep a fresh shield facing the mobs. Fire off shield/ energy stripping powers as need be. With your Tactical damage boosts and science ship debuffs you will be a PvE monster.
    <3
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    samt1996samt1996 Member Posts: 2,856 Arc User
    Tactical captains are designed to boost any type of damage, this was intentional since launch.

    It's far from the only type of effective science build.
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    lordofhatslordofhats Member Posts: 38 Arc User
    As additional info, Graga Mal is a Federation only DOFF from the Voth Lockbox. The Klingon version is named Falla Okev and has the exact same effect (but is even more expensive on the exchange).
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    If you're going the torp/science boat route then go here for some excellent science based discussion and lots of good ideas:
    arcgames.com/en/forums/startrekonline/#/discussion/1204182/the-science-ship-build-thread/p1

    Once you've got the Particle Manipulator trait from Science R&D school you'll be having so much fun.

    So far as boosting partgens goes:
    • Solanae Deflector - upgraded to UR gives +50 prtg, that's 2nd the highest boost from a single item (see below).
    • Exotic Field Exciter sci console - can only equip one so get one with prtg as the mod at UR or Epic and that gives +75 prgt.
    • Embassy science consoles - with the prtg mod. You can get the ones with plasma explosions but with few energy weapons you'll maybe gain more from the hull or shield heal ones. (they do boost plasma damage though, so would be useful for at least one torp recommended below)
    • R&D Lab science consoles - Get ones with prtg as a primary mod to boost that skill the most, or get any of a number of different mod combinations depending on your final build.
    • Conductive RCS console - can only have one of these but get one with prtg for a mod (+35 prtg).
    • Nukara rep console - give +19 prtg so is a boost for that skill but also doesn't really do much else with your lack of energy weapons, so I would only take it if you're got spare slots.
    • Secondary deflector - get one with prtg and upgrade it to UR or Epic for around +25 prtg.

    So far as torps go:
    • AMACO shield and engine combo - gives a good boost to torp damage.
    • Terran Task Force Munitions - 2pc set gives a bonus to torp damage.
    • Terran rep passive traits at T2 & T4 - these boost damage and help with cooldowns of torp and science (healing) abilities.
    • Neutronic Torp - highest damage torp you can get without HY slow moving projectiles. Part of the 3pc set that gives you Isokinetic Cannon (Delta Operations).
    • Gravimetric Torp - nice for throwing into grav wells to add to create a swirling vortex of doom.
    • Particle Emission Plasma Torp - 100% chance to create a plasma cloud on impact, slows the target, sets it on fire, boosted by prtg skill...probably the best torp for a science build these days! Fling a spread of these into a grav well for instant fun.
    • Terran Rep Photon Torp - part of the set for the Terran rep to boost torp damage and a pretty good torp when used in HY mode. It can literally do damage well into the 100's with a single shot as the less hull a target has the more it's damage is boosted.
    • Quantum Phase Torp - good on ships with high flow caps to strip off shields but got a nerf recently so not as good as it used to be. Part of a 3pc set that gives the Quantum Destabilizing Beam which can do massive damage with high prtg skill.
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    lordofhatslordofhats Member Posts: 38 Arc User
    Additionally for Torp damage, the Honor Guard set for Klingons has 25% Torp damage as the 2 piece set bonus :D
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    lordofhats wrote: »
    Additionally for Torp damage, the Honor Guard set for Klingons has 25% Torp damage as the 2 piece set bonus :D

    This is the same as the AMACO set, just the KDF version.
    SulMatuul.png
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    lordofhatslordofhats Member Posts: 38 Arc User
    edited February 2016
    I know. I just dabble in torp/sci on my KDF characters and figured I'd throw in where the stuff is on the side when it comes up :D Some developers had to make it a bit confusing by changing the names of a bunch of things :P
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    zarato4218zarato4218 Member Posts: 403 Arc User
    edited February 2016
    Hello OP, I was in a similar boat as you as my "Temporal" themed character (Who had a Mobius, the Wells uniform, Temporal Warfare set, etc.) was a tac. Though in my case as I just don't like Torp only builds (And of course I also "needed" to use the Chroniton DBB for the TW set anyway) I had to give over a console slot to a leech (Which mitigated my power needs for all systems, but was painfully expensive and reduced my PartGen potential so one way or the other was a trade off) I know its not as efficient as a Torp build, but all the timey-wimey stuff was too fun to pass up. :)

    Anway, as to actual advice, I agree with the others about Subspace Vortex. Combined with even an average Grav Well 3 it is deadly. I was lucky enough to pick up a couple when they were a bit cheaper, but the prices have since inched up. If you can wait for the next "All lockbox" event though (Which, I know will unfortunately be a bit of a wait) the prices will probably go down a bit again. And second, I don't think anyone has mentioned this yet, but the Iconian Rep has a Tier 2 trait that boosts exotic damage. If you have a slot open, it might also be of use. Either way good luck and have fun. o:)
    As Zephram Cochrane once said, "That'll do, pig. That'll do." - April 1st 2015. o:)
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    lordofhatslordofhats Member Posts: 38 Arc User
    edited February 2016
    The Temporal ships were pretty strong before, but the new 3 piece console set seems ludicrous to me. The massive reduction to Temporal Backstep and Manheim effect is amazing, and the 10% Sci cool down is the kicker. Add in another 10% from a deflector dish, and the 10% from the All Hands on Deck trait and you've got a permanent 20% cdr for Sci abilities with a bonus 10% whenever you use a tac ability.

    I'm experimenting with a Temp Dread build right now that use energy weapon with leech to maintain high weapon and aux power levels while spamming science abilities.

    EDIT: There's also the new Tholian ship trait, Energy Web, which enhances your Beam Overload/Surgical Strikes/Cannon Rapid Fire with a damage effect that scales with part gen. Some of the stuff thats been coming out of late has made science beam boats more interesting imo.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    Don't forget the Terran rep Tier 4 passives, Torpedo tactical powers give a 15% cooldown reduction to ALL science every time you activate one which could be every 15 seconds... totally worth having!

    Even building torpedo boats may require you to drop some science in favor of stronger torpedoes, but while you may loose a little bit of science the boosts to your torps more than close the gap! Something similar can be said of energy weapons, the trick is both science and energy weapon builds need a lot of dedication to make super effective so trying to balance between them is hellish. Possible, but not ideal for most ships save the Annorax and maybe Paradox.

    I recommend going all in on science at first so you can really learn it and then going back and trying hybrid builds if you like. The reason most people use torpedoes is just so they can ignore weapon power and such. You needn't focus on boosting your torps for them to still be relatively effective so worry about them later.
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    countvampulacountvampula Member Posts: 56 Arc User
    edited February 2016
    I would probably just focus on no more than 3 sci career paths. like partgens, flowcaps and maybe toss in some healing. hazards 2 is a science best friend and you can heal others with it too. Healing is a good trait for pve, however I don't normally play with pvp unless it's with fleetmates.
    You should really be a sci captain to take full advantage of all the other things science has to offer. That being said, i'm no pro. I learn new things everyday. the plasma inducing embassy science consoles are nice.
    1. I would use a fleet 2nd deflector array. I you won't be able to use the sensor targeting ability dmg/heal trait they come with, but the other features of all around good.
    2. I use 1 forward torpedo, 1 fwd dual BB, and 1 BeamArray. Aft I use 2 BA's and the kinetic cutting beam, I forgot which consoles it gets bonus from, Borg I think.
    3. Stay with no more than 3 science career paths, don't extend yourself. there are so many science attributes, you could find yourself spread too thin.

    edit* I agree with everyone else with torpedoes. torpedoes do their best damage when fired against an enemy when shields are down, use them wisely.
    my science ship is not really built for DPS too. More for crowd control.
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edit* I agree with everyone else with torpedoes. torpedoes do their best damage when fired against an enemy when shields are down, use them wisely.

    You can actually get away with ignoring shields with quite a few torp types now though. PEP torp has plasma fire that bypasses the shields on an enemy, grav torp is the same with kinetic damage, Neutronic & Bio-molecular do radiation damage through shields, Quantum phase torp actually strips shields.
    So don't feel that shields have to be down fully to be effective as a torp boat.

    Sure shields do cause some upsets when a tiny 1% sliver stops a massive HY blast but there is ample bypassing damage available to use nowadays. And don't forget most of your science magic (e.g. Isokinetic Cannon) ignores shields anyway so you have a huge advantage over some more tac focused ships.
    SulMatuul.png
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited February 2016
    A TAC Captain is just as much at home in even the most hardcore Science Vessel (very heavy SCI, very minimal TAC for instance). In some ways, he's BETTER than a Science Captain.
    Between TAC & SCI Captains for Science Vessels, there are some key Pro's & Con's:

    SCI Captain
    PRO'S

    + Conservation of Energy (COE) Trait: If you're getting shot at by energy weapons, COE with max stacks (3) gives a nice total of +30% Exotic damage. As long as you are getting hit by energy weapons this buff is on you..

    + Sensor Scan: Heavy AOE debuff. Works great when you have clumped up targets.

    + Subnucleonic Beam: Strip buffs; Puts ability tray of the enemy on a dangerous, long cooldown.
    CON'S
    - And that is it! No other buffs by a SCI Captain for the typical Science Vessel builds!

    - Conservation of Energy requires you to get constantly hit. This can be problematic for some with higher performing DPSers in the instance with you, whether they're flying something like an Escort, TAC Cruiser, or even another Science Vessel. If they're outdamaging you and getting the aggro, your SCI Captain is not getting the benefit of COE. That is +30% Exotic Damage bonus you are not getting.

    - The nature of COE trait is reactionary. You're holding back your best until you're getting hit so you can get the +30% Exotic Dmg bonus. Unless you got the team purposely holding back to let you draw fire first so you get the full COE stack, you will have a tough time leading into fight blazing with your best stuff.

    - SNB is mostly a PVP application, very little use in PVE since most NPCs have little to no buffs anyways. It;s like as how @ruinthefun said in chat yesterday: "Why Tractor Beam an NPC to hold them? They weren't going anywhere to begin with." Same thing with SNB'ing NPCs in PVE. Why strip buffs when 99% of them run maybe 1 buff at most or none as is typical. In PVP, SNB is dangerous. In PVE, it's very limited in a prime opportunity to use. There's nothing in PVE that makes me say, "Man, I'm glad we had that guy with SNB that instance. We were toast if he wasn't there."

    TAC Captain
    PRO'S

    + Possesses a tremendous amount of Damage buffing Captain abilities: APA, Tactical Fleet, GDF.

    + I repeat again, the damage buffing a SCI Captain does is ALL DAMAGE, which includes Exotic! And don't forget, that ALL DAMAGE buff applies to shipboard weapons, i.e. the Torpedoes that Science Vessels are very fond of. COE doesn't buff them, only Exotic damage.

    + To top it off, the sheer scale of damage buffing by a TAC Captain for Exotic Damage builds leaves a SCI Captain very much wanting.
    + The best a SCI Captain can offer is a full stack of COE buffs with +30% Exotic Damage, and ONLY Exotic Damage.
    + In contrast, a TAC Captain offers these Damage Buffs: Attack Pattern Alpha, Tactical Fleet, Go Down Fighting, with Fire On My Mark as a single target debuffer.
    + When a TAC Captain intends to spike his Exotic Attacks, he can have from his own abilities a total of +70.6% All Damage Bonus from APA and Tactical Fleet alone for 30 seconds. That is more twice than what Conservation of Energy offers. In addition, APA adds Crit Hit & Crit Severity. Toss in FOMM for single target debuff. If the TAC Captain knows how to play the Go Down Fighting Game, he can tack onto that even MOAR damage.

    + A TAC Captain can initiate his best series of attacks when HE is ready and is not at the mercy of "I need aggro first to get my full stack of a paltry +30% Exotic Only damage buff." When a TAC Captain is ready and the abilities are lined up: BAM! APA+TF+GDF if applicable+FOMM, then cut loose.

    + Tactical Initiative can be very useful on a Science Vessel also. When run with All Hands on Deck, using TAC abilities shortens the CD of Science abilities. Not to mention this shortens the CD of Captain abilities. So APA, Tactical Fleet, FOMM, GDF, etc. come back into play sooner. This TI + AHOD synergy becomes more pronounced on Science Vessels with a good amount of TAC BOFF slots like the Nova, DSD, Dauntless, etc.
    CON'S
    - All these damage buffs are done in cycles. The TAC Captain can attain far higher damage potential but it's done in cycles while a SCI Captain can, if played right, have COE running most of the time.

    - SCI Captain Sensor Scan is an AOE resist debuff while TAC Captain Fire On My Mark is a single target resist debuff.
    ================

    The last shameful thing I want to leave is this simple fact. Outside of Exotic Damage, no Captain type, TAC, ENG, and even SCI, buffs any other aspect of Science play. There is nothing inherent in either of the Captain types to improve a Drain, Disable build, for instance. In Exotic damage, ENG Captain offers nothing but TAC & SCI Captains do. So all we can talk about with Captain types on Science builds is damage. And in that department, a TAC Captain wins even against a SCI Captain in performance with Exotic DAMAGE builds.

    OP, you trying out a TAC Captain on a Science Vessel is a wonderful gateway to a different part of the game.
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    whistlerdavidwhistlerdavid Member Posts: 416 Arc User
    edited February 2016
    I expect the Paradox to be so much more expensive but I was surprised it was only around 250mil EC. So I pooled all my resources and bought one. I just cannot get over how pretty this ship is and it has pretty good BO seating. I would've liked to have lt cmd tac as well as the universal one, but I won't complain too much and it's just my tac mindset talking.

    So I'm learning to build a science ship and not having to rely too much on BFAW, any advice on what I need to focus on?

    So far, I got

    1. Need many points in Part gen skill - which unforntaitely I have ZERO.....so I'll have to pay another 500Zen to respect again.
    2. skills are dependent on Aux power, which I already have plenty, so I'm not short.

    I don't know which secondary deflector to use, I have both tyken rift and gravity well skills, which one should I be focusing on?

    Should I sacrifice one of my beams for any torpedo or should I stick to all beams at this stage?

    So many things, I don't know and so many things I don't know that I don't know.

    i am a tac officer myself and i love sci ship all of these things are a must at lest for me my set up on my paradox is the dyson set and the dyson gravimitric torp with the fleet science consoles from the research lab the good thing about them is they are Particle /Graviton on one console . i use every trait that boost exotic damage and aux and cant forget about at lest one 100% transfer rate console.everything else is just experiment and see what you like. before i forget make sure to grab the space gravimitrics duty officer that makes it so you can have 3 more GW. i love the console that comes with the ship i popped are alpha tac skill then gw 3 then the console skill and my gravimitric torp and all hell broke loose.the carnage was wonderfull
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    lordsteve1 wrote: »
    edit* I agree with everyone else with torpedoes. torpedoes do their best damage when fired against an enemy when shields are down, use them wisely.

    You can actually get away with ignoring shields with quite a few torp types now though. PEP torp has plasma fire that bypasses the shields on an enemy, grav torp is the same with kinetic damage, Neutronic & Bio-molecular do radiation damage through shields, Quantum phase torp actually strips shields.
    So don't feel that shields have to be down fully to be effective as a torp boat.

    Until I started using the Quantum Phase Torpedo, most enemies seemed to die with their shields on. I think it becomes more useful the more enemies you hit with it - I suppose that's true for all AoEs, but for the QPT specifically is that while your primary target might already be dead, with or without shields, the secondary targets around probably will have takena bit less damage and survive longer - but will be done quickly with if you also have the QPT working for you.
    Sure shields do cause some upsets when a tiny 1% sliver stops a massive HY blast but there is ample bypassing damage available to use nowadays.
    That is a bit of a myth. The 1 % does not reduce the entire damage of the blast. The math is complicated.
    Basically, first it is calculated how much of the damage goes into the shield. For that purpose, the 75 % kinetic resist is applied. if the shields have enough points to now absorb everything, only the bleedthrough remains. But realistically at that hyptothetical 1 % sliver, the shield points are not enough to absorb everything. The remainder damage is then applied to hull - but without the 75 % kinetic resist.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    semalda226semalda226 Member Posts: 1,994 Arc User
    edited February 2016
    One of the things you will also have to consider is how offensive you want to be and get traits accordingly. I currently use The Annorax using this setup for PVE

    Annorax

    FORE WEAPONS
    Chroniton DBB
    Gravimetric Photon Torpedo
    Particle Emission Torpedo
    Neutronic Torpedo

    AFT WEAPONS (Both beams can be traded for other items such as the Iso Kinetic Cannon Set or Destabilizing Quantum Set weapons)

    Kinetic Cutting Beam
    Temporal Disruption Device
    Agony Omni Phaser Array (completely optional I use it for 360° subtarget)

    Deflector
    Solonae Deflector (UR)

    Secondary Deflector
    Inhibiting Secondary Deflector (+chance) (EM) (PrtG/Se) (PrtG) (Sen) Epic

    Engines
    Borg assimilated (2-piece passive healing)

    Warp Core
    Temporal Phase Overcharged Warp Core (the capacitor reduces cooldowns allowing for more skill use occasionally)

    Shields
    Borg Assimilated (see above)

    Engineering Consoles:2
    Nukara rep console
    Conductive RCS Accelerator (PrtG)

    Science Consoles:5
    Exotic Particle Field Exciter (PrtG)
    Fleet: Exotic Particle Focuser (Grav Gen) (PrtG) X4

    Tactical Consoles: 4
    Bioneural Infusion Circuits
    Tachyokinetic Converter
    Assimilated Console (will be swapped for the new Console Feb 4th)
    Universal: Temporal Rift Stabilizer (exotic dmg boost + turn rate and a good skill to boot

    [The last 2 consoles are easily replaced by the consoles used to get Isokinetic Cannon or Destabilizing Quantum Beam]

    BOFF LAYOUT
    LC: Uni (Krenim Science Boff)
    Subspace Vortex I
    Destabilizing Resonance Beam I
    Gravity Well I

    LC: Tac/Intel (Reman DR Tactical/Intel BOFF)
    Torpedo Spread I
    Torpedo Spread II
    Overload Subsystem Safeties III

    C: Sci (Krenim Science Boff)
    Transfer Shield Strength I
    Tractor Beam Repulsors I
    Gravity Well I
    Destabilizing Resonance Beam III

    L: Uni (Krenim Science Boff)
    Science Team I
    Tractor Beam Repulsors I

    E: Eng (Romulan DR Engineering/Intel Boff)
    Emergency Power to Auxiliary I

    This build works really well in PVE and all hull healing can be done passively if you use the Ablative Shell Trait and the Hull Nanites Borg Rep Trait. Just keep your shields up and your hull repairs itself!
    tumblr_mxl2nyOKII1rizambo1_500.png

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    samt1996samt1996 Member Posts: 2,856 Arc User
    edited February 2016
    That's cool but doubling up on powers is unnecessary these days...

    AHOD from tactical command cruisers + Terran tier 4 passives will take care of most everything. Krenim science boffs don't hurt either.

    ;)
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    semalda226semalda226 Member Posts: 1,994 Arc User
    Don't have AHOD since my ship literally has 2 tac skills and I do use the Terran reps which basically gives me my skills at all times
    tumblr_mxl2nyOKII1rizambo1_500.png

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    samt1996samt1996 Member Posts: 2,856 Arc User
    Don't forget AHOD also reduces cooldown on captain abilities... the Scryer is limited, I use the universal ENS as a tac so I can have tac team, torp spread and an attack pattern (which also boosts science damage) but that would be enough to get the benefits.

    All else fails and that new Krenim ship console gives a nice 15% cooldown.
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    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    lordofhats wrote: »
    The Temporal ships were pretty strong before, but the new 3 piece console set seems ludicrous to me. The massive reduction to Temporal Backstep and Manheim effect is amazing, and the 10% Sci cool down is the kicker. Add in another 10% from a deflector dish, and the 10% from the All Hands on Deck trait and you've got a permanent 20% cdr for Sci abilities with a bonus 10% whenever you use a tac ability.

    I'm experimenting with a Temp Dread build right now that use energy weapon with leech to maintain high weapon and aux power levels while spamming science abilities.

    EDIT: There's also the new Tholian ship trait, Energy Web, which enhances your Beam Overload/Surgical Strikes/Cannon Rapid Fire with a damage effect that scales with part gen. Some of the stuff thats been coming out of late has made science beam boats more interesting imo.

    All Hands on Deck is a great combo with these as well. You use Sci powers to speed up Tactical Initiative which speeds up everything else.

    Use a Krenim energy damage boosting secondary deflector and you can apply most cruiser or escort builds. A Tac in a Sci ship is not only arguably better than a Sci captain in a Sci ship but is more fun than a Tac in a Cruiser or Escort and more damage and flexibility in most of my builds.
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    lingeringsoul888lingeringsoul888 Member Posts: 509 Arc User
    edited February 2016
    I picked myself up a respec point since there was a service sale so I'll be redoing the skill points. Does anyone have any recommendations for proper/optimised skill allocation ?
    Post edited by lingeringsoul888 on
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    samt1996samt1996 Member Posts: 2,856 Arc User
    edited February 2016
    Flowcaps, gravgens and particle Gens are all must haves.
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    lingeringsoul888lingeringsoul888 Member Posts: 509 Arc User
    How many point do you allocate for each one? equally? or more for particle gen and less of others?
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