After re-activating my account, I have found this amazing looking ship in my Sci characters ship roster and was wondering what sci-heavy build would be fun to use and also devastating in combat?
I am thinking using either torps or beams and sci abilities such as Grav Well, Tykens rift and Subspace vortex but not sure about the console layout, which is why I am asking for some advice...
Maybe fill the Sci consoles with Grav generators? What about the Eng console slots? And I am not sure I need to fill the full Tac console slots with vulnerability consoles - maybe a few special consoles for torps?
I realise if I use torps I can put all power into Aux, which will help my sci abilities but not sure of the viability of torps (they were terrible when I last played)
Ps, I do not have the Leech console, or the 400M to buy one, so please no build advice asking for one.... I am poor :-P
0
Comments
if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
Torps can be good but you really need to put everything focused on them alone outside of exotic.
Rep torps are good as are the corresponding rep traits and consoles for some decent set bonuses but something with good turn is best to allow for torp firing arc and also you need your deflector dish to be pointing in the right direction too.
http://sto.gamepedia.com/Console_-_Science_-_Exotic_Particle_Field_Exciter
The Mk XII [CtrlX] should probably be 1.5 million EC or less while the Mk XIV [CtrlX] will probably be selling for less than 4 million EC. It's been a while since I checked the prices since I do not need them.
I recommend you purchase a Conductive RSC console with the [CtrlX] mod as well which will improve your turn rate and also improve GW's pull too. The Mk XII version should sell for around 1 million EC or less.
http://sto.gamepedia.com/Console_-_Engineering_-_Conductive_RCS_Accelerator
If you use Antiproton or Polaron beam weapons, then you can actually install two omni-directional beam arrays for those energy types. You can install the crafted omni-directional beam array from the Exchange. The Spheres of Influence mission will allow you to select the Ancient Omni-Directional Antiproton beam array as a reward. The Time and Tide mission will let you select the Chronometric Omni-Directional Polaron beam array.
Time and Tide also offers the Chronometric Capacitor tactical console which gives bonuses to Polaron weapons, weapon power, exotic damage and torpedo damage.
http://sto.gamepedia.com/Chronometric_Calculations_Set#Chronometric_Polaron_Beam_Array
My character Tsin'xing
Don't worry about turn rate too much as you can slot a conductive RCS console to help and with liberal use of grav well the enemy are going to be sitting ducks anyway.
Fill your sci console slots with fleet R&D lab consoles (you can double up on EPG boosts. Then fill your tac console slots with uni consoles that boost EPG as well. you can boost your EPG skill up to well over 500 this way and it'll make any abilities or weaponry utilizing this skill hit like a nuclear bomb.
You won't need to worry about energy weapons, you'll be able to do direct to hull damage with science magic. Plus you've got 2 full hangers of fighters etc that will be assisting you and there's a good selection of fighter/shuttle craft available for these.
For specific items you may want:
Gravimetric torp (dyson rep) - creates mini grav wells on impact and can be hilarious fun shooting a spread into a grav well.
Neutronic torp (delta rep) - massive splash damage even on single shot plus radiation plus power drain. Also part of set for the EPIC Isokinetic Cannon.
Particle Emission Plasma Torp - crafted or bought for around 2mil EC of the exchange. creates a plasma could on impact and will slow down any ship caught in it. Boosted be your EPG skill so can literally cook a target with his shields still full. Spread of these into a grav well = raging plasma inferno.
Advanced thoron infused polaron weapon + Bio-neural gel pack (delta rep) parts of set for Isokinetic cannon.
Quantum Phase torp (mission reward) - strips shields within a blast area. Also part of set for the Quantum Destabilizing Beam which is very cool and boostsed by EPG skill. (also you'll want the corresponding weapon and console for this set)
Terran Rep weapons set (3pc's) - boosts torp damage and the torp itself scales up it's damage as the enemy get damaged.
For cores it's a bit more tricky. I currently use the Obelisk Subspace Rift Core, because it allows aux power to max out at 135 making all your science powers that much more powerful.
My character Tsin'xing
If you've played Blood of Ancients, you should have access to Destabilizing Resonance Beam. I like throwing that at enemies trapped in a gravity well, then sending in the torpedoes. It does ok exotic damage and reduces damage resistance for when the torpedoes get there. I think it cuts off if the target moves outside the targeting arc, though.
If you go with torpedoes on a science-y ship, I'd recommend slotting Torpedo Astrometric Synergy, a tier 4 Terran Rep trait that reduces science boff power cooldown when you activate torpedo boff powers.
I have to ask. When you say you re-activated your acct and found a ship.....that makes it sound you didnt know you had it or were suprised you own it, an event ship you would have had to work to get. Did you forgot you grinded (ground?) for it? Or what?
I did the event on my Tac captain, but never on my Sci... And as I stated, I re-entered the game and found I could claim the ship on my Sci character through the Events store ... which was nice
Member Access Denied Armada!
My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
It'll cost you in skill points to get there tough so choose wisely.