I have a Sci Exotic /Torp character in my Breen carrier and totally lost as to where to stick the skill points?
I also have a Tac captain, and followed a great guide I found for dealing damage and where to place points but found nothing for my Sci character :-(
Would I need to invest heavily in Tac skill tree even though I use torps and Exotic damage? All advice appreciated..
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You could re-check what your current build is giving you, and saying "well, I don't need to put points into energy weapon unlocks since I'm a torp boater, so that frees up X points to over-enhance torps with or go somewhere else" and "boy, exotic damage really benefits from these 3 boxes of Exotic Particle Generators, so what can I do without to make sure they're all nice and full" - come up with your "new" build.
Or, you could see what you like on the board otherwise and shoot for the Science Ultimate - having a clickie that sets all your exotic (if not all-all) damage sources to a 50% crit hit rate is quite... intriguing... This also benefits the average "science" user as you'll most likely fill up on control and drain as well as your exotics, so all science trickery's firing off at close to maximum effect. (big polaron drains if you're running them, gravimetric torps etc. with stronger "holds", etc. etc.)
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]
Minor correction..The Science Ultimate sets your conventional weapons to 50%. The Particle manipulator trait (LVL 15 Science RND) sets your exotics @ 50% with 250 EPG and the rest becomes crit severity per point.
Rouge Sto Wiki Editor.
I'd say fill the sci tree. Science characters doing exotic damage are generally better off just focusing on exotic damage and boosting science effects rather than splitting their damage efforts. As you do exotic damage I'm sure there are other complimenting affects on your gear and skills such as Gravity well does better with high Part Gens and Control, the Quantum Phase Catalyst set ability, Quantum Destabilization beam does well with Drain and Particle gens. Sci based torpedos like Neutronic and Quantum Phase are more effective with drain. Tractor Beam Repulsers (with reversing Doff) are super effective with Control and Particle gens
Shield Healing and Capacity is also really helpful for helping to keep you alive.
As a Sci player Ppersonally I forego all weapon damage buffs to primarily boost my exotic damage, but secondly use small buffs to all other sci skills that add up to make my overall build better. Even my weapon selections are more for the benefit of my abilities and skills as every single weapon I use is used for one or more of it's set bonuses. All my tactical Console slots are taken up by consoles that further boost my science skills and abilities over contributing to weapon damage. The only weapons I really get any actual use from are Quantum Phase Torpedo for the shield drain and Nukara Web mines for the disable when I pull ships onto them, even then they are also part of set bonuses.
This here is my BOOM stick.
My skill tree is included in my Intrepid's build sheet below:
https://redd.it/45y1s1
So far that skill setup has served me well and has given me a good balance of offense and defense while maximizing my Sci skill potential.
Now if you want to dive deep into the nuts and bolts on how much exactly do you benefit from certain skills, you can check out the following link (contains math!!!) :
https://redd.it/4pwkfg
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