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The Science Ship Build Thread

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  • e30erneste30ernest Member Posts: 1,794 Arc User
    e30ernest wrote: »
    Ship Class/Tier
    Eternal Temporal Multi-Mission Science Vessel (T6)


    I was reading the reddit on this build, and am going to use it as a place to start with my Nautilus (some adjustments will have to be made, as my ship's just got a different layout but your build is giving me ideas on where to start and what to do with my ship). So thanks for sharing!

    Glad it was helpful! :smile:

    On another note...

    Here is the full build of the Eternal I used in the 4-Man Exotic ISA video:

    https://redd.it/4s5xzp

    And the video of that run (no weapons fired in that ISA :smile:):

    https://youtu.be/Jxedz-9VgTk
  • greywalker#7639 greywalker Member Posts: 28 Arc User
    edited July 2016
    After reading the build and watching the video on the Eternal, do you feel that you really need that many points in Tactical? Would you think dropping out say 10 points and placing them into engineering or sci to toughen up the ship a bit more, doable or would this be a bad thing? I do plan to run torpedoes up front using torpedo spread when up or auto attack when not. But I like the fact that your able to use all science abilities to effectively do combat.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    After reading the build and watching the video on the Eternal, do you feel that you really need that many points in Tactical? Would you think dropping out say 10 points and placing them into engineering or sci to toughen up the ship a bit more, doable or would this be a bad thing? I do plan to run torpedoes up front using torpedo spread when up or auto attack when not. But I like the fact that your able to use all science abilities to effectively do combat.

    For a build like that (all exotic), then no. But I also have other ships that are more tactical oriented (like my Hestia, Phantom and Manticore) so I opted for a more balanced skill build. With the Temporal spec and the current skill distribution, it's beefy enough to survive most encounters.

    That said, Engineering as it is is fine. If I were to move points away from Tactical, it'll go to Science (like readiness, or shield hardness).
  • greywalker#7639 greywalker Member Posts: 28 Arc User
    Is it just me or do the new consoles and ships really push science and energy weapons mixes?
  • imkainimkain Member Posts: 56 Arc User
    Yes, the new Temporal reputation set, and the new Temporal story arc helps benefit Science Vessels and Science Captains.
  • coruunascoruunas Member Posts: 127 Arc User
    Saighead-type

    Primarily a a single target build, designed to drain, weaken and pummel a single target before moving on to the next. Right now its not optimized as my main only has a couple of points in Temporal so far.

    A couple of the new traits and the ES system offline doff do not show up on skill planner

    I imagine that with the proper sequencing (and fleet gear) one would be able to drop some massive photon hits
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Ship Class/Tier
    Eternal Temporal Multi-Mission Science Vessel (T6)

    Build Description
    This is an evolution of the build I used for the 4-man exotic ISA run. Initially I did not take this build seriously, but after /u/Swww and /u/Mastajdog made some amazing progress with their own versions of exotic damage only setups in stobuilds, I decided to give it a go myself and tweak what I had for better performace.

    I'd like to thank both /u/Swww and /u/Mastajdog for giving me some inspiration and for being patient with me as I bounced my ideas off them. :)

    This is a ""pure"" science build. The ship carries no tactical bridge officer abilities and weapons are only fired on normal mode. Almost all of its damage comes from Science, Temporal or proc-based sources.

    Build Link - https://www.reddit.com/r/stobuilds/comments/4s5xzp/eternal_temporal_science_vessel_pure_exotic/d5fuy4r
    ISA Test
    https://youtu.be/DrKKvxLL9hE
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited July 2016
    Is it just me or do the new consoles and ships really push science and energy weapons mixes?

    For the 31st cent Science Vessel, I don't believe so. The Support toggle gives very, very hefty Science oriented bonuses. Off the top of my head a +20% Exotic Dmg boost, +control, etc. On top of that, it also has the standard Sensor Analysis. IIRC, only the Fed Scryer has 2 toggles, it has the Gather Intel Toggle and Sensor Analysis Toggle. The very nice thing about the Offense, Defense, or Support Toggle on the 31stCentSV is that there's no build up. You hit it and the bonus "is just there" and you don't need to build up stacks. However, it has penalties if you select one of the toggles. For Support you get a -Energy Weapons Damage penalty but considering quite a number of dedicated Science Vessels prefer SCI+Torps, this is fine.

    The BOFF layout is flexible, but with the ship's toggles, the new Temporal Specialization, this is a ship I believe that can go hardcore into Temporal + Science and say "TRIBBLE LtCmdr TAC" for more Temp / SCI BOFF abilities. The BOFF layout *CAN* support a LtCmdr TAC for more Pew-Pew, but the new stuff with AOY? This ship doesn't need to go hybrid. All In for Temporal and Science abilities.
    XzRTofz.gif
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Was rummaging through my video library to clear out old vids and free up drive space and found these two clips. Decided to make a short video on how I fly my full exotic Eternal. Enjoy!


    https://youtu.be/ksQmGgGlTOA
  • greywalker#7639 greywalker Member Posts: 28 Arc User
    Has anyone tried the Eternal with both temporal seats filled with Temperal officers using Temperal skills and any of the new rep gear?

    Currently I am slightly handicapped because my R&D skills are not high enough to make the upgrades I want, to get Epic Fleet items etc., so have just upgraded as far as I can and will redo everything later to epic; so I am trying to find new skills or easily gotten gear to up my Exotic damage, currently am sitting at about 275. I use mostly Fleet items and am upgrading things as I do missions (in Dyson Spear stuff now).

    I am looking for more tools to use while waiting on timers to reset on Rift 3, Gravity 1 or Vortex 3. So far I am very surprised at the damage I can do with science only. I do have torpedoeds but they are really just window dressing, as I am thinking of doing away with any of my tac skills and using only Temperal skills. I wish I could replace my weapons and torps with some kind of science buffing gear isn't that crazy lol?

    Anyway what do you think of the various Temperal skills? What would you choose as a secondary specialization am taking most everything in Temperal tree?
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Has anyone tried the Eternal with both temporal seats filled with Temperal officers using Temperal skills and any of the new rep gear?

    Yes. See my video above. My Eternal uses no Tactical skills (using the Lt.Tac as a full Temporal seat and the Lt.Cdr.Uni as another Science seat). The build has since evolved to use the Temporal Engine and will soon use the Temporal Core.
    Anyway what do you think of the various Temperal skills? What would you choose as a secondary specialization am taking most everything in Temperal tree?

    They are really good. Paired with Highly Specialized and Exotic Modulation, you get some really nice CD reductions on the Temporal abilities while buffing their and Science damage powers.

    I use Strategist for the CrtH/CrtD bonuses off Threatening Stance and the CD reduction (vital on a full sci build).
  • imkainimkain Member Posts: 56 Arc User
    http://skillplanner.stoacademy.com/a86156534d8410a8d6421b23205f4b54

    This is the build that I have been running on my T6 Fleet Jupiter Class Carrier. It is insane the amount of survivability and DPS on this ship.

    With that being said, I am nowhere near the DPS levels of the T6 Romulan Scimitars, and I could never get there due to not having enough forward firing weapons. With that being said I am able to run a really nice amount of Auxiliary power levels on this ship and still have plenty leftover to move into the other systems.

    With passives I can run the following power levels, keep in mind I am providing you the levels with passives included:

    Weapons: 71
    Shields: 90
    Engines: 52
    Auxiliary: 125

    From the Skill Planner link above you can see that I run EPTS3 and EPTW, and attempt to keep them up as soon as their cooldowns complete. By performing this most of my power levels on all of the systems tend to run at maximum for most of the time, which equals into a very efficiently running starship.

    I could not find the trait, but I recently unlocked the 15 point trait move from the Temporal specialization called:

    Non-Linear Progression
    An unconventional tactic, to say the least! Engaging your ship in Reverse will offer benefits as you slowly slide backwards in time at a very measured pace.
    Removes the Power Drain penalty from moving in Reverse
    After traveling in Reverse for 5 sec: Restore a small amount of Hull and Shields every sec while remaining in Reverse.

    This is quite a nifty trait, and coupled with the Iconian Resistance Set triggers the healing ability passive from the set.

    I am currently running the Advanced Callisto Light Escorts. My fleet, at this time, is not at tier 5. So I am unable to purchase the Elite version of the Callisto Light Escorts.

    Needless to say, I can state that the Callisto Light Escorts at level 1 are already at 69k health.

    My hull strength is at 96k hull strength, and shield strength is at 21k a shield face. I was at 23k shield strength per shield face while using the Desperate Defenses space set, but the survivability experience was a lot lower compared to the Iconian Resistance space set, since the hull strength was at 90k.

    So usually I open up with selecting a target, fire off GW3, then Sensor Scan, then TS1 and fire off the Quantum Phase Torpedo. Once that is fired off I fire off DRB2, and if the target is still alive I finish the ship off with Quantum Destabilizing Beam.

    This is quite a lot of DPS and can grab a lot of aggro. So I tend to run the threatening stance just to make sure I get the extra temporary hull strength from using my abilities.

    Usually in the Crystalline Catastrophe Advanced STF I am able to get about 35k DPS. I am sure there are those of you who are a lot higher, but I went for a balance of DPS, survivability, and the ability to assist the team. Since I am also running the Fleet Coordination Matrix console that definitely helps out the team, as well as using the Fleet Maneuver Alpha helps out the team and the survival of the Carrier's pets.

    I am looking into graduating from the Iconian Resistance space set to the Temporal Defense space set, due to the heavy lean towards science captains and their abilities.

    With that being said. Seeing this ship in combat is a dream. I am currently in the process of replacing the last 30% phaser damage console to be replaced by the Universal console from the Delta Alliance reputation, Bio-Neural Gel Pack. For more shield strength, as well as 7% less cooldowns on BOFF abilities and the +2 to all subsystems.

    I really enjoy flying the T6 Fleet Jupiter Class Carrier and feel that it is a very versatile starship. I wish to unlock more starship traits and more specialization traits to see how much more I can squeeze out of this ship.

    Let me all know what you think of my build, setup, and goals.

    Hope you are all having a wonderful day.

    Best regards,

    IMKain
  • imkainimkain Member Posts: 56 Arc User
    To add...I will attempt to create a video of how I am playing to show everyone how everything appears to synergize well with this build, etc.
  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    @imkain , it's very cool to see a support-Jupiter. I have few questions/suggestions though.

    Haven't you ever experienced turn rate problems? I have always felt it's quite Jupiter is uncomfortable ship to fly anything with that are not single beams or turrets. But if you feel yourself you always have enemies into firing arcs, it's ok.

    Then about consoles - Trellium-D is quite a meh console, I'd suggest you to grab Assimilated Module from Omega reputation. In combination with your cutter beam, that will help you with your weapons power you seem to have sacrificed to get bigger aux. And also gives +CtrlX, making your GW bigger.

    Science - since you are mainly using beams, you really want Plasma-Generating consoles (with EPG modifier) from Fleet Embassy into all science console slots. Possible exception might be keeping Exotic Particle Field Exciter, but only with better modifier.

    Tactical - Why do you want to get rid of your +phaser tactical consoles? I understand that you probably want to keep Sustained Radiant Field for healing bonuses, but +phaser consoles will surely outperform both Gel Pack and Nukara Particle Converter on your current build.

    Boff abilities - not sure Kinetic Magnetic does much good, I would get Auxiliary Power to Structural Integrity Field to replace that.

    Traits - from personal traits, you have ignored one of the best traits in game, that is given to every player by default, namely Fleet Coordinator. Another trait you might not have (yet), but is extremely useful for sci builds, is Particle Manipulator, unlocked when you read level 15 in Science R&D school. For more information about personal traits, click here.

    Ship traits - I don't know what you have unlocked, but if you have Improved Tachyon Pulse (from T6 Sci Battlecruiser - Geneva), this one is absolutely awesome for shield heals.

    Reputation - Superior Shield Repair and Particle Generator Amplifier give imo too less bonuses to be generally justified. Active Hull Hardening and Advanced Targeting Systems would be much better choices.


    Now... you might think something in sorts of "but you are asking me to abandon all +resistance consoles, however I specified my intention is mix of DPS, survivability and support".
    Damage resistance has diminishing returns (click here for numbers) which essentially means you won't need more than what you get from your reputation traits and heals.
    Also, the more damage your beams dish out, the better healing you get via Energy Refrequencer. And then there's the old saying that the enemy can't shoot you when it's dead.
  • imkainimkain Member Posts: 56 Arc User
    @tunebreaker

    Thanks for the response and critique of my build. I am looking into things to add/remove from the build to make it better, etc. The RCS consoles and engineering consoles to increase my turn rate has been instrumental in assisting me with my turn rate and correcting the slowness of the Jupiter. Currently my turn rate is 12 deg/second.

    I did not get rid of the +phaser consoles, as I just moved them into my bank. So I plan on moving them back onto my Jupiter and taking the universal consoles and placing them in my bank, since it did cost me Dilithium, time, marks, and EC to get them.

    I did have Fleet Coordinator slotted, and will re-slot it into the build. I do not have the Improved Tachyon Beam, as I do not have that ship.

    I am looking into changing the space reputation traits, as I believe I have enough shield resistances, and hull resistances, that my ship is able to keep itself alive and well.

    Maybe slot two tactical +phaser consoles and re-equip the Assimilated Console, that is in my bank, into the open Tactical console slot.

    I am continuing to modify the build and monitoring with SCM to make sure I am going into the right direction in terms of DPS, shield healing, hull healing, and team healing. I will mention that I felt more like a healer class ship when I was using the Desperate Defenses set due to the move from the complete set, Discharge Repair Nanites (http://sto.gamepedia.com/index.php?title=Skill:_Discharge_Repair_Nanites&action=edit&redlink=1).

    With that being stated. I did see someone using the Improved Tachyon Beam, and was wicked impressed with the amount of shield healing it put out. With my skill tree is configured I would more than likely shield heal everyone substantially (if that is how that skill/trait works).

    I was thinking of attempting to add on to the ship the Plasmonic Leech, but currently they are 14.5 million EC and climbing in the Exchange. So this may be a moot point, unless I come into some serious EC.

    The Kinetic Magnet ability is used to trigger my pets' ability of Insult to Injury.

    Insult to Injury text:
    Activating any Intelligence Bridge Officer Ability or Tractor Beam I, II or III: Grants Torpedo: Transport Warhead I to all hangar pets within 10km.

    So I do not want to slot Tractor Beam, so Kinetic Magnet made more sense to me.

    I will make some changes and let you know how it turns out. Currently flying Advanced Crystalline Catastrophe I was at 32k DPS with strong shield and hull healing.

    Continue to post your thoughts.

    Best regards,

    IMKain
  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    @imkain, thanks for answering.

    First of all, let me clarify that in my previous post, "getting rid of" is synonymous to "unslotting". :smile:

    Then, Desperate Defenses is not a bad at all. I personally have more faith in Iconian set, but play around and decide yourself.

    And yes, shield heal from Tachyon beam is absolutely wicked and has really good radius (10km), so it's indeed really possible to heal your whole team with it constantly. So if you have the means to get the Geneva, I think you'd love the trait.

    Plasmonic Leech is undoubtedly a good console, but I didn't suggest it to you before as I didn't know if you could afford it. However, if you have the chance to grab it in the future, it's really helpful.

    Then, Insult to Injury - I really wouldn't suggest it in general. It does *something*, but there are traits you can get for free that are so much better. For example (with the exception of Demolition Team from Commando, that's just bad), all traits you'd get from specializations would outperform Insult to Injury. My personal suggestion would be Improved Command Frequency from Command Officer specialization.

    It would be very cool to meet you in game and see you in few STFs. :)
  • imkainimkain Member Posts: 56 Arc User
    @tunebreaker, Thank you for taking the time to respond and provide your input.

    So I put back the Phaser Relay tactical console to increase my phaser damage by 30%. Then I slotted the Assimilated Universal Console. Then I slotted the Mining Laser (received from the Kelvin Timeline Lockbox). That laser is very interesting to say the least. With that build, and purchasing a Fleet Science Console that increases my weapons damage, increases my EPG, and increases my shields by 14%...I was able to actually pass 40k DPS in the Advanced Crystalline Catastrophe STF.

    Indeed I would enjoy adding you to my friends list and meet up. Private message me if you wish.

    Here is the link to the mining laser console:

    http://sto.gamepedia.com/Alternate_Timeline_Set

    You want to look at the stats for the Mining Laser. Currently it is a 360 degree beam that hits a target for a constant 60 seconds, becoming stronger with each tick towards 60 seconds. While "drilling" it constantly debuffs the target. Think of it as a longer lasting DRB. I think you might like it, or anyone else would like it.

    Best regards,

    IMKain
  • imkainimkain Member Posts: 56 Arc User
    Just so you can all see. Here is the latest build with the new consoles and traits. I wish STO Academy would resolve the choices I made for the skill tree, etc.

    http://skillplanner.stoacademy.com/a86156534d8410a8d6421b23205f4b54

    Best regards,

    IMKain
  • imkainimkain Member Posts: 56 Arc User
    @tunebreaker I will also attempt to perform some Combat logging. However, is posting your combat log allowed in the forums? I wanted to make sure prior to posting the file here in the forums. Anyone know the answer to that?
  • potencethe1stpotencethe1st Member Posts: 257 Arc User
    Just pick a sci ship you like and go with it IMO.

    I recently broke 114k on my Vulcan D'Kyr as a tac captain using sci ultimate.
  • imkainimkain Member Posts: 56 Arc User
    @potencethe1st That is simply amazing!!! Very cool indeed. I am wondering what kind of DPS I would be performing using the T6 Chimera Heavy Destroyer with my Science Captain.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Testing my Eternal in "DPS Under FIre"

    "DPS Under Fire" or DPSUF is a Foundry mission created by the DPS-League as a tanking test. The map is meant to be played solo on Elite Difficulty.

    While I do not see it as an effective test for tanking (you can't tell if you can pull aggro from others since this is a solo mission), it's a great map for testing your ship's survivability whether or not you parse (or care to parse).

    Here's my Eternal running the map.

    https://youtu.be/5rfl0w8oYTM


    Build
    https://redd.it/4wjgop

    The ship configuration I ran above is a tweaked version of my general purpose/ISA build for this ship. It carries no tactical skills. Some changes I made specifically for this run:
    • Replaced Tractor Beam Repulsors 1 with Feedback Pulse 1.
    • Because I am no longer running TBR, I replaced Graga Mal with a FBP debuff DOff.
    • Since this is a solo map, I dropped Numerical Superiority and Fleet Coordinator for Improved Feedback Pulse and Failsafe Scrambler respectively.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Presenting the Exotic Damage Calculator:

    https://redd.it/4zslk1

    Many thanks to @alcaatraz for figuring out the individual formulas for each exotic ability and banging this excellent spreadsheet together.
  • birzarkbirzark Member Posts: 634 Arc User
    edited August 2016
    well i have built many science ships
    e30ernest wrote: »
    Presenting the Exotic Damage Calculator:

    https://redd.it/4zslk1

    Many thanks to @alcaatraz for figuring out the individual formulas for each exotic ability and banging this excellent spreadsheet together.

    I couldnt post on that page, but its awesome but what about OSS that contributes quite a lot to my DPS will that find its way into the calc soon( ah found that you can add up to 165 pwr so that's that then)

    Edit: Doesn't Inspirational leader and Astrophysicist contribute as well?

    Another issue is some exotic abilities don't crit at all such as GW
    Post edited by birzark on
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Inspirational leader and Astrophysicist can be added to your skill totals. Grav Well in my experience is crit all or crit none. Just like secondary deflector procs and SSV.
  • imkainimkain Member Posts: 56 Arc User
    Hello all. I have been flying my Jupiter and have gotten all of the Temporal Reputation space equipment (shields, deflector, engines, and warp core). I also have been able to upgrade the shields to Mk XIV, but they are still at Ultra Rare (one step below Epic).

    So my gear is as follows:

    Fore Weapons
    Mk XIV Ultra Rare Quantum Phaser Beam Array
    Mk XII Quantum Photon Torpedo
    Mk XIV Bio-Molecular Phaser Beam Array

    Aft Weapons
    Mk XIV Epic Phaser Beam Array
    Mk XIV Ultra Rare Omni-Directional Phaser Beam Array
    Mk XIV Kinetic Cutting Beam

    Tactical Consoles:
    Plasmonic Leech
    MK XIV Vulnerability Locator Phaser damage increased by % (I believe 36.9%, I apologize as I am going by memory and am not playing at the moment).
    Assimilated Console

    Engineering Consoles:
    Very Rare Mk XII Trellium D Plating
    Very Rare Mk XII Conductive RCS Accelerator
    Epic Universal Fleet Coordination Matrix
    Very Rare Mk XII Universal Quantum Phase Converter

    Science Consoles:
    Ultra Rare Mk XIV Exotic Particle Field Exciter
    Ultra Rare Mk XII Exotic Particle Focuser
    Very Rare Mk XII Temporal Disentanglement Suite
    Very Rare Mk XIII Temporally Shielded Datacore

    Hangar:
    Very Rare Advanced Callisto Light Escort x 2

    I could list all of my traits, reputation abilities, and bridge officer abilities. However, they would be inaccurate at the moment as I am not online.

    However, I run the CombatLog almost all of the time through every STF encounter and I am pretty much always at the top of the DPS charts, and have amazingly high survivability.

    Last time I went into the Advanced Crystalline Catastrophe event I hit 53K DPS and I was most impressed. I will have to admit that I had a lot of help with everyone here in the forums, as well as playing around with consoles I liked, and didn't like.

    I run my subsystem energy levels very differently compared to everyone else. I also run Command and Temporal as my primary/secondary skills. Going very deep in the Temporal skill tree.

    Needless to say, making sure I hit the Probability Matrix (going ultimate science), Alpha Protocol, EPTS 3, Override Subsystem Safeties, Directed Energy Modulation, Gravity Well 3, and DRB 2...with the anti-time disentanglement works WONDERS!!!

    Just thought I would share my moveset, etc. I am still working to max things out on this behemoth. I love it.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    So just as something amusing to us science ship captains I had a friend in our fleet last night who was getting a load of abuse in Kerrat because he was using the Anti-time AOE thingy.
    Just thought it was funny that he was being called a noob because he's using a science ship and not just spamming BFAW all day long like every other person seems to be.
    SulMatuul.png
  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    e30ernest wrote: »
    Ship Class/Tier
    Eternal Temporal Multi-Mission Science Vessel (T6)

    Build Description
    This is an evolution of the build I used for the 4-man exotic ISA run. Initially I did not take this build seriously, but after /u/Swww and /u/Mastajdog made some amazing progress with their own versions of exotic damage only setups in stobuilds, I decided to give it a go myself and tweak what I had for better performace.

    I'd like to thank both /u/Swww and /u/Mastajdog for giving me some inspiration and for being patient with me as I bounced my ideas off them. :)

    This is a ""pure"" science build. The ship carries no tactical bridge officer abilities and weapons are only fired on normal mode. Almost all of its damage comes from Science, Temporal or proc-based sources.

    Build Link - https://www.reddit.com/r/stobuilds/comments/4s5xzp/eternal_temporal_science_vessel_pure_exotic/d5fuy4r
    ISA Test
    https://youtu.be/DrKKvxLL9hE

    Obviously they are different ships, but this build is very, very similar to what my Fed Sci is using on her Krenim Science Ship. We have all the same major bits and all the same set bonuses. It's very nice to see that my build is similar to that chosen by a pro like yourself.

  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    lordsteve1 wrote: »
    So just as something amusing to us science ship captains I had a friend in our fleet last night who was getting a load of abuse in Kerrat because he was using the Anti-time AOE thingy.
    Just thought it was funny that he was being called a noob because he's using a science ship and not just spamming BFAW all day long like every other person seems to be.

    Uhh, wait...there is still PVP in Kerrat?

  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    Both my Vesta's build and my piloting skills have evolved a lot since I last posted the build in this thread - to the point I managed to get 132k DPS in HSE yesterday. It's still a torp-sci build, but over the time with new new traits, gear and BOFF abilities given to us, I've modified it quite a bit. I didn't think this video is special enough to create a new thread, but I want to share it somewhere, somehow, and I thought this thread is the best for it.

    Build itself:
    http://skillplanner.stoacademy.com/bf35ffc234f3e01b050b20b1378af8b4

    The video:
    https://www.youtube.com/watch?v=gUnUb_3FJ_A
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