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advice on scitorp build

telbasta7386telbasta7386 Member Posts: 761 Arc User
So i have this fed caitian tactical captain that for a while now has been flying a tank build on a support cruiser, and i just dont enjoy it anymore. I fly escorts and carriers on most of my other captains, and ive never really built a sci heavy ship, so ive decided to try it out with that character. I took advantage of the ship sale yesterday to buy the intrepid pack, so ive got the t6 pathfinder, the full console set for the long range science vessels, and the Voyager interior now.

At the same time, ive always wanted to try a torpedo boat, and with the ablative armor console for the lrsv it seems like a good fit.

Ive already respecced my character to a sci heavt setuo, with pretty much every point in sci space skills except for long range sensors (only applies to energy weapons which im not using). I also took three points in tactical for projectile weapons training, and the rest in engineering for damage resist, speed/turn rate, and anything that buffs power levels and recharge times.

Currently this character doesnt have a lot of specialization points. He has all of strategist maxed out, and 1 point in intelligence, but im thinking of going into temporal operative for all the damage over time and exotic boosts in that tree.

I picked up subspace vortex and destabilizing resonance beam to go with gravity well for the bulk of my science damage. Running two copies of DRB at the moment due to the long cooldown. For my other abilities i have:
2x emergency power to shields (dont have layered shielding yet but its on my to do list)
2x torpedo spread
2x tactical team (not using doffs to reduce cooldown since im running a deflector doff, grav scientist, and 3 VR torpedo recharge doffs)
Polarize hull
Hazard emitters
Transfer shield strength

As a tactical cap i also have ap alpha 3 and the other typical tactical stuff, as well as probability manipulation from maxxing science skills.

For starship traits i have history will remember from my support cruiser, improved gravity well from the chimesh, and the strategist trait (+dmg when brace for impact is active)
Still working to get layered shielding for defense and the pathfinder trait.

At the moment my weapons are in a bad spot. Im using the quantum phase torpedo, a regular quantum torpedo, and the mission reward transphasic torp that deals aoe damage on impact. Also using three assimilated space set and obelisk warp core. Obviously using a deteriorating secondary deflector.

Heres what im looking to change to:
Terran reputation weapon set
Delta reputation weapon set
Counter command reputation weapon set
Adapted maco space set

Adapted maco gives 25% projectile damage boost. The other 3 sets all include torpedoes that deal radiation damage, and various boosts to radiation damage/ exotic damage/ aux power.
The terran set also reduces shared torpedo cooldowns by 0.5 seconds, and has the activated ability that fires a secondary torpedo whenever you fire one.

On paper this seems like a pretty decent setup with a ton of synergies for torpedoes and exotic damage. Anywhere you think i can improve it?

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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    https://imgur.com/VTsCrjn - Rom DSD Running Polaron/Control build
    https://imgur.com/CWMzm2C - All Phaser Free stuff for weapons.
    Not exactly the same Ship but a sci ship..Some things to keep in mind for max effectiveness.
    1.) You Science abilities will do 70-90% of you total damage. Torpedos and other Weapons are tertiary concerns.You should NOT build for weapon effectiveness.

    You need the Lvl 15 Rnd Science Trait "Particle Manipulation" does not stack with Probability manipulation (This is actually a very bad ability to activate while using sci skills as it Locks your Crit H on everything to 50% where as you sci abilities will his 70-90% based on your EPG and onboard crit H..

    You do not need duplicate abilities on a sci ship. If your worried about cooldowns slot Photonic officer in a LT or LTC spot (I prefer LT).

    Sci ships work best when your debuffing stuffs...Structural Analysis (Exchange- Sci boff ability)..KemoCite (Exchange Tac ability) and [Genetic Resequencer - Space Trait: Resonating Payload Modification] and all good to have on your sci ship.

    Good Science Set (or at least the deflector)
    Dyson. (Sci CD Good for EPG/Drain very fast regen shields)
    Solanae (Best EPG Deflector in the game)
    Bajor (re-engineer the deflector Good EPG/Control Deflector.. Core adds a passive Drain.. Also adds Passive debuff)
    Gamma (Adds a Debuff AND has Sci CD)-I use this the most right now
    Temproal - All around Nice Set for Sci stuff.
    Counter Command (Adds EPG and Weapon Damage.) _Situational I have on a Radiation Specific Build..
    Maco - Heavy Grav Beam scales on EPG and Maco shield add to subsystems- (Id use with QPhase weapon 2 piece minimum)


    (My thoughs on the sets you recommend)
    Terran - The Torpedo Clicky and console are nice but not necessary on a Sci/torp build.
    Delta reputation weapon set - Great Set.3 Other Polaron Sets work great with this..-Temporal Teir 6..Morphgenic..Chronometric.
    Counter command reputation weapon set- Not a set worth putting on a Sci Ship.
    Adapted maco space set- Clicky is fun..Not really much use on Exotic builds..Much better on True Torpedo boats.


    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    nightkennightken Member Posts: 2,824 Arc User
    drop the assimilated set for the dyson weapon set, maybe keep the console. the torp creates rifts which scale with epg. the rest of the set boosts photons. the energy weapon weak as it is, should be able to proc Torpedo Exploits from the command spec, and knock down weakened shield facings with a beam overload. also get a Shield Refrequencer with epg from dyson rep store.

    replacing the transphasic with the delta rep one is a good idea, possible go for the two piece with the console, more cooldown reduction is always good, but don't go for the full set.

    temporal spec as primary is a good idea, I'ld stick with it. go for command as secondary for Torpedo Exploits. to be truthfully temporal with Ablative Field Projector and layered shielding is redundant to point of harm, since you said you haven't gotten yet, get honored dead instead layered shielding. I'ld also slot the Chrono-Capacitor Array trait form the temporal rep and Torpedo Astrometric Synergy from terran , the Auxiliary Power Configuration trait from nakura pretty good on any high aux build.


    I don't see sci or eng team, I'ld find spots for them first thing, I'ld switch one of the torp spread or tact teams to a Kemocite-Laced Weaponry which ever one you don't switch to beam overload.

    keep in mind these are all suggestions and I am not a dps god, a good bit of this is based on my playstyle. feel free to ignore anything that you don't like. the important part is you enjoy it.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    When i said assimilated set i meant the deflector/engine/shield, not the weapon set.

    Any reason you suggest sci team/eng team? Outside of certain enemies ive never found them very useful, as they heal for so little compared to other abilities.

    I am going to veer away from the 8472 set and get the Dyson set instead, i didnt know about the gravimetric torp before.
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    When i said assimilated set i meant the deflector/engine/shield, not the weapon set.

    Any reason you suggest sci team/eng team? Outside of certain enemies ive never found them very useful, as they heal for so little compared to other abilities.

    I am going to veer away from the 8472 set and get the Dyson set instead, i didnt know about the gravimetric torp before.

    Grav Torp is awesome! If im not using the Neutronic..Im using that one.
    Im in th esame boat as you. I do not slot Sci team or Eng team unless im going into PVP. PVE stuff..Meh..not necessary so long as you have some heals (Hazards is a must) but I also use aux to Sif to trigger my Restorative particle focusers damage buffs.Also helps I get a 4 second placate as well..

    Assimilated Space set is ..Well..There are other options. The main problem I have is the Tractor beam also starts a cooldown on OTHER tractorbeams (not the console versions). Honestly Spring for the Bajoran until you got enough for the Temporal ,Dyson or Gamma sets.

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    nightkennightken Member Posts: 2,824 Arc User
    edited March 2019
    When i said assimilated set i meant the deflector/engine/shield, not the weapon set.

    Any reason you suggest sci team/eng team? Outside of certain enemies ive never found them very useful, as they heal for so little compared to other abilities.

    I am going to veer away from the 8472 set and get the Dyson set instead, i didnt know about the gravimetric torp before.

    they work fine for me, and each team clears different debuffs, most of my heals come from passive effects or not getting that badly hurt in the first place, so that even the little heals basically covers it, and the times it doesn't is when I messed up bad enough the big heals wouldn't save me anyway.

    and being prepared for whatever the game throws at me has paid off more then once. if nothing else it's amusing when cryptic nerfs something or release a new enemy that a bunch of players are cry is too hard but my admittedly questionable builds just keep going at the same pace as always.


    but that could be a playstyle thing and if it don't work for you, I would stick with what does work for you. and as rule if I say something and someone else say something else, you should go with what the other person said. in less someone jumps in to say their wrong.


    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    sarah2774sarah2774 Member Posts: 238 Arc User
    You need the Lvl 15 Rnd Science Trait "Particle Manipulation" does not stack with Probability manipulation (This is actually a very bad ability to activate while using sci skills as it Locks your Crit H on everything to 50% where as you sci abilities will his 70-90% based on your EPG and onboard crit H..

    So as long as your build is less than 50% it ok to use the skill. How much EPG is 50%?
    OPv9m3F.jpg
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    sarah2774 wrote: »
    You need the Lvl 15 Rnd Science Trait "Particle Manipulation" does not stack with Probability manipulation (This is actually a very bad ability to activate while using sci skills as it Locks your Crit H on everything to 50% where as you sci abilities will his 70-90% based on your EPG and onboard crit H..

    So as long as your build is less than 50% it ok to use the skill. How much EPG is 50%?

    This trait is a must on Sci ships using Epg. This is what makes them soo different from Cruiser and Escorts in Energy builds.

    250 EPG with the Particle Manipulation Trait (Science RnD Lvl 15 trait) is 50% Crit H for Exotic Abilities . The rest is converted to Crit D for exotics.So 450EPG = 50% Crit H and 45% Crit D for Exotics.. Im pretty sure the on board Crit H and D stacks they just dont if you hit that Sci Ultimate Clicky (Probability Manipulation)

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    sarah2774sarah2774 Member Posts: 238 Arc User
    This trait is a must on Sci ships using Epg. This is what makes them soo different from Cruiser and Escorts in Energy builds.

    250 EPG with the Particle Manipulation Trait (Science RnD Lvl 15 trait) is 50% Crit H for Exotic Abilities . The rest is converted to Crit D for exotics.So 450EPG = 50% Crit H and 45% Crit D for Exotics.. Im pretty sure the on board Crit H and D stacks they just dont if you hit that Sci Ultimate Clicky (Probability Manipulation)

    Thanks. Need clarification.

    Sto wiki says.

    Probability Manipulation
    - 1 min 30 sec recharge
    - Affecting skills: ? (if any)
    - 50% crit chance for 15 seconds
    (Note: only affects Energy and Kinetic Weapon Damage crit chance. Does not stack with Particle Manipulator)

    Enhancers
    - Probability Shell: +100% Hull and Shield healing for 15 sec
    - Probability Penetration: 50% chance on crit to gain a stacking 5 Armor Penetration Buff (max. 5 stacks)
    - Probability Collapse: +50 Accuracy rating and 50 Defense rating buff for the duration

    From what i see is that if you have Probabilty manipulation + Probability Penetration, it should be 50% + 50% = 100%. Since it does not stack with particle manipulation, it would choose probability manipulation and ignore particle manipulation. So you would lose 45% Crit D for exotics. Or Probability manipulation only works on weapon damage not exotic?

    OPv9m3F.jpg
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited March 2019
    sarah2774 wrote: »
    This trait is a must on Sci ships using Epg. This is what makes them soo different from Cruiser and Escorts in Energy builds.

    250 EPG with the Particle Manipulation Trait (Science RnD Lvl 15 trait) is 50% Crit H for Exotic Abilities . The rest is converted to Crit D for exotics.So 450EPG = 50% Crit H and 45% Crit D for Exotics.. Im pretty sure the on board Crit H and D stacks they just dont if you hit that Sci Ultimate Clicky (Probability Manipulation)

    Thanks. Need clarification.

    Sto wiki says.

    Probability Manipulation
    - 1 min 30 sec recharge
    - Affecting skills: ? (if any)
    - 50% crit chance for 15 seconds
    (Note: only affects Energy and Kinetic Weapon Damage crit chance. Does not stack with Particle Manipulator)

    Enhancers
    - Probability Shell: +100% Hull and Shield healing for 15 sec
    - Probability Penetration: 50% chance on crit to gain a stacking 5 Armor Penetration Buff (max. 5 stacks)
    - Probability Collapse: +50 Accuracy rating and 50 Defense rating buff for the duration

    From what i see is that if you have Probabilty manipulation + Probability Penetration, it should be 50% + 50% = 100%. Since it does not stack with particle manipulation, it would choose probability manipulation and ignore particle manipulation. So you would lose 45% Crit D for exotics. Or Probability manipulation only works on weapon damage not exotic?

    LOL...
    [Particle Manipulator] is 50% Full time for exotics + Exotic Critical Severity for Any EPG beyond 250..[Particle Manipulator] is not locked to the space trait and does combine with your ships Critical H in every instance other than Probability Manipulation. This is why its a must have on Sci ship running an Exotic build

    Probability Manipulation only for 15 seconds.

    Probability Manipulation (The Science Ultimate)
    Its not 100% crit Chance.its 50% ACCURACY and 50% Crit H and Armor Pen (Which is only added to weapons)..These are 2 different things. As Ive already said it LOCKS ALL crith Chance to 50%. Basically your saying you'd give up full time 50% crit H and extra Severity for all exotic on a SCIENCE SHIP for a 15 second 50% with a nearly 2 min cool down. If this is true your using the wrong ship (because your relying on the weapons not the exotic abilities for the ships primary damage source)


    TL:DR

    [Particle Manipulator] = For Sci ships using Exotic Abilities.
    Probability Manipulation = Primarily for Ships that rely on Weapons/Detriment to Sci ships already using [Particle Manipulator]

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    sarah2774sarah2774 Member Posts: 238 Arc User

    LOL...
    [Particle Manipulator] is 50% Full time for exotics + Exotic Critical Severity for Any EPG beyond 250..[Particle Manipulator] is not locked to the space trait and does combine with your ships Critical H in every instance other than Probability Manipulation. This is why its a must have on Sci ship running an Exotic build

    Probability Manipulation only for 15 seconds.

    Probability Manipulation (The Science Ultimate)
    Its not 100% crit Chance.its 50% ACCURACY and 50% Crit H and Armor Pen (Which is only added to weapons)..These are 2 different things. As Ive already said it LOCKS ALL crith Chance to 50%. Basically your saying you'd give up full time 50% crit H and extra Severity for all exotic on a SCIENCE SHIP for a 15 second 50% with a nearly 2 min cool down. If this is true your using the wrong ship (because your relying on the weapons not the exotic abilities for the ships primary damage source)


    TL:DR

    [Particle Manipulator] = For Sci ships using Exotic Abilities.
    Probability Manipulation = Primarily for Ships that rely on Weapons/Detriment to Sci ships already using [Particle Manipulator]

    Got it. Not using the wrong ship just curious if how it works on that type of ship.
    OPv9m3F.jpg
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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    Well until i get rank 15 sci r&d, i guess im stuck relying on probability manipulation
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Well until i get rank 15 sci r&d, i guess im stuck relying on probability manipulation

    Makes sense

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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