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So, I've been away for couple years...

nebfabnebfab Member Posts: 672 Arc User
It looks like there wasn't any gigantic shifts in damage type meta or beams vs cannons, but just to be sure, what's the typical not too budget/not too meta build for the original sci pilot escort would be like? (Right now I have AP dual beams and AP spire consoles with quite a few upgrades put into them,=, but from what I remember, it was coalition disruptors DHC as the new great thing back then, are things different now?) anything in the lockboxes worth looking at?

And what's the state of sci ships?

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  • protoneousprotoneous Member Posts: 2,952 Arc User
    nebfab wrote: »
    beams vs cannons
    what's the state of sci ships?
    It's still cannons > beams, and some would put science close to the top. Science is doing very well atm with exotic and exotic torp.

    Best supported energy types in-game would be phaser, disruptor, polaron.
  • nebfabnebfab Member Posts: 672 Arc User
    edited February 2021
    Thanks.
    It seems that I had been planning to switch to pulse phasers (I have a set that was quite far along the upgrade path, but not quite ready for use yet ) They seem like they're still a good choice, so, should I go along with that? ADD: Turns out there's a set of coalition disruptors on another alt... Now I'm really not sure...

    And my sci ships were built as sci/torps anyway, so at least no expensive re-dos there.
  • protoneousprotoneous Member Posts: 2,952 Arc User
    There's nothing wrong with any energy type. It's a case of using what you like and doing storyline missions and reputations for supporting set pieces.

    Some advice I gave to a new (not returning) player in zone chat yesterday - focus on basics first starting by choosing an energy type, then skill tree and boff layout, then doing missions for supporting rewards, then rep items that work well together with chosen energy type and don't be distracted by huge array of lockbox/lobi items promising magic things. You'll likely get better mileage that way and can always add a carefully selected item or two later that compliment what you have.

    For myself I find crafted account bound weapons provide me with the best value but your tastes may differ. Pulse phasers are cool (I have a set). So is anti-proton, but they seem to have a little less in the way of complimentary pieces than phaser/disruptor/polaron. Coalition disruptors are still good. I don't use dual beam banks myself but if they work well for you keep your existing setup while pondering future tweaks.

    For what it's worth check out this thread for advice given on a disruptor cannon BoP build. One optional lockbox item only with most focus on skill tree, boff layout, boff ability activations, and storyline and crafted items as building blocks. Some reputation items are yet to come but build is still quite viable for advanced TFO's even though it's a work in progress. There's some disruptor beam build suggestions in the thread also.

    Build will get better over time with the addition of some additional rep items as they become available that seem to stand out as meta these days.

    So there's a possible current meta suggestion for you in the build link - my BoP will be using the deflector, engine, and 2 piece core plus shield shown in the STO Academy link. It's one way of doing things.

    If you do go with the pulse phasers or coalition disruptors it would be easy to list some things that work well with them.

    Here's some good reading from people who really have things figured out. Seems whenever I try even some parts of their suggestions the bad guys blow up faster -

    Beam ships in the current century

    Science ships in the current century

    Cannon ships in the current century

    Ground combat in the current century
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