Rig's Science Officer Fleet Deep Space Science Vessel Build

The Phoenix Divisions' tactical section for individual and team combat readiness.

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Spomek
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Rig's Science Officer Fleet Deep Space Science Vessel Build

Postby Spomek » August 8th, 2012, 8:54 pm

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Here is my current Science Officer build for a Fleet Deep Space Science Vessel.
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WEAPONS = Two Dual Tetryon Beam Banks Mk XII [Acc] [CrtH] [Borg], and one Transphasic Torpedo Launcher Mk XI [Acc]x2 [CrtH] forward; Three Tetryon Turrets Mk XI in the rear [Acc] [Dmg]x2, [Acc] [CrtD] [CrtH], and [Acc] [CrtH] [Borg]. Since I do STF missions, I like to have some of my weapons to have the extra damage vs. Borg.
DEFLECTOR = Borg
ENGINES = Borg
SHIELDS = M.A.C.O. Resilient Shield Array Mk XI (working on XII).
DEVICES = Aux batteries (Science abilities), Weapons batteries (strengthen my weapons output), Subspace Modulator.
ENGINEERING CONSOLES = Either two Armors and the Borg console; or Ablative Armor, Point Defense System, and Borg console (this depends on what I am fighting).
SCIENCE CONSOLES = (I work with two different setups depending on the situation) Primarily is four Particle Generators (Gravity Well), and an Enhanced Plasma Manifold (EPM); Secondary is four Graviton Generators (Tractor Beam Repulsor), and the EPM.
TACTICAL CONSOLES = Two Tetryon Pulse Generators (I use Tetryon Weapons).
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Try to get the best Doffs you can to strengthen your abilities. My build provides a lot of healing for both myself and my teammates. My choice of using either Gravity Well or Repulsor Beams depends on the situation. As an example: for the Fleet Mark mission "Federation Starbase Blockade," I like to run in, heal the freighter and then repulse the enemy ships away from it so they cannot tractor and slow it down. This tactic is best used when I am first on the scene. If I have good escort backup, it is better to bunch up the enemy ships with Gravity Well, and hit the biggest ship with my Subnucleonic Beam which removes all the buffs from the target (easy fodder for an escort).
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This skillset is optimized to give me powerful team support abilities, as well as survivability when working alone. My power levels are set at 100/25/50/25 to provide me with stronger auxiliary power for my Science abilities (including healing of myself and my teammates), while keeping my weapons as strong as possible.
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daBelgrave
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Re: Rig's Science Officer Fleet Deep Space Science Vessel Bu

Postby daBelgrave » August 8th, 2012, 9:33 pm

Several questions and comments:
  1. How much cooldown time do the Aux and Weapon Batteries share? If it's a long shared cooldown, I'd probably recommend using just one type of battery, and tossing in some other device that doesn't share a cooldown, like Deuterium.
  2. You can put ablative armor on science vessels other than the LRSV-R?
  3. Looking at your abilities, you're extremely tanky, but I keep getting a feeling that you're missing some critical offensive ability. It's probably just me though, used to commanding escorts.
  4. How much do the Development Lab Specialists reduce your science team cooldown by? Take one out and put in another Gravimetric Scientist.
  5. Everyone should max out those two Tactical skills you didn't.
  6. Performance skills should only go to 6. The benefit is too little to be worth going all the way to 9. You could dump some skills, like Batteries and Hull Plating, if you need those extra points somewhere else.
  7. You operate at 100/25/50/25 or is that a typo? In a science vessel I'd probably recommend 100/25/25/50. Having 50 in engines is something escorts need to do so they can defense tank instead of relying only on shields/hull.
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Spomek
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Re: Rig's Science Officer Fleet Deep Space Science Vessel Bu

Postby Spomek » August 9th, 2012, 8:14 pm

How much do the Development Lab Specialists reduce your science team cooldown by? Take one out and put in another Gravimetric Scientist.
I haven't figured out the reduced cooldown yet, but unfortunately you can only mount one Gravimetric Scientist. I purchased a second one and can't use it.
You operate at 100/25/50/25 or is that a typo? In a science vessel I'd probably recommend 100/25/25/50. Having 50 in engines is something escorts need to do so they can defense tank instead of relying only on shields/hull.
Well it wasn't so much a typo :), as it was a miss applied power level. Yes, it should be (and now is) 100/25/25/50. I want the extra Aux pwr as stated in my abilities statement. Thanks for the catch.
Performance skills should only go to 6. The benefit is too little to be worth going all the way to 9. You could dump some skills, like Batteries and Hull Plating, if you need those extra points somewhere else.
I will rework my skills as you suggest. This build was really designed for the Recon Sci Vessel, but it seems to work for this ship. I'm waiting for the T2 Shipyard so I can go back.
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Re: Rig's Science Officer Fleet Deep Space Science Vessel Bu

Postby daBelgrave » August 9th, 2012, 8:49 pm

Spomek wrote:
How much do the Development Lab Specialists reduce your science team cooldown by? Take one out and put in another Gravimetric Scientist.
I haven't figured out the reduced cooldown yet, but unfortunately you can only mount one Gravimetric Scientist. I purchased a second one and can't use it.
Have you considered Sensors Officers?
Spomek wrote:Well it wasn't so much a typo :), as it was a miss applied power level. Yes, it should be (and now is) 100/25/25/50. I want the extra Aux pwr as stated in my abilities statement. Thanks for the catch.
I'm always looking for those little issues everyone overlooks. Glad I could help.
daBelgrave wrote:Looking at your abilities, you're extremely tanky, but I keep getting a feeling that you're missing some critical offensive ability. It's probably just me though, used to commanding escorts.
I've figured out what my problem was. Your combat role isn't very apparent when looking at your build. I'm guessing it's some kind of hybrid healing/zone control role.
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Spomek
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Re: Rig's Science Officer Fleet Deep Space Science Vessel Bu

Postby Spomek » August 9th, 2012, 11:06 pm

I've figured out what my problem was. Your combat role isn't very apparent when looking at your build. I'm guessing it's some kind of hybrid healing/zone control role.
Yep that is the role. I at times have to be in the middle of it like a tank and use my feedback pulse turrets, and point defense. But first I try to zone control with either the Gravity well or repulsor beams.
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Spomek
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Re: Rig's Science Officer Fleet Deep Space Science Vessel Bu

Postby Spomek » August 22nd, 2012, 11:55 pm

I have respeced my skills. What do you think compared to the one above?
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Spomek
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Re: Rig's Science Officer Fleet Deep Space Science Vessel Bu

Postby Spomek » August 23rd, 2012, 6:28 pm

Ok all, here is my re, redo on my skills. I didn't look at what I had set up in the past, and started from scratch knowing what weapons and skills I wanted to enhance. The following is what I came up with.
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Here is the lowdown on my choices. Keeping in mind that you have to place a certain amount of points in each tier before the next opens up, I placed that minimum in each tier for the skills I want to use, and came back with any extra points I had after T5 and filled in a few more points in the earlier tiers.

I have a Science ship so I am not really fast like an escort, and I don't have that many Tactical console slots to enhance my weapons, so I need to get as much as I can out of the skills.


Starship Weapons Training = improved damage in both energy and projectile weapons. So I maxed it out.
Starship Energy Weapons and Starship Projectile Weapons I maxed out for the same reason.
Starship Targeting Systems I maxed out so that I can get the most benefit from the three previously described skills.
The last two Tier 5 skills in energy and projectile weapons give me a +54 bonus to my Critical Hit and Severity values.
Because I have an average speed ship, and can't get much of a defense buff without using evasive maneuvers, I maxed out Starship Maneuvers which makes me harder to hit (unless my opponent has high accuracy weapons).
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For my Engineering skills I chose the following:

Ships Batteries = +84 to the length of time the batteries last.
Starship Hull Repair = This skill improves my hull repair and healing abilities such as Engineering Team and Hazard Emitters. This skill also improves my passive hull regeneration rate at a +99.
Structural Integrity = This skill improves my ship's Hull Hit Points, and I need all I can get so I maxed it out.
Starship Subsystem Repair = This skill improves my ship's subsystem repair speed performed by her crew. Subsystems (Weapons, Shields, Engines, and Auxiliary) naturally come back online over time, based on the percentage of able crew. This skill decreases the time it takes for a subsystem to come back online in the event it becomes disabled. I had a few extra points to spend when T5 was completed, so I spent them here.
Starship Warp Core Efficiency = This skill improves all of my ship's power level - Weapons, Shields, Engines, and Auxiliary - when the power level is low in that system. The lower the power level in any given system, the more of a bonus you get in that system. This skill grants no bonus to a system if your power level in that system is at or above 75. (a question: If you set your most important power levels (say weapons and AUX for me) at their highest value causing the other two to be reduce to minimum, would this skill be in use for those two low power systems most of the time?)
Starship Warp Core Potential = This skill grants me a flat bonus to all my ships power levels - Weapons, Shields, Engines, and Auxiliary.
Starship Engine Performance and Starship Shield Performance = This skill grants you a flat bonus to your Engine or Shield power level. The more points you have in these skills, the greater the bonus. Although as One has said),
Performance skills should only go to 6. The benefit is too little to be worth going all the way to 9.
Starship Hull Plating = This skill improves my ship's Damage Resistance to Energy damage - for instance, the damage from beam and cannon weapons. The higher your Damage Resistance, the less damage you will take from an attack, and the less you will need the T1 skill Hull Repair :) .
The T5 Skill Starship Auxiliary Performance = This skill grants me a flat bonus to my Auxiliary power level. The more points you have in Starship Auxiliary Systems Performance, the greater the bonus up to six (see above). A Science ship needs all the Auxiliary power it can get.
Space Sci Skills.jpg
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And finally the Science Skills:

I don't use energy draining skills, but I do want to improves all my ship's shield repair and healing abilities, such as Science Team and Extend Shields. Thus I put max points in Starship Shield Emitters.
Starship Shield Systems = This skill improves my ship's Shield Strength. The higher this skill, the more Hit Points your ship's shields will have. To move on to T3 skills, I was only able to place 6 points into this skill and allow me to place 6 points into Starship Power Insulators. Starship Power Insulators grant me resistance to attacks that drain my shields or power from my shields or any of your subsystems. I have spent points to strengthen my shields and don't want them to be drained by anything but weapons if possible.
Starship Graviton Generators = This skill improves my ship's Knock, Repel, and Slow abilities, like Tractor Beam, Repulsor Beam and Gravity Well, which are my main Science weapons. Thus I maxed this skill out.
Starship Particle Generators = This skill improves my damage for attacks that use exotic particles to attack my foes. Examples of exotic particles include the damage from Charged Particle Burst, Feedback Pulse, Photonic Shockwave, and Isometric Charge. The skill I use is Feedback pulse, and therefore maxed out this one too.
And finally Starship Internal Dampeners = This skill grants my ship resistance to Holds, Disables, Knockbacks, and Slow effects. For instance, I should be slowed less from Tractor Beams; my ship will not be pushed, or 'knocked' as far from Repulsor Beams or Photonic Shockwave; and, my ship will be disabled for much less time from Viral Matrix, Charged Particle Burst, or Tricobalt Devices. I don't want this to happen to my ship, therefore I maxed this one out.

Please make comments or suggestions to this build as I have not yet respeced into it and am still using the previous one. Thanks.
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daBelgrave
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Re: Rig's Science Officer Fleet Deep Space Science Vessel Bu

Postby daBelgrave » August 24th, 2012, 11:01 am

Take out the Enhanced Plasma Manifold since it shares a cooldown with your other batteries. Replace it with something else.
Spomek wrote:The last two Tier 5 skills in energy and projectile weapons give me a +54 bonus to my Critical Hit and Severity values.
I'd probably avoid these two in your case. The chance of you getting a good crit using beams isn't very great, unless, of course, you're using [Acc]x3 so your extra accuracy is getting converted to increased damage anyway. Basically, the frequency these skills come into play probably aren't worth the skillpoint cost. If you must keep one of them, stick with the torp one and make sure you're using a torp with [Acc]x3.
Spomek wrote:Ships Batteries = +84 to the length of time the batteries last.
If you can get away with putting less points into batteries, go for it. Normal batteries usually suffice, so the small extra benefit isn't very noticeable.
Spomek wrote:Starship Warp Core Efficiency = This skill improves all of my ship's power level - Weapons, Shields, Engines, and Auxiliary - when the power level is low in that system. The lower the power level in any given system, the more of a bonus you get in that system. This skill grants no bonus to a system if your power level in that system is at or above 75. (a question: If you set your most important power levels (say weapons and AUX for me) at their highest value causing the other two to be reduce to minimum, would this skill be in use for those two low power systems most of the time?)
I'd recommend maxing this skill. You are correct. It will still benefit subsystems with lower power levels while other subsystems are at max power.
Spomek wrote:Starship Hull Plating = This skill improves my ship's Damage Resistance to Energy damage - for instance, the damage from beam and cannon weapons. The higher your Damage Resistance, the less damage you will take from an attack, and the less you will need the T1 skill Hull Repair :) .
I would place greater value on Starship Electro-Plasma Systems instead of this skill. You already have the Starship Hull Repair and Structural Integrity, so Starship Hull Plating isn't necessary. Rely on your armor consoles instead for the added resistance.
Spomek wrote:Starship Shield Systems = This skill improves my ship's Shield Strength. The higher this skill, the more Hit Points your ship's shields will have. To move on to T3 skills, I was only able to place 6 points into this skill and allow me to place 6 points into Starship Power Insulators. Starship Power Insulators grant me resistance to attacks that drain my shields or power from my shields or any of your subsystems. I have spent points to strengthen my shields and don't want them to be drained by anything but weapons if possible.
Max these two skills, and consider maxing out Starship Flow Capacitors. You might not need the points to drain power from your enemies, but they also protect you against the many who would do that to you.
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