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Posted Mon 10 Mar, 2014 7:55 PM
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Last edited by Vampiryy; Tue 11 Mar, 2014 8:16 PM.
Was thinking on doing something like this on the Solanae Dyson Science Destroyer:
http://www.stoacademy.com/tools/skil...xperiment_6378
Doffs:
Gravimetric Scientist. with gravity well aftershock x2
Technician. Reduced time for boff ability's x2
idk what else to use.
Since the Tactical mode has a DHC and there for being front heavy i'm going with a cannon build. And to make the cannon build more feasible i put the Grav torp aft. Since it's a all-round build i'm going for technicians, since they provide a nice boost across the board.
Main use will be reward grinding on my Science char, if all goes well. :emoticon_ShiftyEyes
So the idea as you see is drop AOE in a group of enemy's then switch to tactical and nuke em as much as i can.
Any advice would be nice as i'm not a science player. Also feel free to post your builds of different science vessels. A little brain storming never hurt anyone.
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Posted Tue 11 Mar, 2014 12:26 AM
Rethink your doffs. You can't use more than one grav doff, and tech doffs grant their bonus when you use Aux to Batt which you don't have slotted, and, frankly aren't all that hot on science vessels
Try the grav scientist and a pair of tac team conn officers with a pair of cannon energy weapons officers. Then you can try swapping one of the cannon skills for an attack pattern.
I would also put that torpedo forward. The proc is pretty nice so you may as well get some use out of the torpedo (and I personally never liked all energy builds anyways, they always seem off). I also generally stay away from dual grav wells since the global cooldown causes them to step all over each other; You save some time off reusing them but it's not very much. The counterpoint of course is having a GW III but still having access to a grav well under tactical mode, so it's a toss up.
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Posted Tue 11 Mar, 2014 9:25 AM
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Last edited by Wesstan; Tue 11 Mar, 2014 9:27 AM.
I agree with the doff reccomendation curzon did. Don't use technicians on this build.
You should also stick with Grav Well and AoE powers (but i am a fan of dual Grav Wells + GravWell Doff for the total apocalypse). GravWell + AoE attacks = win!
I would slot EPtS2 instead RSP and use 3 Damage Control Engineers so you can keep EtPW and EPtS up combined all the time.
Use 2 TT Conn officers to keep up TT1 continuously.
Put Hazard Emitters 1 into the both ensign scinece slots and Tractor Beam 2 ino the Lieutenant slots.
Other than that i can not recommend using this ship because its ugly as hell
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Posted Tue 11 Mar, 2014 10:33 AM
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Last edited by Vampiryy; Tue 11 Mar, 2014 11:29 AM.
Well as for uglyness idk, i'd prefer calling it unusual.
I'll take your recommendations and use em
So it would look something like this:
http://www.stoacademy.com/tools/skil...eriment20_6378
Depending on the results, ill use either Omega 3 or Scatter volley 3.
Doffs:
Conn Officer: Recharge time reduced for Tactical Team and Buff x2
Damage Control Engineer: Chance to reduce the recharge time for Emergency Power to subsystem abilities x3?
Gravimetric Scientist. with gravity well aftershock x1
Is 3 doffs of the same trait really possible?
I'll probably use a similar build on my Klingon tact. Since both my Klingon tact and fed scn are both underdeveloped this might be a good way to start.
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Posted Tue 11 Mar, 2014 11:19 PM
Most doffs can be slotted up to 3 times, but some doffs are exceptions and can only have one copy slotted. This is by type rather than bonus so you could, for instance, have 2 conn officers that bonus tactical team and one that bonuses evasive maneuvers but can't add any more as you have 3 conn officers slotted already.