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Fleet Science Vessel Build

Started By:
lionheart045, Fri 02 May, 2014 10:38 PM
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    #1
    Hi everyone Big Grin I like your opinion about the build for my Fleet Rhode Island class science vessel. My main purpose is make it into a controller role vessel so I can help other players with mob control and take down shields quick on enemy ship since science vessels are not cruisers and escorts.

    Here is my equipment= Tetryon Beam Arrays XI (rare) x5, Bio-Molecular Photon Torpedo XII (rare) x1, The Aegis space set, Subspace Field Modulator, Neutronium Alloy XI (rare) x2, Energy Signature Dampener [+Turn] XII (very rare), Assimiated Module, Nukara Particle Converter, Zero-Point Energy Conduit, Proton Particle Stabilizer, and Tetryon Pulse Generator XI ( one rare and two uncommon) x3

    Here is my BOFF skills= Tactical: Lt. Com TT1, FAW2, TS3
    Engineering: Lt. EPtE1, EPtS2
    Science: Commander TB1, SS1, GW1, GW2
    Lt. PH1, TSS2
    Ensign HE1
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    #2
    http://www.stoacademy.com/tools/skil...vestacontrol_0

    Here's roughly what I'm using, some tweaks since I made that but more or less the same.

    Obviously it isn't the same ship that you have but the principles can still apply as I aim for much the same effect as you. I built this around having more tricks up my sleeve rather than focusing on a few boff powers. That said, I swap boffs around to have a similar layout more suited to what I'm doing if needed.

    In my experiance, the best way to bring down a targets shields quickly is simply to shut down their shield subsystem. That doesn't always work so well in PvP if the opponent has spent some points/consoles on power insulators. While the shields only go offline for a short while, a decent escort in your team really only needs that long to melt the enemy, a few heals and APD help keep those escorts flying too.

    If you like, and no one posts a good one before tomorrow, I'll come up with something for the ship you're using that you can modify to your own taste. I'd do it now but it's getting a bit late and it's past my bedtime :p
    Farron
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    #3
    I saw your build for your Vesta and it is pretty good even though I'm not a big fan of Tractor beams.
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    #4
    The only time photon torpedoes are really useful is when your fore (or aft) is usually facing the target and you don't have space for torp doffs. Given you are using TS III, you should probably be fitting a quantum up front. You could also consider swapping TS and FAW to get more out of the 5 beams you have or trade TS for Attack Pattern Beta.

    Also decide which of the universal consoles are working best for you and lose half of them so you can actually buff your science skills (and you could also move one of them into an engineering slot and losing some resists). I'd reccomend dropping the Proton console since you aren't using Dyson weaponry and those aren't that big of power bonuses. if you don't want to lose an engineering console I'd also drop the zero point (since the other two consoles are buffing your science abilities and beams, and if you can spare the lobi a tachiokinetic converter might even be better than the Nukara Particle converter since it buffs criticals as well as grav gen.

    I would also recommend trading EPtE for another EPtS or an EPtA. To buff defenses or your science abilities. Alternatively drop EPtS to the Ens. slot and put Aux2Sif for your LT slot for a bit more hull repair.

    Try and get a hold of GW III. If you are using the Cmdr spot for gravity well, accept only the best. Another recommendation if you are going for control is tractor beam repulsors with the doff that causes them to pull ships rather than pull. I generally prefer to have a tykens rift and a gravity well with deflector doffs that reduce recharge on those due to the global cooldown on gravity well. Alternatively there's Tachyon Beam III which you can slot in the LtC slot, also works with deflector officers, and has a Doff that causes it to nerf the target's turn rate. Additionally flow capacitors buff not only that, but also the proc on your tetryon weapons (and also works with Polaron), so there's some synergy there.

    Lastly if it IS a control build you should get used to tractor beams since that's what they do.
    CurzonPeers
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    #5
    I saw your build for your Vesta and it is pretty good even though I'm not a big fan of Tractor beams.
    If your into the Vesta and willing to forgo a CC setup this is a insanely fun PVE/PvP setup.
    http://gateway.startrekonline.com/#c...ship-equipment

    Leech drains+3.8 ( +4.0 if your running a fleet buff) per cycle, with a AMP AUX fleet core your power levels are almost always capped ( 125/125/125/130 ), they might drop down to 100 on weapons for a quick snap but they come right back up. Non drained power levels are (15/50/35/100) iirc
    Use the AP 360 beam for subsystem targeting ( again with all the flowcaps it is fun )
    Your GW and pets GW along with TB handle any CC issues that might come up. Plus with the heavy drain going on and subsystem engines it is pretty easy to stop/slow a single or mob.
    I keep Evasive on CD for if/when my shields go down for the defensive boost, 9/10 that is enough to build some defense and get your shields healed up ( again that 125 power makes for nice regen )
    A focused PvP attack will pop you pretty darn quick but then again thats said with alot of setups and why evasive is kept on CD.
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    #6
    Ok I switched from Tachyon beam to Tractor beam with the doff the drains shields with it and have a doff that has a 40% CD on Exotic Damage skills I tried to equip two of them but it is a no go. I tried to get a doff that turn the tractor repulse into tractor pull but I bought the one that is in the wrong faction *sigh* lots of EC wasted on that one.
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    #7
     –  Last edited by Farron; Sat 03 May, 2014 7:06 PM.
    I saw your build for your Vesta and it is pretty good even though I'm not a big fan of Tractor beams.
    Ah, see I like tractor beams because I also use the Doff that allows TB's to drain shield strength. I also use Delta Flyer's which have tachyon beam so while the shield drain isn't a game changer, it's not insignificant.

    Now, here's what I've come up with for you:-

    http://skillplanner.stoacademy.com/?build=fsvrc_0

    So as I outlined before, the idea here is to drain your target of their power, debilitating their combat ability and potentially shutting off systems entirely. The Plasmonic leach console might be a little pricey but it's worth getting as you'll be able to drain (and gain) up to 16ish power in each subsystem simply by firing on the enemy. Tyken's rift will debilitate/shutdown small ships and you can combine it with energy syphon on a larger target of your choice. Now all but the largest (usually dreadnought class) ships are at your teams mercy but you've another trick up your sleeve in the form of your built in subsystem targeting powers. Use whichever you want based on which subsytem you want to shutdown. While all of this is going on, your power levels will have maxed too and Sensor Analysis will have taken effect. I've thrown a grav well in there too to bunch up enemies. Interestingly the shared CD it has with Tyken's Rift will be done before grav well expires so you can fire that off after to drain as many enemies as possible.

    In summary, lowering power will:-

    Weapons: Stop them blowing you up
    Shields: Lower their shield regen and resistance (even if you don't take the subsystem offline, lower power levels will allow weapons to get rid of shields quicker)
    Engines: Slow them down, reducing their defense % resulting in more hits and crits
    Aux: Interfere with their own healing and control powers

    I like both your decision to use and choice of torps. They'll slow the enemy down, lowering their defense and thus causing them to take more damage. An alternative (and my preference) is Chroniton torps, the chance is lower but the debuff is stronger. If you get in close you might want to consider chroniton mines, more chances to proc. I've picked out polarised tet beams for you as the polaron proc will drain more power though I'd rather use a type of polaron weapon myself. I don't like to have FAW (or BO) on a sci ship as it puts the built in beam powers on CD. Torp spread will get those speed debuffs to more targets. I feel attack pattern delta gets overlooked to often, especially in team play. It'll buff an ally's resistance while lowering that of anything firing on them, anyone catching a lot of aggro will thank you.

    They'll also thank you for the heals. Pretty self explanatory but a quick note on AUX2SIF: It has a low 15 second CD and a resistance buff in addition to the heal, the buff lasting the same time as the CD so 100% uptime on this. EPTS will allow you to set shield power lower while keeping the actual power high, letting you put more into other subsytems (ideally aux)

    I haven't picked out a deflector/shield/engine set for you as this'll depend on what reps you're working on (any of them will be a step up on Aegis). Work on which ones you want and choose your set as you go. The Elite fleet warp core with the [AMP] bonus is really nice, 3% to all damage for each subsystem over 75, which will be all of them.

    Curzon's advice is solid throughout (and if his suggestions suit your playstyle more than mine, go for it) but you should absolutely heed his advice on consoles. Prune some of those universal consoles from your build and get more to buff your boff powers. Again fleet versions are really nice and I like the -threat versions so I can focus on healing and buffing allies.

    For doffs I recommend a sensor officer so your sensor scan captain power will debuff their offense as well as defense, a gravimetric scientist that will allow your important powers to cut the CD on each other, a deflector officer (or 2, or 3) as Curzon suggests and if you cave in a get tractor beam, the doff I mentioned above if you have the room for it.

    Grover's a clever fellow so again, if his approach suits you more use his suggestions. Like him, I also recommend a Vesta but only if funds allow, you'll be fine in your current ship otherwise (or if you just prefer it).

    You won't blow stuff up as fast as an escort but solo very little will be able to resist you and in a team you'll make everyone's job so much easier.
    Farron
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    #8
    Ok I followed your skill planner as best as I could even though there are some stuff that I can not get but I improvised on the warp core and consoles. So far it is different from the usual play style I'm used to but it works Big Grin.
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    #9
    I'm going to put this same build to my brother's mirror sci vessel since he has no clue what to do with it so I'll give him this build or close to it so he can have some idea about what he wants to with it.
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    #10
    Some stuff I forgot to mention. If you ARE doing a control build, the dyson torp is a bad choice. I may have ragged on photons since they are a damage torpedo that isn't so great at applying damage, but the dyson torp leaves mini grav wells o sits more in the realm of effects torp like chroniton, and it does synergize decently with Torpedo spread. Also if you want to get more out of the Nukara console, you can try getting the Nukara DBB, since the 2set bonus is Tetryon damage and flow capacitors which boosts shield and energy drains (including the tetryon proc) which can be useful with the linked setup. The downside is you lose a bit off the broadside.

    I ashould also note I support the sugestion in the build to use an aft torpedo. Again, while it lowers the broadside a bit, it gives you a bit more smash off TS, and aft torpedoes are often easier to maneuver into the firing arc if you are fighting close. I should note I do not support the suggestion for a turn rate neutronium as the Nova/Rhode Island doesn't really need it. What it does need is more help in the tank area, so I would recommend the fleet neutronium with the HP or repair bonuses. It's up to your playstyle really though.


    If I might ask, what is your playstyle? What roles do you most enjoy?

    If you are going with an energy drain build as Kusanagi suggested, you might look at polaron weapons since the proc on polaron lowers the power levels of your target. Like Tetryon weapons, the magnitude of the proc is affected by flow cap.
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    #11
    I play mostly cruisers and escorts because I like them alot and I rarely use the pure science vessels. I do play my tac vesta time to time but I build it into an escort instead of an science vessel. So this is the first time I'm really using my head for what build I'm looking for. So I'm having fun with the drain build on both my fleet rhode island and my brother's mirror RSV.
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    #12
    I'm going to get the fleet warp core after I get the Mk XII counter-command space set