Evshell wrote:Thanks BL. I went through the Season 8 Dyson missions last night, and got about 160 marks and a commendation. Definitely a lot easier to build up than Omega.
Do the space attributes of Boffs really make that much of a difference? I don't really want to throw out some of my Boffs, because I RP and have a backstory for each and they've been my trusted crew since I started in 2010. I'm totally cool with replacing Boffs on any other characters, just not this one. I can add slots and throw out a couple. I have a purple Borg, but I don't know if it has efficient. I also have one human.
But do you have any suggestions related to the specific skills I have available on my ship, or do they look good? Would you recommend replacing any specific ones? You mentioned a "grav well skill tree", but didn't say anything about actually replacing them with the gravity well skill... was that implied?
I'll look into modifying the skill tree soon.
Lastly, I have no good damage control engineer doffs (1 single common)... is getting those specific types just completely random?
Thanks again!
I think the confusion here is that i posted TWICE about your build, and you probably only saw the most recent one, detailing about skill trees and doffs.
Having space attribute Boffs certainly helps, but they arent necessary and are a relatively new thing.
the efficient borg BO (if you look at her passives, it could say efficient), adds about 1 to your power levels that have a base level of below 50.
so do the saurians. so lets say you have weapons at 90 base, shields at 70 base and aux/engines at 25 or so each.
if you had 5 efficient Boffs, your power levels for aux/engines would be about 30 or so now.
certainly better than nothing, but also nothing to write home about if you care about your BOs. (i will never discharge the common female tactical andorian that i chose as my first Boff ever, so i know that feel)
the leadership trait doesnt stack the same way as efficient borg/saurians go. so much so that it is only worth having 1 of them on your ship. the leadership trait is also a player ability, so if you have it, you dont need to slot a BO with it.
all it does really is slightly buff your hull regen and subsystem repair stat. again, better than not having a bonus if you care about such things.
the nausicaan BO you can get from the diplomacy commendation has the Pirate trait, which increases ALL your ships damage, from ALL sources, by 1.5% and it stacks. feds can only get one (two if you got tier 4 diplo as fast as you could when it was brand new. i ended up with a nausicaan and an orion slave girl so it worked out)
the romulan doffs you can get from the embassy, and can have the superior romulan operative trait, which also stacks. this will boost your crit severity and chance, and is very useful for people who crit stack.
i plan to get 2 or 3 of them myself.
i want my ambassador to have every advantage i can reasonably give it, so i opt to go that route. purely personal preference.
i just thought i would do my do diligence and recommend it, as it IS an improvement, and not one that many people seem to know about.
as for the recommendations on the specific skills, i believe i recommended some changes to your BO powers. as you are a science ship, i suggested grav welling. i gave an abridged version of my recommendations bc the computer i was on deleted all my well typed out suggestions and it was late, so i just wanted to get it out the door so you could start thinking about it. i will go into more depth now.
Fire at will to replace high yield.
reasoning: high yield is a spike power, and the cool down required to fire 3 torpedos just isnt worth it IMO. you can get MUCH more sustained DPS out of fire at will. especially if there is one target, or if you have multiple enemies in a grav well. plus you dont want your front to be facing the enemy, you want to be broadsiding. this ship cant do as much damage facing forward as it could facing sideways. this has the added benefit of not needing to buff the turn rate.
replace all your weapons with regular beam arrays. yes even the torpedo.
reasoning: you need to dip your front in to fire that torpedo, canceling the fire from your rear three weapons.
three beam arrays worth of buffed beams will out dps a torpedo that gets fired maybe every 15 or so seconds.
upgrade to these
http://sto.gamepedia.com/Plasma-Disrupt ... Beam_Arraythey are free (bit of a grind to get six, but not so bad.)
they are mk xi, and they combine the debuffs of plasma and disruptor together into one weapon.
disrupter has a very good debuff, bc it lowers the targets damage resist, meaning you and everyone else shooting at that bad guy, will hurt it more.
plus, bc it is part plasma, once you get some dil and fleet credits (really dont need that much) you can get embassy science consoles that boost plasma damage, effectively giving you more TAC consoles, and increasing your damage.
tac team is fine as your ensign tac power.
for engineering i said
EPTS1, DEM1, EPTW3heres why: epts 1 will obviously heal your shields.
DEM1 is an agressive choice that will add more shield penetration to your energy weapons.
if you dont want that, go for RSP.
EPTW is another agressive choice, but i feel it will be worth it. it will add a huge boost to your weapon power, and also in addition it will buff your damage out put for 10seconds i think. those two facts combined with 6 beam arrays will do a good bit of damage.
science ENSIGN powerssci team: everyone will be counting on you to have this, as you are the science guy. try to only use it when TT is on cool down. tac team boosts your damage output for 15s, removes assimilate ship, and balances your shields. science team will cancel numerous science debuff effects like scramble sensors, jam sensors, viral matrix, SNB....so its good for you to have this to dish out to others, bc no one really slots it anymore. too specialized.polarize hull. this is a good power to have bc it will break tractor beams, which the borg love. it also boosts your damage resistance, but only on your HULL. so use this only when your shields are failing. it no longer shares a cool down with hazard emitters, so thats good.get rid of tractor beam and instead get hazard emitters. this will cancel borg shield neutralizer, and the plasma fire proc, as well as heal your ship and provide a resist.science LT powers::hazard emitters. yes two copies. you dont have ETeam or aux to sif and its good to have 2 heals if you like to survive.
transfer sheild strength: this is a better shield heal than science team bc it adds a resist and doesnt put TT on CD.
now, for LTCMDR and CMDR powers, i said to go with grav well.
that is just my suggestion, but i think it will be really fun and also very useful.grav well is legit one of the best powers that ANYONE can play, not just a dedicated science ship.it pulls them in, most pve ships cant escape. it deals shield penetrating kinetic damage. it lasts for 20 seconds.when you kill something in a grav well, all the other ships in that grav well are going to get damaged severely by the warp core breach.heres where its really useful. it can keep probes and nanite spheres from ruining your optional in the STFs.you cant count on your team mates to follow the SOP when it comes to STFs. you have to be ready to step in to clean up a mess. someone poped a generator too soon in infected? no problem, just grav well the nanite spheres and continue as if nothing happened.
someone isnt killing their probes and you have to rush over to stop them from going through the vortex? how are you going to kill 3 probes in less than 10 seconds? thats a tall order even for an escort. no problem. just grav well the probes and they arent going anywhere for 20 seconds. plenty of time for you to kill them. easier still bc when one blows up, it damages the other 2 with its breach.
having 2 copies of the skill is just so that you can be throwing them out left and right. its invaluable in crystaline entity, as it keeps all the shards in one place and not killing your team. its great for fighters, they all die as soon as they get sucked in. it even deals damage, so you can just grav well the borg gate if you really want to, the gate will take damage. i do it all the time.
plus you wont need tractor beam anymore. tractor beam you have to be within 5 km, not so with grav well.
as far as your engineering consoles go, again i recommend fleet gear, its very easy to get. but if you cnat get that....
get a second neutronium console and a SIF generator to boost your hull healing.
science consoles.get rid of the emitter AMPLFIER and the shield refrequencer. the refrequencer isnt that great bc crew isnt very helpful in this game, theyre dead almost immediately and dont do much even when alive.the emitter amplifier is no good either, as shield regeneration is not worth counting on. if your shields are low, the regen rate isnt going to save you, EPTS will. TSS will. the regen rate on shields is a drop in a bucket compared to the shields capacity.
pick up anothter emitter ARRAY to boost your shield heals, and a graviton generator to boost your grav welling. ( if you decide to grav well.)do you have fleet marks? check out the embassy consoles. they are a good goal to work towards and will really help your ship.
they can boost plasma damage!! and they can lower your threat, and can boost your grav well or shield healing.these consoles can act as make shift damage boosting consoles for you bc you are using plasma, in adition to helping you tank, lowering your threat....its like 3 consoles in one. you have to get them dude.tac consoles:: get 2x plasma energy buffing consoles. not worth buffing torpedoes with that quantum console, they dont do nearly as much damage as beams will on tihs build.
that beam buffing console wont net as high returns as a plasma energy specific one will, so thats why i recommend 2x plasma consoles.a new warp core on the exchange will be cheap, look for one that is mk 11 rare, has [A->W] or [s->w].make sure the other modifier is useful for combat too, lke EFF (+warp core efficiency) or EPS(boost eps power skill) instead of COI or TRANS (which buff sector space movement, and dont help your ship in combat.now, your skill tree. i went ahead and made a skill tree that would benefit your ship, the powers i recommended, and your innate science captain abilities. if you dont plan to grav well, you dont need any points in the grav well related skills there, but the rest is still very aplicable.
as for your doffs, yes getting them is pretty random. each nebula in the game has a colony doff chain that will award specific doffs if you can find the repeatable, 7th mission in the chain. its a great way to farm purple doffs. but i dont think there is a blue or purple DCE mission.
so youre left with the exchange. save up and try to get 3x blue damage control engineers.
as i said before, having 3 gives you 3 rolls at 30% to reduce the cooldowns on all EPTx abilities.
which means that it almost always procs, and effectively gives you 2 copies of each of your eptx abilities.
so you will have 2 eptw3, and 2 epts1. very nice.