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Crowd control science ships - Dafmeister - 09-05-2014

I’ve been a cruiser player for most of my 18 months on STO. MY first character, a Tac, used escorts most of the time but I got bored with him and relegated him to bank alt. My second character was a Science officer and flew cruisers right the way through, as have my current Tac and Engineer. I never used a science ships

A few days ago I decided I’d like to give science ships a go. I’m not spending any Zen or dilithium on ships before Delta Rising comes out, and my Sci had a load of fleet credits sitting idle, so I got the Science Vessel Retrofit and decided to spec it for crowd control, with Gravity Well 3, Tractor Repulsors and the Dyson torpedo for the chance of more Gravity Wells.

Does anyone have any suggestions for things to get to help optimise this sort of build? I’ve got a Particle Generator console to boost the wells and I’m working on a better Gravimetric Scientist for a better chance of aftershocks. I’ll also be trying for a Warp Theorist with the turn rate debuff from Tachyon Beam and a Damage Control engineer to reduce EPtX cooldown. I’ve got Scramble Sensors in one skill slot, I’m thinking of dropping it for Gravity Well 2 on top of GW 3, seeing as it’s a 45-second cooldown and I can’t see any way of reducing it further.

Crowd control science ships - robonixon - 09-05-2014

Get fleet deflectors with 10% Sci skills bonus cool down. If you combine that with the MACO 2pc set you get another 5% skill cool down globally. Finally there are deflector officer doffs who have a chance to lower cool down on your deflector skills which counts for grav well. You can get the CD on GW pretty low if you get all of those together.

Scramble can be excellent if used right. There is a doff who adds a mini-SubNuc power to it that does a 50% slower cool down to the target's powers for 10s.

Grav well is amazing when combined with torp spread, you could also consider doing a transphasic torp build with a Sci vessel as the cluster torps plus grav wells do massive damage.

I have not found tachyon beam to be that useful and the turn rate debuff itself is even less so; if I recall it only works on the last tick of TB and you have to keep it on target the entire time to get that effect anyhow. If you are trying to be annoying I would get jam sensors perhaps. Repulsors are situationally useful but I am not sure I would slot them all the time unless you plan to push things into grav wells or defend in ESTFs. Can be good in PVP in certain circumstances as well.

RE: Crowd control science ships - TacPaddy - 09-05-2014

Maybe you should consider to put in a Graviton Generator Console as well. I have learned by experience, that an even amount of Part Gen / Grav Gen is more efficient than a surplus of Part Gens. The higher the Graviton Generator the more Ships will be pulled in from farther away. And that will be Crowd Control. Wink

RE: Crowd control science ships - wewarren68 - 10-07-2014

Also get the Dyson Torpedo.... combined with GW3, it's a sure crowd control device. A plus is that sometimes the torpedo will create a Gravity Well on it's own.

RE: Crowd control science ships - Chogokin - 10-09-2014

I'm going to hijack this thread, as my post has some relevance.

I don't often solicit build advice, being content to lurk and research quietly. However, I'd like some help on tweaking a build I'm considering.

My main Federation character is an Andorian Science officer. As such, she's not really an ideal space-oriented character, but she's my longest serving character and the one I've been focusing on lately, as well as the one I intend to keep playing for Delta Rising for the foreseeable future.

I own a Wells science vessel, which I have been playing as a 'fluffy' build, with the Temporal Warfare set. She doesn't mount anything other than Mk XI purple weapons and Mk XI blue consoles which I built under the old crafting system and some items from the Omega reputation, specifically the Adapted MACO set, the Kinetic Cutting Beam and the Assimilated Module.

I'm interested in upgrading to a more solidly PvE-focused build. I have the resources to acquire all the equipment on the build in the link, I just don't want to drop the fleet credits and dilithium unless it passes muster as a solid build in the eyes of the more knowledgeable ship-wrights in the fleet.

My inspiration for this build was some discussion of requirements for the No-Win Scenario, which I would like to undertake and win before Delta Rising begins.