Science Ships in the Current Century

 

Due to the high demand for science ship builds, here is a brief overview of what is currently in vogue. One fair warning: only read on and recreate one of the builds if you want to invest hundreds of millions of energy credits, piles of Lobi and thousands of Zen.

Science ships are able to dish out incredible amounts of damage to groups, especially in elite queues.  Unlike cruisers or escorts their main sources of damage are:

  1. Bridge officer skills
  2. Clicky abilities from consoles
  3. Secondary deflector
  4. Weapons

The following builds are based exactly on this order. 

Captain class
A common mistake is to link the captain’s profession to the class of the ships when it comes to terms of maximum efficiency. This might work in other MMOs, but in STO it’s Tactical > rest. So if you want to create an EPG build from scratch, choose Tac for your character. I’d use an alien Romulan. 10 personal trait slots and 5 (cheap) bridge officers with the superior operative trait. Choose a Fed alien for the better-looking ship or a KDF alien if you want to save some hundred million ECs. Want to play a Sci captain? Why not. Eng? Better not, this class currently gets most out of direct energy builds.

Let’s start with a highly specialized skill tree:

We use 27 points in Tac, so you can choose all but 3 skill nodes. Since we’ll focus on torpedo weapons, your energy weapons are more or less for the set bonuses, traits, and procs. I’d skip the last point for them and add one to defensive Maneuvering which adds a little to your defense which might be useful if you stand still. If you think you need every bit of energy damage, get Advanced Weapon Training instead. The only other selection we make on the Lieutenant level is Advanced Hull Capacity. We need hull points for Tyler’s Duality.

The picks for the LtC level are pretty obvious. We need some points for Tac and all the nice Sci stuff we can get. Unlike builds with energy weapons, we don’t need EPS here. I like fast ships, so all in impulse speed. If you don’t need that, put 3 points in something you like (i.e. Long Range Targeting, Shield Resistance, etc.)

On the Commander level, we take the Tac stuff and add a single point to Hull Plating. Our sole concession to damage resistance. 

Captain skills are pretty simple, too. All Tac, maximum EPG for Sci, and energy for our subsystems. Offensive subsystem tuning isn’t necessary, you may put it into Improved Warp Core Potential.

Admiral skills, no surprise here, all Tac and War Core Potential. Tactical captains don’t really need Advanced Tactical Readiness, put it into energy weapons.

Unlocks: all CrtH, Battery Expertise, Max Hull, Threat Control, and full Focused Frenzy.

Specializations

Temporal Operative as primary gets us +50 EPG, Continuity, and a lot of useful other buffs. Strategist is the recommended secondary spec. 


Ships

The best science ship you can get your hands on at the moment is the Verne Temporal Science Vessel. It offers the unique combination of a great bridge officer layout and one of the best universal consoles for EPG builds. Don’t stop spending ECs right there, also get the Aeon Timeship for the best-looking skin. For KDF it’s the Qul’poH, Romulans choose the Sui’Mor. Bad news, no Aeon skin for them. 
If you don’t want to spend your money on an infinity price ship, take the Lukari Dranuur Scout Ship. It’s cheap, has raider flanking, and a great BO setup. But sadly no backstep console.


Starship Mastery Traits

The traits are the reason why EPG ships perform so well in today’s metagame. I recommend getting these for your builds

  • Spore-Infused Anomalies (SIA) turns all your anomalies into extremely powerful sources of AoE damage. It’s from a C-Store ship, so consider it cheap.
  • Exotic Modulation buffs your exotic damage when using Temporal Operative abilities. Also C-Store.
  • Assimilated Power-Conduits gets you exotic CrtH and CrtD by activating Emergency Power to Auxiliary. From a ‘cheap’ Lobi ship.
  • Improved Photonic Officer (IPO) exotic bonus damage from Photonic Officer. Also Lobi.

For explanation: Three of those traits buff your exotic damage. That includes bridge officer abilities, stuff that consoles do, and secondary effects/procs from your weapons and your secondary deflector. SIA is an almost broken ability if used correctly. IPO also helps your cooldown management.

Depending on your budget or build two of these are also highly recommended:

  • Kick Them While They’re Down (Kick) for up to 25% CrtH. Infinity lockbox. Highly recommended. It gives fives full stacks on these three abilities known at the moment: Photonic Shockwave, Scramble Sensors and Viral Impulse Burst. It’s a good idea to start your combat with one of those.
  • The Ruin of Our Enemies (Ruin) for bonus damage, BO recharge.
  • Entwined Tactical Matrices (ETM) helps your torpedos to chain fire spreads. C-Store. Enjoy.
  • Terran Goodbye (TG) even more CrtH. Also Infinity lockbox.
  • Strike from Shadows is also quite popular for EPG builds.
  • Time to Kill adds all damage to your build. With high critical hit rates and saturated CrtD and bonus damage values, it’s a good idea to push that part of the damage formula a bit.
  • Checkmate does the same and costs just Zen. A skill to consider on on builds that use a lot of clicky + Bonus Damage consoles.

Personal Traits

Here we have all the nice ones we use on our energy builds plus some dedicated to EPG stuff.

Highly recommended

  • Particle Manipulator (most important, Level 15 Sci R&D)
  • Fleet Coordinator (free)
  • Inspirational Leader (exchange or Infinity Lockbox)
  • Duelist’s Favor (exchange or Infinity Lockbox) – more interesting for cannon builds
  • Into the Breach (exchange or Infinity Lockbox)
  • Terran Targeting Systems (exchange or Infinity Lockbox)
  • Adaptive Offense
  • Enlightened
  • Unconventional Systems – recharges consoles
  • Context is for Kings (exchange or Infinity Lockbox)
  • Anchored

Recommended and/or race and profession-specific

  • A Good Day to Die (Exchange or Infinity Lockbox) –  Must-have for Tacs
  • Conservation of Energy – Must-have for Scis
  • EPS Overload (free) – Kinda must-have for Engs
  • Intelligence Agent Attaché – restores captain skills
  • Photonic Reinforcement (exchange or Infinity Lockbox) – Good for Sci Captains
  • Romulan Operative (free) – Only for Romulans
  • Psychological Warfare – If you want to increase your Gravity Well’s crowd control effect, consider using this one

Space Reputation 

Pick 5 from this list

  • Advanced Targeting Systems (Dyson T2)  +16% CrtD on Rank I or +20% CrtD on Rank II
  • Precision (Romulan T2)  +4% CrtH (I) or +5% CrtH (II)
  • Tyler’s Duality (Discovery T4)  +CrtH depending on your hull capacity
  • Auxiliary Power Configuration – Offense (Nukara T4) Bonus damage scaling with Aux power
  • Particle Generator Amplifier (Iconian T2) 5% / 6,25% Bonus exotic damage 
  • Chrono Capacitor Array (Temporal T2) for better cooldowns

DOFFs

In general, we recommend DOFFs that increase your exotic damage and CrtH & CrtD

  • 32 of 47 
  • 31 of 47
  • 27 of 47
  • Mizuab (Fed) / Ainsuri (KDF)  with a chance for bonus exotic damage. These doffs stacks, so a second one won’t hurt either.
  • Projectile Weapons Officer with a chance for CrtD and / or CrtH when firing torpedos

Also useful:

  • 46 of 47 for reducing CDs, fits perfectly into this build
  • a very rare Gravimetric Scientist for aftershock Gravity Wells
  • a very rare Photonic Studies Scientists for triggering Photonic Aftershocks. Won’t help you with kick, but they’re cheap at least.

Ship Setup

Weapons

Deflector / Engine / Warpcore / Shield

This setup is preferred for missions where you actually move around

This setup makes use of the new set that comes “free” with the Widening Gyre event

  • Elite Fleet Intervention Protomatter Deflector Array Mk XV [ColCrit] [CtrlX]x2 [EPG] [Sh/HullCap]
  • Deteriorating Secondary Deflector Mk XV [CtrlX/EPG] [CtrlX]x2 [EPG] [SA +Dmg]
  • Romulan Advanced Prototype Impulse Engines Mk XV [SecSpd-2]
  • Revolutionary Warp Core Mk XV [A->W] [ACap] [EPS]
  • Revolutionary Covariant Shield Array Mk XV [Cp/Rg] [Reg]x4]

    What’s cool about this setup is the 2-set bonus from the Revolutionary set. In combination with the Romulan engine’s buff to Starship Weapon Amplification, you’ll get more than 65% (!) exotic damage critical severity. Works extremely well with starship traits like Kick and TG.

Consoles
We had some nice additions lately for our science ships which makes it even harder to find the perfect combination. At least we got an additional console slot with the T6-X upgrades.
Here’s a list of useful consoles:

Alternatives:

  • Exotic Particle Focuser
    39.4 EPG, 26.3 Control. 25% chance: +6% Exotic Damage Bonus for 30 sec (Stacks up to 5 times) when using any Exotic Damage ability. Great on paper, but it activates on the final tick. We use a lot of DoT abilities, so this console often triggers too late to be useful.
  • Entangled Quantum Bombardment
    Very strong EPG clicky.
  • Isometric Charge
    Great active ability but no passives. Cheap for all.
  • Cutting Tractor Beam
    Adds bonus damage for your damage consoles. Has some bugs/glitches. Don’t use it.
  • Interphase Quantum Distributor
    A small bonus to exotic damage, speed, and hull penetration (for weapons). Adds 1.25% CrtH and 12.5% CrtD in combination with the Delphic Torpedo. Lobi.

Devices

Pick three all four

So, in the end, the ship should look like this. Remember that these are sample builds. You should adjust the setup for ISE / HSE or whatever mission you want to play.

First one is a Tac/Rom, the second a Sci/Fed.

Bridge Officers

What applies to energy weapon builds works well with EPG builds, too.
Superior Operatives > Kentari > Jem’Hadar Vanguard > Hierarchy > Nausicaan > Krenim or Astrophysicist (i.e. Holo Spock and Weyoun)

So if you’re using the Alien Rom, it’s 5 Superior Operatives.
On a Fed it’s

  • 1 Superior Operative for the Tac station, 2 Vanguards (Eng, Sci), 1 Hierarchy, 1 Kentari (Sci) or i.e.
  • 1 Superior Operative for the Tac station, 1 Hierarchy, 1 Nausicaan Sci (Diplomacy T4 BO), either 1 Astrophysicist and 1 Kentari (Eng) or 1 Kentari (Sci) 1 Krenim (Eng) 

For KDF it’s

  • 1 Superior Operative for the Tac station, 2 Vanguards (Eng, Sci), 1 Hierarchy, 1 Kentari (Sci) or i.e.
  • 1 Superior Operative for the Tac station, 1 Hierarchy, 2 Nausicaan Sci and 1 Kentari (Eng) 

BO Skills

Sample build 1:
This is one way to set up the skills. This build uses ETM and profits from the Morphogenic Set.

We use just one engineering skill (Emergency Power to Auxiliary) for the Doff(s) and Assimilated Power Conduits. Fire at Will and Scatter Volley trigger ETW.

This means we can use 11 different science or temporal abilities for total destruction. Let’s see how it actually works. We can divide these skills into 4 categories: Anomalies, trigger for the secondary deflector, pure damage, and utility.
The only one that falls in the last category is Photonic Officer. We need it for buffing, cooldown management and to trigger SIA. Anomalies are skills that have a lasting AoE effect. Gravity Well is pretty obvious. As is Subspace Vortex, Chronometric Inversion Field and Timeline Collapse. Oddly enough Very Cold in Space is also an anomaly. 
The secondary deflector ist triggered by Destabilizing Resonance Beam, Charged Particle Burst and Structural Analysis.
Delayed Overload Cascade is an awesome damage ability but has to be timed correctly. Only use it if you’re absolutely sure that it will destroy all those pesky targets. Otherwise, you’ll have Borg Spheres flying around everywhere. 

You may also use Recursive Shearing which is a great single target damage ability, i.e. for the final Tac cube in ISE. Feel free to play around with the skills, Delayed Overload Cascade III is also definitely worth a try.

Playing with this build is pretty simple. Fly to a group of enemies and activate your abilities until they are gone:

  • Stack up procs for the Morphogenic set by chaining CSV and FAW
  • Activate EPtA to buff up and select the target with the most hit points
  • Activate Chronometric Inversion Field and Timeline Collapse for your first two anomalies
  • Use Plasma Storm (only if it’s worth using, i.e. at the start of ISE / HSE) and Gravity Well and Subspace Vortex. We now have 5 anomalies, SIA is triggered twice.
  • Wait for more enemies get sucked into the Well and activate Very Cold In Space. 6 anomalies, triggered once more. 
  • Now it’s time for CPB, DRB, Structural Analysis and if it’s ok to use DOC. 
  • Add more fun by using your damage-dealing console abilities. 
  • Reduce CDs with Temporal Backstep and Temporal Negotiator. 
  • Repeat.

Learn how many abilities are actually needed to kill a group of enemies. Don’t waste your active console abilities on NPCs with low HPs. Watch your cooldowns. Sometimes it’s a good idea to leave out one temporal ability at the start for 46 of 47’s ability. Time your Temporal Backstep wisely.

And don’t forget to select


Sample build 2

This build doesn’t use any tactical bridge officers at all and relies solely on SIA, active console abilities, and of course science and temporal officer skills. 

Photonic Shockwave triggers Kick. The tractor beam is for triggering the Intelligence Agent Attaché trait. This build works quite similarly to the first setup. Spam abilities and console abilities. So much fun. If you use this build, try to find a good mix of + Exotic Damage and + Exotic Bonus Damage consoles.


Keybinds

It’s not a bright idea to use an all-in-one bind for the space bar with these builds. At least not for your Sci abilities. But you may bind all those skills to one key that you want to run all the time, i.e. Photonic Officer, EPtA, FAW and CSV. 

Personally I find it very convenient to have the skills sorted bound to keys.

I.e. you could map Timeline Collapse and Chronometric Inversion Field to one key, in this case, they are in row 2 and 3

/bind 2 “+trayexecbytraywithbackup 1 1 2 1 $$”

Or you create your own activation order and map those skills to keys 1, 2, 3, … this makes it easier to hit the right one instead of clicking frantically with your mouse.

 

STO Academy Link:

Here’s a similar build on STOAcademy EPG Verne

Additional help

Join the veterans and experts on our Discord: Click me! Select EPG as your role and join the subchannel!

 

Version 1.15
03/24/2020 – Hellspawny – Basics 
03/25/2020 – Hellspawny – 1st Draft
03/26/2020 – Hellspawny – not finished but good enough to publish
03/30/2020 – Hellspawny – added some stuff suggested by AJ and Marcus
04/16/2020 – Hellspawny – added Temporal Vortex Probe
10/27/2020 – Hellspawny – added a lot of new stuff. thx to supertigar and AJ for helping!

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66 comments to Science Ships in the Current Century

  • Jodmos  says:

    Whats bugged/gliched about the Cutting Tractor Beam console?

    • Hellspawny  says:

      Some abilities add too many stacks and not all damage consolse are buffed by it.

      • Jodmos  says:

        Is there a list of what consoles it doesn’t buff?

        • Hellspawny  says:

          No. But Plasma Storm and Multi-Target Tractor Arrays are some of them.

  • Aj  says:

    Very nice write up!!
    I would defenetly include 27 of 47 as an option to, on etm setup i’d def take 27 over another EptA doff. Chrono-Capacitor Array can be a nice option to esp on pure sci setup, since the cdr methods ain’t instant except 46 and continuity ofc.

    • Hellspawny  says:

      Thanks. I’ll add 27. I like him more on a Jugger but he’s good on almost any build. CDs are a problem, Chrono Capacitor might indeed help. That’s also the reason why I picked the Bolstered and not the Innervated engine.

  • @Naebliss  says:

    Hi i have a free ship token but wich of the C-store ships would give me the most value for my money?
    Spore-Infused Anomalies (SIA) <– i think this one?
    Exotic Modulation
    Entwined Tactical Matrices (ETW)

    Then i have saved some money to maybe pick one of the below LObi options:

    Assimilated Power-Conduits
    Improved Photonic Officer (IPO) <– i think this one?

    thx your help!

    • Hellspawny  says:

      I’d definitely get SIA first. Then IPO. The remaining traits just buff your damage, but those two are needed to get things rolling. ETW is nice for torpedos and spreads, but not essential. Without ETM I’d also suggest turning the tac station into another sci and try to get even more anomalies and activations for them. Advanced Temporal Defense Chroniton Torpedo Launcher could be an alternative for the Gravimetric torp as it helps with cooldowns. 46 of 47 is pricy. I’ll probably add a Sci only build in a few days, just need to find a good replacement for the Morphogenic set.

  • @Naebliss  says:

    k nice thx again!

  • @Naebliss  says:

    I have another Q, somebody pointed me to the trait from the paradox ship : Unstable anomalies
    Upon expiration of Gravity Well, Tyken’s Rift, Chronometric Inversion Field or Timeline Collapse:
    (Applies to up to 5 foes within 5 km):
    ____ Kinetic Damage (Ignores Shields)
    -20% Accuracy Rating
    -28.6% All Damage

    Would this stack with the spore infused trait? If the spore infused is so very good , why isnt this one? (I never heard much about it?)

    • acht472  says:

      There are several reasons why:
      1. The Paradox trait is triggered on expiration of the anomaly. With the build shown above, you have 5 anomalies, that means it would trigger 5 times. The Spore Infused anomalies are triggered per sci skill used. Again with the build above: when placed in correct order, you can trigger SIA 34 times by activating every BO Skill ONCE!
      2. Most foes are already dead before the anomaly explodes.
      3. At least when I’m reading the ingame-tooltip there is no word about that unstable anomalies ignores shields. That means: the kinetic dmg is mostlikely absorbed and drastically reduced by shields, while the electrical dmg from SIA is not.

    • LooTx  says:

      spore infused ist NOT a good trait. its just needed if you like to paddling your dps in higher numbers. most of the damage only affects the shields, not the hull. therefore you can say that this skill is useless. Same applies to plasmastorm module. those 900 lobis for the console is just loosing your lobis. dont waste your lobis on it nor your zen for the trait. there are better options, then do buy for something which only damages shields.

      • felisean  says:

        dps wise those are super strong so yea.. 😉

  • @Naebliss  says:

    Ah ok thx for the info!

  • Weaselone  says:

    Thanks for all the details. Not sure I can replicate this, but it’s a good introduction and gives me some traits, equipment to prioritize.

    • borgdp010  says:

      url links seem to be broken – so again.

      Thanks Hellspany for this amazing article.
      It really gave me a few good ideas to improve my discount build since there is no necessity to spend billions of EC and tons of lobi 😀

      I’m surprised that
      https://sto.gamepedia.com/Trait:_Improved_Gravity_Well
      is not part of the recommendation.
      IGW is the most useful anomaly to keep enemies together (for 40sec so permanent uptime) and have the core breaches trigger secondary explosions (IMHO more powerful than any dmg you would deal yourself).

      Also you can “stear” your anomalies (with Temporal Operative Spec) toward your desired enemies even if they are more than 20km away.
      Personally I pick the weakest ship to kill (for fast kill and core breach), apply EptA, iGW3, VCiS3 and then Sensor lock on the on biggest most war away ship (within 10km) to “stear” anomalies towards it. iGW/VCiS/core breaches take care of ships to kill (BotBS Adv as reference).

      Did i miss something with the
      https://sto.gamepedia.com/Console_-_Universal_-_Multi-Target_Tractor_Arrays
      ? Current description both on web/ingame says only +13.3 Control Expertise amongst other (rather useless) stuff.

      For discount builds 4 Lab Particle focusser!, Gravity Well 3, Very Cold in Space 3/1 (2x for 15 sec cycle) on any decent sci ship (with Temporal mechanics if possible) are good enough to Resheeve the Envoy (aka Battle of the Binary Stars) and give T’Kuvma’s band of aggressors are very good beating.

      • Delta  says:

        Could you post a link to your budget version of this build? Would love to fly something like this, but don’t have the time to farm all of the EC/Zen/Lobi it would require.

  • @Naebliss  says:

    Hi here i am again 🙂
    I dont see the EPG on this console, is it a write mistake?

    Multi-Target Tractor Arrays
    Great damage console, this time it’s cheap for Feds & friends. 78.8 EPG, 26.2% maximum shield capacity

    Still building and gathering stuff but thx!

    • felisean  says:

      the damage from that console is just super high. just use it 🙂

      • borgdp010  says:

        hey feli.
        I finally wound it:
        The description of the multi tractor arrays with: 78.8 EPG, 26.2% maximum shield capacity belongs to the field exiter with EPD mod instead.
        a cheap variant would be exiter with CTRLX mod with still 39,4 epg/ctrlx skill (ctrlx boosts graw well range).

  • Deanna  says:

    What should power levels be on this?

    • Hellspawny  says:

      Max Aux, min Weapons. Rest goes to shields and engines. If you need more speed, choose the later. I prefer shields.

  • Bill  says:

    Would this work for the Legendary Temporal Operative Science Vessel or do you have other thoughts?

    • Hellspawny  says:

      It will work, too. But you’ll trade 2 Sci or Temp skills to trigger SIA or create anomalies for i.e. Kemocite III and Let it Go I.

  • Bill  says:

    Prefect, I will be using a couple different starship traits Temporal anchor and improved gravity well

  • IX  says:

    Hello!
    Great build, great ideas, thank you for it.
    2 questions though – you recommend Auxiliary Ejection Assembly, but say the Temporal Vortex Probe’s passives are “meh”. That confused me a bit.

    Secondly, how do you heal your ship? I mostly play solo and I need shield and hull heals desperately (science team, eng team).

    Cheers

    • Hellspawny  says:

      About those two consoles: The difference is the word bonus. AEA has +19% bonus exotic damage. Temporal Vortex Probe just 19% exotic damage. Just an example with in-game values. My Gravity Well III has a tooltip value of 3,031.9 kinetic damage. With AEA it’s 3,397.3. TVP gives me a value of 3,136.4. It’s still a good console. And it’s passives are ok. Have to change that wording. 🙂

      Healing could be an issue. You rely on Continuity (from Temporal spec), DPRM and Temporal Backstep. But actually, in most cases it’s enough to get you through a mission.

      • IX  says:

        Thanks for the clarification! I wasn’t aware of these sublte differences 🙂

  • anon  says:

    Why not replace the CPB (a PBAoE) with Tyken’s Rift as another anomaly for SIA that also triggers the deteriorating secondary deflector? Is it because of the shared system lockout with GW?

    • Hellspawny  says:

      The problem with the GW / TR combo is indeed the shared lockout. You can use CPB a few seconds after you pulled together the npcs but have to wait 15 seconds for TR. In that time a lot of potential targets will cease to exist.

      GW / TR might be useful in HSE or with builds that lack proper CD management. There’s a gravimetric scientist doff that will reduce the remaining cooldown on any damaging non-weapon Bridge Officer abilities, when you activate Gravity Well or Tyken’s Rift. But the VR one will go for ~50m. Sadly not a real budget build choice.

      • anon  says:

        Cheaper option would be the standard deflector officer DOFF with an after-use chance (25% at VR, up to 3) to immediately reduce the CD (VR: to 50% of normal) of all your deflector abilities which both GW and TR are. Probably doesn’t help with the shared lockout either, but don’t you want staggered use of science abilies for SIA anyway?

        My biggest gripe with CPB (PSW as well) has always been the point blank aspect, especially when you also want to keep some distance to channel DRB for its full duration (and not get hit by explosions). But I guess the CRB radius is big enough for most cases?

        • Hellspawny  says:

          Yeah, you must be pretty close for CPB to get really effective. If not, it’s at least another trigger for SIA.

  • Rensha1  says:

    As a Sci(kdf) capt can I drop Dynamic Power Redistributor Module and replace it with something more sciencey.

    • felisean  says:

      not sure why you wanna drop one of your major damage buff clickys and survival skills…
      seriously, as a kdf cpt its cheap and its one of the best consoles the game has. i would NOT drop it at all 😉

  • Rensha1  says:

    Just thought it was more for a Tac Capt, but WILL now weld it on my ship lol

    • felisean  says:

      as long as ist “+x% (bonus) all damage” its good for everyone 😉

  • Setadoon  says:

    To me it seems that people posting dps/stats on builds such as this fail to mention that they probably have max endeavour stats.

    • felisean  says:

      the build does not change if you have 0 endeavor points or all the important ones. your dps will be just slightly higher when you have them all. but thats at the end just a matter of time 😉

  • Andrewjk89  says:

    Great article! I Have a couple questions though. (1) Is this build doable on the hernandez science vessle? (2) Im planning to upgrade to the legendary glenn, would it be superior or inferior to the verne? Thanks for any help, been a fan of this site for a while.

  • Glr55  says:

    Any of the consoles from the eternal worth using?

    • Hellspawny  says:

      Causal Anchor is ok if you don’t have access to one of the more expensive ones. The other 2 consoles from that set won’t help a Sci ship.

  • Casualsto  says:

    Andrew, ofc it’s doable on the Hernandez. You just gotta adapt it to the hernandez.

    I’m also using it atm and it feels a bit better than the eternal class.

    • Andrewjk89  says:

      Thanks, my main problem is the lack of 3 science stations (and temporal seating of course,LOL) but even with the disadvantages my current build adated off this one is great.

      • Andrewjk89  says:

        Shes still a work in progress though😃

        • felisean  says:

          its always possible to adept things, thats how its working 😉

          feel free to join our discord too 🙂

          • Andrewjk89  says:

            Thanks for the invite, I might just take you up on that offer😉 Also out of curiosity what your opinion on the glenn? A lot of people are saying its the new meta for torp boats.

            • felisean  says:

              for torp boats its the tzentar i guess

  • Rykus83  says:

    So I got my risian weather control ship and I’m decking it out and I only have the Exotic Modulation for the starship mastery what are others you could suggest to fill the other 4 spots?

    • Stewpp  says:

      The 20% damage console is interesting on the build as well !

  • Rykus83  says:

    I’ve seen some people talking about DEW-SCI builds how would you go about building those? from what I can tell you use your beam weapons and put into your weapon and aux power and make shields and engines low as they can go but beyond that I don’t know do they use the same consoles and BoFF abilities would fire at will be better the beam overload? As you can tell I need some help under standing the build.

    • Hellspawny  says:

      I don’t play those builds. I do not think they are good either.

  • Rykus83  says:

    Are dewsci builds done with science ships (ones with the 2ndary deflectors) or ships that have a more tactical layout I watched a youtube video showing a dewsci build with a Ouroboros-class Temporal Raider https://www.youtube.com/watch?v=aF1EKsINX5E.

  • draconothese  says:

    is there a updated build for science or is this still top we have had a bunch of new items come out and the new set seems to work vary well with science builds i have heard someone hit almost 500k with a science build with the new set

    • Hellspawny  says:

      I still need a few days to get the new set. Updates to this page will follow directly.

      • draconothese  says:

        sounds good cant wait to see the new build

        • felisean  says:

          should’ve been updated 🙂

        • Hellspawny  says:

          I’ve updated the guide on the 27th… 🙂

  • Fedenepi  says:

    How much do the Commander tactical skills for critical chance and severity from weapons in the skills tree matter in a science build that doesn’t rely on weapons to deal damage?

    • Hellspawny  says:

      A lot of science bridge office and active console abilities can crit. So these skills are more or less mandatory.

      • Fedenepi  says:

        Thank you. Yet I don’t understand how those tactical skills influence the critical damage output of science abilities when the description specifically says: “This skill increases the chance that your WEAPONS will Critically Hit.”

        • Hellspawny  says:

          Ah, I guess I was thinking about something different. The 2pc Revolutionary set adds exotic damage critical severity depending on your starship weapon amplification. So by itself and without that set, the skill does not add anything to exotics, only for your starship’s weapons. Sorry for the confusion.

  • G  says:

    Great Guide… but you need to do one with stuff people can get .. when it comes to the traits for example .. Most required massive amounts of money to be spent as most are Zen O.o

    • felisean  says:

      you could buy zen ships with ec via gift tokens from others 😉

      the problem is, the cheap/free traits are pretty much useless, so there arent much choices for that 😉

  • Razar  says:

    Hello. Thanks for the build share. I was wondering if you had any suggestions for a more budget friendly build. I’m disabled, have no income. So I have to grind for everything I get. Due to health reasons, I can’t grind as much as I used to.

    I have a true budget build for my EPG torp build. But I can expand on it a little with more expensive stuff. Just not much.

    Thanks again,

    Razar.

    • Hellspawny  says:

      Nowadays the most important part of a decent sci build is Spore-Infused Anomalies in combination with a lot of anomalies and science bo skills to trigger. The next step is to add traits and gear that boosts your exotic damage, CrtH, and CrtD. Here’s a good list of almost all those items https://sto.gamepedia.com/Skill:_Exotic_Particle_Generator Some are pretty cheap, some require expansive traits. Pick what you can afford.

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