Particle Emission Plasma Torpedo (projectile R&D lv15 or exchange, ideally with the Spr mod on ultra rare) and Gravimetric Torpedo (Dyson reputation). Tl dr: No cheating around this time, you'll need to read everything to understand the basics of science builds.Ĭhapter 2: Equipment - Let's have a look at possible loadouts. You also want as many SCI console slots as possible (ideally 5). that will give enough space for high-rank SCI abilities for damage as well as Photonic Officer I or II for cooldown reduction. Two or three SCI seats are preferred, with at least one Commander and ideally one Lt.Com. ![]() Examples for those are the Particle Emission Plasma Torpedo, the Gravimetric Torpedo and the Dark Matter Quantum Torpedo.įor the ship, you want a science ship of any flavour. Especially torpedoes with secondary damage (besides kinetic) based on exotic damage or a damage over time (DoT), which can be boosted by your science abilities and stats. Torpedoes on the other hand are not affected by weapon subsystem energy, so they come in handy for weapon slots. ![]() This also means your subsystem energy will be set to AUX, which will improve your science stats further, but leaving less energy = less damage for energy weapons. There are other options for advanced/niche builds as well (like drainX and some more), but we want to go through the basics first.Įnergy weapons barely contribute to your damage output and are mainly present for set bonuses. These abilities need EPG (exotic particle generator) or exotic damage boosts, and the ones I have chosen in this guide also profit from ctrlX and DoT buffs, so we focus on that.Ĭriticals (crit chance = crit hit = crtH, and crit severity = crit damage = crtD) matter too for any damage based build, they boost your damage a lot. Science builds focus on dealing damage with (surprise) science abilities (we will not look at specialized niche builds for fixed teams in elite content here, like healer or (de)buffer). ![]() Then go experiment, make the build your own by modifying it to your liking and to match your personal playstyle. Try to understand the basics, what is done and why it is done. This “guide” is neither complete nor perfect, and it does not cover every science option the game offers. So you wanna be a space wizard – or how to science, chapter one: the introductionįirst of all, a disclaimer. Science Build Introduction Chapter 1: Introduction on how to science Chapter 2: Equipment Chapter 3: Consoles Chapter 4: BOffs and Abilities Chapter 5: DOffs Chapter 6: Skill Tree, Specializations Chapter 7: Traits Chapter 8: Sample build on a budget Chapter 9: Screenshots of the sample build
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |