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Reader Comments (13)

Posted: Aug 25th 2011 5:10PM (Unverified) said

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D*** it Jim, I'm a Doctor not someone who read articles on MMOs!

Posted: Aug 25th 2011 8:10PM (Unverified) said

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@(Unverified) I knew the first comment would be a McCoy line LOL
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Posted: Aug 25th 2011 6:44PM Luxxicon said

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Great article. I am just getting back into STO after a year off so this info is invaluable! I would have been good to hear tips on how to kit out your science ship (weapons, consoles, power settings, etc.)

Luxx

Posted: Aug 25th 2011 8:10PM (Unverified) said

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@Luxxicon Thanks! I am looking forward to publishing the one on Engineers and Tacticals
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Posted: Aug 25th 2011 8:07PM Interitus said

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I'm a bit surprised you didn't mention science team. It's a low level skill, so low that other captains can take advantage of it. But it greatly boosts shields and removes many types of debuffs. Pretty handy considering you can have it on just an ensign.

Posted: Aug 25th 2011 8:10PM (Unverified) said

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@Interitus I mentioned it for a sec under Jam Sensors but not in full detail. I actually prefer Transfer Shield Strength because I run two versions of Tactical Team -- the global cooldown is not friendly towards having a third "team" ability :)
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Posted: Aug 26th 2011 6:26AM mysecretid said

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One of the interesting things about Science in STO, I find, is that you can build both a dedicated "Science Officer" for your ship crew, as well as a dedicated "Medical Officer".

Not only do the default officers the game gives out skew this way, but the skills trainer on Earth Spacedock makes customizing skill sets this way pretty simple.

In the end, all the "aggressive" skills (holds, debuffs, afflictions) tend to rest with my Science Officer, while all the "team support" skills (heals, buffs, cleanses) belong to my Medical Officer.

This setup has worked very well for me since the beta days, and it brings a bit more "Trek flavor" to the proceedings for those who want it.

As for the skill assessments above, well "optimal build" discussions are a never-ending topic, because everyone's playstyle and play priorities differ.

Myself, I wouldn't leave spacedock without Science Team, Polarize Hull, Jam Sensors (single and group versions) and Hazard Emitters on my science vessel. Even my non-science alts carry Science Team.

But, hey, that's me, and I play solo by choice, more often than not. The large heal and buff effect of Science Team has saved my arse more times than Kirk's had hot lovin' when I've gotten into a tough fight, alone, out in deep space.

Thanks for the article!

Posted: Aug 26th 2011 9:28AM (Unverified) said

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I think you start of this article all wrong. What about Spock, Data, Dax, etc?

This was one of my problems with the class system in STO, I wanted to be a *Science* Officer, not a hybrid healer. Spatial Anomalies, inverting tachyon beams, etc. Sure, you list a lot of non-healing abilities, but that's basically what is expected out of Sci...Medical Officers...

I was there to do weird things to the space-time continuum, not patch your disruptor burns.

Posted: Aug 26th 2011 11:56AM dudemanjac said

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@(Unverified) I am an eng that flies science and I don't hardly ever feel relegated to healing. for kicks I'm going to try actually respecing and being an eng in an eng ship.
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Posted: Aug 26th 2011 2:54PM mysecretid said

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@(Unverified)

Umm. Read my post above yours.

Players can and do make specific distinctions between playing a Science officer and a Medical officer. The game mechanics easily allow for this.

My captain has never been anything but a Science captain. He does not heal.

When I team, I make sure before I join that my group knows I'm a "non-Med Science captain". Both types contribute to teams, and it's never been a problem.

Lastly, if you're captaining a science starship, there end up being two main space slots for science personnel. On my ship, as above, the main one of these slots goes to my Science Officer NPC, while the second goes to my Medical Officer -- but that's /my/ choice.

Some STO players are fine with "hybrid-healer" roles for Science characters, but the game doesn't force you to play this way, and you don't have to do so.
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Posted: Aug 26th 2011 9:59AM Stormwaltz said

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I find Electroc-Gravitic Field (formerly Gravimetric Shift) a good complement to Exothermic Induction Field. Remember to root before you burn. It's also handy for playing keep-away from Borg.

I'm also fond of Photonic Fleet, which (like certain Cardassian ships) summons 3-4 fragile pets that not only distract enemy fire, but blast away at him. (I'm not sure there's a realistic explanation for how holograms fire phasers and photons, but whatever, it's neat.)

Photonic Fleet also has a thoughtful touch when you're flying a shuttle - instead of summoning fake battleships and escorts, it summons fake Pergrines and Type-8 shuttles.

Posted: Aug 26th 2011 11:54AM seannewboy said

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I enjoy both of my Sci officers in the fed side, they have a lot of nice skills. Really good overview.

Posted: Aug 26th 2011 8:05PM Squidsnthings said

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I played STO for a month and the combat never felt meaty to me. Seemed very trial and error based. The whole experience felt a little off. I can't say I thought it was a bad game because I enjoyed aspects of it, but it was a satisfying experience.

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