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Advanced Research Vessel (Nebula) SCI/SCI

teleon22teleon22 Member Posts: 424
edited September 2012 in Federation Discussion
About the ship Design and role: I designed this particular build, detailed below, for Elite STF?s, NWS and moderate PVP. The role of this ship is not an independent role! You will want to team up with a cruiser buddy or an escort.

This build is specifically designed to do two things well and two things moderately well. The first thing this ship does well is to control or mitigate the movement of Enemy Vessels. Tractor Beam III, Beam Target Engines, Borg Tractor Beam and Tractor Beam Repulse are all effective at mitigating and outright harming enemy movements. If y combined these with a Very Rare Tractor beam Duty Officer for this build, if you can afford it, you won?t regret it!

The Second thing that this build does well is De-Buff the target. Again Tractor Beams in its three forms help with this, however, Sensor Scan, Sub-nucleonic beam and the two copies of Beam target Shields are important in their synergy together.

The two things that this build does moderately well, Spike damage and cross heal. HE, TT, ST, AUX-SIF all have their place in a group match. I don?t really feel I need to comment on them.

So? suggestions to play this ship!!!

Your role in this ship is purely to support other vessels. So do so by using your tractor beams and subsystem targeting to hold targets of priority in place as best as you can and by weakening the targets shields with Beam target Shields when appropriate. The Tri-Cobalt Torpedo mostly is used to stun or even outright kill targets with weaker hulls. A sensor scan and a tri-cobalt hit on the hull can do 56k or more with this build. Not bad for a Science Vessel!

In PUG PVP, you can clear and should clear enemy escorts from an allied target rather readily with Tractor Beam Repulse III or you can clear them from yourself. Often I have saved Cruiser from certain death by pushing Escorts out of weapons arc. It is a valid and useful tactic and it often will put agro on you. If you know what I mean! Just realize that this is not at all a premade PVP build. Just something fun for PVE and PUG PVP!!

In PVE, especially in Elite STF or NWS, it is rather helpful to the team if you can keep a few enemies away from the transport or to push the probes away from the gate. If you really know what you?re doing, you can push enemy ships into friendly warp plasma, Gravity wells or Tykens rifts.

Now for the build:
Weapons Systems:
Fore:
-
Tri-cobalt Torpedo Launcher MKXII [DMGx2]
- Phaser Beam Array MKXII [ACCx2]
- Phaser Beam Array MKXII [ACCx2]

Aft:
- Tri-cobalt Torpedo Launcher MKXII [DMGx2]
- Phaser Beam Array MKXII [ACCx2]
- Phaser Beam Array MKXII [ACCx2]


Ship Equipment:
Shields: Borg
Deflector: Borg
Engines: Borg

Engineering Consoles:
-Borg module
-Neutronium Alloy MKXII
-Neutronium Alloy MKXII


Science Consoles:
-Field Generator MKXI
-Graviton Generator
-Flow Capacitor
-Flow Capacitor


Tactical Consoles:
-TCD Subspace Infuser MKXII
-TCD Subspace Infuser MKXII


Ship Bridge Officer Abilities:

Lieutenant Tactical: Tactical Team I | Torpedo High Yield II
Lieutenant Universal: Beam Target Shields I | Attack Pattern Delta-I
Lieutenant Commander Engineering: EPTS I | Aux-SIF | EPTS III
Commander Science: ST-I, TSS-I, TB-III, TBR-III
Ensign Science: HE-I

Skill Tree notes: It is important to put 9 ranks in the following: Graviton Generators, Flow Capacitors, Subspace decompile, Weapons training, projectile weapons, projectile weapons specialization. All other skill point should be distributed in a sensible manner. Upon request, I can post a link to my specific setup.
Post edited by teleon22 on

Comments

  • blunted74blunted74 Member Posts: 0 Arc User
    edited September 2012
    I never tried this ship, but always suspected that it was the best science ship in the game. The thing that intrigues me the most is the stubby design. Since it is just a flying saucer, I imagine one could maintain broadside targeting almost effortlessly. Would make a great beam boat.

    Is this the case?
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited September 2012
    I find the Breen set with its rapid fire transphasic torpedo lanucher and 5x BA works wonders. I run two feild generators and have over 13 k shields per facing.
  • teleon22teleon22 Member Posts: 424
    edited September 2012
    blunted74 wrote: »
    I never tried this ship, but always suspected that it was the best science ship in the game. The thing that intrigues me the most is the stubby design. Since it is just a flying saucer, I imagine one could maintain broadside targeting almost effortlessly. Would make a great beam boat.

    Is this the case?

    You can make a an ok Beam Boat. The issue is lack of Tactical Consoles and Higher end Tactical Bridge Officer Abilities. Plus, you kind of waste the free Beam target Subsystem abilities if you make a BFAW boat. Or use two copies of Beam Overload.

    Also to consider is that you waste the Sensor analysis ability if you use BFAW. It works best by staying on a single target for that evventual +33% damage wich is like getting a free tactical console slot. So perhaps a beam boat without BFAW would be your best route.

    The ship is more manueverable than many cruisers. And you can broadside with six beams which is ideal for beam boats anyway in my own opinion. Combine that with a little bit of shield tanking and certainly keep the tractor beams; and a broadside beam attack would be rather nice assuming you can keep your target at a disadvantage weapon arc wise.

    Hmmm... maybe i'll try and build one just to see how it goes. :P
  • havamhavam Member Posts: 1,735 Arc User
    edited September 2012
    Long time nebula pilot here, cruisers make for better beam boats, sci boats have been nerfed hard, so you don't really bring much that a cruiser won't do better.

    It's still is and will always be my favorite federation ship. Once my frustration with balance subsides or and we get to tier 3 expect my main to be back in it.

    Dream on....Dreeeaaaam oonn
  • teleon22teleon22 Member Posts: 424
    edited September 2012
    havam wrote: »
    Long time nebula pilot here, cruisers make for better beam boats, sci boats have been nerfed hard, so you don't really bring much that a cruiser won't do better.

    It's still is and will always be my favorite federation ship. Once my frustration with balance subsides or and we get to tier 3 expect my main to be back in it.

    Dream on....Dreeeaaaam oonn

    What is your primary setup if I may as? Do you look to do DPS or do you look to support the group? Just curious if you would share your build. My main is in a Galaxy X. However, the Nebula, other than the Ambassador is one of my favorite looking ships as well for the Federation.
  • blunted74blunted74 Member Posts: 0 Arc User
    edited September 2012
    teleon22 wrote: »
    You can make a an ok Beam Boat. The issue is lack of Tactical Consoles and Higher end Tactical Bridge Officer Abilities. Plus, you kind of waste the free Beam target Subsystem abilities if you make a BFAW boat. Or use two copies of Beam Overload.

    Also to consider is that you waste the Sensor analysis ability if you use BFAW. It works best by staying on a single target for that evventual +33% damage wich is like getting a free tactical console slot. So perhaps a beam boat without BFAW would be your best route.

    The ship is more manueverable than many cruisers. And you can broadside with six beams which is ideal for beam boats anyway in my own opinion. Combine that with a little bit of shield tanking and certainly keep the tractor beams; and a broadside beam attack would be rather nice assuming you can keep your target at a disadvantage weapon arc wise.

    Hmmm... maybe i'll try and build one just to see how it goes. :P

    I fly the Vo'quv, so I was not familiar with how sensor analysis works. If that's the case, maybe use the Tac slots for tac teams and attack patterns to solve the sensor analysis issue.
  • havamhavam Member Posts: 1,735 Arc User
    edited September 2012
    teleon22 wrote: »
    What is your primary setup if I may as? Do you look to do DPS or do you look to support the group? Just curious if you would share your build. My main is in a Galaxy X. However, the Nebula, other than the Ambassador is one of my favorite looking ships as well for the Federation.

    My builds are all outdated, my Fed main is an eng and i always understood the nebula to provide support, with above average CC strong healing and awesome looks :)

    There are two themes for the nebby. Route one for tac/sci some sort of kinetic killer. Revolving around ewp1 combined with Cmd sci. Although HEC is probably better at it now.

    The other: more traditional support which seems to work best with broadside beam boats (5 or 6 beams). However, while fun and not outright sophieesque, you are still gimping yourself hard to make it work in a sci boat instead of a cruiser.

    Being nerfed to hell took all the fun out of flying my favorite ship, thank god my fleet mates were generous enough to give me a JHAS present. I don't have to worry about being effective anymore, just lol and weep a little on the inside...
  • teleon22teleon22 Member Posts: 424
    edited September 2012
    blunted74 wrote: »
    I fly the Vo'quv, so I was not familiar with how sensor analysis works. If that's the case, maybe use the Tac slots for tac teams and attack patterns to solve the sensor analysis issue.

    I use the Tactical Duty Conn Officer to reduce the recharge time of Tactical Team to 15 seconds. Thus, I only need the one Tactical Team. So maybe I'd run a single Tactical Officer use APB and then use the Universal Slot for another Engineer or Science Station to increease how survivable the ship is.

    Maybe something like this.... though, I'd have to toy a lot more with the idea.

    LT Tact: TT-I | APB-I
    LT Eng. EPTW-I | EPTS-II
    Lt Com. Eng. EPTW-I | EPTS-II | EWP-II
    Com Sci: HE-I | TSS-II | TB-III | TBR-III
    ensign Sci: HE-I
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited September 2012
    My sci captain spec'd to fly the nebula exclusively.


    6 countermeasure
    6 subspace decompiler
    9 threat control
    9 on both armor skillboxes

    and the rest is geared to maximum hull, shields, flow cap and particle.


    It is also torpedo spec.


    Kit:

    Weapons:
    Fore: 2x photon torpedo, 1x tricobalt torpedo
    Aft: 1x beam array, 2x tricobalt mine
    Engine: Borg
    Deflector: Borg
    Shield: MACO

    Borg console
    Field Generator MKXIx2
    Flow Capacitor x2
    Photon Torpedo tac console x2
    Energy+kinetic resist console (forget its name) x2

    Boff:

    Tac: Tactical Team 1, Dispersal Pattern Beta 1
    Lt Cmdr Engineer: Emg to Shields 1, Aux to SIF 1, Emg to Shield 3
    Cmdr Science: Transfer shield strength 1, Tachyon Beam 2, Tachyon Beam 3, Gravity Well 3
    Lt Universal: Hazard 1, Scramble Sensors 1
    Ensign Science: Tractor Beam 1


    It is not a powerboat for damage but it is an excellent support ship.

    The Works:

    Approach target, fire tricobalt and photons. When tricobalt hits fire the tachyon beam 3.

    Why? - Tricobalt kicks in the disable effect that breaks the npc's 'tac team' shield balancing. Tachyon beam 3 then proceeds to strip the facing shield.

    from that point after, the target is receiving a machine gun of auto-firing photon torpedos that, with 2 purple torp boffs, fire every second.

    Close in with target inside 2km range keeping tachyon beam on it (3 then 2).

    Click dispersal beta to load it.

    Keep turning the ship, the breen torp autofires...

    Tractor target.
    click sensor scan.
    ... drop the mines.

    by the time the nebula does the 360 turn to pump tachyon 3 again to keep shield down, the target will have 2 tricobalts, 12 transphasic mines flying to it and a photon torpedo machine gun about to bear on it again.

    ...while being snared to a stop by tractor (big -def) and majorly resist debuffed by sensor scan.

    Gravity well 3 is reserved to cluster targets together for mine effectiveness and damage boost.

    Scramble sensors is excellent for damage prevention. When swarms of enemy ships (cure elite borg bop/raptor/neghvar swarms, khitomer sphere+drone swarms, infected sphere swarm) threaten to wipe the team, the scramble sensor buys a few precious seconds and has them shoot each other... which has them fly to each other to shoot and bunches them for your grav well to snag. Thats when you speedily go in, drop the mines and gtfo.

    Its a very fun setup to fly. Most importantly, since it is all torpedo, the nebula puts all power to aux and shields. This makes it an incredibly tough shield tank. I can easily tank neghvars in cure elite with it (except for the isometric but thats another story) and increases damage output of friendly ships.


    Why threat control 9: Believe it or not, the 'low' spike damage from the torps does not let you keep aggro to be the main tank.. but it does ( a LOT), make NPC's target you rather than the escort or cruiser and you can tank that damage for a good amount of time, allowing the dps ships to do their job unmolested. This setup can tank an elite cube solo but not elite cube with spheres around it.

    Damage wise it is quite potent when the shields go down. Torpedo spec and debuffed resists make normal photon torpedoes hit for 10k average and crit for up to 20k at times (normal crit is 17k)...and this thing fires photons every second per launcher.

    Finally, I also load the photonic shockwave torpedo. Its my only 'weapon buff'. Quite effective for aoe disable and push stuff back at times. I just wish it had a shorter timer since its damage is far lower than a regular torpedo and the blast is really not helpful for aoe damage.
  • mehenmehen Member Posts: 0 Arc User
    edited September 2012
    Right now, I think an effective Nebula build replaces the old GW1/PSW3 duo with VM1/TR3. Due to the completely broken mechanics of drains in this game, if you can proc the rift multiple times, then it will keep stacking. So, when you can proc 4 rifts of -14 power to all systems, you can demolish the power systems of anyone. VM1 is just there to provide backup, and you can always drop in a GW1 instead. I was running GW1/TR3 with no doffs to enhance either one (didn't feel like dropping the EC for a TR doff) in my torpedo nebula, but I haven't booted up the game in almost two weeks.

    I don't advise anyone running mines, but that's personal preference; however, if you want a debuffing torpedo, I would say run chronitons over tricobalt. If you can run the photonic shockwave torp, then that plus two chronitons would be rather effective at keeping NPCs slowed, no?
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