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Guide - Science - Adm Yuung's Auxless Nebula build

khayuungkhayuung Member Posts: 1,877 Arc User
edited October 2013 in Federation Discussion
Good day, Captains!

As you know, science skills were redone recently, making anomalies do way more cc and a bit more dps than before. These are aux-dependent skills, however, requiring you to divert power from shields and weapons. And yet, they just don't do as much damage as a DHC or BFAW fusillade does. It is much more worth it to go balls out with FlwC or GrvG instead of PtG.

But I'm sure some Scientists still want to chuck Sci magic and DPS. Even I as a Tac want skills I can buff out in a Science Vessel, instead of just sucking things dry or being a tarpit.

In response to those concerns, I'd like to propose something radical for you to chew on. This is a PVE build:

Fore:
[Romulan Plasma Beam Array Mk XII [Acc]x2]
[Romulan Experimental Plasma Beam Array]
[Romulan Plasma Beam Array Mk XII [Acc]x2]

Aft:

[Romulan Plasma Beam Array Mk XII [Acc]x2]
[Romulan Plasma Beam Array Mk XII [Acc]x2]
[Kinetic Cutting Beam]

Shields, Engine, Deflector: MACO MkXII. You can replace the shield with Elite Fleet if you have a leech.

Warp Core: Any Elite Fleet Hypercharged Warpcore that has [AMP],[W->A] and either [Eff] or [SEP]

Power levels: 85/85/15/15 (excluding bonuses)

Devices:
Aux Battery
Eng Battery
Subspace Field Modulator

Consoles:
4x Enhanced Particle Generators [-Th][+Pla]
Enhanced Neutronium [+turn], Assimilated, Zero Point Conduit, Nukara Uni
2x Plasma Infuser

Boffs:
Comm Sci: PH1, TSS2, TBR2, PSW3
Ens Sci: HE1
LtComm Eng: EPtE1, Aux2batt1, DEM2
Lt Eng: EPtW1, Aux2batt1
Lt Tac: TT1, BFAW2

Doffs:
3x Cooldown Technician
1x DEM Marion
1x Aftershock Photonic Studies Scientist

Additional notes:

-- You play it like a DEMarion BFAW cruiser, with the exception of orbiting targets at point blank range. This build was designed to demolish the huge stationary objects found in PVE as you are firing 6 beam arrays at full power on top of large hits of PSW3 and TBR2 ticking away all on system cooldown. And if you get a shockwave proc, that's a lot of AOE damage. Just the beams alone give you 8k dps, adding the kinetic hits you can push closer to 12k sustained. With tac buffs, I have seen a 50K PSW crit going off.

-- The build works because PSW3 and TBR2 do their damage regardless of Aux power, and give you a source of large kinetic damage hits without relying on torps. You take less damage because you are constantly moving and have high shield power.

--The layout of the weapons are from left to right, in that order. This is because it allows the first weapon to fire at full power, the experimental array to fire without draining power, and the 3rd array firing with only a -10 penalty, so on and so forth. I keep the KCB last because its more likely to hit hull where it does more damage if the first 5 arrays drop the shield facing.

-- If you find yourself going too fast from EPtE and achieving escape velocity while trying to orbit, you can swap EPtE for EPtS.

-- This ship can vaguely cope in PVP because the BAs are effectively Accx3 thanks to the Nukara console. With high weapons and shields power you'd be clearing spam quite well, though a BFAW 8weapon cruiser will do better in that aspect.

-- Science DPSing in pvp however is much harder. Essentially, you'd need to pick a target, EPtE, Eng battery and EM, then BUMRUSH IT. Set the PSW off right on top of the target for a good measure. Because of the low aux it won't punt the target far away, and you will be moving so fast you'd be ticking damage off the target's hull from TBR. If the PSW3 managed to drop the shield facing, even better. Defiants and BoPs caught in this manner die in 2-7s depending on how many tac buffs you managed to get off. Cruisers take longer, but they are really easy to bumrush. At the very least, you'd have isolated one player from the rest of his team, and if your team was ready would be waiting and instantly tear the ship apart.

-- If you are bumrushing but your hull is about to give, feel free to add RAMMING SPEED and just Go Down Fighting. :cool:

There you go, a different way to play a Science Vessel for dps.


"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.

Support the "Armored Unicorn" vehicle initiative today!

Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
Post edited by khayuung on

Comments

  • marc8219marc8219 Member Posts: 0 Arc User
    edited October 2013
    I did a similar a2b build on a vesta with a tac captain, its pretty fun and the best way to get dps out of those ships in pve. With all that particle generator damage also consider using the isometric charge console it works great with builds like this.
    Tala -KDF Tac- House of Beautiful Orions
  • sgtstarfallsgtstarfall Member Posts: 205 Arc User
    edited October 2013
    Ah yes, I too have been experimenting with a similar build. However, I use a single A2B build and replace the other one with RSP and cannons instead of beams (makes DEM2 work a bit better). I generally find the second A2B a bit redundant and hampers aux dependent sci abilities and hits the hard cap cooldown anyhow. So instead, I wait to turn on all my sci buffs/skills before I dump all my Aux power away.

    In a sense, double A2B is good for having tact. skills up 100% of the time. Otherwise, a 30% cooldown reduction is close enough to the cap for most other abilities. For example, EPtX has a hard cap of 30s - only requires a 33% cd reduction to get to absolute cap.

    For your build above though, the PSW3 and TBR works best auxless. However, with a single A2B, I can still make use of things like Gravity well effectively.
    __________________________________________________
    All hands! Prepare the popcorn and tinfoil hats! :D
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited October 2013
    khayuung wrote: »
    Good day, Captains!

    As you know, science skills were redone recently, making anomalies do way more cc and a bit more dps than before. These are aux-dependent skills, however, requiring you to divert power from shields and weapons. And yet, they just don't do as much damage as a DHC or BFAW fusillade does. It is much more worth it to go balls out with FlwC or GrvG instead of PtG.

    But I'm sure some Scientists still want to chuck Sci magic and DPS. Even I as a Tac want skills I can buff out in a Science Vessel, instead of just sucking things dry or being a tarpit.

    In response to those concerns, I'd like to propose something radical for you to chew on. This is a PVE build:

    Fore:
    [Romulan Plasma Beam Array Mk XII [Acc]x2]
    [Romulan Experimental Plasma Beam Array]
    [Romulan Plasma Beam Array Mk XII [Acc]x2]

    Aft:

    [Romulan Plasma Beam Array Mk XII [Acc]x2]
    [Romulan Plasma Beam Array Mk XII [Acc]x2]
    [Kinetic Cutting Beam]

    Shields, Engine, Deflector: MACO MkXII. You can replace the shield with Elite Fleet if you have a leech.

    Warp Core: Any Elite Fleet Hypercharged Warpcore that has [AMP],[W->A] and either [Eff] or [SEP]

    Power levels: 85/85/15/15 (excluding bonuses)

    Devices:
    Aux Battery
    Eng Battery
    Subspace Field Modulator

    Consoles:
    4x Enhanced Particle Generators [-Th][+Pla]
    Enhanced Neutronium [+turn], Assimilated, Zero Point Conduit, Nukara Uni
    2x Plasma Infuser

    Boffs:
    Comm Sci: PH1, TSS2, TBR2, PSW3
    Ens Sci: HE1
    LtComm Eng: EPtE1, Aux2batt1, DEM2
    Lt Eng: EPtW1, Aux2batt1
    Lt Tac: TT1, BFAW2

    Doffs:
    3x Cooldown Technician
    1x DEM Marion
    1x Aftershock Photonic Studies Scientist
    Interesting build. :cool:


    I have been toying around in making a Science ship to work with my playstyle. But so far i haven't found the right ship for it.:o
    AFAIK the Nebula is the only Starfleet Science/Cruiser hybrid, which is quite sad IMO.

    A question, have you tried Photonic officer?
    That boff power has a lot advantages, but a long cooldown IMO. Depending on playstyle it can be quite useful when used right.
    I think it could be alternative for other Science ships that do not have as many engineering stations as the nebula.

    Regarding your build, i think it's very clever since you actually use PSW in place of a torpedo. So you can fly that ship similar to a Crusier (a pretty good one), have 6 weapons continously fire on your target and also be able to do some kinetic damage.



    khayuung wrote: »
    --The layout of the weapons are from left to right, in that order. This is because it allows the first weapon to fire at full power, the experimental array to fire without draining power, and the 3rd array firing with only a -10 penalty, so on and so forth. I keep the KCB last because its more likely to hit hull where it does more damage if the first 5 arrays drop the shield facing.
    Really? I never heard that the order of the weapons installed have any influence.

    khayuung wrote: »
    There you go, a different way to play a Science Vessel for dps.
    It's a very cool idea indeed. :)
    I think i'm going to dig out my Nebula for a change and try something similar too.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • khayuungkhayuung Member Posts: 1,877 Arc User
    edited October 2013
    @starfall

    There is actually a 6s gap between A2Bs once the cycle gets going (meaning cooldown resets occur every 16s, 14 if you have MACO 2pc bonus). This allows aux power to recover enough for you to add an aux battery and top it off, then follow up with a science skill of your choice.

    However, the Auxless Neb build is built around sheer dps instead of CC, which is why there's no GrvG or FlwC slotted.
    yreodred wrote: »
    Interesting build. :cool: (...) i think it's very clever since you actually use PSW in place of a torpedo. So you can fly that ship similar to a Crusier (a pretty good one), have 6 weapons continously fire on your target and also be able to do some kinetic damage.

    I have been toying around in making a Science ship to work with my playstyle. But so far i haven't found the right ship for it.:o
    AFAIK the Nebula is the only Starfleet Science/Cruiser hybrid, which is quite sad IMO.
    Yup! Broadsiding kinetic damage without a WAQT is tasty!

    Yes, I noticed that some time ago that I could build it like a cruiser, but back then there was only Dragonflagship which didn't really do much in terms of dps.

    Aux2batt made both TBR and PSW3 reach system cooldown, along with weapon power overcapping solved much of the dps issues of the primitive build. I was quite surprised to see the parses come off this thing too!
    yreodred wrote: »
    A question, have you tried Photonic officer?
    That boff power has a lot advantages, but a long cooldown IMO. Depending on playstyle it can be quite useful when used right.
    I think it could be alternative for other Science ships that do not have as many engineering stations as the nebula.
    It would be, but it suffers from the 50% downtime of PO3 every other minute, so while its more sci friendly it has a few issues of its own.

    Running a single A2B and 1PO however gives you reasonable coverage. Just that you need to play intelligently. Trigger the A2B after all science skills including PO is fired, go BA dps while under influence of A2B... The Tacless build using the Wells does a better job at explaining how it works better than I can.

    A better player is required to make A2B-PO work. I'm not that player. ^^;

    yreodred wrote: »
    Really? I never heard that the order of the weapons installed have any influence.
    I realized this after watching how the weapons went into cooldown from left to right, top then bottom in the weapon UI box (the one that also has the starship innate abilities).

    Later I tested firing the BAs without any buffs and it is reproducable: first weapon fires with no drain, 2nd at -10, 3rd at -20. After moving the experimental BA to 2nd, I see no drain until the 3rd beam goes on cooldown.
    yreodred wrote: »
    It's a very cool idea indeed. :)
    I think i'm going to dig out my Nebula for a change and try something similar too.

    She's my favorite science vessel. :cool:

    Also, once I figured out how to boost survivability in CCE, I find the enormous ticks of kinetic damage help with dpsing the boss. Haven't gotten 1st place because the huge hit of PSW3 is spread over 30s. Need to see what else can be done.

    Fleet Tac consoles may be useful since they improve crit hit and crit severity, both of which will increase how hard TBR and PSW3 hit.


    "Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.

    Support the "Armored Unicorn" vehicle initiative today!

    Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
  • rendar1970rendar1970 Member Posts: 44 Arc User
    edited October 2013
    This definitely works. I run almost the exact same setup on a Tac Vesta.

    Only differences being that I the TBR and PSW spots switched. Also I can run BFAW and APB.

    Otherwise almost identical. Works good in PvP too actually. Escorts swarm on you thinking easy kill. Then just hit RSP and TBR, there goners.

    For Doffs I run 3x Purple Technicians, and 2X (forget name) change for secondary shockwave of PSW.
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited October 2013
    @khayuung

    I don't know, but there's a DOFF that grants a aux power buff (40 i belive).
    (Deflector Officer
    Chance to gain Aux Power when activating Exotic Damage powers)

    Does kinetic go under "exotic damage" ?
    If yes, i think that doff could be the perfect addition for a sci heavy AtB build.
    So each time you trigger TBR or PSW there would be a chance to get additional aux power, which would be really helpful IMO.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • rendar1970rendar1970 Member Posts: 44 Arc User
    edited October 2013
    yreodred wrote: »
    So each time you trigger TBR or PSW there would be a chance to get additional aux power, which would be really helpful IMO.

    You actually want low Aux when using PSW and TBR. Both of these powers do their damage based soley on Particle Gen numbers. For both of these powers, Aux only modifies the level of push. So keeping aux low purposely (Aux2Bat) allows more use of these powers without scrambling the enemies across the map and pissing off your teammates.
  • rustiswordzrustiswordz Member Posts: 824 Arc User
    edited October 2013
    My Nebby Retro is built around crowd control. I have no interest in DPS obsession. I have fleet phasers, fore quantums wide angle, aft is the cloaked tractor mines.

    I use plasmonic leech, nukara console, fleet rcs.
    Science slots are all geared to Gravity well boosting. All XII purple consoles, flow caps, graviton generators etc.

    I can stop crowds of speeding spheres dead in their tracks.

    I have Grav well 2 and 3. I also use purple aftershock doffs.

    :D Its a great little CC ship. I also use Omega set XII which has boosting effects for my Gwells.

    :D Always looking to boost it further though. :D
    Monkey see, Monkey do. Monkey flings Feathered Monkey poo... :D
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