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Critique welcome for a Fleet Nova build

wetworth1wetworth1 Member Posts: 36 Arc User
I've started a new character to fly my favorite ship, the Nova. I would like to be able to embarrass PVP without embarrassing myself, but will only play occasionally. The primary use will be PVE. Any opinions are welcome.

PVE: http://skillplanner.stoacademy.com/?build=tacrhodeisland_815

PVP: http://skillplanner.stoacademy.com/?build=pvprhodeisland_815

Doffs for PVE will be deflector officers to reduce cooldown on GW and ES, plus the TBR reversal and GW Doffs.

I'm not sure what Doffs to run PVP. I was thinking something to enhance PS.

Also, I cannot stand to fly a ship that has all its weapons mounted into the forward arc, like a torpedo build. I figure with the Nova's maneuverability, I can maintain constant fire with all 5 beams and still use the torpedo effectively.
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Post edited by wetworth1 on

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    alexveccialexvecci Member Posts: 119 Arc User
    edited February 2014
    While that gravimetric photon torpedo might be good at a first look, it's next to useless without another piece of the protonic arsenal (remember the 2-pc set gives a useful 22.9% bonus dmg to photon torpedoes).

    I'd suggest to swap in (temporarly) the gravimetric photon for a kinetic cutting beam (specially since you use the borg assimilated module).

    Reason for this is the chance of getting a slightly weapon dmg and weapon power boost, and once you get the experimental proton weapon or the proton particle stabilizer you can switch back to the gravimetric photon.

    Other than that i think the build's on a good way, so maybe others will have more in-depth things to say.
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    simeion1simeion1 Member Posts: 898 Arc User
    edited February 2014
    I love the gravimetric torpedo, although I in think the reason he runs it is the same reason I do. The proc in a GW just demolishes targets. I started ruining it in NWS and smaller ships just disappear. I have seen a TS3 proc five rifts in a GW. I would not really care for the two piece torpedo bonus myself. It is nice to have but considering the use of the torp rift is the reason I use it. The only way I would run the 2nd console is on a torp boat with the KHG/Adaptive MACO.
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    wetworth1wetworth1 Member Posts: 36 Arc User
    edited February 2014
    Yeah, I was mostly concerned with the proc of the torpedo, otherwise I would probably use the Wide Angle Quantum Torpedo.
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    organicmanfredorganicmanfred Member Posts: 3,236 Arc User
    edited February 2014
    reyan01 wrote: »
    I run a dual-beam bank (usually either Elite Phaser or AP) and two photon torpedo launchers forward. Aft I have the Gravimetric torpedo, the Proton cannon (from Dyson rep) and a single beam array of the same type as the forward one.

    With more emphasis on torpedoes, both Dyson Rep set bonuses and two of the T3 Spire Consoles for photon torpedo damage increase (and using torpedoes with a high crit-chance), and three purple projectile DOFFS, can do some very nice damage. And the aft Gravimetric torpedo can do wonderful things when used in TSIII and GWIII.

    Now THAT is a Science Destroyer, and not those "eithe"r Science or Escort Dyson Hybrids...
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2014
    Mine runs with 5 adv. fleet phaser beam arrays and the cutting beam from Omega Rep (along with it's console) my immediate thought is that you are losing a lot of potential damage from this build in pve.

    I run with Tac team 1, FAW 2 and attack pattern Beta 2 on the tactical slot, Emergency to weapons 1 and shields 2 on the eng (with 2 purple damage control engineers to keep them both up) and in place of your science team I would run either Transfer shield strength or Hazard emitters given you have the reversal doff for TBR.

    You might be able to push more damage if you moved GW up to the cmdr slot and put tykens rift in it's current place and maybe trade the TBR for a standard tractor beam so you can pair it with the rift.

    A couple of my favourite combos as a sci captain are:
    1: GW + Sensor scan + FAW.
    2: TR + TB + APB + Target subsystem.

    Both of which will do considerable damage with your skill tree (although that could use some work) the first one should do around 1k per target per tick on the grav well alone, your weapons should do a further 1k each all targets, the second one should get Tykens and tractor added together to around the 1k mark to a single target, add your weapon damage and the fact you can drain a subsystem dry (usually shieilds for increased end damage) and you have a nasty combo for AoE and single target. as a tac you can trade scan for APA before you fire the grav well to achieve the same (or better) results.

    My weapon and aux power after mods but before EPtX are 124 and 84 respectively.

    With the setup outlined above I would drop all points in torps and in inertial damps and have 6 in each of the power performance skills (more power to play with is always good) electro-plasma systems increases the power increase from EPtX so 6 in there is good, it also increases the rate of power transfer so you'll need less time to be combat ready after full impulse.

    I made the above adjustments to your pve build link see here
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    wetworth1wetworth1 Member Posts: 36 Arc User
    edited February 2014
    Thanks for the input. That skill tree actually looks a lot like my ult, who flys a Fleet Intrepid. I may end up putting some skill point into power levels. It's hard to tell right now how this is going to work because I just got to 50 and have TRIBBLE gear. I was hoping that that ES and plasmonic leech would have my power levels maxed most of the time without using any skill points. I'm not sure what the math says about ES with 3 purple deflector doffs, but the up time seems pretty consistent.
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2014
    wetworth1 wrote: »
    may end up putting some skill point into power levels. It's hard to tell right now how this is going to work because I just got to 50 and have TRIBBLE gear.

    I can't say I know the exact numbers for these, sometime I may decide to actually do the testing but if you gain 5 points in all your subsystems from skill points that's 20 power you can play with to put more power into systems you use most, I think there is the potential for skill points alone to give you 50 or more power in every system.
    I was hoping that that ES and plasmonic leech would have my power levels maxed most of the time without using any skill points. I'm not sure what the math says about ES with 3 purple deflector doffs, but the up time seems pretty consistent.

    I don't know the maths on this either, I can't say I ever thought of it either, although with your 9 points in flow caps and the consoles... I'd estimate... +40 odd out of the ES per system... Then there is the leech... at over 100 flow caps, that's 5? power per subsystem per shot? it's great on a concept level, I can't say I've tested a drain build myself but that 20 or 30 seconds of downtime if the doffs proc would be I think quite major...

    And I've lost the train of thought...
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    wetworth1wetworth1 Member Posts: 36 Arc User
    edited February 2014
    I cannot check at the moment, but I believe without ES I can maintain 100+ power for weapons and aux.
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