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My Ferengi Nandi AP Build

Hey guys,

Just wanted to share with you my current Antiproton build. I would like to hear your opinions and any suggestions on how to improve my DPS. Im an engineer who loves escort ships, tanking damage and dishing out attacks at the same time. Been switching between the nandi and jem'hadar dreadnaught carrier with the same build. So far survivability has not been an issue but PVP wise and on advance PVE runs, I still have a lot of work when it comes to DPS.

Ferengi Nandi Build: http://skillplanner.stoacademy.com/?build=ferenginandiapbuild_0 (Skill Planner Link)

(note: my ap beam arrays has [thrust] instead of [spr] and im using the Nimbus Pirate Distress Call on the first device slot)

Also I just got the Kemocite-laced weaponry III boff skill (at a great cost >_<) and so far I like it.

Any pointers would be much appreciated. Thanks! :)

Comments

  • madviolamadviola Member Posts: 110 Arc User
    What is the focus of your build? Is it the AP arrays, or the Gravity Well/Tyken's Rift? Generally, you pick one thing that you want your build to be good at and everything in your build works to make that focus better.

    Also, the Nimbus Pirate Distress Call just needs to be in your inventory to use. You don't have to slot it.
  • peytonjonpeytonjon Member Posts: 3 Arc User
    hi madviola,

    Well I guess, Im currently focused with my all AP array build since I also run it with my other ships. I'm just able to use the GW/Tyken's rift due to the nandi's sci boff seats and to also make use of the "greedy emitters" trait. But generally, I don't focus much on the science stuff.

    oh cool, I didn't know that. more room for other devices. :)

    btw, here's the updated one: http://skillplanner.stoacademy.com/?build=updatednandi_0

    just gotten 3 fleet tactical consoles, I was thinking of getting 5 but I went short of fleet credits atm. LOL
  • postinggumpostinggum Member Posts: 1,117 Arc User
    The weapon setup of: DBB, Torp, 2 beams plus on the back 3 omni and a beam is unusual. Its doubtful that the DBB is better than a regular array if you're FAWing and hoping for plasma explosions. I'd say a nandi with a limited front firing arc weapon setup could do with extra turn rate, and then really go down that route with an dbb and torp front, OR go for the faw and shift toward arrays.

    The ship can be a bit squishy, think about using the first 4 sci abilities on healing/defense. I'd take syphon over tyken as the syphon boost you and does not require the ship to be pointed at the target like a lot other deflector abilities.

    I found that adding a VR crafted turn rate console really give the ship escort like moves rather than flyng like a sci ship. The VR level means you can choose a mod when buying from the exchange.
  • madviolamadviola Member Posts: 110 Arc User
    Hi Payton,

    Sorry for the delay. It took me a while to come up with something I liked that met your general requirements.

    The ship:
    http://www.stoacademy.com/tools/skillplanner/index.php?build=nandiap_5311

    Please note, the skill tree, specialization, and traits screen are all filled out.

    I would recommend that you use three purple Damage control engineers to make a Drake build. For me, key binding has been a very good way to make sure that everything gets run efficiently (see http://hilbertguide.com/). Put the Tac Teams, EPtX, and Energy Syphons on tray 7.

    The CC deflector, the two-piece Nukara set, and the [AMP] (for each power level over 75, I believe) all add bonus weapons skill points which translate into DPS.

    Hope this helps!
  • ryakidrysryakidrys Member Posts: 830 Arc User
    madviola wrote: »

    Something seems odd with what I'm seeing in the nandi you linked.

    1. I see 2 EPTW in the build, but a drake build is mentioned. 1 of the EPTW's is unnecessary if that's the case. Fill it with an engineering team or an Auxillary to structural integrity field skill for a hull heal, or maybe a reverse shield polarity if shields are the trouble.
    2. Two tac teams with reciprocity but no torpedo mod. Changing one of the TT1's to a torp HY or spread seems appropriate.
    3. Double energy siphon and science team with all hands on deck. With AHOD, like reciprocity in tactical, 1 of each should be adequate and opens 2 slots for other helpful skills. With AHOD, try the following:

    LT Sci HE1, ES1
    LCDR Sci ST1, TR1, GW1

    You should be able to open a grav well to collect a group of baddies, then send a tykens rift in just before or after the well expires. With luck the combo will keep a group of baddies from getting too far away and keep them in range for things like torp spreads. Also, a well buffed tykens rift is also able to weaken shields on Borg tactical cubes to make them easier to take down while a grav well keeps high yield plasma torpedoes from getting to you.

    Since the neutronic torpedo isn't being used, the bioneural gel pack is a luxury since it only reduces about 2 seconds from 30 second cooldown skills. To make use of the greedy emitters with grav wells and tykens rifts, 1 or 2 particle generator plasma explosion proc romulan embassy consoles could be extremely useful to get DPS from the plasma explosions AND to boost the particle damage from GW and TR.

    The Nandi is a slightly fragile ship due to the limited engineering console and bridge officer slots available, so you normally need to consider maximizing damage output to blow stuff up before it kills you, or sacrifice a lot of damage output to make it more survive-able.
  • peytonjonpeytonjon Member Posts: 3 Arc User
    Hey guys,

    wow thanks for this, you have given me a lot of things to consider.. appreciate it! :)
  • postinggumpostinggum Member Posts: 1,117 Arc User
    Whats unclear in all this is the budget you're building around and what stuff you already have. Its a freebie ship, so I'm guessing that you don't have a collection of starship traits from 3k zen ships and the Astika FAW to power trait, similarly assuming no Leech and no stock of 500k fleet marks. Similar goes for doffs with the blue Drake dce/wce? being way cheaper than the purples.

    The big issue with 8 beam ships on a budget is powering all those weapons, so for a low cost ship things like maco shield, rep consoles and R&D exotic particle field exciter console; with an eng you have a start in the power supply.

    The Exotic particle..... + 21.2% shield cap, extra exotic damage and crucially +10 WP twice per minute for 10 sec when shield heal used, and also available with mods including +WP. This won't be used by the very high dps guys that melt everything in seconds but does a lot for the player moving up from a levelling ship to T6, just like the rep consoles.

    Also those deuterium things are ground for by doing a mission, so I think people tend to save them for special parsed run or pvp, for general play the pirate distress call is pretty standard.
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