As a SCI officer flying a Fleet Neb most of the time I've been very pleased with the results in PvE. However I will admit that I prefer healing over all else. With the Neb though I feel I've made a solid healer but also contribute to debuffs and crowd control.
I took these sceenshots last week on the ship but I believe it's been tweaked a little since then because I found that my DoFF skills were making the two FAWs irrelevant.
This load out provides me 5 heals -- though tac team and Engineering team share a cooldown -- along with several crowd control tools. The debuffs native to a SCI officer are also utilized quite a bit.
For a while I was flying the ship with a lot of extra armor consoles but after re-setting my skill points for more defense I found the hull (48k) and shields (10k) to be more than enough. So that allowed me to start playing around more with the ship, resulting in a Universal console fun house.
Result of all this is a mid-size cruiser which can do something of everything to help the overall team. Basic tactic is broadsides, working with tanked up cruiser if possible. All the debuffs and crowd control also can herd a group of ships so high DPS builds can roll in and wipe them out quickly.
Yeah, it always is nice to have more skins for any ship.
BTW, didn't they scratch this original look of the Nebula (in the shows) in favor of the secondary hull and main deflector to look more compatible with the Galaxy line of ships?
Yeah, it always is nice to have more skins for any ship.
BTW, didn't they scratch this original look of the Nebula (in the shows) in favor of the secondary hull and main deflector to look more compatible with the Galaxy line of ships?
Not exactly, when building the CGI model for late DS9/Voyager, Rob Bonchune used the CGI Galaxy-class Enterprise-D model created for "Generations", possibly due to time constraints, rather than work from the actual Nebula-class studio model.
Is anyone with a decent sensor skill able to confirm or deny that the tachyon detection grid can knock a scimitar(particularly Donatra's) out of cloak?
Is anyone with a decent sensor skill able to confirm or deny that the tachyon detection grid can knock a scimitar(particularly Donatra's) out of cloak?
I think this was mentioned in the Day 5 thread or in this one further back.
On an related note. Finally got the testing started on mine. So far alright though I think I need to adapt power levels around to boost weapons (right now weapons are the last system power wise). Any thoughts on what to throw power out of? Running the full Aegis set and a Mark XI Overcharged Warp Core [SEP][E->S][SSS] right now.
I was in an STF yesterday and was unfortunate enough to get stuck with 4 welfarebulas. It did not go well, and it is not fun carrying 4 of these things with a fleet assault cruiser.
Well, yeah. I would tend to think that more than one Neb/FNeb on a Fed team is too many and even one is probably too many for the average STF. Its configuration is relatively unique and its main purpose is for a specialized Science role.
I've got a Vesta (bundle) and I love it. I can think of only one reason why I'd want to fly a Nebula instead and that's as an Anti-Cloak platform, mainly against Romulans and BoP's who are cloaking. I don't like flying the slower cruisers because of turn rate and I especially don't like doing it with my Science Captain. This has a similar turn rate and similar issues. The changes to RCS might help, but I haven't tried it.
Like other people have said, I do like the idea of making myself useful in one in the right situation. Vs. Borg, Donatra notwithstanding, is not one of those right situations.
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The Nebula can actually be one of the higher-damaging Science Vessels if you play it right. I'm experimenting with a build I lovably refer to as "Aux2Batt bumper car" and it hits like a truck.
Tractor Beam Repulsors III and Photonic Shockwave I only scale their repel on auxiliary and deliver the full payload of damage regardless of power level. This makes putting Aux2Batt on a Science Vessel less impractical than you'd think. You just need to carry an auxiliary battery or the Red Matter Capacitor to buff up your power levels for emergency healing. You might want to replace Directed Energy Modulation II for Reverse Shield Polarity II if you want to sacrifice damage for durability.
Tactical Fleet III > Attack Pattern Alpha III > Fire on My Mark III > Directed Energy Modulation II > Emergency Power to Weapons I > Tactical Team I > Cannon: Rapid-Fire I > Auxiliary to Battery I > Tractor Beam Repulsors III
Rinse and repeat. Oh, and run it in default attack setting with a [W->A] core. You'll get 78 auxiliary power for heals.
the ability to roll with 4 tac powers might just be enough to make it usefull.
but if its cant hold 7500dps for 25 seconds its just another victim boat.
Funny how you use 1 situation to judge a ship. Not to mention that the example you are using all the time for the must have dps has a flaw anyways. Currently i am flying a Vesta and a Fleet Nebula. Both are doing quite well in STFs.
Not to mention that i outdmg escorts often enough with both ships...
Sure a escort can put out way more dmg, but seems plenty of ppl can not utilize it.
I was in an STF yesterday and was unfortunate enough to get stuck with 4 welfarebulas. It did not go well, and it is not fun carrying 4 of these things with a fleet assault cruiser.
Hmm, you had a combattracker running or was it just your overal impression?
Cause one of my fleetmates has sometimes a tracker running when we two do stfs togehter with 3 random ppls. Quite often the 3 randoms (sadly even escorts) do deal less dmg then my Nebula and i am seeing my build more as a tank/heal build then a dmgdealer. There are ofc also ppl which deal more dmg.
But as always it depends on the setup and it seems that there are plenty builds out there who could use some optimization...
Worst thing nevertheless is if they do no dmg and are squishy also.
Reynolds/Thokal
U.S.S. Helios -Vesta Class/R.R.W. Dark Science - Dyson Surveillance Science Destroyer U.S.S. Donut - Fleet Advanced Research Vessel Retrofit TheWiseGuys
I'm flying a Nebula-R and I'm quite statisfied with it's performance. Aside from other iconic ships I think the Nebula Class got a nice overall representation in-game, though many people ask for for some kind of improvement. I was thinking while debating with the colleagues from the Galaxy improvement thread how this line of ships (The Galaxy and Nebula being closely related development projects) may be upgraded just a bit and I was thinking why not introduce two new "refits" into the c-store that utilise the two Cryptic created skins of those vessels, namely the Monarch and the Magellan class and I came up with this.
While I am happy with the flexible Nebula set up I was thinking that a slightly more tactical oriented layout (especially exchanging the fleet versions 4th engineering console with a tactical one) would make for a potentially nasty ship
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I see a lot more Nebula Class ships being used then ever before but they are still not used anywhere near as much as other ships. A lot of people just don't like Science ships and that is a shame.
The Nebula Class ship is good in helping to see Cloaked ships to bad that is of little use in PvE missions. It has some nice survivability thanks to a higher hull for a Science ship. Its universal Lieutenant Bridge Officer slot allows some flexibility in what it can do.
It seems to be best used as a tanking Science ship or a support ship for allies.
I see a lot more Nebula Class ships being used then ever before but they are still not used anywhere near as much as other ships. A lot of people just don't like Science ships and that is a shame.
The Nebula Class ship is good in helping to see Cloaked ships to bad that is of little use in PvE missions. It has some nice survivability thanks to a higher hull for a Science ship. Its universal Lieutenant Bridge Officer slot allows some flexibility in what it can do.
It seems to be best used as a tanking Science ship or a support ship for allies.
Unlike some, it's actually a very well balanced ship. It's not overly powerful but has all the trappings to make it work really well.
I currently run mine as a tank and CC/damager and am very happy with it. Even got the fleet version. Two lt tac slots to boost torp/mines, GW, EWP, PSW (or TBR, if situation permits it) and a whole load of heals. Got 12k shields and 45k hull, and tanks like nobody's business. Really shines when there's a CSV escort present, to benefit from my clumping stuff together with reduced def and resistance scores.
My sci' has been using the T5 Neb' and now the Fleet Neb' for quite some time. The Nebula class is an excellent "crowd control" ship when equipped with two tac' stations and can still lend healing to its allies to boot. I haven't used one in PvP for a while because it requires a team that will stay close to it for cloak detection, something Fed' pug players can't seem to do well is co-operate. I would typically get jumped by a group of BoP as I watched the other Fed' players keep cruising away from me.
The Nebula can actually be one of the higher-damaging Science Vessels if you play it right. I'm experimenting with a build I lovably refer to as "Aux2Batt bumper car" and it hits like a truck.
Tractor Beam Repulsors III and Photonic Shockwave I only scale their repel on auxiliary and deliver the full payload of damage regardless of power level. This makes putting Aux2Batt on a Science Vessel less impractical than you'd think. You just need to carry an auxiliary battery or the Red Matter Capacitor to buff up your power levels for emergency healing. You might want to replace Directed Energy Modulation II for Reverse Shield Polarity II if you want to sacrifice damage for durability.
Tactical Fleet III > Attack Pattern Alpha III > Fire on My Mark III > Directed Energy Modulation II > Emergency Power to Weapons I > Tactical Team I > Cannon: Rapid-Fire I > Auxiliary to Battery I > Tractor Beam Repulsors III
Rinse and repeat. Oh, and run it in default attack setting with a [W->A] core. You'll get 78 auxiliary power for heals.
...Cannon rapid fire? Why are you using cannons on a Neb? Or rather, HOW are you going to install dual cannons on a neb?
I used BFAW2 and TT1 for my Tac slot, loaded all plasma beam arrays, and shot everything with impunity. I do carry a tachyon beam so that I still have some decrystallizing ability.
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4x Fleet Plas -TH PtGs
2x Plasma Infusers
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3 tech doffs
1 Marion
1 Warp Core Eng (MORE POWER!!)
Its a science vessel using Aux2batt and deals particle kinetic damage. Its pretty damn hairy to fly, as you have to fly RIGHT UP to the CE and pray nothing decides to crash into you. When you have the heals of a wet toilet roll. Made worse by the fact that you're tac. Your only protection against shards is PSW3 and TBR on system cd. I find best to rotate them so that you minimize gaps in shard defence.
And even after all that, the best I get is 2nd place.
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
Basically, I use this to make strafing runs every minute - stack debuffs on the CE, then get up close and hit GW and EWP. This build has consistently gotten 2nd with one 1st - I think mostly due to the fact that it is constantly healing itself (obviously, it's not optimised at all).
I get first as a Healing Nebula quite often. I did get first in a Tactical flying the nebula once. I used a lot of Photonic Shock Wave and Gravity Well with Particle Generators. I love the nebula so i have two captains flying it. here is my tactical captain's build from what I can remember off hand =P
The amount of people flying the ship seems to have dropped off I guess after flying it for a wile people decided they don't like it much and went back to flying Escorts. I wish they would improve a bunch of Science abilities making them better in PvE
...Cannon rapid fire? Why are you using cannons on a Neb? Or rather, HOW are you going to install dual cannons on a neb?
I used BFAW2 and TT1 for my Tac slot, loaded all plasma beam arrays, and shot everything with impunity. I do carry a tachyon beam so that I still have some decrystallizing ability.
I was under the impression that single cannons, having the same dpv as a BA, would be a bit better because of CRF but still not really doing as much as BFAW + DEMarion + 6BAs.
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
I upgraded mine to the Fleet version and use it for multi-target PVE (AOE attacks). I use the uni Lt seat as Sci, which gives me 4/2/1 sci BOFF. It really needs a Cmdr/LtCmdr seating to be offensively powerful though. Turn-rate is too low for AOE torp spam, so I have to use TR2/GW3 on groups in front of me and TBR on anything outside the forward arc. Weapon damage is all-beams broadside, if the target chooses to stay there. I enjoy flying it, but its not a particularly good ship
I have gotten 1st in elite about 3 times so far, one on my main and 2 on my Sci alt.
The main is fully geared, and that run had 2 factors going for him: did not die from shards or the CE-FAW blast overwhelming my heals without needing me to flee.
The sci was less geared, but had 3 stacks of Joule's at all times, was spamming holoships and rotating TBR and PSW.
Though I really get screwed by the Valdore console on scoreboards...
I disagree she being not particularly good. The Nebula is the only federation science vessel that doesn't have a paper thin hull, reasonable SV type shield mods, can run Aux2batt + DEMarion, and still have just enough sci to use the 2 aux-independent abilities on top of the standard HE1, PH1, TSS2.
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
Running a Nebula With SC/turret build right now. All right, 1 torpedo front because i need naked w.o. torpedoes.
Getting pretty good results with them.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
I disagree she being not particularly good. The Nebula is the only federation science vessel that doesn't have a paper thin hull, reasonable SV type shield mods, can run Aux2batt + DEMarion, and still have just enough sci to use the 2 aux-independent abilities on top of the standard HE1, PH1, TSS2.
My problem with it is that its in the no-mans land between offensive support and healer (defensive) support. It turns too slow and loadout options are too limited for strong offense, and if you want to hit stuff hard then you are going to be way better off with a Fleet Nova or Fleet Recon (or a Vesta) that lets you bring guns/torps on target and do a lot of high-level spells. Meanwhile it does not have the tanking capailities to be a strong defensive ship either, and if you want hull tanking with a lot of group heals and support then you are going to be way better off with a Odyssey Star cruiser (or the Science c-store flavor) or evan an Atrox.
It is a very good money maker for ESTFs and such, but that is because those maps are mostly fixed-position targets and you can position your ship relative to them fairly simply.
The Nebula is a lot of fun, the Lt universal slot really gives that versatility, however the nebula has a slow base turn but that is easily remedied by the fleet rcs consoles, I've gone for the fleet engineering consoles that boost hull hitpoints, mainly the rcs and netronium alloy consoles.
As a beam boat it's perfect but what really makes it stand out apart from the tachyon net is the fact the gravity well and energy siphon really go a long way. For example the nebula is perfect for the crystalline entity just make sure you have gravity well and for countering the entity's energy absorption the energy siphon and tachyon beams really help.
Is there life in the nebula, well the answer is yes providing you have the right build for the task.
"The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
-Lord Commander Solar Macharius
Comments
I took these sceenshots last week on the ship but I believe it's been tweaked a little since then because I found that my DoFF skills were making the two FAWs irrelevant.
Fleet Neb skills
This load out provides me 5 heals -- though tac team and Engineering team share a cooldown -- along with several crowd control tools. The debuffs native to a SCI officer are also utilized quite a bit.
For a while I was flying the ship with a lot of extra armor consoles but after re-setting my skill points for more defense I found the hull (48k) and shields (10k) to be more than enough. So that allowed me to start playing around more with the ship, resulting in a Universal console fun house.
Fleet Neb loadout
Result of all this is a mid-size cruiser which can do something of everything to help the overall team. Basic tactic is broadsides, working with tanked up cruiser if possible. All the debuffs and crowd control also can herd a group of ships so high DPS builds can roll in and wipe them out quickly.
This is an interesting build. As I was tinkering with a build plan myself today, I also considered Spiral Waves!
I'm curious, do you still use Scramble Sensors?
I'd like to see a shooting model "Farragut" skin for it, but that's less likely than it getting the Venture's.
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Yeah, it always is nice to have more skins for any ship.
BTW, didn't they scratch this original look of the Nebula (in the shows) in favor of the secondary hull and main deflector to look more compatible with the Galaxy line of ships?
Not exactly, when building the CGI model for late DS9/Voyager, Rob Bonchune used the CGI Galaxy-class Enterprise-D model created for "Generations", possibly due to time constraints, rather than work from the actual Nebula-class studio model.
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I think this was mentioned in the Day 5 thread or in this one further back.
On an related note. Finally got the testing started on mine. So far alright though I think I need to adapt power levels around to boost weapons (right now weapons are the last system power wise). Any thoughts on what to throw power out of? Running the full Aegis set and a Mark XI Overcharged Warp Core [SEP][E->S][SSS] right now.
Well, yeah. I would tend to think that more than one Neb/FNeb on a Fed team is too many and even one is probably too many for the average STF. Its configuration is relatively unique and its main purpose is for a specialized Science role.
I've got a Vesta (bundle) and I love it. I can think of only one reason why I'd want to fly a Nebula instead and that's as an Anti-Cloak platform, mainly against Romulans and BoP's who are cloaking. I don't like flying the slower cruisers because of turn rate and I especially don't like doing it with my Science Captain. This has a similar turn rate and similar issues. The changes to RCS might help, but I haven't tried it.
Like other people have said, I do like the idea of making myself useful in one in the right situation. Vs. Borg, Donatra notwithstanding, is not one of those right situations.
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Tractor Beam Repulsors III and Photonic Shockwave I only scale their repel on auxiliary and deliver the full payload of damage regardless of power level. This makes putting Aux2Batt on a Science Vessel less impractical than you'd think. You just need to carry an auxiliary battery or the Red Matter Capacitor to buff up your power levels for emergency healing. You might want to replace Directed Energy Modulation II for Reverse Shield Polarity II if you want to sacrifice damage for durability.
Tactical Fleet III > Attack Pattern Alpha III > Fire on My Mark III > Directed Energy Modulation II > Emergency Power to Weapons I > Tactical Team I > Cannon: Rapid-Fire I > Auxiliary to Battery I > Tractor Beam Repulsors III
Rinse and repeat. Oh, and run it in default attack setting with a [W->A] core. You'll get 78 auxiliary power for heals.
Funny how you use 1 situation to judge a ship. Not to mention that the example you are using all the time for the must have dps has a flaw anyways. Currently i am flying a Vesta and a Fleet Nebula. Both are doing quite well in STFs.
Not to mention that i outdmg escorts often enough with both ships...
Sure a escort can put out way more dmg, but seems plenty of ppl can not utilize it.
Hmm, you had a combattracker running or was it just your overal impression?
Cause one of my fleetmates has sometimes a tracker running when we two do stfs togehter with 3 random ppls. Quite often the 3 randoms (sadly even escorts) do deal less dmg then my Nebula and i am seeing my build more as a tank/heal build then a dmgdealer. There are ofc also ppl which deal more dmg.
But as always it depends on the setup and it seems that there are plenty builds out there who could use some optimization...
Worst thing nevertheless is if they do no dmg and are squishy also.
U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
TheWiseGuys
While I am happy with the flexible Nebula set up I was thinking that a slightly more tactical oriented layout (especially exchanging the fleet versions 4th engineering console with a tactical one) would make for a potentially nasty ship
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The Nebula Class ship is good in helping to see Cloaked ships to bad that is of little use in PvE missions. It has some nice survivability thanks to a higher hull for a Science ship. Its universal Lieutenant Bridge Officer slot allows some flexibility in what it can do.
It seems to be best used as a tanking Science ship or a support ship for allies.
Unlike some, it's actually a very well balanced ship. It's not overly powerful but has all the trappings to make it work really well.
I currently run mine as a tank and CC/damager and am very happy with it. Even got the fleet version. Two lt tac slots to boost torp/mines, GW, EWP, PSW (or TBR, if situation permits it) and a whole load of heals. Got 12k shields and 45k hull, and tanks like nobody's business. Really shines when there's a CSV escort present, to benefit from my clumping stuff together with reduced def and resistance scores.
...Cannon rapid fire? Why are you using cannons on a Neb? Or rather, HOW are you going to install dual cannons on a neb?
I used BFAW2 and TT1 for my Tac slot, loaded all plasma beam arrays, and shot everything with impunity. I do carry a tachyon beam so that I still have some decrystallizing ability.
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Not if we figure out how to build the Nebbie to claim top spot in CCE. I've been trying for days but that always eludes me.
My current build:
Fore: ExRom BA, 2 Romplas BA [Acc]x2
Aft: 2 Romplas BA [Acc]x2, KCB
Sci Comm: Tachyon1, TSS2, TBR2, PSW3
Sci Ens: HE1
Eng LtComm: EPtW1, Aux2batt1, DEM2
ENg Lt: EPtS1, Aux2batt1
Tac Lt: TT1, BFAW2
4x Fleet Plas -TH PtGs
2x Plasma Infusers
2x Fleet Neutronium [+turn], Zero Point, Assimilated
3 tech doffs
1 Marion
1 Warp Core Eng (MORE POWER!!)
Its a science vessel using Aux2batt and deals particle kinetic damage. Its pretty damn hairy to fly, as you have to fly RIGHT UP to the CE and pray nothing decides to crash into you. When you have the heals of a wet toilet roll. Made worse by the fact that you're tac. Your only protection against shards is PSW3 and TBR on system cd. I find best to rotate them so that you minimize gaps in shard defence.
And even after all that, the best I get is 2nd place.
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Build was as follows:
Fore: 2 x Phaser Beam Array, Photon Torpedo
Aft: Same layout
Consoles:
Sci: 2 x Particle Generators, 1 Emitter Amplifier, 1 Field Generator
Tac: 2 x Phaser Relay
Eng: 3 x Neutronium, 1 x RCS
Boffs:
Cmdr Sci: Tach Beam 1, TSS2, FBP2, GW3
Ens Sci: HE1
Lt Cmdr Eng: EPtS 1, RSP1, EWP1
Lt Eng : EPtS 1, Aux2SIF1
Lt Tac: TT1, APB1
No Doffs yet (too cheap/lazy)
Basically, I use this to make strafing runs every minute - stack debuffs on the CE, then get up close and hit GW and EWP. This build has consistently gotten 2nd with one 1st - I think mostly due to the fact that it is constantly healing itself (obviously, it's not optimised at all).
Fore: 2 x Phaser Beam Array, Photon Torpedo
Aft: Kinetic cutting Beam, Phaser Turret x2
Consoles:
Sci: 4 x Particle Generators,
Tac: 2 x Phaser Relay
Eng: Point Defense Console, Mono armor, assimilated console.
Boffs:
Cmdr Sci: ST1, TSS2, GW1, PSW2
Ens Sci: Tractor 1
Lt Cmdr Eng: ETPS1, EPW2, Aux2
Lt Eng : EPTS1 EPTW2
Lt Tac: TT1, BO2
I love flying ships most people dont find optimal makes it interesting.
The amount of people flying the ship seems to have dropped off I guess after flying it for a wile people decided they don't like it much and went back to flying Escorts. I wish they would improve a bunch of Science abilities making them better in PvE
Single cannons exist too, you know.
On my side, I've attained consistent 1st position at normal, and 2nd-3rd place at elite with my earlier build. Just need to watch for shards... ^^;
I was under the impression that single cannons, having the same dpv as a BA, would be a bit better because of CRF but still not really doing as much as BFAW + DEMarion + 6BAs.
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http://www.stoacademy.com/tools/skillplanner/?build=tlainanebula_3536
I got 1st in CC elite once I think, might have been a normal difficulty though
The main is fully geared, and that run had 2 factors going for him: did not die from shards or the CE-FAW blast overwhelming my heals without needing me to flee.
The sci was less geared, but had 3 stacks of Joule's at all times, was spamming holoships and rotating TBR and PSW.
Though I really get screwed by the Valdore console on scoreboards...
@ursus
I disagree she being not particularly good. The Nebula is the only federation science vessel that doesn't have a paper thin hull, reasonable SV type shield mods, can run Aux2batt + DEMarion, and still have just enough sci to use the 2 aux-independent abilities on top of the standard HE1, PH1, TSS2.
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Support the "Armored Unicorn" vehicle initiative today!
Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
Getting pretty good results with them.
My problem with it is that its in the no-mans land between offensive support and healer (defensive) support. It turns too slow and loadout options are too limited for strong offense, and if you want to hit stuff hard then you are going to be way better off with a Fleet Nova or Fleet Recon (or a Vesta) that lets you bring guns/torps on target and do a lot of high-level spells. Meanwhile it does not have the tanking capailities to be a strong defensive ship either, and if you want hull tanking with a lot of group heals and support then you are going to be way better off with a Odyssey Star cruiser (or the Science c-store flavor) or evan an Atrox.
It is a very good money maker for ESTFs and such, but that is because those maps are mostly fixed-position targets and you can position your ship relative to them fairly simply.
Even the Klingon battlecruisers turn faster
As a beam boat it's perfect but what really makes it stand out apart from the tachyon net is the fact the gravity well and energy siphon really go a long way. For example the nebula is perfect for the crystalline entity just make sure you have gravity well and for countering the entity's energy absorption the energy siphon and tachyon beams really help.
Is there life in the nebula, well the answer is yes providing you have the right build for the task.
-Lord Commander Solar Macharius