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FLeet Nova help please :)

inputend21inputend21 Member Posts: 0 Arc User
edited December 2013 in Federation Discussion
Ok,im a Tac officer and need help deciding How to build my fleet nova,its one of my favorite canon ships,my problem is I have NO idea how to build the thing,its primary roll will be in the Voth zones and some Minor ESTFs,this is not going to be a primary ship,just one im going to fly when i get the itch to,in terms of gear,i have access to litteraly everything you can imagine...so again thanks for the help :)

(and please dont say Oh there are betterr ships for your class,because more than likely i already own it.)
Post edited by inputend21 on

Comments

  • inputend21inputend21 Member Posts: 0 Arc User
    edited December 2013
    Yea,i was thinking along the same lines in terms of weapons,just wondering about the Sci powers...thats where i was at a loss for what to do
  • inputend21inputend21 Member Posts: 0 Arc User
    edited December 2013
    Hehehe we are of the same mind ,im thinking a high aux boosted GW3,followed by a fully buffed TS3.....would be painful.....for anyone in caught in it! :D
  • inputend21inputend21 Member Posts: 0 Arc User
    edited December 2013
    reyan01 wrote: »
    I favour crowd control - again, with Lt-Cmdr Tac you can utilise either TSIII or a mine dispersal pattern to good effect.
    Certainly, it's quite satisfying bunching the enemy up with GWIII and then either firing off a torpedo spread, or dropping a bunch of mines, and damaging (sometimes even destroying) multiple ships at once.

    http://www.stoacademy.com/tools/skillplanner/?build=prototypenova1_0 Tell me what you think of this....just a starting point :)
  • inputend21inputend21 Member Posts: 0 Arc User
    edited December 2013
    You said fast firing torps.....I couldnt think of any thing else....other than rommie torps...
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited December 2013
    I went the other way and ran a 6 beam setup, using a mix of Damage control engineers and deflector officers I can do a fair bit of damage with them combined with science skills, the best bit is the synergy of FAW2+APB2+GW3, I can group things together and heal out GW and FAW damage on all of them and using APB I increase both sources of damage, it's just pure win :D (I run a sensors officer as my 5th doff because I fly it as a sci but as a tac you'd get more mileage out of a purple conn doff giving you more attack pattern effectiveness using Tac team). Tykens rift and tractor beam is another good combo.

    I use elite fleet shields and deflector (for the science cooldown reduction) though if you want to shave a few more seconds off the cooldowns you can use the MACO engines and shields and get virtually the same shield performance. Using dual TSS I get some very good shield tanking from the ship meaning I only need polarize hull and Hazard emitters to handle the hull most of the time (though I try to reserve PH for breaking tractors).

    I'm still debating though as the ship is mainly for pvp if getting the fleet one over the standard retro was the best idea...
    ZiOfChe.png?1
  • redsnake721redsnake721 Member Posts: 0 Arc User
    edited December 2013
    Here is another suggestion that does not cost a lot to build. ACC x 3 single cannons are under 1 mil EC on the exchange. But I would run Romulan Plasma. thay way you can have 6 console boosting plasma damage. But 3 single cannons in front and 3 turrets in the back.
    LT CMDR Tac: TT1, CSV, CRF.
    LT ENG: ET, EPTS
    ENS SCI: HE
    LT SCI: PH, TSS
    CMDR SCI: ST,TBR,TSS3, GW3
    Now with the CMDR SCI you need to decide what role you are needing it for. Like Feedback pulse is great in PVP. Photonic shockwave is good for AOE damage, Charge particle burts for Decloaking targets. But GW with CSV is going to work really well. Your going to be a DPS god with this build.
    Run 3 Tac consoles
    ENG:1 Fleet Neutronium + Hull, Borg console, Zero Point
    SCI: Tachokenetic Converter, then 3 Embassy plasma energy boosting consoles (your choice) but I would use the consoles that boost the gravity well.
  • organicmanfredorganicmanfred Member Posts: 3,236 Arc User
    edited December 2013
    [QUOTE=reyan01;14062111

    Currently using two (photon) torpedo launchers forward. And using photon torpedoes because:
    A: very quick reload in general
    B: with two launchers equipped, and three purple projectile BOFFs, there is virtually no reload time, and can fire a torpedo off every second.
    C: The voth set improves photon torpedo damage
    D: Photon torpedo boosting tac console improves things further.
    E: Again, with the fleet nova's turn-rate, you almost never find yourself in a position where you can't fire them
    F: As noted, Lt-Cmdr tac means that you can use TSIII

    So all-in-all, I'd say that you're probably looking at photon torpedoes that can do close-to the DPS that Quantum torpedoes can do.

    So far as energy weapons go, I use phasers, but that's nothing more than a personal preference.[/QUOTE]

    Can you tell me more about your 3 Doffs, as much as I know each of them gives you a 20% Chance to reduce the Torpedo relaunch time. Or do the 20% chances stack up to 60% time? :confused:
  • saxmanusmcsaxmanusmc Member Posts: 79 Arc User
    edited December 2013
    I run this ship as a tac captain and love it. It can really cause havoc if set up right.

    Sorry I can't post it from STO Acadamy, laptop does not like that site for some reason.

    Fleet Sci Vessel Retrofit

    1x Exp Rom Plasma Beam, 3x Rom Plasma Beams, 1x KCB, 1x Grav Photon Torp (Dyson Rep)

    Adapted MACO Deflector
    Adapted MACO Engine
    Elite Fleet Res Shield (ResB, Capx2, ADAPT)
    Elite Fleet Reinforced Warp Core [SEP][W-S][S-Cap][AMP][SST]

    Consoles:
    Plasmonic Leech, Dyson Console, Assimilated, Nadeon Det, Embassy Part Gen and Grav Gen w/ +Pla -Th, 3x Plasma Tac Consoles, Zero Point

    Devices:
    Subspace Field Modulator
    Aux Batts
    Shield Batts

    CMD Sci: PH I, SS I, TSS III, GW III
    LtCmd Tac: TT I, BFAW II, TS III
    Lt Sci: HE I, FBP I
    Lt Eng: EPtW I, Aux2Bat I
    Ens Sci: ST I

    DOFFs:
    1x Purple Grav Scientist (for chain grav wells)
    2x Purple Deflector Officers (for defletor ability CD)
    2x Purple Techs (for A2B CD Proc)


    I know the A2B looks strange on a sci ship, but it does work. Bottom line is that there are times in a sci ship where all your abilities might be on CD, or you are at full impulse traveling across the map. Two Techs combined with the two deflector doffs basically gets you much more up time on grav well, scramble sensors, FBP, and even your heals. Usually you will have enough time to allow your Aux level to come back on its own, but you have aux batteries as well in case you cant wait. It is all about timing to make this work. I only use it when my Doffs do not proc a CD on deflector abilities.

    I use Grav Well III in conjunction with the Nadeon Detonator, which makes your next torpedo produce a photonic shockwave. With the Dyson Torp, it also creates a Grav Rift III that ticks harder than Grav Well III. As soon as this is launched, you are able to pop Torp Spread III and BFAW to start stripping shields and get those torp hits along with creating even more smaller grav rifts.

    If this does not finish the group, which 9 times out of 10 it does, you can either hit them with scramble or FBP to finish the job. keep in mind that this is all in PVE. I do not really PVP so I cannot speak to this setup for that purpose.

    The thing I love about this setup is that I can kill stuff just as fast as I was in my escort, but I can last forever and even provide some utility to the group if it is needed. For what it is worth, this setup for me was able to get to 7400 DPS in ISE on a 6 1/2-7 minute run. not saying it is great or bragging, just throwing out there what I was able to see in a parser.
    FA Janin Delwynn - Fed Tac Officer
    FA Dion - Romulan Engineer Officer
    FA Zophie Delwynn - Fed Science Officer
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited December 2013
    reyan01 wrote: »
    To be perfectly honest, I'm not sure - there may be diminishing returns. All I do know is that, with two launchers, I can fire photon torpedoes almost every second.

    And that just screams sexy ...

    I use a RFML on my cruiser and set it to autofire. Fire-and-forget is just fun.
  • inputend21inputend21 Member Posts: 0 Arc User
    edited December 2013
    reyan01 wrote: »
    To be perfectly honest, I'm not sure - there may be diminishing returns. All I do know is that, with two launchers, I can fire photon torpedoes almost every second.

    It just luck tbh....but with three i was litteraly spitting out three plasmas every 1-1.5 seconds....but even with two it was only 2-2.5 seconds....I love the three PWOs with hyper plasmas....
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited December 2013
    Can you tell me more about your 3 Doffs, as much as I know each of them gives you a 20% Chance to reduce the Torpedo relaunch time. Or do the 20% chances stack up to 60% time? :confused:

    Each one has a separate chance to activate. Together, they have about a 48.8% chance to activate at least once each time a torpedo is fired, or a 74.8% chance of at least one activating over two launches.

    Hyper-plasma seems to have a chance to activate on each of the three torpedoes, so the 3 doffs give you an even larger (86.6%) chance of speeding up the cooldown.
  • kiloacekiloace Member Posts: 488 Arc User
    edited December 2013
    reyan01 is one of your best bets when it comes to building an endgame Nova.


    As for me, on my Sci, I currently fly a Mobius Temporal Destroyer, but I eventually plan on getting a Fleet Nova as well. My skill sets are very "Jack-of-all-Stats" with some in every branch. I favor disables (Subspace Decompiler) crowd control (Graviton Generators) and exotic DPS (Particle Generators).

    My setup will look something like this, I imagine:

    http://skillplanner.stoacademy.com/?build=kanenova_0

    The empty spaces are for what I'm not sure of yet - torpedo types, equipment, warp core, and tactical consoles. The build is primarily for nostalgic purposes and not really ingame effectiveness (I'll use single beams because I like the look better than DBBs, and so on).
  • organicmanfredorganicmanfred Member Posts: 3,236 Arc User
    edited December 2013
    Each one has a separate chance to activate. Together, they have about a 48.8% chance to activate at least once each time a torpedo is fired, or a 74.8% chance of at least one activating over two launches.

    Hyper-plasma seems to have a chance to activate on each of the three torpedoes, so the 3 doffs give you an even larger (86.6%) chance of speeding up the cooldown.

    Cool... :eek:

    I always thought each PWO rolls the dice for himself, didnt know they stack.

    I am not owning the Hyper-Plasma, but I just think about a Transphasic Torpedo.. :D
  • alexveccialexvecci Member Posts: 119 Arc User
    edited December 2013
    http://skillplanner.stoacademy.com/?build=fleetnovaforum_0

    This is more or less what i use atm.

    On an average run it can score around 5k DPS with my skills, so i think that you, being a tac, shouldn't have issues with the DPS.

    Resiliency-wise it's kinda tricky, as you'll need to keep the EPtS constantly active.
    If you have access to better gear, i'd suggest what reyan01 said, a Elite Resilient, but any shield with a good capacity will be enough.

    The Emitter array is more of a safety measure rather than an actual planned thing.
    You can easly swap it for anything else you might need.
  • bobsisko47bobsisko47 Member Posts: 67 Arc User
    edited December 2013
    I used to use the tiny little fleet Nova on my Sci for quite some time and a hell of a lot fun with her. This is how I built her: http://skillplanner.stoacademy.com/?build=fleetnovaallplasma1_0 The free slots will be for the plasmonic leech console and a warp core, but I don't have these yet.
  • redsnake721redsnake721 Member Posts: 0 Arc User
    edited December 2013
    After seeing this thread I dusted off my Sci toon who just got to tier 5 on all his Reps and went with a single cannon Turret build on my fleet Nova. I used Romulan Plasma single cannons and boosted them with all Embassy XII Sci consoles with the plasma damage boost. I went with Embassy Particle Gen's to boost the DOT from the Plasma burn. That makes 7 consoles boosting the Plasma weapon damage. The little ship is like a A-10 warthog with all the cannon rapid fire DPS. GW3 and then SS and CSV just melts entire groups of ships. I ran it CE and got 1st place 3 runs in a row. Using Tachyon beam to Debuff and GW to corall the shards makes this ship a shoe-in for that mission.
  • ufpterrellufpterrell Member Posts: 736 Arc User
    edited December 2013
    I've wanted to get a Fleet Nova for a while to use my Rhode Island skin on. However Cryptic asking for an extra 2000 Zen on top of the 800 or so I spent to get the refit put a bitter taste in my mouth so I'm passing on it until they do the right thing by it and make it require only 1 module for those who have purchased the refits.

    Shame really, 'cos it looks like an epic ship.
    Terrell.png

    Looking for a dedicated Star Trek community? Visit www.ufplanets.com for details.
  • grants21grants21 Member Posts: 0 Arc User
    edited December 2013
    Is it possible to use the Rhode Island class variant on the fleet Nova Class?
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited December 2013
    grants21 wrote: »
    Is it possible to use the Rhode Island class variant on the fleet Nova Class?
    yeah i use part of it
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