So i just purchased the NEbula Retrofit from the C-store and was wondering how i could improbe my build:
http://skillplanner.stoacademy.com/?build=nebulaftw2_0 *updated build*
I am just grinding rep, so have no access to rep gear or fleet gear. and the only uni console that i have really is plasmonic leech.
Obviously, i am more wondering about weapon set up and Boff layout.
I am getting just below 4000 DPS with this build at the moment, if that is important at all
thanks for any help.
EDIT: oh, forgot to mention, i have no specific purple doffs either, and i do not really know any way to get decent purple ones without spending tons on the Exchange
Comments
Your best bet is either the Jem'Hadar space set (which increases Polaron attacks and keeps crew alive longer) or the Solenae (which, with the three piece set you get from A Step Between Stars makes it SO much better than the one you get from the Dyson rep)
I actually have all of those sets, just did not know which one i should choose. I will probably use the Solonae set from the Episode.
and if you are wondering about the white gear (like the beam arrays), it is called laziness and broke of EC so that is all i could afford in-game
XD Oh, no, don't worry about that. I do it, too - I basically pick up basic Phasers (or maybe one with a [CrtlD] mod and slap 'em on to see what they do.
But, yeah, the Solanae set's quite the useful thing, especially with just the single bonuses it comes with.
-Get the Obelisk Warp Core: so you can use max AUX power
-Phaser rewards from the Dividian mission 'Everything Old is New'
-Use the full Solanae set til you get something better
-Switch out the Tachyon Detection Field console with something else: Flow Capacitors. In fact, replace the second field generator for another flow capacitor
BOFF power wise, what are you going for? What kind of skill points do you have allocated? Rep systems? What DOFFs for space have you slotted?
I'll pretend that you should do the following for PVE:
-Switch to PH1 for one of the TB1 (You don't have a counter to tractor beams yourself)
-Switch EPtS2 with Aux2SIF1 (You need more hull heals than HE2)
-I'd switch out Photonic Shockwave 3 with GW3 or TBR3
The Nebula has 2 Big strengths: 3 Lt Commander or better slots, and a LT Universal station, potential you're not quite getting by having two identical tactical officers and two Tractor beams. You should have a couple extra Boffs in your roster trained up so you can swap out officers as the need arises. Need more healing for your teammates? Throw an Engineer with Eng Team 1 and Extend shields in there. Need some Control? A Sci officer with Tractor beam and Scramble Sensors!
The only PROBLEM with trying to maintain that kind of diversity is how your Captain is built. For instance, if you don't have any points in "Ship Countermeasures", then abilities like Scramble Sensors and Viral matrix won't be very effective.
Also, re-consider your Eng Console slotting. Resistance values are subject to what's called "Diminishing Returns" The first console will give you it's full effect, 30% resistance or whatever it is. The SECOND console will only give you like 15-20% extra protection. The third something like 5-10%. You'll get more mileage out of one Neutronium alloy, one that covers the other damage types, and an RCS Console... because the Nebby's turn rate is horrible.
If you have the T1 TOS Constitutiion, it comes with Phaser Beam Array Fore and Aft that level with you. If you claim, and discharge it enough times, you can kit out any ship you want with as many of them as you need.
And that ends up being the equivalent of a white Mk XI Phaser Beam Array at level 50.
Totally lazy route, but it works.
1. was actually thinking of doing that
2. which ones? the blue ones?
3. am using the solonae set now
4. Really? i thought most of the science consoles did not give enough n return to be useful
5. okay, probably a good idea, was using Shockwave as my answer to tractor beam, as well as high yield plasma torps
6. what about the EPtS loop?
7. okay
What i want to do? i want to be able to do enough damage that i am helpful to groups, but am still able to be a good healer/CCer and be able to "tank" a bit.
Updated build with skill point build as well: http://skillplanner.stoacademy.com/?build=nebulaftw2_0
This build is meant to be a sort of "jack of all trades" build so my character can captain any ship when i feel like it
Another thing i noticed is that DEM2 does not seem to be doing much, is it just me or should maybe still use both EPtS2 and switch DEM2 with aux2sif2?
I fly the fleet variant of the Neb and use it as my primary ship. It's my baby, the one that I park carefully in the garage and wax every weekend. My goal was similar to yours: a jack of all trade that's good for many roles including crowd control, healing, and some DPS output.
However, as it's my primary I also have a lot more consoles and high end gear for it so we'll set that aside though I think the Solanese set is pretty great for what you want to do. Personally I vary between the Borg and Jem Hadar set. I really can't wait for all sci ships to get that secondary deflector.
Anyway on the bridge officers I also use the Universal for a TAC but I use TacTeam1, Torp Spread2, and then FAW1 and FAW2. With the Torp Spread I also have the wide angle quantum torp launcher so I can just broadside all day with minimal movement. That allows me to contribute damage while also watching my teammates hull/shields and healing as needed
The rest of the BoFFs:
Lt. Cmdr Engie: Emergency to Shields I, DEM, and Engineering Team3. The DEM used to be Transfer Shield 2 and I should probably go back to that if I want to heal. Right now though the groups I seemed to get into don't need as much healing since people are getting the better gear now so I switched to DEM.
Commander SCI: Tractor Beam 1, Transfer Shield, HE3, and Grav Well 3.
I consider a Grav Well 3 a must if you're going for a support role since they fixed it's damage and ability to pull a few months ago. This also works nicely with the torp spread. Hit the Grav Well, let things bunch up, then fire the torps. As you get DoFFs don't forget a few to give a chance to create more Grav Wells as you progress.
Ensign SCI: Polarize Hull as well.
On the console types for SCI and Engineering I've become a big fan of universal consoles for the variety and just sheer 'fun' of some of them. Some can be found for relative good price on the exchange most of the time (theta radiation, plamsonic leech, etc) but some require some harder work or even getting them off of other ships or the lobi store (Point defense being the biggest of these along with the tachyokinetic on the lobi store).
As for the weapons, if you really want to work on a long term grind, consider Spiral Waves. Great disruptors that scale with level and they have two procs on them. Major downside: you have to own a Galor first before you can buy more of them on the Dilithium store. I go between those and my fleet tetryons.
Weapons:
Fore: 2x Elite Fleet Phaser, 1x exp. proton weapon
Aft: 1x Gravimetric Torpedo, 1x elite fleet phaser, 1x borg cutting beam
Engineering: 2x Fleet Spire RCS consoles +kin mk 11 (=+80% turn rate +40 kin resist), 1 assimilated console (+borg cutting beam = the +wep power and +wep drain resist proc).
Science: 3x Dyson shield +HP +extra shield heal proc when using shield heals consoles, 1x whatisname the console needed for the gravimetric torp 3-piece bonus.
Tactical: auto-targeting consoles: 1x phaser, 1x photon torp.
BOFFs:
Lt Universal: Transfer Shield Strength 1, Siphon 1*
Lt Tactical : Beam Fire at Will 1, Torpedo Spread 2
Lt Cmdr Engineer: Emg to Engine 1, Aux to Bat 1, Eject Warp Plasma 1
Cmdr Science: Hazard 1, Tyken's Rift 1, Tachyon Beam 3, Gravity Well 3
Ensign Science: Tractor Beam 1 (or Polarize Hull your pick depending on enemy.. polarize if fighting borg).
I have 1 romulan superior subterfuge boff and 2x romulan operative boffs, 1 saurian efficient, 1 human.
Deflector: MACO Deflector
Engine: MACO engine
Shield: Maco Shield (soon to be dyson shield for the insta-heal proc)
Maco for the 5% 2-piece timer reductions. It stacks with the technician-a2bat bonus to give me a 2 to 3 second delay between any non-science ability above listed. Sci abilities are literally reduced to almost being able to being instantly-re-used thanks to the a2b and sci doff timer reductions plus maco reduction. I tested a shield+engine maco setup with fleet deflector (-10% timer to all sci abilities) and noticed the fleet deflector wasn't needed.
Doffs: 2x blue technicians (working on purples), 2x purple deflector timer reduction doffs, 1x aftershock gravity well* doff. Planned for 6th slot once Spire tier 3 is complete: 1x purple gain 20 shield power when using beams energy wep doff.
* = for an alternative build switching this doff and boff ability: Equip Repulsor beams and use doff that changes repulsors into tractors. Why? Pull them in while under eject warp plasma and emg to engine then when the plasma stops spewing, turn around and grav well + torp spread the whole bunch. XD
How it all works together:
Emg to Engine keeps the ship FAST (+ lots of def!) almost permanently..it slows down just enough to allow you to turn 180 before you can re-activate it.
Fleet phasers and TSS1 plus the sci console heal procs keep your shields up easily enough.
Tachyon Beam 3 and siphon help trigger the timer reduction doff proc which helps grav well and tykens rift be up nonstop.
Gravity well 3 purple grav well afterschock proc happens a LOT and many times I'm dumping a new grav well on top of the 2nd or 3rd aftershock of the previous well.
Tyken is fired usually in between the timers of gravity well 3 since it does not share half-timer with grav well. The result is that when the tyken's timer is ready to fire AFTER you fire the grav well... the aftershock grav well has vanished and the target is fighting my last-fired grav well and now he will have a tyken's on top of it.
...on top of all THAT I dump warp plasma on them.
..then I circle around them at high speed dumping tachyon beam 3 and siphon...FAW'ing to beef my shields up and firing torpedo spreads that trigger multiple kinetic damage rifts on targets.
Aux to Bat is used in between right after I use Tyken's rift...which is when I have a 10 second gap between being able to fire gravity well again so my power levels return to high aux by the time I have to do it. It is that aux 2 bat which lowers timers on my FAW, Torp Spread and helps sci abilities cut down to the point where I'm cycling everything with just 1 version of each ability.
While i thank you for the information, if you read my first post, i mention i have no access to fleet stuff at all and am only starting to grind for reputation. at the moment, the ONLY reputation stuff i have are the romulan plasma Mk XII ground weapons, the scorpion fighter pets, and the tier 1 consumables. none of which help my ship at all'
also, at this point my main goal is to get a good enough build and decent enough gear to reach around 7000-8000 DPS (though i would be happy with 5000 at this point) and then focus on healing and "tanking."
Also, i do not PVP, and i know the nebula is not the best ship for PVE, but it is my favorite ship in Star trek.
Here's a drain and support build for you, it works quite well for me. Alternatively, you can load up Tyken's Rift II instead of Grav Well I to reduce the cooldown on Rift. Some things to consider:
Science, since it is gimped as far as weapons, usually builds with a torpedo in mind.
Synergy is important. Make sure your equipment works together and compliments each other.
Duty officers are also important. Here's some good types that work for the build, I apologize that I do not know exact names but I am away from my PC at the moment:
1x Voth Doff that causes Tractor Beam Repulsors to draw in enemies instead of repel them. This will allow you to yo-yo enemies into your Tyken's rift and drain them out easier.
1x Tractor Beam Doff that causes Tractor beam to drain shielding. This one is just to add some utility to your tractor beam, since it's primary purpose is to hold enemies into your Tyken's Rift.
1x Doff that causes your enemies to have a damage debuff on them when you use sensor scan.
1x Doff that gives you a chance to gain shield power when using energy weapons. This means you can keep Aux and Weapons high, and still have decent shield power.
1x Gravometric Scientist doff that gives a chance to spawn additional Tyken's Rifts. This one is probably the most important.
Finally, keep in mind that since you are a science captain flying a science ship, you WILL NOT top DPS charts. A good DPS for Science is 7-10k, and is what you should shoot for. Pick a job, either Crowd Control or Draining, and make sure you can do that job as good as you possibly can.
add me (character names are in signature, use @crocell) if you'd like to join a good fleet with a lot of very intelligent players, or if you'd just like general advice.
Odan Brota (Science Officer): Captain of a 28k DPS Scryer Intel Science Vessel, U.S.S. Kepler
Patiently waiting for a Romulan Science Vessel
http://skillplanner.stoacademy.com/?build=nebulaftw3_3722
For DOffs I recommend the following (look for rare on the exchange to keeps costs down):
Damage control engineer x2 to reduce CD on EPtX
Warp Core Engineer to improve all power levels on EPtX
Matter-Antimatter Specialist to immobilize enemy with EWP
Gravimetric Scientist chance to create aftershock grav well
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
And how about a Shield drain build? using tetryon beams? I have both this and a Deep space science vessel (which i was planning to use as my drain science ship before this) and want them to be at least sort of different other than layout.
The proc looks decent, but once the shield is depleted, then if/when the proc activates it's wasted. Therefore, you are better off using any other method to drain shields and let another proc be the bonus "oomph".
The goal is to drain the Hull of HP, the stuff between you and the hull can be dealt with by something else besides the weapon. In other words, every shot already depletes the shield, you don't need a proc to help.
You can always just die... LOL... In all reality its perhaps the ****tiest science ship in the game even after the KDF one so making this ship viable would be a miracle. And the fact that you have no REP/FLEET gear doesn't help your odds.
Keltoi Class... fan design. You KNOW you want one In-game!
[SIGPIC][/SIGPIC]
The Wells is better in this regard, but it's a lockbox ship. Good luck with that. The Vulcan D'Ker and Caitian Carrier are also comparable, but you're gonna be spending money on those.
Turn rate IS lousy. I'll grant you that, but if it were any higher, that might be OP. In fact, if you take the Nebula as it is now, and add ANY one thing to make it better, it'd be out of balance with the other ships in its tier, whether that's Commander, Rear Admiral, or the Fleet version. Which says to me, that it's balanced just fine.
Sam seems to just like to stir up trouble, every single one of his posts is random arguments with no real basis. and yeah, it's ability to be able to choose a playstyle is the reason i like it, that and it is my favorite ship n Star Trek.
On the contrary they have a basis... I've never seen anyone fly a Nebula. EVER. IT's simply not as good as its peers. Any science ship in the game is better. The Palisaide has all the same engineering capabilities with more shields and speed.
Keltoi Class... fan design. You KNOW you want one In-game!
[SIGPIC][/SIGPIC]
I never see anyone in a Temporal ship, or a Defiant retrofit, etc, yet those are good ships. And will likely never get a palisade, thanks to it being a non-mirror lockbox ship so that matters little to me.
A lot of people flew them when they came out. And in fact, back then, the fedball was very welcoming of the defense grid to peek Klingons in PVP maps, sparking a ton of arguments on these forums for a few weeks.
It's an old ship. People moved on. But I saw one being flown just last week.
I've played for 3.5 years and never seen one... But i've seen every other ship multiple times even lockbox ones.
Keltoi Class... fan design. You KNOW you want one In-game!
[SIGPIC][/SIGPIC]
just because YOU have not seen one, does not mean they are not used or good.
Anyway, thanks everybody for the help. the build I am using now seems to be working good, I think my main problem now is getting better gear (especially weapon and console related) and that will help a lot as well.
TT1, TS2
TT1, ABD1
EPtE1, EPtS2, EWP1
HE1, TSS2, TBR2, GW3
PH1
and pve build:
TT1, TS2
FAW1, APB1
EPtS1, EPtW2, EWP1
HE1, TSS2, TBR2, GW3
PH1
I use the TBR doff. It's fun and it works. In PvE the DPS requirements are actually low and all ships can greatly surpass that requirement. For PvP the nebula is great. It can put out the science, heals, and take a lot of damage. If anyone doesn't like the nebula that's their OPINION because there are builds that work.
If you want, I can meet you in game and show you mine. I used to fly it on an engineer, ages ago.
He's now flying a Vesta. But I still have all the bits and pieces I used to have for that old Nebula build, including the BOFF stations. It was my drain boat back when drain boats actually could drain cubes and stuff.
LOL... I made a pretty effective drain build out of the free Dyson Destroyer... Tachyon beam 3 + Charged Particle burst 3 + Flowcaps and maxed out Aux power = total devastation!
Keltoi Class... fan design. You KNOW you want one In-game!
[SIGPIC][/SIGPIC]
But whew, what we used to be able to do? It's just not the same. So I shelved the build. I miss it from time to time.
On the regular PVE missions it does work ..but then again, the NPCs will never hurt your ship and they die to min wep power white beam arrays mk5 very quickly even when you level 50.
They die to T1 ships too.
I mean just look at how breathtaking that is. A Miranda putting the final touches on a Tac Cube.
The miranda using mk12 weapons is just as damaging as a level 50 ship..it just has less weapons to fire at once and less boff stations to use.
That picture with the mk1 shows it doing less than 50 damage per hit (yellow counters I assume is the damage the miranda is doing..the grey 400+'s counters seems to be team damage).
That is beyond the point anyway. I was saying that in NORMAL pve..aka the combat missions in the 'explore nebula/sector) missions which are = level to the player lose their shields and armor to weak wep power damage, low level tier weaponry..no need to boff up or use consoles or none of that nonsense.
Elite NPC's have their vs. sci defenses boosted to idiotic levels to the point where only WEAPONS and direct damage (aka grav well) does anything to them. They're just gigantic HP hit sponges.
The nebula as a science ship...and science ships in general, are POINTLESS to use in elite PVE. Cruiser and escorts put out far higher dps and they can have the lt cmdr sci slot (some do) needed for gravity well (the only sci ability that is not a waste of slot).
Ohhhhhhh.
I'm not really up for digging through 'archived post' stuff, but I distinctly remember a few guide threads on how to complete elite content using T1 equipment. Some players really dug the challenge of it all. So I do remember it being something that did actually happen. There was a whole "nightmare mode" movement for awhile.
I never stop being amazed by player ingenuity.
That being said, as you can see, I moved my science ship flying toon on to a Vesta quite some time ago. I like the look of the Nebula, but was never thrilled with how it was implemented in the game.
So it's mostly memories for me.