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Nicor - How would you spec it out?

eradicator84eradicator84 Member Posts: 1,116 Arc User
Won the lottery yesterday and got me a Nicor ship. Now I need to spec it out.

It'll fly under the command of my KDF engineer main toon, which gimps it's dps but I hate blowing up more ;)

Being similar to the Scimy would builds for that work on this?
I don't have a Scim, so not sure exactly how best to spec out.

I'm thinking something like this for a PvE build:
Or click HERE

Boffs:
EPtS1, A2B1, EPtW3/DEM2
ET1, A2B1

TT1, TS2, FAW3, APB3
ST1, HE2, GW1

Weapons:
6x romulan plasma beams, experimental rom beam and rom torp (gets me hyper plasma attack).

Consoles:
5x plasma locators, 2x neuts with +hull, assimilated, tachyo and ZPEC

Doffs:
3x Techs
1x Marion or (if eptw3) Gravimetrics for extra GW spawns
2x Projectile Officers

Gear:
Elite Fleet Resilient shield
Plasma warp core
Rom engine
Nukara deflector (for shield boost) or that new deflector from featured episode? (lots of tac bonuses)

Traits:
Crit chance
Crit severity
Tac advantage
Active hull hardening or +hull



I'm specced 4 points into threat, so bit worried about survivability.
Thoughts?
AFMJGUR.jpg
Post edited by Unknown User on

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    m0rdr4km0rdr4k Member Posts: 22 Arc User
    edited April 2014
    I decided to uppdate my build to use DHC's instead. It's much more effective and the DPS is significantly higher. Because the Undine Nicor Bio-Warship has a base turnrate of 14 and the additional turnrate from Enhanced Neutronium Alloy Mk XII+Turn and Tachyokinetic Converter a cannon build is not a problem.

    >


    BOFF layout
    >

    Lt Cmdr Uni: Eng
    Engineering Team I, Directed Energy Modulation I, Aceton Beam I


    Cmdr Tac (Romulan Superior Operative from embassy)
    Tactical Team I, Beam Array Overload II, Cannon: Rapid Fire II, Attack Pattern Beta III (I sacrificed 1 tactical BOFF for more survivability. If you add another you have even more damage)

    Lt Eng
    Emergency Power to Shields I, Emergency Power to Weapons II


    Lt Cmdr Sci
    Hazard Emitters I, Science Team II, Photonic Officer II



    DOFF layout
    >

    Update: My fleet just reached Operations T3 in Spire so I bought an extra active duty officer slot. So now I can have 6.

    Fritz Bruce Riesinger: Energy Weapons Officer
    Chance to reduce the time for any cannon special attack to recharge after use. 50% chance: Reduce remaining time by 10 sec.

    Myjech: Energy Weapons Officer
    Beam Overload: 30% Chance: Attack ignore 35% of targets shields for 4 sec (Using this because I don't have the "Fluidic Energy Focusing Array" anymore)

    Hamin Surlak: Conn Officer
    Recharge time reduced for Tactical Team by 8 sec and buff to Starship Attack Patterns when use of Tactical Team by +10 (For increasing Attack Pattern Beta III which means more damage)

    Exocomp: Maintenance Engineer
    When use of battery: weapon, shield, red matter, auxillary +10 (Specifically weapons battery gives +10% damage)

    Marion Frances Dulmur: Systems Engineer
    When use of Directed Eneregy Modulation, weapon subsystem energy drain is reduced by +200 for 8 sec.

    Tanakarr: Matter-Antimatter Specialist
    Aceton Beam has a chance with each tick to disable targets weapons for 1 sec. Every 1 sec, 20% chance (It's as long as Aceton Beam lasts on enemy target)


    Ship equipments
    >

    >

    Deflector: Assimilated Deflector Array Mk XII (From omega reputation assignment)

    Impulse Engine: Assimilated Subtranswarp Engines Mk XII (From omega reputation assignment).

    The 2 set bonus Autonomous Regeneration Sequencer was nerfed on ships with high hull rating but it's still very good on a ship that doesn't have much hull like the Nicor.

    This build has now a better survivability without loosing any outgoing damage...

    >

    Warp Core: Elite Fleet Plasma-Integrated Warp Core Mk XII (Eff) (A->S) (SCap) (AMP) (SSR). This one helps you maintain and regen all your power back up between fights much more quickly. Better against internal subsystem power drain. It also boosts your shield capacitor skill. This is from fleet spire.

    Shield: Elite Fleet Adaptive Resilient Shield Array Mk XII (Which one doesnt matter as it won't impact much in this build) From fleet starbase.

    Forward weapons: 3x Fluidic Antiproton Dual Heavy Cannons Mk XII (I have tested theese and they seem to be much more effective VS Borg than the advanced fleet antiproton versions) From undine lockboxes.

    >

    1x Fluidic Antiproton Dual Beam Bank Mk XII

    I used to run 4x DHC's but it drained the power too quickly and my DPS went lower so I added a DBB instead of the 4th DHC. This increased my DPS significantly.

    >

    Aft weapons: 2x Fluidic Antiproton Turret Mk XII (From undine lockboxes), Kinetic Cutting Beam Mk XII (From omega reputation assignment), Omega Plasma Torpedo Launcher Mk XII (From omega reputation assignment. I am using this only as a placeholder for the 3 set bonus. This bonus helps me quite a bit in elite stfs. 1% chance to reduce incoming damage by 99% for 2 sec. Can't occur more than every 30 sec. I hardly notice the loss of 1x Turret)

    Console-1: Enhanced Neutronium Alloy Mk XII+Turn from fleet dilithium mine.

    >

    Console-2: Zero-Point Energy Conduit (+1.8 Power to all subsystems, +19.7 Starship Power Insulators, +1.8 Critical Chance)

    The "Fluidic Energy Focusing Array" just wasn't flexible enough for my taste. I prefer having more power to the subsystems and increased crit chance. I now have a better overall dps.

    I'm still using it in PvE sometimes depending on the situation...

    >

    Console-3: Tachyokinetic Converter (For the +Turnrate, Crit-Chance and Crit-Severity). From lobi store.

    Console-4: Assimilated Module (Together with Kinetic Cutting Beam Mk XII for the 2 set bonus Omega Weapon Amplifier) From omega reputation assignment.

    Console-5: Science Emitter Array Mk XII (For the 2.5% plasma proc on non plasma weapons and threat decrease of 63.8%) From fleet embassy.

    Console-6: 5x Antiproton Vulnerability Exploiters from fleet spire.


    Because of Marion DOFF, Plasma-Integrated Warp Core and 2 set bonus Omega Weapon Amplifier you won't have much problem maintaining power at all. Not even when using Beam Array Overload II.


    P.S. I only opened 3 undine lockboxes and on the 3rd one I got the ship! ^^ Lucky me. :D I only got 2 fluidic weapons from the boxes so I had to buy the rest from exchange...


    Updating with my captains skills
    >

    Space Skills

    Starship Attack Pattern = Max

    Starship Energy Weapons = Max

    Starship Maneuvers = Max

    Starship Energy Weapon Specialization = Max

    Starship Weapons Training = Max

    Starship Targeting Systems = Max

    Driver Coil = Max

    Structural Integrity = Max

    Starship Electro-Plasma System = Max

    Starship Armor Reinforcements = Max

    Starship Hull Plating = Max

    Starship Hull Repair = Max

    Starship Warp Core Efficiency = 6 pips

    Starship Warp Core Potential = 6 pips

    Starship Shield Performance = Max

    Starship Weapon Performance = Max

    Starship Power Insulators = Max

    Starship Shield Emitters = Max

    Starship Shield System = Max


    The idea behind this skill build is to max out both energy weapons and shields/defence but still have good subsystem power and transfer.

    Note that all skillpoints will be used and there will be 0 left...


    Ground Skills

    Grenade = Max

    Combat Specialist = Max

    Weapon Profficiency = Max

    PS Generator = Max

    Combat Armor = 7 pips


    >

    Personal and reputation traits are all maxed out towards space and damage.

    As you see... I have all maxed out to space combat. But then I'm weak on ground? You are right, I am. :P But I only do space stuff mostly so that's the trade-off I have to pay to max out DPS in space.

    This is intended as an endgame PvE build. It might work for PvP but I haven't tested it there yet...

    >

    Screenshot of DPS below using Advanced Combat Tracker.

    Khitomer Vortex Elite: http://i62.tinypic.com/2ldfuhx.jpg

    I have updated my build and my EncDPS and average has gone up significantly and so has my max hits. I'm not even using any Fluidic Energy Focusing Array.

    Infected: The Conduit Elite - http://i60.tinypic.com/2rw3mh0.jpg

    Just reached T2 in romulan rep so I added the +4% crit chance trait. I have now fully buffed a crit chance/severity 16/160(1/10) and it increased my average a bit further...

    Infected: The Conduit Elite - http://i57.tinypic.com/x40rdc.jpg

    >

    I'm still working on my DPS. It's ok but not the best. It could do better. I haven't fully unlocked all reputation tiers yet so that's limiting my damage in terms of traits.
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    eagledracoeagledraco Member Posts: 340 Arc User
    edited April 2014
    I'm interested in seeing a good Nicor build which doesn't involve any fleet equipment or super expensive doffs.
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    m0rdr4km0rdr4k Member Posts: 22 Arc User
    edited April 2014
    Good point. :) Not everyone in this game play hardcore style and are members of a T4-T5 fleet. There are a lot of casual players out there. I like experimenting anyway. Let me see if I can make a good build with just quest rewards or rep stuff. It's gonna take some time so don't keep your hopes up too much. :P

    Anyone else is more than welcome to post here their Nicor builds...
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    spaceeagle20spaceeagle20 Member Posts: 971 Arc User
    edited April 2014
    Since I don't have Zemok/Rugal yet, I'll paste this build which is almost the same as the one I use
    http://www.stoacademy.com/tools/skillplanner/?build=%20hulksscimbuildnew2_0
    Now let's modify it for a Nicor.
    As for weapon type, I'd go AP or, since you are KDF, Disruptor would be a great choice. Plasma is good, but a little slow so not the best ... and forget the torp ... you said PvE, right?
    Plasma integrated warp core with AMP and W->S
    lt. eng = eptW1, DEM
    lt. cmdr. sci = PH, HE, TBR
    As for the doffs, I don't think you really need Duxsa/Dicrok but you'd actually need to reduce the cooldown of eptW1 so Marion, zemok, warp core energizer, 2/3 dmg control engies ( I don't remember the dmg control engies specs exactly right now ... anway try to put eptW1 at global cooldown )
    5 tac consoles, rom, borg, plasmonic, bioneural infusion and don't know ... I'd go for nukara or tachyo ( not sure about nukara because of the acc overflow bug )
    I don't know the focusing array but if it's the typical console with a long cooldown, I wouldn't use it.
    Try this out
    P58WJe7.jpg


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    eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited April 2014
    So gave MY BUILD a shot. It's a really decent build. Pretty much always topping CCE pugs as I did with my Corsair.

    Unfortunately cause of my tanky ways in cruisers, my threat skill speccing makes this ship very tempting for the NPC ships. Can tank reasonably well now that team skills have separate CDs, but there's only so much she can take :p
    Miracle worker gets a solid work out.

    Might need to switch to APO3 to help mitigate the attention some.


    A cannon build sounds interesting. Would definitely go disruptor with the elachi set to give extra hull and shield HP, but that just for my case.
    Might try something down the track on that front.
    AFMJGUR.jpg
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    eagledracoeagledraco Member Posts: 340 Arc User
    edited April 2014
    Bought my Nicor off exchange. Now broke (lol) so hows this for inexpensive build. Not tested it, just on paper atm:

    Captain:
    KDF Allied Romulan Tactical Officer

    Bridge Officers
    TT1, TS2, BFAW3, APB3
    THY1, BFAW2, APO1

    ST1, HE2, GW1
    EPtS1, ET2
    Note: Eng is Efficient Lib Borg, and plan on getting Superior Romulan Operative Tac & Sci. Also have access to Efficient Letheans if needed.

    Weapons
    Fore:
    Romulan Hyper-Plasma Torpedo Launcher Mk XII, Caustic Plasma Beam Array Mk XI [Acc]x2 X 2, Experimental Romulan Plasma Beam Array Mk XII

    Aft:
    Kinetic Cutting Beam Mk XII [Dmg]x3, Caustic Plasma Beam Array Mk XI [Acc]x2 X 3

    Equipment:
    Full Solanae 4-Piece Set - Engines, Deflector, Resilient Shield, Overcharged Warp Core.
    Metaphasic Shields = good panic button when I take too much agro.

    Consoles:
    Eng: Neurtronium Alloy Mk XI, Plasmonic Leech
    Sci: Console - Universal - Fluidic Energy Focusing Array, Field Generator Mk XI , Console - Universal - Assimilated Module (Maybe replace Undine Console with another Field Generator XI for more shields if it has long cool down)
    Tac: Plasma Infuser Mk XI, Plasma Infuer Mk XI x 3, Console - Zero-Point Energy Conduit

    Devices
    Weapons Battery
    Auxiliary Battery
    Red Matter Capacitor

    Duty Officers
    "Law" - Projectile Weapons Officer (free from episode)
    Six of Six - Projectile Weapons Officer (from Omega Store)
    (3rd Purple Projectile Weapons Officer (yet to be acquired)

    Other 2 Doffs, undetermined - Maybe Dlyrene if I get more cash and Kazan (KDF Maint Engineer)

    Please let me know if I this build has something stupid or obsolete. Coming back to STO after almost a year off. Build intended to be decent dmg dealier in ISE (10k DPS??) yet be able to survive. Also wanted to stay away from Aux2Bat because I believe Cryptic will nerf. Might try it anyway if there's a way to do it without expensive Marion etc.
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    mrgrocer56mrgrocer56 Member Posts: 370 Arc User
    edited April 2014
    http://skillplanner.stoacademy.com/?build=nicor1a_0

    been running mine that way, primarily in pvp. Had some fun with it for sure. Using Fluidic AP and spire tac consoles. If anyone is interested I will go into the DOFFS.

    Fun, kinda outside the box build that is a nice change of pace.

    That's not what you are looking for Eagle, I know, sorry, but it could be replicated with cheaper stuff fairly easily.
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    annahannah Member Posts: 201 Arc User
    edited April 2014
    Been fiddling around a bit and settled on this for now:

    Fore 4x AP beams. (CrtDx3)
    Aft 3x AP beams + Emo beam.
    Deflector+Engine: Borg
    Warp: fleet plasma (spire) with AMP.
    Shields, Elite fleet.

    Consoles:
    Eng: Romulan + Fleet neut with turn.
    Sci: Nukara+Borg+leech.
    Tact: 5x Locators with AP.

    Cmdr Tact: TT1, APB1, FAW3, APB3.
    Lt Cmdr Sci: PH1, ST2, HE3.
    Lt Eng: EPtW1, EPtS2.
    LtCmdr Uni (Eng). EPtW1, A2struct, EPtS3.


    Doffs:
    3x: Energy -cooldown on beam specials.
    2x: Conn -cooldown on Tact Team
    1x: Warpcore Engineer +power when using emergency power to x.


    Can keep both Emergency powers up near 100% by cycling em.
    Does a fair bit of damage (25k+ in ISE).
    And tanky as heck.
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    ussboleynussboleyn Member Posts: 598 Arc User
    edited April 2014
    I think I would set it up something like this...

    Cmdr Tac: TT1, APD1, FAW3, APO3
    LtCmdr Sci: ST1, HE2, TBR2
    LtCmdr Uni (Eng) EPtW1, AtB1, EPtS3
    Lt Eng: ET1, AtB1


    Or...

    Cmdr Tac: TT1, APD1, FAW3, APO3
    LtCmdr Sci: ST1, HE2, TBR2
    LtCmdr Uni (Eng) EPtW1, AtB1, DEM2
    Lt Eng: EPtS1, AtB1

    /\
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    m0rdr4km0rdr4k Member Posts: 22 Arc User
    edited May 2014
    I'm glad to see that there has come quite a few builds since this post was first made... :)
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    eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited May 2014
    Been having fun running with the contradictory borg deflector and engine, has greatly improved my survivability. Not sure how the borg and Undine tech survives together, but I can't complain ;)

    Will try the romulan engine again with the new undine deflector when I get one. Should hit harder but probably not as survivable as with borg 2 piece set.
    AFMJGUR.jpg
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    rigelvegarigelvega Member Posts: 0 Arc User
    edited May 2014
    I've been doing well with my set-up, but it's not cheap...


    Boffs:
    EPtS1, A2B1, EPtW3
    ET1, A2B1
    TT1, TS2, FAW3, APB3
    HE1, TSS2, GW1


    Weapons:
    Fore - 3x Spiral Wave Disruptor Beam Array, Enhanced Bio-Molecular Photon Torpedo Launcher
    Aft - 3x Spiral Wave Disruptor Beam Array, Kinetic Cutting Beam


    Consoles:
    5x Disruptor locators, Plasmonic Leech, Assimilated Module, Zero Point Energy Conduit, Tachyokinetic Converter, Hydrodynamics Compensator (For 2 piece Disruptor bonus)


    Doffs:
    3x Technicians
    2x Conn Officers that reduce Tactical Team cooldown and buff Attack Pattern
    1x Gravimetrics Sci (for GW spawns)


    Gear:
    Borg Deflector
    Borg Engine
    Fleet Plasma-Integrated Warp Core
    Elite Fleet Resilient shield


    I've been destroying Cure STF with almost 5M damage and 24K dps, and I'm a science officer!


    If you want a cheaper build, you can always grind EC and get the Polarized Disruptors, or repeat one of the episodes for the Plasma-Disruptor beams. I looked it up and you can find it here: “Past Imperfect” (Federation), “Second Star to the Right, Straight on 'til Morning” (Klingon) or “Smash and Grab” (Romulan).


    The Disruptor tac consoles are cheap if you go for the Blue MK XI ones, which I think are +26.2% disruptor damage.


    This ship turns quite well, but could still use an RCS if you plan to use cannons instead. Having the Tachyokinetic Converter and Hydrodynamics Compensator helps a lot, since both buff turn rate (along with crit chance and severity for the TC, and 2 subsystems increases and targeting buff for the HC).
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    eternalsmileyeternalsmiley Member Posts: 3 Arc User
    edited September 2014
    HEre is my expensive build, costed me around 300k fleet credits + all the dilithium ofc.

    BOFFS/Stations:

    Lt. Commander
    EPS, APS, AB

    Commander Tac.
    BA:FAW, TT, BA:FAW, APB

    Lt. Engineering
    EPS, RSP,


    Lt. Commander
    TSS, HE, GW ,


    Weapons:

    Plasma Beam Array Mk XII [Acc] [CrtD]x2
    Plasma Beam Array Mk XII [CrtD] [CrtH] [Dmg]
    Plasma Beam Array Mk XII [CrtD] [CrtH[ [Dmg]
    Plasma Beam Array Mk XII [CrtD] [Dmg]x2
    Plasma Beam Array Mk XII [CrtD] [CrtH] [Dmg]
    Plasma Beam Array Mk XII [CrtD] [CrtH] [Dmg]
    Kinettic Cutting Beam MK XII [Dmg]x3
    Omni-Directional AntiProton Beam Array [Acc] [Dmg] [Arc]


    Eng slots x2
    Console - Universal - Nukara Particle Converter
    Console - Universal Fluidic Conduit Projector

    Sci slotsx3
    (fleet)Console - Science - Particle Generators Mk XII [-Th] [Pla] (adds plasma DoT to the non plasma weapons :D )
    Console - Universal - Assimilated Module
    Console - Science- Exotic Particle Field Exciter MK XII

    Tacx5
    x2(fleet) Console - Tactical - Vulnerability Exploiter Mk XII [+Pla]
    x2(fleet) Console - Tactical - Vulnerability Locator MK XII [+Pla]
    Console - Universal - Fluidic Energy Focusing Array


    Assimilated Deflector Array Mk XII
    Assimilated Subtranswarp Engines MK XII
    (fleet) Elite Fleet Hyper-charged Warp Core MK XII [SEP] [A->W] [ACap] [AMP] [SSS]
    (fleet) Elite Fleet Adaptive Resilient Shield Array MK XII [Cap]x2 [ResB] [Adapt]


    My first build for any ship i decided to do it for the niccor.

    Until i make another build i will be using this one for a long time, tweeking it here and there.
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