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, A2B1TT1, TS2, FAW3, APB3ST1, 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?
Comments
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BOFF layout
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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
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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
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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...
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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.
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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.
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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.
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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...
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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. I only got 2 fluidic weapons from the boxes so I had to buy the rest from exchange...
Updating with my captains skills
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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
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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...
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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
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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.
Anyone else is more than welcome to post here their Nicor builds...
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
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
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.
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.
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.
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.
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
≡/\≡
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.
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).
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 )
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.