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Archived Post 04-17-2012 04:50 AM

Cygone's Nebula Build *Updated*
***** Updated *****
20 April 2012
Reply number #17 on this thread has an update of how you can turn this build into a PvP healer without changing anything in your skill tree

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So, my Intrepid build seems to be picking up some traction from the community and I get quite a few PMs asking if I have a viable Nebula build, it just so happens that I have. If you missed anything from my Intrepid build then you can find it by following this link:

Right, on with the build.

Chassis – Nebula T5, you can’t really alter the build for other ships.
Role – Tactical, thought Sci and Eng will work, the damage is really boosted by the Tac captain.

Disruptor Dual Beam Bank MK XII [Acc] [CrtH] [Borg]
Quantum Torpedo Launcher MK XII [Acc] [CrtH] [Borg] or Photon Torpedo Launcher MK XII [Acc] [CrtH] [Borg]*
Disruptor Dual Beam Bank MK XII [Acc] [CrtH] [Borg]

Disruptor Turret MK XII [Acc] [CtrH] [Borg]
Disruptor Turret MK XII [Acc] [CtrH] [Borg]
Disruptor Turret MK XII [Acc] [CtrH] [Borg]

M.A.C.O Graviton Deflector Array MK XII
Assimilated Subtranswarp Engines
M.A.C.O Shield Array MK XII

Subspace Field Modulator
Auxiliary Battery
Deuterium Surplus

Neutronium Alloy MK XI (Blue)
Assimilated Module
RCS Accelerator MK XI (Blue) or Nadeon Detonator*

Shield Generator MK XI (Blue)
Particle Generator MK XI (Purple)
Particle Generator MK XI (Purple)
Particle Generator MK XI (Purple)

Disruptor Induction Coil MK XI (Blue)
Disruptor Induction Coil MK XI (Blue)

Power Levels:
119/75 Weapons (With EPtW1)
120/75 Shields (With EPtS2)
56/25 Engines
58/25 Auxiliary

Bridge Officers: (All Efficient)
Uni. Lt. – EPtW1 / EPtS2 / (EWP1)
Eng. Lt. - Cmd. – EPtW1 / EPtS2 / A2SiF2
Tac. Lt. – TT1 or HYT1 / THY2
Sci. Ens. – TSS1
Sci. Cmd. – HE1 / ST2 / GW1 / PSW3

*Switch them as a pair

Duty Officers:
Photonic Studies Student (Blue) – Reduces cooldown on PSW by 15%.
Photonic Studies Student (Blue) – Reduces cooldown on PSW by 15%.
Development Lab Scientist (Purple) – Reduces cooldown on Science Team by 8 seconds.
Development Lab Scientist (Blue) – Reduces cooldown on Science Team by 6 seconds.
Gravimetric Scientist (Blue) – Chance to create secondary Gravity Wells

Skill Build:

Some Info:
With 9/9 SPG (+99), Astrophysicist Captain Trait (+10), and 3xPG consoles MK XI (+84), you have +193 to SPG (You could pick up about 30ish from a MK XII Tachyon Deflector as well if you wish) this will make PSW3 do about 13500 damage to all targets in a 3KM sphere, it will also boost GW1 to about 500 damage per second (at 58 aux), and increase the damage to EWP (if you run it over A2SiF2). With the 2 Photonic Studies Students you bring the cooldown of PSW to 30seconds (which is the duplicate ability cooldown). Buff up with as Tac captain and you can very easily get 50,000 damage per target, or 100,000 if it crits! It also has the added benefit of the knockback against those pesky probes in KA, the Nanite Spheres in Infected and the waves of assimilated ships in Cure.

Running 120 Shield power you get a base of 120*0.28=33.6% base damage resistance to shields, you get 24% resistance from EPtS2, and when you need it, TSS1 will give you another 12% (at 58 aux), total shield resistance 69.6%, which you can cap out at 75% if you increase aux power to 110 before you cast TSS1.

A2SiF is the best, bar none hull heal in the game, A2SiF2 at 115 Aux (max with this build), heals for about 9k every 15seconds and gives a stupid amount of hull resistance, somewhere around the magnitude of 40%

Science Team once again on the cooldown of 15seconds (with the M.A.C.O 5% CDR), heals for 783 HPS, and far surpasses the HPS of TSS1/2 or 3 at 125 Aux.

If you manage to die in an STF with this build, you really need to re-evaluate your life or the style to which you play this game, this is a stupidly tanky build and the best bit of it is, you can pull over 5.5k DPS, with decent CC and/or decent healing.

With the added RCS accelerator, you can get your turn rate to 18 degrees/second, it’s no escort, it’s no Intrepid, but you are still fast enough to keep targets in your forward arc with ease.

Target Subsystems is also usable with this build as unlike my Intrepid you have at least one beam array, so TSS:E is yet another good CC ability.

With the announced changes to the death penalty for STFs (+15second death timer per death inside 5minutes), this build will have no trouble with the HY Plasma insta-gib torpedoes, not only can you actually take a hit and NOT die (assuming A2SiF active, HE active and TSS active with EPtS running), you have EWP (if you take it), PSW and GW which all negate the plasma torpedoes.

The disruptor proc is up 100% of the time, unless you are very unlucky.

If you happen to be in possession of the Nadeon Detonator Conole from the T4 Bellerophon, then switching out the RCS and the Quantum for this Shockwave console and a Photon launcher will get you even more CC. It's even boosted by the 30% CDR from the Photonic Studies Students.

Any comments please post below, I will be happy to answer, or take requests for other ship setups. Though I doubt this threat will be as popular as my Intrepid, I do hope it helps a few people of have bought this ship and can't seem to find a niche to play it in.

Archived Post 04-17-2012 06:01 AM

Now thats what I call bar compression (an old Guild Wars term where we had 8 skills and certain synergies made skills twice as effective meaning you could put a whole other skill in). 5.5k dps is extremely respectable.

Id buy a nebula, but I cant get over that its aesthetics. My theory is that they were too lazy to come upp with a new ship so they used Enterprise D parts.

I saw your damage tests on another thread and immediately switched from PSW I to III. I mainly used it for stun, but hey, 13k damage? Yes please. Even against shields thats atleast 3k. If Im not mistaken, CPBIII is 4.5k and a 45sec cool down. And against unshielded? Dayum, thats a 30 second tricobalt with 3km radius and stuns twice as long. Thank you Cryptic for atleast this one ability.

I thought about using disruptors for a while, but realized the proc is only to hull. I know in PvP, people have resists, but what about PvE? If their resists are already at 0, can it go negative? I made a thread a couple days ago asking these questions but no one seem to know. In PvP, people usually pop when their shields are gone anyways, whereas in PvE, (STF) the targets have health in the millions and cutting that down by 10% would be great.

And good news on the science front. I found this post this morning.


Originally Posted by BorticusCryptic
Still looking into the Accuracy issues ya'll have noticed.

In the meantime, wanted to give a heads-up that I just checked in a bunch of resistance-related fixes and balance tweaks for a build that will hopefully land on Tribble in time for some weekend shakedowns.

Most notably, resistances granted by "Power Insulators," "Sensors" and "Inertial Damp(en)ers" have been tuned back from 75% to 50%.

Other fixes include changes/improvements to Gravity Well, Subsystem Repair, disable durations/resists, Confuse immunity, Hazard Emitters, and a few power drain abilities that couldn't be properly resisted.

Watch for full patch notes, coming soon!

Archived Post 04-17-2012 06:38 AM

I would guess the forum where you saw the damage figures was:

Yes PSW will do 25% damage to shielded targets, so this is still a good damage abilitiy to use against shielded targets if you are attacking an AE group (Nanite Cubes in Infected) for example.

It also works if you sit in the middle of the transformers, it can hit all targets. Yipee atleast one damage science ability that has not been nerfed into the ground.

I must admit, I was not aware of the Disruptor proc only working against the hull and not shields (I have had a quick look to confirm, but have come up empty handed), can you provide a link? Even so, people still have bleed through damage which the Disruptor proc will incrase admitably this will only be a 1% increase in damage.

I can't advise on the damage resistance past 0, or even if targets have any resistance. What I can tell you is that my average Photon damage (from Intrepid thread), went from 7500 average mag to 8250 average mag with the switch of Tetryon to Disruptor.

Good news on the Dev post, I will be keeping an eye on that.

P.S Buy a Nebula, it really is like no other ship in this game!

Archived Post 04-17-2012 07:28 AM

Good old Nebula this is similar to the Dragon Cruiser build but with the benefit of some Sci Abilities.

Archived Post 04-17-2012 07:33 AM


Originally Posted by AdmiralSchaal (Post 4166038)
Good old Nebula this is similar to the Dragon Cruiser build but with the benefit of some Sci Abilities.

And the benefit if more DPS! more team healing, more CC, more Burst.

Archived Post 04-17-2012 09:17 PM


Originally Posted by Cygone (Post 4165890)


This link is not working. Can you repost the skill build, please?

Archived Post 04-18-2012 12:10 AM


Originally Posted by Neram

This link is not working. Can you repost the skill build, please?

Fixed, sorry about that.

Archived Post 04-18-2012 01:24 AM

Good Job
Good job on the Nebula post. Nice to see this ship getting some love. Gonna try this build out and see how I like it.

Archived Post 04-18-2012 04:41 PM


Originally Posted by htatc (Post 4167540)
Good job on the Nebula post. Nice to see this ship getting some love. Gonna try this build out and see how I like it.

How did you get on with this?

Archived Post 04-18-2012 10:57 PM


I tried this build, and I consider myself a decent player, but in Elite STFs, I can't get this build above 1.8K DPS. How the heck are you getting 5.5K? Even our escorts are only getting in the 4.4K DPS range.



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