Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
04-06-2012, 02:12 PM
Ok, so I dusted off the Nebby

Dual Beam Phaser Bank MK XI [Acc] [Dmg]x2
Dual Beam Phaser Bank MK XI [Acc]x2 [Dmg]
Qunatun Torpedo Launcher MK XI [Acc] [CrtD] [Dmg]

Phaser Turret MK XI [CrtH]x2
Phaser Turret MK XI [CrtH]x2
Phaser Turret MK XI [CrtH]x2

Positon Deflector Array MK XI [ShdS] [Em[ [Stl]
Assimilated Subtranswarp Engines
M.A.C.O Resiliant Shield Array MK XI

Auxilliary Battery
Weapons Battery
Sunspace Field Modulator

RCS Accelerator MK XI Blue
RCS Accelerator MK XI Blue
Neutronium Allot MK XI Blue

Shield Emmiter Amplifier MK XI Blue
Assimilated Module
Field Generator MK XI Blue
Field Generator MK XI Blue

Phaser Relay MK XI Blue
Phaser Relay MK XI Blue

Uni Lt (Eng). - EPtW1 / EPtS2
Lt. Cmd. Eng. - EPtW1 / EPtS2 / A2SiF2
Lt. Tac. - HYT1 / BO2
Cmd. Sci. - HE1 / ST2 / CPB2 / GW3
Ens. Sci. - TSS1

Projectile Weapons Officer Purple
Projectile Weapons Officer Blue
Gravimetric Scientist Blue
Development Lab Scientist Blue
Development Lab Scientist Blue

123/80
117/70
53/25
63/25

15,019 Shield
42,502 Hull
19 Degress per second turn
24.1% resist all,
249 Shield Regen / 6

Macro to perma spam on me EPtW1, EPtS2 and A2SiF2

http://www.stoacademy.com/tools/skil...ld=NebCygone_0

Not a perfect skill build for this ship by any means, it is the one I use for my Galaxy-X, however; just done a KA and I have the parser installed.

Started the combat log after the tac cube was dead (as no one uses CD or Buffs on this anyway),

I did the left side solo, no help, no external healing, I had 0 deaths, and I pushed 4.6K DPS, I did 1.2 Million Healing and 3.2million damage, these are really good numbers considering all my weapons are basically blue and none of them are [Borg].

This build definatly works, though I must admit I am not quite happy with the BO layout, I might try to tweek this alittle bit, I can also tell you that GW3 only did (Stage 1+2) 151k damage, this is basically nothing, so GW3 is not a good idea to run in KA (unless you are on probe duty - and an Escort is better for this anyway)

I would also suggest running HYT1 and 2, or TS1 and 2. CPB totally useless in this setup as well (again might be good if on probe duty).

Should also drop one of the RCS consoles, considering you are pointing at the target and not moving for the most part, I will probably put the Assimilated Module in the Engineering slot and add possibly another regen science console.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
04-07-2012, 06:48 AM
Thats really good damage.

The best I can get is 3800, with Turrets, DBB and Quantum.
The differences are that I was using polaron and the Jem Hadar 2-piece set, and Spread rather than High Yield.
This is at max weapons power and similar loadout with other BOFFs.

The only major differences I see it your Crititcal hit and damage modifiers coupled with speccing into Energy Weapon Specialization.
Ive got Accuracyx2 weapons right now. I think that is better for PvP. But still, Id like to try and get raw dps up as high as possible.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
04-07-2012, 09:00 AM
With DOFFs now giving you extremely rapid reload times on your torpedoes, the Intrepid Torpedo Boat build is most certainly viable once again, and takes complete advantage of the Ablative Armor.

So if I were the OP I'd stick with the Intrepid, and remake the old hotness Torpedo Boat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
04-07-2012, 11:24 AM
Quote:
Originally Posted by superchum View Post
With DOFFs now giving you extremely rapid reload times on your torpedoes, the Intrepid Torpedo Boat build is most certainly viable once again, and takes complete advantage of the Ablative Armor.

So if I were the OP I'd stick with the Intrepid, and remake the old hotness Torpedo Boat.
Been doing some more playing around with these over the course of last night. I would love the Intrepid to be viable, but I just can't see how it can be. Even loading up on 2xEPtS the ship is just paper thin.

Though as a compromise for more turn rate the DSSV is doing quite in my current build (3 Photons, 3 Turrets), but I am going to tweek it again this evening after some food. The 100k Photonic Shockwaves are a nice addition.

Another point is that if you use Projectile Weapon Doffs, you should also use Gravemetric Scientist and Photonic Studies Students, you also need Development Lab Scientists as well, this is just to many for one ship. Using the DSSV you can quite easilly take 2xST2 and that means you can drop the 2 Doffs from this to use them else where
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
04-07-2012, 01:55 PM
I just put TS1 and 2 on the Intrepid, and got 4.5k dps KA.
1x Quantum Torpedo Mk XI [Acc]

I suppose a true torpedo boat with another launcher would do even better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
04-07-2012, 06:25 PM
Currenty running:

Photon Torpedo Launcher MK XI [Acc]x2 [CrtD]
Photon Torpedo Launcher MK XI [Acc]x2 [CrtD]
Photon Torpedo Launcher MK XI [Acc]x2 [CrtD]

Tetryon Turret MK XII [Acc] [CrtH] [Borg]
Tetryon Turret MK XII [Acc] [CrtH] [Borg]
Tetryon Turret MK XII [Acc] [CrtH] [Borg]

Tachyon Deflector Array MXII [PrtG] [FlwC] [SiF]
Assimilated Subtranswarp Engines
M.A.C.O Resiliant Shield Array MK XI

Large Shields Battery
Large Auxiliary Battery
Subspace Field Modulator

Assimilated Console
RCS Accelerator MK XI (Blue)
Neutronium Alloy MK XI (Blue)

Particle Generator MK XI (Very Rare)
Particle Generator MK XI (Very Rare)
Particle Generator MK XI (Very Rare)
Field Generator MK XI (Rare)

Photon Detonation Chamber MK XI (Very Rare)
Photon Detonation Chamber MK XI (Very Rare)

Uni. Lt. (Eng) - EPtS1 / RSP1
Lt. Cmd. Eng - EPtS1 / A2SiF1 / EWP1
Lt. Tac. - HYT1 / HYT2
Ens. Sci. - HE1
Cmd. Sci - TSS1 / ST2 / CPB2 / GW3 (or, GW1 / PSW3)

Projectile Weapons Officer (Very Rare)
Projectile Weapons Officer (Rare)
Projectile Weapons Officer (Rare)
Development Lab Scientist (Rare)
Development Lab Scientist (Rare)

With +218 SPG, abilities do as per below.
EWP - 380 / ? / ?
GW - 802 / ? / 1505
CPB - 1924 / 3917 / 4896
PSW - 3374 / 4218 / 16083

44/25
96/55
53/25
125/95

http://www.stoacademy.com/tools/skil...ulaTorpBuild_0

I did do a respec for this now as their is both a sale on C-Points and a Sale on all C-Purchases, figured it would make sense to try this with the proper build. Only problem is, I can't go back to an energy weapons build to test more of those with better weapons!!! (anyone willing to try?)

DPS is definatly lower than the build I posted a few replies up, I can get about 4.1k constant over a 1000second fight. Major problem with this build is the NEED for 3 Projectile Weapons Officers, which leaves very little room for anything else. Depending on the situation I would most likley take 2 Developement Lab Scientists, the Gravimetic Scientist; though sounding good in theory only spawn level 1 Gravity Wells, and looking at the damage these do on the parser, it is definatly not something you want to shout home about (100k per KA ESFT)

I have also been kicking around in the DSSV this evening, running 2xEPTS1 + A2SiF1, due to the increase in science boff slots, running a 2nd copy of ST (and theirfor, removing the need for Development Lab Scientists, really works out well), You can be quite a power house in the AE department with +218SPG as posted from the damage figures above.

PvP on the builds (Nebula x2 and DSSV mentioned just above), it would have to be the Nebula that is the most 'effective', it will also survive the longest (no suprise, more Eng. Boff slots), and with CPB3, removing 20000 shield on use, that is something to write home about.

Is their a build I wonder, where you can use the Nebula and a 'no-aux' build, (Photonic Officer, + PSW + Photonic Studies Scientist, is NOT an option, with just 2 Blue PSS the Cooldown on PSW is already at 31 seconds, and the ability has a 'duplicate ability use cooldown of 30seconds), this makes running PSW + 2xPSS and PO totally useless or even PSW + 3xPSS),

Someone else want to have a play, see what you can come up with, some numbers from the parser would be nice as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
04-08-2012, 05:02 AM
Quote:
Originally Posted by superchum View Post
With DOFFs now giving you extremely rapid reload times on your torpedoes, the Intrepid Torpedo Boat build is most certainly viable once again, and takes complete advantage of the Ablative Armor.

So if I were the OP I'd stick with the Intrepid, and remake the old hotness Torpedo Boat.
so the Intrepid is the nr one torpedo boat then?, im looking for a science Tboat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
04-08-2012, 06:15 AM
Quote:
Originally Posted by inixus1
so the Intrepid is the nr one torpedo boat then?, im looking for a science Tboat.
No, Nebby is. Its far more sturdy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
04-08-2012, 06:17 AM
What do you guys recommend for the LRSV Retrofit?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
04-08-2012, 06:30 AM
Quote:
Originally Posted by DrPhil321 View Post
What do you guys recommend for the LRSV Retrofit?
Unfortuntly, it is recomended to keep the LRSV-R in the ship yard, the DSSV is a better (if not far uglyer ship) as the extra Eng Boff >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> far out weighs the Ens Sci boff as you go from using A2SiF1 / RSP1 / ET2 to TSS1 / TB1 (note you really need to run 2xEPtS, hence its a Lt. Eng vs an Ens. Sci.
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