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Lt. Commander
Join Date: Dec 2007
Posts: 120
***** 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: http://forums.startrekonline.com/sho...d.php?t=265786

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.

Weapons:
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]

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

Devices:
Subspace Field Modulator
Auxiliary Battery
Deuterium Surplus

Consoles:
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:
http://www.stoacademy.com/tools/skil...ygoneNebula3_0

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.
 

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