if you get one of these, you might as well get the temperal set too, it works well to make one of these as min/maxed as possible. also the sci ship, so you can get the Tipler Cylinder. hope you like opening boxes for lobi.
with your 15 turn rate, and your likely inaccurate AP weapons, a tractor beam will be helpful, and your chrono beam and heavy torp will help you slow folks down too, along with the the 3 part bonus from the temporal warfare set. TSS3 with this things 1.05 shield mod should offer absurd escort tanking, along with RSP as well. this isn't a pure escort as much as a ship with escort damage dealing relying on various control tactics to make your enemy easier to hit, without needing to out maneuver them
having trouble surviving in the vet ships? this is a monster tank, and can be a monster team healer as well. cycling TSS with multiple HEs should make this ship very good at out healing damage wile giving plenty. you also have a good TB hold, and the ever deadly VM with a doff to really put your target in trouble. you beter max out the decompiler skill if you use VM, it wont last very long if you don't. consider getting a deflector that buffs it too.
with my aux set at 25, EPtA1, and with leach and or maco my aux is usually over 90, those heals will be very strong as a result. this ship doesn't have enough consoles to try to build a sci damage dealer out of it, with FBP and TBR, you would want room for at least 3 particle gen consoles, and this clearly does not have the room.
this here is the apex of vet ship builds, with 2 AtB giving you at global cooldown every ability it has. it cant be overstated just how dangerous this ship is. the eng LTC gives you a huge number of effectiveness options. you can bury some in plasma indefinitely, deal a significant amount of extra damage to them with DEM2 up at its global, have RSP2 at its global, or just plain extreamly strong shields thanks to EPtS3, plus an extra ET1 hull heal/VM heal. right now, i would sugest the beefy ET3 though, im finding shields are easy to keep healthy, but hull takes lots of abuse right now.
you get TB1, TSS1, and HE2 at thier global, and CRF2, APO3, TT, and THY2 all at their global as well. its like you have tactical initiative on all the time, and it effects all your abilities.
the 1 draw back is having no aux some times, and very low aux most of the time. an aux battery can give you the spike healing you need every once and a wile though, and the cycling of EPtA gives you at least some aux 90% of the time. if you run a 100/25/50/25 energy level, with leach and or maco and the 2 EPtX skills, you will see 125/125/125 very often. thats just gravy on top of your cooldowns getting slashed every 10 seconds.
to get expensive tech doffs for free, complete the btran chain and try to get crits in the support btran mission. you can get the same doff over and over. feds can get a purple tech from their tier 4 eng reward doff store too. a spattering of blue tech doffs will work ok too, not as good, but it should be enough to keep your EPtX skills as close to their global as is possible.
i find the HY omega torp to be an excellent source of spike damage, and when you launch a cannons and TB alpha you can pretty often sneak the thing in there between shields. watch out for self splashing though, if your shields down this will backfire dramatically. quantums are the other choice, with lucky crits you will get more total damage out of them. lately ive been using those, and basically 1 shoting ships with a 3 cannon, 1 torp alpha. especially on the battle cloaking kdf version, this is the best way to use these ships
as a rule of thumb, i wouldn't take any advice from the ship forums, the people that post there for the most part are sandbox pve heroes that have learned to play incorrectly.
yes yes. Don't worry. I didn't fall head over heals for the first build I saw like I used to do with girls
I read through everything and saw certain discrepancies that were obvious.
I used the 3 fore torpedo, 3 aft mines transphasic/chroniton weapons build because I had a bit of throw-around resources (disposable income in layman's terms).
It seems to work well on my Nebula. I wish I had a torpedo spread but it would take away some vital tactical abilities that i need.
This gives good resists. I can use TT1 or ET1 whichever the moment needs
Reason for beam aray with overload is to deliver some extra spike dmg on the rear because its not the most manouverable ship. I dont mind the fact BO shares cooldown with the FAW-BO since that one has long cooldown
I've said this before but the vet ships are madly underrated... I think new players would have a bit of a rough time because of the need to exploit Aux2Bat (especially on the Fed vet ship) and the cruiser-ish turn rate... but if you've found your feet and you want something offball, seriously go for them. I've seen people fly the Klink one like a BoP that can take a hell of a lot more than one punch and it's beautiful.
Also dontdrunkimshoot may be the sole possessor of the only Galaxy Retrofit (yes, that one) that can terror an entire enemy team, battle all of them and either pull out victorious or kill a few and die trying. Pay attention, listen to him and you will grow immeasurably powerful, newbies