Lt. Commander
Join Date: Dec 2007
Posts: 120
so i'm a RA tac using a nebula and tanks is not a problem but i need advice on dealing more damage to my target. this is my first time endgame build so any and all advice are welcome

weapons fore: phaser beam array, turret, quantum torp
Weapons aft: phaser beam array, turret, quantum torp

running full AEGIS set

engineering: ablative armor, field gen, shield emitter amp
Science: Bio monitor, induction stabilizer, halon system
tactical: zero point quantum chamber, directed energy distibution manifold

BO stations-----
LT. universal: EPtA1, EPtS2
LT. tactical: spead1, fire at will2
LT. commander engineering: EPtS1, EPtA2, auxiliary power to stuctural integrity2
Ensign Sci: TSS1
Commander Sci: hazard1, polarize hull2, tractor beam repulsors2, gravity well2
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
11-29-2011, 12:46 PM
phew so let me just preface this by saying that Tac in a Nebula isn't really great for pvp. Not much to be done about it, imo. If you want to do damage fly escort!

however, i love the nebula so here is my take on what you posted:
I wouldn't mix turrets and beams. just a waste of broadsiding DPS, and SP.

Given that many Sci powers have a frontal arc, use one Dual beam bank ( or single depending on your style and likes), one torp, and one beam up front.

in the back either all single beams. or two singles and a torp

Team oriented

Alternatively, run a trop boat with high aux (recommended) one single beam bank (phaser, or disruptor) front and back (for your target subsystem powers) front 2x quantums, and back 2x chroniton mines.

switch to borg set

eng is ok
sci: drop the bio-monitor, fill with whatever fits your offensive Sci power (in your case GW)
Tac. Borg console (!), and quantum dmg increaser/phaser dmg depending on team or pug build


Tac: tac team, TS2 (team) / FAW2 (pug)
Eng: Epts1, Extend shields1, Aux2Sif2
Sci: Tb1, He2, SS2, GW3
Sci: Ph1 (if you scared of tractors), other wise ST1 against sub nuces ( recommended)

U-Eng: Epts1, Aux@damp /EptW2/ whatever you like

you can also try to use a universal TAC BO, I might post on that later.
In short, you don't do much dmg in the Nebula, thats not your purpose. Try to be good at crowd control, and healing. Using an universal Eng BO makes you very tanky

hope this helps
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3 Advice from a Nebula Vet
11-30-2011, 10:15 AM
I agree completely with havam in that you are fighting against the grain by captaining a Nebula with a tactical... my favorite combination for the Nebula is an engineer (several of the engineer abilities work well to support the Neb's massive shields). However, if you can think outside of the box and make it work, there is something to be said about having a *very* unique build like tac in a Neb.

I also agree with havam in that you should drop the bio monitor console (it doesn't do anything at present). I would lose the shield regeneration engineering console for some neutronium armor. Just make sure you DO have the console that gives you 35% more shield hit points.

Your thinking is in line with what the Nebula can do by mounting a turret up front. The turn radius is so low that much of the time you find your enemies to your sides or behind you, and having a turret mounted up front does help with adding some damage. For a very long time I mounted 3 beams aft and 2 turrets fore, and had a blast kiting people around in cap and hold missions. It's a very sound tactic to take 2 or 3 enemy ships off of the flags and tank them for long periods of time.

However, I have a very "outside the box" suggestion for a nebula build that I'd like to push forward now. Mind you, I have no idea if it would work... I'm really only qualified to speak to a tanking/healing nebula build or a BoP alpha strike build, but what if you try and combine those two? It's a little crazy, but consider...


Comm. Sci. : TB1, HE2, TSS3, CPB3
Ens. Sci. : Mask Energy Signature 1 (run with high Aux., this would be your "cloak")

Eng. Lt. Comm. : Your choosing. I would recommend EptE1 (So you can escape more easily) and Aux. to Structural 1 (I keep it on a hot key under my pinky to constantly top off my hull strength)

Lt. Comm. Tac. : TT1, CRF1
Universal Tactical: THY1, APB1

So... here is the thinking.

Mount a dual beam, a single cannon, and your quantum launcher fore... then 3 turrets aft. Make sure you use 2 tactical consoles to increase the damage of whatever type of energy weapon you choose.

You use mask energy signature to keep your enemies from seeing you until you are ready to strike. As you close to 10 km, you would be stacking; Beam Target Engines (or shields), Torpedo High Yield, Go Down Fighting, Tactical Fleet, Attack Pattern Alpha, Tactical Initiative...

Then, once you hit 5 km; quickly pop Attack Pattern Beta, Cannon Rapid Fire, snare your target in the tractor beam and hit your charge particle burst, then unload all your weapons on him.

Could this work? Maybe.... it's a long shot though. Of course it makes much more sense to try and alpha strike with a tac escort or even a dreadnought. But, how silly will your opponents feel if they get alpha'd by a big Nebula!? Would be a *very* unique build. I really love the Neb.... good luck with it!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
11-30-2011, 10:34 AM
I might add a DEM to that. It works well with CRF.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
11-30-2011, 10:43 AM
Tac is about dealing damage, Sci ships are about controlling some aspect of gameplay. The two don't really work all that well together. With only 6 weapon slots you are going to be short on the amount of firepower that can be brought against a target. I wouldn't count on procs or subsystem targeting to do your damage for you.

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