Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Nebula build (USS Stardancer)
01-05-2012, 05:56 PM
Hey everyone, this is my first post on STO and I'll try to make it short and sweet. I got to vice Admiral about a week ago for the first time ever and I purchased, maybe one of my favorite ships in the game, the Nebula class refit. However I heard it was bad in PVP and the Intrepid is the over all best ship in the science department. I honestly think the Intrepid is cool, but I want to use the Nebula class. I want to use it in PVP and STFs and I want to be very skilled with it, however I need some help with the build, anyone who can help, much would be appreciated. Please don't say to scrap it and get an intrepid and don't get on me to hard for science consoles as I don't understand them well.

Nebula class (Uss StarDancer)
Captain: Engineering captain (lvl51)
Set:
  • Breen Set
Fore weapons
  • Tetryon beam array [Acc][CRTH][Borg]
  • Tetryon beam array [Acc][CRTH][Borg]
  • Quantum torpedo [Acc][CRTH][Borg]
Rear weapons
  • Tetryon beam array [Acc][CRTH][Borg]
  • Tetryon beam array [Acc][CRTH][Borg]
  • Quantum torpedo [Acc][CRTH][Borg]
Engineering console
  • Teraburnium hull armor
  • Emergency Force Fields
  • enhanced plasma manifold
Science console
  • Tachyon detection grid
  • Countermeasure system
  • Emitter Array
  • power insulator
Tactical Console
  • Tetryon pulse generator
  • Zero point quantum chamber

Bridge Officers
Cmd. Science: Tractor Beam, Tachyon Beam, Gravity well, Photonic shockwave
Lt.Cmd Engineer: EPtS, Boarding Party, Reverse shield polarity
Lt. Tactical: Torpedo Spread, High yield Torpedos
Lt. Universal: Engineering team I, Engineering team II
Ensign Science: Science Team

Please help :3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-06-2012, 11:21 AM
I dance between the Neb' and Trident myself. The groups that you PvP with need to work well with you for you to see the true potential of the Neb'. You won't do very well if you have a bunch of players "Kirk'ing out" in heroic blazes of glory. I use my Neb' with mostly offensive science abilities and use the Lt. Universal for more engineering skills to throw heals to my team mates. In this ship Aux is your biggest ally, weapon damage comes in as a tie with engine power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-13-2012, 11:57 AM
Ugh, I am sorry, but anyone have a good build for me, I made some changes constantly, but I don't feel like they do anything for me, I am still using the breen set, changed Tetryon to Phasers and changed my science consoles around to be more useful. Can anyone please help me
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-13-2012, 12:59 PM
I play Intrepid myself, but I will try to help you out on your consoles...

Science Consoles depend on what you have as Boff Powers

I noticed that you have: "Cmd. Science: Tractor Beam, Tachyon Beam, Gravity well, Photonic shockwave"

So I will start with Gravity Well. Gravity well is split between 2 consoles. Graviton Generator, Particle Generator. Gravitons increase the pull power while Particle increases the damage power...
For Tachyon Beam I would use collimators...and depending on where you have the Tachyon Detection Grid slotted you could use the console that assists in repel power...I forget which one that is off the top of head...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-14-2012, 06:03 PM
Not a bad build from my perspective. However, I would replace one of the fore beam arrays with a single barrel cannon or dual beam bank, and one of the aft beam arrays with at turret.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-15-2012, 09:58 AM
I've been doing pretty well as a sci in my Nebula and I think with your miracle worker you'd be in even better shape. I mostly just ran 4 beams and fore/aft quantums but since the new stfs came out, thanks to good advice from CmdrSkyfaller, who's set up as a torpedo boat I'm not good enough to fly effectively, I've gone to transphasic up front, cluster torp and a tricobalt in back.

He also showed me that you can combine repulsors with evasive maneuvers to get multiple hits. Might be deadly in pvp, but for the STFs it just would create chaos and sink your team.

My main focus is gravity well, so I have gw3 and gw1 on my main science boff, followed by hazard 2 and polarize hull, so this is mostly made for stopping probes. (Really important to have the doff to give you a chance of extra grav wells)

My universal is another sci, with sci team 2 and hazard 1, and I've got a tss 1 in my ensign sci.

Engineering, what's important is eject warp plasma 1 (+ the doff to give an immobilize proc), emergency to SIF (which runs on a separate cooldown and can be cast on friends, so you can use that and sci2 together), and then emergency to shields 1.

For the tactical station I've got torp spread and high yield.

So basically my strategy is to hit multiple grav wells and then try to add warp plasma on top, using subsystem shield and engine targeting, as well as the borg set tractor beam to supplement. I've got good survivability and can do a moderate amount of healing for my team too.

So for skills, you want as many power-boosts as possible, since to max the damage from gravity well you need to be running over 100 aux. After that, particle generators, and I've got two of those science consoles. For engineering you can put in turn rate, damage resistance, or whatever, at your pleasure. Right now I've got tranphasic tactical consoles but am going to try some other stuff out since I'm not sure how much that's helping. Give me a pm sometime in the game, since I could also train your boffs in science powers if you want.

I'm not sure about the changes to the Breen set, but I had the impression it was mostly good against the Breen, not other enemies. Since the borg set is cheap edc-wise I'd go with that. The shield proc has saved my life more times than I can count. Someday soon I'll be able to say whether the Maco set is worth it.

Also, I haven't found any use for the tachyon detection grid aside from looking cool. Throw in a more useful console instead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7 update
01-16-2012, 04:47 PM
Ok I updated my Nebula and I took in to what everyone said and took some thought into it and I think I got something new and I think it would be very useful figuring I am an Engineer.

Nebula Class (USS NightHawk)
Captain: Engineering Captain
Set: M.A.C.R.O Set

Fore Weapons
- Dual Tetryon Beam Bank Mk XI [Acc] [CrtH] [Borg]
- Tetryon Beam Array Mk XI [Acc] [CrtH] [Borg]
- Quantum Torpedo Launcher Mk X [CrtD] [CrtH] [Borg]

Rear Weapons
- Tetryon Beam Array Mk XI [Acc] [CrtH] [Borg]
- Tetryon Beam Array Mk XI [Acc] [CrtH] [Borg]
- Quantum Torpedo Launcher Mk X [CrtD] [CrtH] [Borg]

Engi Consoles
- Console - Engineering - Booster Modulator Mk XI
- Console - Engineering - Booster Modulator Mk XI
- Console - Engineering - Tetraburnium Hull Armor Mk X

Science Consoles
- Console - Universal - Enhanced Plasma Manifold
- Console - Science - Particle Generator Mk X
- Console - Science - Graviton Generator Mk X
- Console - Science - Emitter Array Mk X

Tactical Consoles
- Console - Tactical - Zero Point Quantum Chamber Mk XI
- Console - Tactical - Tetryon Pulse Generator Mk X

Bridge Officers
CMD Science- Science Team, Tyken's Rift, Gravity Well, P. Shockwave
Ensign Science- Transfer Shield strength
Lt Tactical- Torpedo Spread, High Yield Torpedo
Lt.CMD Engineer- Emergency Power to Shields I, Reverse Shield Polarity, Emergency Power to Shields III
Lt. Uni (Engi)- Engineering team I, Engineering team II

Reasons for set up:
Most should be pretty basic reasons why, the plasma manifold came with the Oberth class which increases defense and Auxillary which is an over all plus. I finally understand my Science Consoles.... I think. I could decide between a Lt. ability for my Commanding Science officer so I thought keeping slower ships stuck in a repeated Gravity well and Tyken's rift can chip at their hull. I tried Tactical team with my tactical officer, but I like the spread better. The ship has alot of endurance, but works better with a team of good players who can think and work together instead of being Escorts, and cruisers who think they can blast a cube and 2 spheres away by them selves.

Debating:
I am kind of unsure if Tyken's rift is good or if I should change. I also debate over EPtS3 since I can use Aux to dampeners to make the ships turning any better. I am also thinking of getting that protonic console that comes with the Rhode Island class, but I heard it isn't that good. What are your opinions
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-17-2012, 11:38 AM
Don't use Tykens, just get a second grav well! I haven't used Tykens in ages, but iirc it mostly does an energy drain and only a tiny amount of kinetic damage. Energy drains are almost entirely worthless against AI enemies and in pvp you're still better off going for damage. WIth my skills and consoles right now I'm getting around 1500 kinetic damage out of it.

I might also throw in a second particle generator and nix the graviton. I've found that the inherent immobilization of gw is usually enough to catch enemies, so the damage is better.

I'm also not sure about the timers vs. the power of the heal, but you might swap one of your engineering teams for emergency to structural integrity, since they're on separate timers and both can be cast on allies. All three "teams" have the same timer so you can't heal shield and hull simultaneously as you've got it set up.

Don't know much about tetryon weapons though. What situations are you using photonic shockwave for? In STFs the disable would be good, but anything that sends enemies in all directions is generally pretty bad news. Other than that, looks good to me! Definitely set up as a tank with a little bit of crowd control and a few team heals.
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