Survivor of Romulus
Join Date: Jun 2012
Posts: 374
# 1 Death By Nebula
10-06-2012, 09:11 AM
Ship: Fleet Advanced Research Vessel Retrofit (hereafter referred to as an Advanced Cruiser)

NCC 93109 U.S.S. Baton Rouge

Part I

Forward weapons:

2x Advanced Fleet Polaron Dual Beam Bank Mk XII [Dmg]x3 [Acc]

1x Advanced Fleet Quantum Torpedo Launcher [Dmg]x3 [Acc]

Aft Weapons:

2x Advanced Fleet Polaron Beam Array [Dmg]x3 [Acc]

1x Advanced Fleet Chronoton Mine Launcher Mk XII [Dmg]x3 [CrtH]

Deflector, Impulse, and Shields: MACO Mk XII set

Devices: Shield Batteries, Auxillary Batteries and Subspace Field Modulator

Engineering Consoles: Universal Theta Radiation Vents, Ablative Hull Armor Mk XII, RCS Console Mk XI, and Point Defense System

Science Consoles: Tachyon Detection Grid, Field Generator Mk XI, Particle Generator Mk XI, Graviton Pulse Generator

Tactical Consoles: Polaron Phase Modulator Mk XI, Subspace jump Console

Part II

Now there are two different ways I use this ship depending on whats being done I swap my Commander Sci Station for one officer (PVE) or for another (PVP) I will make notations on which I use and when

Commander Science (PVE): Polarize Hull I, Transfer Shield Strength II, Hazard Emitters III, Gravity Well III

Commander Science (PVP): Science Team I, Hazard Emitters II, Scramble Sensors II, Feedback Pulse III

LCMDR Engineer: Engineering Team I, Emergency Power to Shields II, Reverse Shield Polarity II

Lt Tactical: Beam Fire At Will I, Beam Overload II

Lt Universal (Tactical): Torpedo High Yield I, Dispersal Pattern Beta I

ENS Science (PVE): Science Team I

ENS Science (PVP): Polarize Hull I

Part III

Personal Skills:

Tactical Systems: Starship Attack Patterns 6, Starship Weapons Training 6, Starship Energy Weapons 6, Starship Projectile Weapons 6, Starship Targeting Systems 6, Starship Energy Weapon Specialization 6, Starship Projectile Weapons Specialization 6

Engineering Systems: Driver Coil 6, Structural Integrity 6, Starship Warp Core Efficiency 6, Starship Electro-Plasma Systems 6, Starship Impulse Thrusters 6, Starship Warpcore Potential 6, Starship Engine Performance 6, Starship Hull Plating 6, Starship Shield Performance 6, Starship Armor Reinforcements 6, Starship Auxillary Performance 6, Starship Weapon Performance 6

Science and Operation Systems: Starship Flow Capacitors 6, Starship Shield Emitters 6, Starship Graviton Generators 6, Starship Particle Generator 6, Starship Sensors 6, Starship Subspace Decompiler 4

Ground Skills Science Officer: Medic 9, Weapons Proficiency 9, PS Generator 7, Scientist 6, Probability Logistics 6, Willpower 4



ok thats a complete rundown on my build

To make it work my ship has the power settings at 95/108 Weapons, 40/61 Shields, 25/49 Engine and 40/76 Auxillary I find that this setting seems to work well in PVE or PVP so I leave it as is...my BOFFS are ALL Efficient,

the way the PVE build works is pretty simple use grav well and the Graviton Pulse to hold your target in place while you waltz over and pound them... use your Reverse shield polarity if they are hitting you pretty hard to keep your shields up.... and be ready with the heals.... this is not a DPS build it is a support build that being said with practice it is possible to tank a Borg Tactical cube, I call the PVE setup my STF runner

the way the PVP build works is similar but has some differences.... your opening salvo should be a the Graviton Pulse Generator, and targeting thier Shield Subsystems, use dispersal pattern beta to put mines in front of them then use the Subspace Jump Console to get behind them where you will then pop an Aux battery, Subnucleonic Beam, and wait for them to clear the Sub-Nuc ith a science team then hit them with the Feedback pulse and a High Yield Torp and Overloaded Beams..... should put a hurt on most anything stupid enough to get to close.... when you need to get out of there hit them with scramble sensors pop your reverse shield polarity and then evasive maneuvers to get clear....

just my personal Nebula build, if you see area's where this can be improved upon feel free to leave a comment

Last edited by andoriansrus; 10-06-2012 at 09:14 AM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 374
# 2 Revamped Death By Nebula
10-06-2012, 09:17 AM
ok here comes a revamp of Death by Nebula it has had some minor tweaks that unless you know what you are looking at you might miss... I took 1 level away from medic to add 1 level to my PS Generators skill, I have taken 2 levels away from Starship Armor Reinforcements, Starship Aux Performance, and Starship Weapons Performance to add 6 levels to Starship Countermeasure Systems, after that it was just changing out a couple consoles, the Tachyon Detection Grid and the Point Defense System ( was in my engineering console slots) and moved my Graviton Pulse Generator and Theta Raditon Consoles tyo the empty engineering slots to make room for the two new science consoles I added... so here is the revised Death by Nebula build

Ship: Fleet Advanced Research Vessel Retrofit (hereafter referred to as an Advanced Cruiser)

NCC 93109 U.S.S. Baton Rouge

Part I

Forward weapons:

2x Polarized Disruptor Dual Beam Bank Mk XII [CrtD]x2

1x Advanced Fleet Quantum Torpedo Launcher Mk XII [Dmg]x3 [Acc]


Aft Weapons:

2x Polarized Disruptor Beam Array Mk XII [CrtD] [CrtH]

1x Advanced Fleet Tricobalt Mine Launcher Mk XII [Dmg]x3 [CrtH]


Deflector, Impulse, and Shields: Omega Mk XII set

Devices: Shield Batteries, Auxillary Batteries and Subspace Field Modulator

Engineering Consoles: Universal Theta Radiation Vents, Ablative Hull Armor Mk XII,Graviton Pulse Generator , and Isometric Charge Console

Science Consoles: Graviton Generator Mk XI, Field Generator Mk XI, Particle Generator Mk XI, Countermeasure System Mk XI

Tactical Consoles: Polaron Phase Modulator Mk XI, Subspace Jump Console

Part II

Now there are two different ways I use this ship depending on whats being done I swap my Commander Sci Station for one officer (PVE) or for another (PVP) I will make notations on which I use and when

Commander Science (PVE): Polarize Hull I, Transfer Shield Strength II, Hazard Emitters III, Gravity Well III

Commander Science (PVP): Science Team I, Hazard Emitters II, Scramble Sensors II, Feedback Pulse III

LCMDR Engineer: Engineering Team I, Emergency Power to Shields II, Reverse Shield Polarity II

Lt Tactical: Beam Fire At Will I, Beam Overload II

Lt Universal (Tactical): Torpedo High Yield I, Dispersal Pattern Beta I

ENS Science (PVE): Science Team I

ENS Science (PVP): Polarize Hull I


Part III

Personal Skills:

Tactical Systems: Starship Attack Patterns 6, Starship Weapons Training 6, Starship Energy Weapons 6, Starship Projectile Weapons 6, Starship Targeting Systems 6, Starship Energy Weapon Specialization 6, Starship Projectile Weapons Specialization 6

Engineering Systems: Driver Coil 6, Structural Integrity 6, Starship Warp Core Efficiency 6, Starship Electro-Plasma Systems 6, Starship Impulse Thrusters 6, Starship Warpcore Potential 6, Starship Engine Performance 6, Starship Hull Plating 6, Starship Shield Performance 6, Starship Armor Reinforcements 4, Starship Auxillary Performance 4, Starship Weapon Performance 4

Science and Operation Systems: Starship Flow Capacitors 6, Starship Shield Emitters 6, Starship Graviton Generators 6, Starship Particle Generator 6, Starship Sensors 6, Starship Countermeasure Systems 6, Starship Subspace Decompiler 4

Ground Skills Science Officer: Medic 8, Weapons Proficiency 9, PS Generator 8, Scientist 6, Probability Logistics 6, Willpower 4

this is a revision of the Nebula build to make BETTER use of Scramble sensors.... I had to re-allocate a few points in my personal skills to make this possible but it has NOT changed or hindered my ability with this ship this is as good as it gets UNTIL they give me something new to play with



--

Last edited by andoriansrus; 10-06-2012 at 09:19 AM.
Ensign
Join Date: Sep 2012
Posts: 2
# 3
10-06-2012, 01:29 PM
I have every sci ship possible and I love my nebula the most.

I recently swapped to the polarized disruptor beams and tykens rift III and saw a nice improvement in performance and support in everything. With tykens III, you will shut down anything it hits in STFs, and the combination of the disruptor and polarized debuff you keep the target weak and resist debuffed. Combine it with a group of escorts and you will mow down any STF with ease. Yes I know I do more damage with my HEC escort, but I feel I help my team more in my nebula(that is unless I get in a stf with 2 other sci ships).

My key skills are tykens, warp plasma. Everything else is a mix of shield and hull heals. Still working on the right shield/engine/deflector combo. I have them all. Testing omega and its tetryon glider currently.
Kakarot
Ninth Fleet
www.9thfleet.com
Old School SFC Vet.
The Original 9th Fleet Est. 1999
Survivor of Romulus
Join Date: Jun 2012
Posts: 374
# 4
10-07-2012, 08:03 PM
the second build I listed works well with the Omega set, I will look into Tykens Rift III as a option for later down the road but for STF's I like the Gravwell, Theta Radiation Tricobalt mine combo... works pretty well at eliminating those pesky spheres
Survivor of Romulus
Join Date: Jun 2012
Posts: 374
# 5
10-08-2012, 07:20 AM
I would also like to note that these are examples of what a supposedly poor excuse for a science ship can do... to all of you Doubting Thomases try this spec your captain for it, then choose accordingly for your BOFFS and arm yourself with one of the most annoyingly funny builds for STF's and PVP.... (just by switching out a BOFF here and there)


for those that say this is a poor excuse for a science vessel all I am going to say is tell me WHY its a poor excuse you want to make a point to me show me the numbers make a case for a better ship to use or kindly shut up... the Fleet Advanced Research Vessel is possibly the BEST Science ship in the game Second only to the Temporal Science Vessel, if you doubt me then get a fleet Nebula and use the second build I posted in PVP and tell me what you think... but be careful the second build is not for the inexperienced player
Survivor of Romulus
Join Date: Jun 2012
Posts: 374
# 6
10-11-2012, 05:12 AM
so no one has any thoughts or insights into this evolution of Nebula Builds ?
Captain
Join Date: Aug 2012
Posts: 1,742
# 7
10-11-2012, 05:53 AM
The polaron weapons proc ( drain power ) does
Not work
Tested all three types I'n fleet pvp and didn't
Drain any power from my fleetmates after several
Minutes of bombardment from 8 on my cruiser

Tested the STF version
Tested the story reward version
Tested the polarized disruptor version
( the disruptor proc works )

I would change these out for another weapon
That has working procs

Tets seem to be the best for me
Jellico....Engineer.....Stargazer KDF Tac
Saphire.. Science.....Ko'el Rom Kdf Tac
Leva........Tactical.....Mailu KDF Sci

JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Survivor of Romulus
Join Date: Jun 2012
Posts: 374
# 8
10-11-2012, 06:26 AM
ok I will keep that in mind was actually considering phasers or maybe Anti-protons
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,270
# 9
10-11-2012, 07:12 AM
Quote:
Originally Posted by jellico1 View Post
The polaron weapons proc ( drain power ) does
Not work
They were probably using maco shields. The power conduit link seems to counter act energy drains.
Survivor of Romulus
Join Date: Jun 2012
Posts: 374
# 10
10-12-2012, 06:06 AM
ok so I have shifted from the Polarized disruptors to [Dmg]x3 [Acc] Fleet Advanced Phasers... whoa... marked improvement in putting out the damage coupled with the full Omega set (i like the Gravitic Anchor when my Gravitic Pulse is on cooldown) the Tet Glider seems to work well and the phaser proc seems to do what its supposed to but seriously why do I see so few nebula class starships in the game ?
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