Captain
Join Date: Aug 2012
Posts: 12,464
# 31
03-28-2013, 09:58 AM
Quote:
Originally Posted by sgtciscoinsa View Post
@virusdancer - What are you sorry about? I dont get it. LOL
It's um - what some would call a flaky build. Some wouldn't say anything, because the mods would frown on what they had to say. It's basically a tackler. There's not really much need for something dedicated to that.

Would be different if they went the raid route and boosted to the GUI to allow for actual 10 man teams instead of two teams of five...maybe...but even then...

Wasn't meant to be a serious build.
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
Lt. Commander
Join Date: Jun 2012
Posts: 137
# 32
03-28-2013, 12:24 PM
It actually doesn't look to bad, actually. Though I wouldn't have gone chronotons, they look purty but they lack the potential punch you can get out of other torps (Rapid Transphasics would have been my choice). Good CC build though.
Lt. Commander
Join Date: Jun 2012
Posts: 103
# 33
03-28-2013, 01:45 PM
Quote:
Originally Posted by sgtciscoinsa View Post
well so far I built one and its full of cheese. below is my build.


http://www.stoacademy.com/tools/skil...lsandccbuild_0

or against Klinks i go this

http://www.stoacademy.com/tools/skil...dcloakkiller_0


I CC, shutdown, theta kill, bio war head..everyone to death..its fun..its FAST..fun at full engine power and full aux..beams are only for disables....

I know some purist hate the spam.but at this point I dont know how else to make it viable...i NEED the spam to make this ship a difference in a match
In first built u have gone with 2x TSS and 2x HE, i don`t think that u need that much healing, thats ENGI`s job, yes u can use it as a healer as well, but... When u do few matches u will notice that most ppl is just ignoring you and that allows you more offensive built.

U can easily go with just basic heals 1x HE and 1x TSS, also u have polarize hull that also provides very nice res when u have full aux. And tac skills also can be more agressive, u can slot 1 tt and buy 2 prpl doffs for tt rech. time. In that case u can run TT1, APB or APD, or torp spread.
Quote:
Originally Posted by zer0niusrex:
[*]All Warbird descriptions have been updated, typoes removed, and gramer corrected.
Career Officer
Join Date: Jun 2012
Posts: 4,234
# 34
04-05-2013, 07:42 AM
I use my Fleet Rhode Island more frequently than any other ship (and started a thread pertaining to how, no matter what new shiny ship comes along, I ALWAYS return to my little Fleet Nova).

I love that little ship; quick and nimble enough for me to drop GWIII on the enemy, dump a mine spread on them, fire off the Transphasic cluster torp (aft) on my way out, and watch the damage ensue!

Have her fitted out for transphasic-type attacks

Am at work, so can't recall some of the specifics, but so far as I remember:

Fore:
Fleet MkXII dual-beam phaser
Two Breen Rapid-fire MkXI Transphasic launchers
(granted, they technically do less damage than their fleet MkXII counterparts, but they take less time to cool down so can fire them more often)

Aft:
Transphasic Cluster Torpedo launcher
MkXII (purple) transphasic mine launcher
MXII Fleet Phaser turret

Shield: MkXII Adapated MACO
Engine: MkXII Adapted MACO
Deflector: Axion Mk XII (don't recall the modifiers, but love the increased cooldown on sci abilities).

Tactical
Two MkXI (blue) Phaser relays
One MkXII (purple) Transphasic Compressor

Science:
One MkXI (blue) Field Emitter
One Mk XII (purple) Shield Emitter Amplifier
One MkXII Embassy Particle Generator (with shield heal)
One MkXII Embassy Power Insulator (with hull repair)

Engineering:
MkXII (purple) monotanium alloy
MkXII (purple) Field Emitter
Assimilated module

Devices - Subspace Field Modulator, Aux Battery, Weapon battery

Have to admit though, I seldom ever use it for PvP.

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY

Last edited by reyan01; 04-05-2013 at 07:48 AM.
Ensign
Join Date: Jul 2013
Posts: 7
# 35
07-17-2013, 08:06 AM
Hey there, experienced PVP-players!

I am quite new to the PVP environment of STO. I am not the type of gamer who always wants to dish out raw damage but prefers to do some... magic. That's why I play a science captain in a science ship. Since my fleet is now able to build ships of the Tier 3 shipyard, I purchased the Fleet Science Vessel Retrofit, the Fleet Nova.

I searched for clues and in-depth information how to use it, espacially with its great tactical layout for a science ship. I imagine a little beast with a bite, disturbing the opposite team.
I'd like to fight in arenas in a way that I cannot only pull my own weight in a match but also bring some needed utility to the table.

This is my build and gear so far: http://www.stoacademy.com/tools/skillplanner/?build=novaclasspvp_0

But why am I writing you in this old thread? It is because I cannot decide what is really useful. A torpedo boat? Normal beam weaponry with torpedoes and/or mines? Is gravity well still useful? Is a torpedo spread 3 with chronitons really a hinderance for escorts or am I fooling myself?

That's why I ask you, who are more experienced and know the game, the PVP and the most recent developments in detail.

I am very open to your suggestions and perhaps even personal experience with the Fleet Nova. How to use it best, how to survive, what it can do and what it must do. Any advice is very much appreciated!
Captain
Join Date: Nov 2012
Posts: 3,634
# 36
07-17-2013, 08:34 AM
Honestly go one of the other... mostly go all energy or go all torps.

Chroniton is not really going to do to much for you... its viable but it won't do much of anything against escorts mostly. Omega will ignore the proc.

Transphaisc are popular but imo to make them worth running you are going to have to run phasic dmg consoles. The base dmg on them is just to low with out. If you have 2 piece adapted maco... that + the dmg consoles would likely make them pretty viable. Best case get the Ferengi Lobi console as well the Rule 62... it gives another 10% torpedo and mine dmg.

Another good option for pvp right now is plasma torps... You will have to be smarter with these... your spiking power will go down a bit... however if you have a good team keeping a nice dot up on the other teams healers is a good way to force healing to the wrong targets.

Make sure of course to run 3 torp doffs....

GW is very useful right now yes... one of the main uses on GW is going to be Cloak Harasment.
Make sure you get the Gravity Well doff... this way if you fire it on a cloaker you can be sure they won't be cloaking away anytime soon. The after shocks will get them if they try. IT will also clear all the mine spam.

Also noticed you don''t have any points in Sensors... you should probaly have 6 or so in there as a sci. One advantage to going all torps and forgetting about weapon dmg... is you can run full aux all the time.. and a full aux sensor scan will both hurt, as well as allow you to see most cloak ships that don't keep there distance.

It looks like your consoles are aimed at your beams... but anyway here is a good Torp Boat setup. You can switch this out to plasma as well... in which case I would put the breen cluster in the back and put a harpeng in the front with 2 plasma torps.

http://skillplanner.stoacademy.com/?build=novvvvaa_0

I played with the spec a bit.. favoring torps of course. I left a few points in decompiler. I like to run a tric in the rear of my torp boats in pvp... its a nice way to knock off extends. I moved around some of your armour points... 3 in threat and 3 in hull plating is better then 6 in hull plating... not by much but a bit.

Build wise have 2 sets of skills ready to go at commander and lt comander. You can easily swap your commander and lt sci around and instantly swap your 2 offensive sci skills in that ship with out touching your defense/healing setup. GW 3 is good... Scramble can be good if you time it well. You might want to have a second option with shockwave, which is still the best way to break extends... and perhaps a Tractor beam repulsor... be warned it can be great in pvp and TBR can also be the worst thing you can run.

Anyway have fun... its a hot ship.

PS if you respec your sci make sure you train anything you might need that you can train now if your removing points... I suggested you drop down to 3 points in Graviton which would mean you could no longer train gw3.
When the messenger comes to appropriate your profits ... kill the messenger.

Last edited by antoniosalieri; 07-17-2013 at 08:38 AM.
Ensign
Join Date: Jul 2013
Posts: 7
# 37
07-17-2013, 10:10 AM
Thank you very much, Antonio!

This will help me a lot. I see the advantages of a torpedo boat. I even played the Breen episode again to get the Rapid Reload Transphasic before you answered.

I find your explanations of GW and concerning Doffs very helpful. In PvE the GW works just fine. Good to know, that it is a viable option in PvP, too.

Your respec suggestion looks sensible, I'll try that.


Of course, if anyone has further advice, e.g. which enemies are best for the Nova to attack (Escorts, Healer, Cruiser?) or some insight on how to reliably remove pets from the field or what you as a Tactical or Engineer expect of a good Scientist, I am all ears.
Ensign
Join Date: Jul 2013
Posts: 7
# 38
07-18-2013, 01:57 AM
One day later and I've had some very interesting matches with my Nova which spat out loads and loads of torpedoes. It is insane. Such a small ship, so many torpedoes, one wonders where they come from


But is there also a viable option to use energy weapons with a science vessel?
Of course one has to spec into them. that goes without saying. But my question is: Is it really viable or do you people think, that the struggle with energy levels between weapons and auxiliary is just not worth it?

Please keep in mind that I don't want to do top damage, that's not realistic in a science vessel if I interpret the forum correctly so far. But I'd like to make a difference sitting in a viable, perhaps even powerful niche between cruisers and escorts.
Career Officer
Join Date: Jun 2012
Posts: 4,234
# 39
07-18-2013, 02:01 AM
Quote:
Originally Posted by intheresistance View Post
One day later and I've had some very interesting matches with my Nova which spat out loads and loads of torpedoes. It is insane. Such a small ship, so many torpedoes, one wonders where they come from


But is there also a viable option to use energy weapons with a science vessel?
Of course one has to spec into them. that goes without saying. But my question is: Is it really viable or do you people think, that the struggle with energy levels between weapons and auxiliary is just not worth it?

Please keep in mind that I don't want to do top damage, that's not realistic in a science vessel if I interpret the forum correctly so far. But I'd like to make a difference sitting in a viable, perhaps even powerful niche between cruisers and escorts.
Beams are definitely viable, but I only use one - a dual beam bank - forward. It means that you can still use the sub-system targeting ability, and the new Nukara console defintely helps (as improves accuracy).

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY
Ensign
Join Date: Jul 2013
Posts: 7
# 40
07-18-2013, 02:07 AM
I understand that one beam array is important to use the subsystem targeting. But as Antonio said before: Go all torpedo or all energy. So my question is: Is "all energy" viable, not only one beam and the rest torpedoes and perhaps a mine launcher?


Edit: I am not asking you because I am lazy and want simple answers. I've read tons of guides in this forum, searched the wiki, asked friends in my fleet. And I know there seem to be a lot of options for the Nova out there. But many guides are perhaps outdated.
The version considering "all energy" uses Beam Overload 2 and/or even 3. Does that work? Or is it just a fancy but rather ineffective idea?

Last edited by intheresistance; 07-18-2013 at 02:13 AM.
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