Career Officer
Join Date: Jul 2012
Posts: 4,467
U.S.S. Neela

To understand this PvE loadout, it's good to realize, upfront, I wanted to make a good drain ship, but not a 'drain-by-sacrificing-everything-else' build. It drains with 286 Flow Caps, but is highly survivable too, and very agile, etc.

The basic idea is simple and straightforward: drain with dual Energy Siphons (III + II), and dual Tractor Beams (with doff for drain); and let Tetryon do its proc too. In fact, I might as well show you the station layout & doffs right now:

Neela stations & doffs

The skillplanner site seems to hate Nukara. Anyway, all Tetryons are the Refracting kind. And the shield is the Nukara Crystalline Resilient shield.

Nukara is still at the very heart of the U.S.S. Neela, the base of which is the Nukara Particle Converter + the Dual Refracting Tetryon Beam bank, yielding the 7.6% Tetryon Amplification (in my 'old' build, I used the Nukara web mine to get the 2nd set-bonus).

I used to fit the entire Nukara space set, because it's very shield-heavy. Recently, however, I decided to go a little more on the offensive with it, and wanted a Deflector with extra Flow Caps. Now, everyone always immediately points to the Jem'Hadar Deflector, because of its +26.2 Flow Caps. I nonetheless went with the Adapted Maco Deflector. The first reason is the Deflector itself: it's got everything the Neela needs: +17.5 Structural Integrity, +17.5 Flow Caps, +17.5 Graviton Gens (for the dual tractor beams), and +17.5 Subspace Decompiler (also for the tractor beams). And it's got +8.8 extra EPS too.

I also used the Adapted M.A.C.O. Impulse Engines; for one, it adds +3.8 power to all systems; but, primarily it gives you the 2nd set-bonus: Tactical Readiness, yielding a whopping +25% Bonus to Torpedo Damage (more about that later), plus yet another +8.8 Auxiliary Power (amongst a few other goodies). Look at the insanely boosted Aux levels in the image above!

For shield I still use the Nukara shield.

The Assimilated Console + KCB is still part of the build, of course: the extra CrtH and +22.9 Grav Gens are just too hard to ignore. As is, of course, the Omega Weapons Amplification.

I actually replaced one Embassy Graviton console for an extra Flow Cap: losing a few Grav Gens in the process (but getting +17.5 back from the Adapted Maco Deflector, too). And I added the infamous Rule 62 Console. Primarily for the +17.2 extra Flow Caps and +45% extra EPS, of course. But since it adds +11.4% extra Torp/Mine dmg as well, I got the idea of actually adding a Torp then too. Which became the Omega Torp, naturally. I have no THY/TS on the Vesta; but that's the beauty of the Omega Torp: it actually fires like every second when used 'normally.'

So, what extra new stuff do we have so far, set wise?

+ 17.5 extra Flow Caps from Adapted Maco Deflector
+ 17.2 extra Flow Caps from Rule 62 Console

And on the Torp end:

+ 25% extra Torp Dmg from Adapted Maco Deflector
+ 11.4% extra Torp Dmg from Rule 62 Console

And for EPS:

+ 8.8 extra EPS from Adapted Maco Deflector
+ 45% extra EPS from Rule 62 Console

All-in-all, enough to break up the Nukara space set a bit.

Now, I know it's a Golden Rule to only ever fit Tact Consoles in your Tact Console slots; but with the Tetryon Amplification, plus the [Amp] from the Warp Core, I'm already getting good dmg for them. If you must, however, you can still slot an extra Tetryon Pulse Generator (and not lose the 2nd set-bonus); but me, I'm not a Rom, so I'll take the extra CrtH, thank you!

As for pets, I chose the Elite Scorpion Fighters over the Yellowstone runabouts I had earlier. They carry a heavier punch (and I love seeing us 'both' fire Plasma Torps), but the Yellowstone runabouts are just fine too, honestly.

Enjoy!
Captain
Join Date: Oct 2012
Posts: 1,695
# 2
09-07-2013, 12:00 AM
Seems like something I'll have to try out

one thing I would change off the top of my head is the aft beams. I would make them turrets for one reason only. Plasmonic Leech. Leech is a per shot thing and not per cycle, so you would get more of a drain and more power to you by using turrets because they have more shots per cycle than beams.

For me I was thinking about using 3 turrets on the back and 2 dual cannons up front (dual cannons for the shots per cycle thing). I was messing around in an ISE today using tyken's rift 3 and CSV with dual cannons in a kar'fi. I slowed down all the spheres and even dropped their shields. I think if I was to do this in a vesta I could get an even better drain.

anyways...

Have fun and make sure to post about how well it works
Career Officer
Join Date: Jul 2012
Posts: 4,467
# 3
09-07-2013, 12:25 AM
Quote:
Originally Posted by rmy1081 View Post
Seems like something I'll have to try out

one thing I would change off the top of my head is the aft beams. I would make them turrets for one reason only. Plasmonic Leech. Leech is a per shot thing and not per cycle, so you would get more of a drain and more power to you by using turrets because they have more shots per cycle than beams.

For me I was thinking about using 3 turrets on the back and 2 dual cannons up front (dual cannons for the shots per cycle thing). I was messing around in an ISE today using tyken's rift 3 and CSV with dual cannons in a kar'fi. I slowed down all the spheres and even dropped their shields. I think if I was to do this in a vesta I could get an even better drain.

anyways...

Have fun and make sure to post about how well it works

Well, power-levels are thru the roof as it is already (as near as always all at 100%). But replacing the aft beams with turrets could work (and the 1 fore beam array with a DHC), as the Torp and DBB already make me more 'forward momentum' based. Then again, I'd just be flying another Escort again. Which I was so hoping to avoid.

Thx for your suggestion, though. It will be trivial to try out.

I might even go crazy and put Nukara web mine back (and lose the KCB), and see if I can get that crazed Refracting Assault working on the fore DBB.
Captain
Join Date: Jul 2012
Posts: 2,000
# 4
09-07-2013, 04:39 AM
Nice, looks like it can really weaken bosses very well and the torp should keep it effective against non shielded targets. Must say a lot of expensive doffs there, wish I had less than 5 main characters to get a lot of these very tasty doffs for =(

I had thought about using dual syphon 2, tractor beam and tykens 3 on a LRSV but currently the deflector doff says it reduces syphon but doesn't seem to and tykens seems to be bugged at only draining 2 power or something. So there goes rapid cycling drains.

Also do you know if it's still true that only tykens rift and target shields can drain shield power to 0? I know they nerfed most drains from taking shields offline due to the silly amounts you could easily put on targets but took a break from the game so no idea if they changed it.

Sorry I'm being too kind, where's science team for subnuc? Only 1 hull heal and barely any shield heals? That build would die to a 5 science ganking alpha BoP attack, dat iz FAAAAIIILLL!!
------
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.

Has damage got out of control?
This is the last thing I will post.

Last edited by bpharma; 09-07-2013 at 04:41 AM.
Career Officer
Join Date: Jul 2012
Posts: 4,467
# 5
09-07-2013, 05:59 AM
Quote:
Originally Posted by bpharma View Post
Nice, looks like it can really weaken bosses very well and the torp should keep it effective against non shielded targets. Must say a lot of expensive doffs there, wish I had less than 5 main characters to get a lot of these very tasty doffs for =(
Wow, 6 toons. I can only afford 1. (Well, I have 3 others too, but they're token toons only).

Of all those doffs, btw, only Sha-Voran is an absolute must for this build (else your A2D will only boost Kinetic resistance). I actually found out, yesterday, there are more doffs like her; different names, but same functionality.

Quote:
I had thought about using dual syphon 2, tractor beam and tykens 3 on a LRSV but currently the deflector doff says it reduces syphon but doesn't seem to and tykens seems to be bugged at only draining 2 power or something. So there goes rapid cycling drains.
Yeah. I actually stopped using Tyken's Rift a while back, ever since I found out it's not affected by your own Flow Caps at all.

Quote:
Also do you know if it's still true that only tykens rift and target shields can drain shield power to 0? I know they nerfed most drains from taking shields offline due to the silly amounts you could easily put on targets but took a break from the game so no idea if they changed it.
In all honesty, I don't know for sure. I do cycle Target Shield/Weapons on this build, btw (as it comes gratuitously with the ship); and getting a shield facing down on a Borg Cube (eSTF) is usually a matter of mere seconds (seen from when I arrive first and start working in on it).

Quote:
Sorry I'm being too kind, where's science team for subnuc? Only 1 hull heal and barely any shield heals? That build would die to a 5 science ganking alpha BoP attack, dat iz FAAAAIIILLL!!
I see what you did there!

To answer it anyway, remember, I'm an Engineer; so, between Hazard Emitters, Engineering Team, Rotate Shield Frequency, Reverse Shield Polarity, Brace for Impact, and Miracle Worker, I can usually hold out a bit.

The latter is rarely needed, though, as a nice 'side-affect' of the Embassy consoles is that you run with an insanely low Threat level: the Borg hardly ever notice you.

I actually use my own low Threat level as as a 'suck-o-meter,' as it were: when we're 5 seconds into the match, and the Borg still start targetting *me*, then I know my Team usually really sucks.
Captain
Join Date: Jul 2012
Posts: 2,000
# 6
09-07-2013, 08:35 AM
Quote:
Originally Posted by meimeitoo View Post
The latter is rarely needed, though, as a nice 'side-affect' of the Embassy consoles is that you run with an insanely low Threat level: the Borg hardly ever notice you.

I actually use my own low Threat level as as a 'suck-o-meter,' as it were: when we're 5 seconds into the match, and the Borg still start targetting *me*, then I know my Team usually really sucks.
LOL I know exactly what you mean. I find that as an engineer you can really skimp on the heals due to having so many different captain abilities able to give a massive heal especially if you pick up the grace under fire trait. Practically able to use miracle worker as often as anyone would ever need to.

I'm a sci/sci though so I tend to get some more self heals from borg set and using the full omega set has the invincible proc which happens enough to save my bacon. But I do get the bonus of being able to use the almighty subnuc on the borg as they have no counter to it.

Yeah I'm currently keeping up with 5 character (1 each class fed and tacticals from rom and KDF) and even that is a pain with the rep. More will be coming but I just can't bin the characters and their lockbox ships like that.
------
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.

Has damage got out of control?
This is the last thing I will post.
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