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Posted Fri 10 Apr, 2015 6:06 PM
–
Last edited by Generator; Tue 26 May, 2015 1:58 PM.
Hey,
So over the past few days, Dark, you've been really great about helping me beat the kinks out of a few builds. I’m hoping I can reply on your help one more time, because what I’m about to show you is the real tire-fire of my roster, and it’s high time I made it work right.
This is my Science captain’s Nebula. It’s always been a mishmash of parts that never quite felt like they worked together, and as I said, I’m finally just fed up with it and want to make all the pieces pull in the same direction. My heart’s first impulse is drain stuff, but my head says that Particle Generators/Exotic damage is the way to go. But I’m bedeviled by a few things. First would be the universal slot. As I write this the build’s set up with that as a Science officer, but I think the case can also be made for both Tac (a second TT or TS, add APB into the mix), or even an Engineering officer (a little rejiggering of abilities would let me use the Eng LtC spot for EWP1, and further leverage a high PartiGen skill). So I’m at a complete loss.
Next, the weapons. Sci’s heavy demand of Aux power makes the idea of a torpedo ship appealing. Taking the drain/Tach beam pieces away means that if this is going to work at all (I’m not ready to concede it will work, I’m just raising the possibility), the torpedoes probably have to be transphasics. If this works and I still like this build come the winter, I was figuring I could pick up the Breen warp core next winter and pair that up with the shields to let the Breen 2-piece set bonus into play; that coupled with the Adapted MACO set bonus should give the torpedoes a nice bump. As was the case on the other torpedo ship we talked about, the back weapons are just for Subsystem Targeting, slight harassment with polaron procs, and trying to make opportunities for the Command Spec’s expose effects.
Next up, doffs. Three PWOs and two DCEs for the Emergency Power abilities take us right up to Neril’s max allowed active space doffs (she hasn’t yet bought her 6th spot). Is there some other way to organize those 5 spots that might make better sense? Before anyone asks, yes, I am certainly aware of the TBR-turns-into-a-pull-instead-of-a-push doff, but I don’t have him.
Also, yes, I most definitely have the R&D trait that lets PG skill abilities crit.
Those are all the issues I can think of with this ship just at the outset. (/grimace) So what do you think, is there a workable science ship waiting to come out of this jumble of parts?
As ever, I appreciate the time any of you take to read and think about this.
Generator
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Posted Sat 11 Apr, 2015 12:13 AM
Sorry, I'm really unfamiliar with Science Ships, and the most I've ever flown one was grinding a Dauntless at Japori, and that thing flies like an escort. You're gonna need to find somebody else for this.
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Posted Sat 11 Apr, 2015 12:32 AM
Okay, no sweat. I'll dope this out one way or another (emphasis on dope :mrgreen: )
If anyone reading has any insights to share I'd love to hear them!
Later on,
Generator
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Posted Tue 14 Apr, 2015 8:59 AM
Sorry, I'm
really unfamiliar with Science Ships, and the most I've ever flown one was grinding a Dauntless at Japori, and that thing flies like an escort. You're gonna need to find somebody else for this.
yeah same....sci ships baffle me. But I would suggest a KCB, especially with all the kinetic dmg you already are doing. Transphasic mines not be a terrible idea as well over a turret. And since you don't carry many beams, you whould probably swap out one of your consoles for the crafted field exciters, maybe with hullhp, then you could dump the neutronium for something more valuable, like a conductive RCS or assimilated module if you go with KCB.
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Posted Tue 14 Apr, 2015 1:05 PM
Curzon would love this thread...
Based on my experience with sci, you'll obviously be more effective if you build to one strength such as drain or exotic, but if you try to do both and balance you are obviously going to get mixed performance. Sci can do really good damage with exotic, but you really have to craft your entire build around it to get good numbers. If you're aiming for DPS charts in a sci ship, the path you've chosen will be difficult, but not impossible.
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Posted Tue 14 Apr, 2015 5:46 PM
–
Last edited by Wesstan; Wed 22 Apr, 2015 6:25 PM.
You can create a fantastic A2B (no joke!) Torpedo/PartGen build with the nebula.
Tac Lt.: TT1/TS2
Eng LtCmdr.: ET1/A2B1/EPtA3
Eng. Lt.(Uni): EPtS1/A2B1
Sci Cmdr.: HE1 (works well with low aux aswell) / TBR1 (damage strength is not affected by aux power) / GW1 (mainly for clustering enemies) / PS3 (damage strenght not affected by aux power)
Sci Ens.: ST1
This will keep TBR, GW and PS on global cooldown. Combine it with as many points as possible of PartGens and youre ready to go.
Put two of those rapid reloading transphasic torps and a transphasic cluster torpedo in front and use the 2piece breen-set (and later when you got the breen warp-core also the 2-piece adapted).
You may put the following in the back (just fiddle around with what fits your playstyle best):
- 2 transphasic mines + kcb OR
- 2 fitting turrets (disruptor or tetryon?) + kcb OR
- 2 transphasic torpedoes + kcb OR
- a combination of all those.
Also dont forget the possibility of adding an omni-beam for the nebulas built-in Attack to Subysystem Powers.
As for consoles:
Tactical: 2x Transphasic Locators
Science: 5x PartGens (prefferably the embassy ones with -Th and +Pla)
Engineering: Zero Point, Assmilated Module, Enhanced RCS
As for doffs:
2x PWO (3 later)
3x Technicians
Have Fun!
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Posted Fri 17 Apr, 2015 6:09 AM
You can create a fantastic A2B (no joke!) Torpedo/PartGen build with the nebula.
Tac Lt.: TT1/TS2
Eng LtCmdr.: ET1/A2B1/EPtA3
Eng. Lt.(Uni): EPtS1/A2B1
Sci Cmdr.: HE1 (works well with low aux aswell) / TBR1 (damage strength is not affected by aux power) / GW1 (mainly for clustering enemies) / PS3 (damage strenght not affected by aux power)
Sci Ens.: ST1
This will keep TBR, GW and PS on global cooldown. Combine it with as many points as possible of PartGens and youre ready to go.
Put two of those rapid reloading transphasic torps and a transphasic cluster torpedo in front and use the 2piece breen-set (and later when you got the breen warp-core also the 2-piece adapted).
You may put the following in the back (just fiddle around with what fits your playstyle best):
- 2 transphasic mines + kcb OR
- 2 fitting turrets (disruptor or tetryon?) + kcb OR
- 2 transphasic torpedoes + kcb OR
- a combination of all those.
Also dont forget the possibility of adding an omni-beam for the nebulas built-in Attack to Subysystem Powers.
As for consoles:
Tactical: 2x Transphasic Locators
Science: 5x PartGens (prefferably the embassy ones with -Th and +Pla)
Engineering: Zero Point, Assmilated Module, Enhanced RCS
As for doffs:
2x PWO (3 later)
3x DCE
Have Fun!
I totally agree with everything said there....and by that I mean....
But just a question...is it worth getting the fleet consoles w/o any beams? Wouldn't KCB and omni's work for the back? Or turrets...that's the way I see a lot built.
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Posted Wed 22 Apr, 2015 12:19 PM
Wesstan, that looks interesting. The only weak point with any of this really is that I am so horrifically bad at using TBR (and I don't have the pull doff, before anyone asks). For doffs, if we're A2Bing, don't we want Technicians? I'm assuming that's what you meant instead of DCEs.
Cranker, speaking for my initial build thoughts, the aft weapons are just there for support. The omni-beam is for subsystem targeting, and in conjunction with the two turrets, just for proc-spam of the new command specialization, bringing up expose effects on targets for the torpedoes to exploit.
Thanks for the feedback, guys.
Gen
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Posted Wed 22 Apr, 2015 6:25 PM
Wesstan, that looks interesting. The only weak point with any of this really is that I am so horrifically bad at using TBR (and I don't have the pull doff, before anyone asks). For doffs, if we're A2Bing, don't we want Technicians? I'm assuming that's what you meant instead of DCEs.
Yes. Technicians. Sorry. Just corrected it.
As for TBR: With low Aux Power they wont have nearly as much push strength but the same damage strength. So they will be easier to handle.
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Posted Wed 22 Apr, 2015 6:41 PM
Yes. Technicians. Sorry. Just corrected it.
As for TBR: With low Aux Power they wont have nearly as much push strength but the same damage strength. So they will be easier to handle.
No kidding...? You've just given me some serious for for thought. Thanks!
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Posted Wed 13 May, 2015 1:40 PM
Well I tried the A2B thing a few times recently but it just wasn't working for me. I really liked the TB/TR/GW suite of science abilities a bit too much to leave them, I think.
I find myself wondering, should I try a different torpedo type? I'm not married to using the RR transphasics. Given the big boost Tachyon Beam got recently, I wonder if I could make a go of it with photons (slip in the gravimetric for one of the spots), or try plasma (in which case I could craft one of the R&D torps). Any thoughts on that?
Thanks again to all for the suggestions.
Generator
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Posted Wed 13 May, 2015 1:50 PM
Photons benefit from several boosts from Rep gear and come in different flavours. I personally like the Gravimetric one. Meshes well with a GW sci build.
And you're right not to use A2B with a science build.
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Posted Tue 26 May, 2015 2:02 PM
Updated the link at the top with the Paragon's current setup. Working on getting the torpedoes upgraded to Mk XIV, then earning enough FCs to get a pair of +PhP Spire consoles. I like that Destabilizing Resonance Beam you can earn from Blood of Ancients, but I probably won't use it unless & until Deflector Doffs reduce cool down on it.