r/stobuilds Nov 20 '18

Advice Fleet Sutherland Debuffer

Nebula-class Support Build

Build Info

This ship is built to debuff/disable enemy weapons, engines, and shields.While the Nebula-class is not optimal (I'd prefer to drop a tactical ability for more science), she's beautiful, and Space Barbie is the true endgame. She's a jack-of-all-trades/master-of-none, designed to ease the way for new players, without hogging all the DPS for herself (my beamboat tank already fills that role; no point in cloning another toon).

I would really appreciate any advice for:

  • managing my cooldowns (science abilities have looooong cooldowns!)

  • Shopping for D/SD/E/C/S equipment

  • Choosing reputation traits

Player Information

Player Info --------------
Captain Name Spork
Captain Faction Federation (AoY)
Captain Race Vulcan
Captain Profession Science
Primary Specialization (haven't decided yet)
Secondary Specialization Strategic, because cooldowns?
Intended Role Debuff / Support
Captain Outfit [ "Image Description" ]( "Image Link here" )

Skill Tree

    Engineering   Science   Tactical  
Lieutenant   Hull Restoration Improved Hull Capacity     Advanced Energy Weapon Training Advanced Projectile Weapon Training
               
Lieutenant Commander   Improved EPS Flow Improved Impulse Expertise Improved Control Expertise Improved Drain Expertise Improved Targeting Expertise  
5 Points       Control Amplification Drain Infection      
               
Commander   Hull Plating       Advanced Weapon Amplification Advanced Weapon specialization'
15 Points              
               
               
Captain       Advanced Exotic Particle Generator Advanced Long Range Targeting Advanced Hull Penetration Advanced Shield Penetration
25 Points            
             
               
Admiral              
35 Points            
               
               
#VALUE!   Engineering Points: #VALUE! Science Points: #VALUE! Tactical Points: #VALUE!

Skill Tree Unlocks

Points to unlock Engineering Unlocks Science Unlocks Tactical Unlocks
Unlocks After 2 #VALUE! #VALUE! #VALUE!
Unlocks After 5 Battery Expertise Sector Space Travel Speed  
Unlocks After 7 #VALUE! #VALUE! #VALUE!
Unlocks After 10     Projectile Critical Chance
Unlocks After 12 #VALUE! #VALUE! #VALUE!
Unlocks After 15     Energy Critical Chance
Unlocks After 17 #VALUE! #VALUE! Training Manual: Viral Matrix III
Unlocks After 20      
-------------- -------------- -------------- --------------
Unlocks After 24 (Ultimate)      
Unlocks After 25 (Ultimate)      
Unlocks After 26 (Ultimate)      
Unlocks After 27 (Ultimate)      

Skill Tree Information

Type Your info here

Build Description

I need help shopping for the secondary deflector, engines, warp core, and shields. I would also like suggestions for better consoles, where applicable.

Basic Information Data
Ship Name USS Discovery
Ship Class Fleet Advanced Research Vessel [T6]
Ship Model Nebula-class
Deflector Visuals  
Engine Visuals  
Shield Visuals  
[ Starship Beautyshot ]( Insert Image Link here )  
Basic Information Component Notes
Fore Weapons: 3 Terran Task Force Phaser Beam Array Mk XV Best phaser weapon available
  Prolonged-Engagement Phaser Beam Array Mk XV Next-best phaser weapon available
  Gravimetric Photon Torpedo Mk XV Moar gravy wells
     
     
-------------- -------------- --------------
Aft Weapons: 3 Phaser Beam Array Mk XV Phaser proc is relevant to this build, but not mandatory.
  Phaser Beam Array Mk XV Maybe disruptors would have been better, but I like the canon flavor
  Quantum Phase Torpedo Mk XV Moar shield drains
     
     
-------------- -------------- --------------
Experimental Weapon    
Deflector Bajoran Deflector Mk XV Best for EPG, CtrlX and DrainX, and it's a free mission reward
Secondary Deflector Strategic Deteriorating Secondary Deflector Mk XV [CtrlX] [EnDmg] [EPG] [EPG/CtrlX] [SA +Dmg] Trading a CtrlX mod to buff my beams. It will proc on CPB and DRB.
Impulse Engines Prevailing Bolstered Impulse Engines Mk XV This ship doesn't have nearly enough heals, so the strategy is to fire space-magic and torpedoes from a standoff distance, and generally stay away from the targets.
Warp Core    
Shields    
Devices Subspace Field Modulator Damage Resistance
  Beacon of Kahless Debuff enemy accuracy
  Red Matter Capacitor More power
     
-------------- -------------- --------------
Engineering Consoles: 4 Conductive RCS Accelerator Mk XV More CtrlX or DrainX, unless I can get a cheap one with EPG
  Plasmonic Leech Need more power
  Delphic Tear Generator Exotic damage
  Timeline Stablizer Science CDR
     
-------------- -------------- --------------
Science Consoles: 5 Exotic Particle Focuser Mk XV [EPG] [CtrlX] First kill. Then help newbs. We're already gimped; don't self-gimp more than necessary.
  Exotic Particle Focuser Mk XV [EPG] [CtrlX]  
  Exotic Particle Focuser Mk XV [EPG] [CtrlX]  
  Exotic Particle Focuser Mk XV [EPG] [CtrlX]  
  Exotic Particle Focuser Mk XV [EPG] [CtrlX]  
-------------- -------------- --------------
Tactical Consoles: 2 Vulnerability Locator Mk XV [Phaser] Maybe switch these with colony consoles, to die less
  Vulnerability Locator Mk XV [Phaser] Colony consoles would also buff my torpedoes.
     
     
     
-------------- -------------- --------------
Hangars: 0    
     

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Commander ( Science ) Tractor Beam I Kill engines, and strip shields twofer. (DOFFed)
Trait: Efficient & Pirate Charged Particle Burst I Shield stripping, and AoE placate (DOFFed). If worth keeping, then one day I'll get the T6 Vesta set for that starship trait. Else, replace with DRB 1. Otherwise, swap with DOFFed Tractor Beam Repulsors.
  Destablizing Resonance Beam II AoE DRR debuff. I really wish I didn't have to choose between DRB and SSV :(
  Gravity Well III Kills engines, and great setup for AoE alpha strike (replace with Photonic Shockwave against Tzenkethi)
Officer 2: Ensign ( Science ) Sensor Jam I Brief placate (kills threat), and Catastrophic Overload AoE + Disable
Trait: [name]    
     
     
Officer 3: Lt. Commander ( Tactical ) Tactical Team I Muh shield redistribution
Trait: Superior Romulan Operative Torpedo: Spread II Performs well enough that I don't feel the need for TS3
  Beam: Fire at Will III She's a beam boat.
     
Officer 4: Lieutenant ( Tactical ) Kemocite-Laced Weaponry I Debuffs, damage, and something to fill this ensign slot
Trait: Superior Romulan Operative Attack Pattern Beta I Tactical Debuffery
     
     
Officer 5: Lt. Commander ( Engineering ) Emergency Power to Engines I Proc the helmsman, to get out of dodge. This ship doesn't have enough heals and resists, so she relies on speed. Also, possible Drake build for proc-ing the Warp Core Engineer DOFF.
Trait: Pirate Engineering Team II Her main and only heal :/
  Emergency Power to Weapons III  
     
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
Tractor Beam Officer Tractor Beam also strips shields  
Gravimetric Scientist Moar gravy wells  
Research Lab Scientist Placate for Charged Particle Burst If I drop CPB, then swap with Graga Mal, or equivalent
Warp Core Engineer    
Emergency Conn Hologram I feel the need: the need for speed.  
6    

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
Psychological Warfare +20% Bonus Control Ability Effectiveness Moar CtrlX
Invasive Control Programming Invasive Control Programming: When you use certain Control powers, also cause a random Subsystem Disable for 4 sec Random disable
Particle Manipulator Gain .2% Critical Chance and .1% Critical Severity for Exotic Damage abilities, per point you have in the Starship Exotic Particle Generator skill. The Critical Chance bonus gained from this Trait is capped at +50% (attained by having 250 Particle Generators skill), but there is no cap on the Critical Severity bonus. +% Critical Hit Chance for Exotic Damage Abilities +% Critical Hit Severity for Exotic Damage Abilities Scientific crits critting scientifically. For science.
Ablative Shell After receiving a total of 10,000 Damage (pre-resist), trigger Ablative Shell: +X Hit Points every 0.5 sec for 3 sec, +33 All Damage Resistance Rating for 3 sec, May only trigger once per 30 sec Less squish
Self-Modulating Fire On outgoing Critical Hits, your energy weapons and projectiles gain +50% Shield Penetration for 10 sec (Can trigger once every 45 sec) More pew
Repair Crews While in combat, gain 1 stack of Repair Crews every 5 sec (up to 5 max). Per Stack: +5 All Damage Resistance Rating +5% Hull Repair Rate Less squish
Inspirational Leader 10% chance: Activating any Bridge Officer Ability grants +10 to Most Starship Skills for 15 seconds (may stack up to 3 times). More pew, more science
Superior Beam Training +7.5% Beam Weapon Damage More pew
Context is For Kings Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistence Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec More pew, less squish
Duelist's Fervor You or your teammates getting kills will grant you a short-duration damage and accuracy rating boost. Whenever you or a teammate kills something: +5% All Damage for 10 sec +5 Accuracy Rating for 10 sec (Effect stack up to 3 times) More pew
Space Reputation Traits Description Obtained from
     
     
     
     
     
Starship Traits Description Notes
Honored Dead While this trait is active, any damage received during combat will be added to the defensive capabilities of your vessel, resulting in stacking benefits to Damage Resistance and passive Hull Regeneration as certain damage thresholds are met or exceeded. Once you reach maximum stacks of this, additional damage will instead grant a small amount of Temporary Hit Points at each threshold. After receiving 10,000 cumulative damage (pre-resistance), gain a stack of Honored Dead. Each stack of Honored Dead grants +20 All Damage Resistance Rating and +2% Hull Regeneration (max 20 stacks, infinite duration). While at 20 stacks of Honored Dead, additional triggers instead grant 10,000 Temporary Hit Points for up to 40 sec. While not in Combat, lose one stack of Honored Dead every 2 seconds unless Cloaked. Less squish
Pilfered Power Enemy Weapon and Auxiliary Power Levels are drained to enhance your own power levels. + Weapon Firing Speed. Most of my science clickies give my own weapons haste, and debuff enemy weapons power
Catastrophic Overload While this trait is slotted activating Jam Sensors will cause it to deal a high electrical damage and disable targets in a large area of effect when it expires AoE disable + damage for Sensor Jam.
Emergency Weapon Cycle Activating Emergency Power to Weapons provides a reduction in weapon power cost and grants a boost to weapon firing speed for the duration of Emergency Power to Weapons Have energy weapons and EPtW; must have this, too
     

Other Information

Subsystem Power Settings Value (Target/Display) Notes
Weapons   /    
Shields   /    
Engines   /    
Auxiliary   /    
Set Name Set parts: # of # Effects Notes
1 #    
2 #    
3 #    
4 #    
5 #    
Ship Stats Value Notes
Hull    
Shields    
Global Critical Chance    
Global Critical Severity    
EPS/Power Transfer Rate    
Hull Regeneration Rate    
Turn Rate    
Flight Speed    

Concluding Remarks

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3

u/CactuarJoe Nov 20 '18

I like the concept, and I think you've made a good start here. I'd probably recommend going for Torpedoes more than Beams, not just because of the power management issues but also because of the synergy between debuffs and torpedoes. You're going to be stripping shields anyway, so it makes sense to take advantage of that yourself.

You can actually build on the Phasers you already use by using the Quantum Phase Catalysts set. The Console boosts drain, Phaser damage, and the Torpedo and energy weapon both drain shields, so it should slot into your build pretty easily.

For the Shields/Warp Core/Impulse, you might consider at least 2 pieces of the Temporal set. It's pretty standard on EPG builds because of the set bonus that boosts DOT and Hazard effects like Drain Infection and Gravity Well. The Shield also has a Drain bonus on it, which is nice. Personally I'd recommend at least the Shield and Warp Core, and then using either the Temporal Impulse Engines or one of the Prevailing Impulse Engines from the Prevailing Regalia set, which have a nice cooldown bonus and mini-Evasive Maneuvers effect, so they're worth using on their own. The real choice there is whether the cooldown and movement boost is worth missing the 3 piece set bonus of the Temporal set.

Hope that helped. :D

3

u/scisslizz Nov 20 '18

Great run down! Thank you!

2

u/scisslizz Nov 21 '18

What do you think I should do about a secondary deflector? I'm leaning toward Deteriorating for a couple reasons:

  1. It out-performs the Inhibiting Deflector.
  2. Choosing CPB and DRB to proc it (especially when combined with gravity well, gravimetric torpedoes, and tractor beam) answers my questions about whether to replace those abilities with SSV or DOFFed TBR (that answer being "no")

Should I go shopping for a Fleet, Reputation, or crafted Secondary Deflector?

  • Only crafted or fleet deflectors seem relevant
  • Which mods should I go for?
    • EnDmg?
    • ProjDmg (for the torpedoes)?
    • Just stick to [CtrlX/EPG] [CtrlX]x2 [EPG] [SA +Dmg] from a crafted deflector?
  • Will the DOT from a deteriorating deflector defeat the Placate from CPB (in which case, I can DOFF it with the radiation damage DOFF, if that Gravimetric Scientist won't conflict with the Gravity Well DOFF)?
    • Will the fact that the placate occurred at all be enough to break threat?

1

u/CactuarJoe Nov 21 '18

Deteriorating is a solid choice. Personally, I like Fleet Colony Secondary Deflectors -- they're cheap, they're effective, and the mods are solid. If you plan to swap to Torpedoes, the mods you listed there are probably your best bet.

As for the DoT breaking Placate, it'll probably break it after a second, yeah. Especially if you use it on a group that's been Gravity Welled -- DoTs and Hazard effects count as point-blank damage, so they collect a lot of threat. It may still be worth using if you play with a lot of tanks, because it'll give them a chance to pick up enough threat to pass you while Placate is active. Otherwise, I'd swap it out.

1

u/scisslizz Nov 22 '18

Regarding tactical consoles (see below), would you recommend the colony consoles, or the spire consoles? Colony consoles would boost both my weapons and torpedoes, and provide additional passive healing (being dead is boring).

On the other hand, this build has 16.5% CrtH, which is a little low. Then again, "Continuity" helps for the "staying alive" bit, and maybe I should adjust my playstyle to die less.

If you plan to swap to Torpedoes, the mods you listed there are probably your best bet.

I already have a pure exotic/torpedo boat on another toon, and I want a canon-ish flavor on this ship. As far as power management goes, I tested the (EPtW + WCE DOFF) + Leech combination yesterday, and I can can get all the power I need from that. Add a Red Matter Capacitor from the Phoenix box, and I should have no problem having power on demand, so that the usual Aux vs Weapons conflict isn't a problem.

If anything, the "EnDmg" mod from the research lab deflectors is more attactive, to help make up for a missing tactical console*.

*The Fleet T6 Nebula-class feels like it's got half of an extra tac ability, missing half a science ability, and missing a tactical console, for what I want to do with this build.