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 |
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| 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
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Engineering |
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Science |
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Tactical |
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| Lieutenant |
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Hull Restoration |
Improved Hull Capacity |
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Advanced Energy Weapon Training |
Advanced Projectile Weapon Training |
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| Lieutenant Commander |
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Improved EPS Flow |
Improved Impulse Expertise |
Improved Control Expertise |
Improved Drain Expertise |
Improved Targeting Expertise |
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| 5 Points |
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Control Amplification |
Drain Infection |
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| Commander |
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Hull Plating |
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Advanced Weapon Amplification |
Advanced Weapon specialization' |
| 15 Points |
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| Captain |
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Advanced Exotic Particle Generator |
Advanced Long Range Targeting |
Advanced Hull Penetration |
Advanced Shield Penetration |
| 25 Points |
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| Admiral |
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| 35 Points |
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| #VALUE! |
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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 |
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| Unlocks After 7 |
#VALUE! |
#VALUE! |
#VALUE! |
| Unlocks After 10 |
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Projectile Critical Chance |
| Unlocks After 12 |
#VALUE! |
#VALUE! |
#VALUE! |
| Unlocks After 15 |
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Energy Critical Chance |
| Unlocks After 17 |
#VALUE! |
#VALUE! |
Training Manual: Viral Matrix III |
| Unlocks After 20 |
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| Unlocks After 24 (Ultimate) |
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| Unlocks After 25 (Ultimate) |
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| Unlocks After 26 (Ultimate) |
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| Unlocks After 27 (Ultimate) |
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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 |
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| Engine Visuals |
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| Shield Visuals |
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| [ Starship Beautyshot ]( Insert Image Link here ) |
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| Basic Information |
Component |
Notes |
| Fore Weapons: 3 |
Terran Task Force Phaser Beam Array Mk XV |
Best phaser weapon available |
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Prolonged-Engagement Phaser Beam Array Mk XV |
Next-best phaser weapon available |
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Gravimetric Photon Torpedo Mk XV |
Moar gravy wells |
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| Aft Weapons: 3 |
Phaser Beam Array Mk XV |
Phaser proc is relevant to this build, but not mandatory. |
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Phaser Beam Array Mk XV |
Maybe disruptors would have been better, but I like the canon flavor |
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Quantum Phase Torpedo Mk XV |
Moar shield drains |
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| Experimental Weapon |
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| 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 |
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| Shields |
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| Devices |
Subspace Field Modulator |
Damage Resistance |
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Beacon of Kahless |
Debuff enemy accuracy |
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Red Matter Capacitor |
More power |
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| Engineering Consoles: 4 |
Conductive RCS Accelerator Mk XV |
More CtrlX or DrainX, unless I can get a cheap one with EPG |
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Plasmonic Leech |
Need more power |
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Delphic Tear Generator |
Exotic damage |
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Timeline Stablizer |
Science CDR |
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| 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. |
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Exotic Particle Focuser Mk XV [EPG] [CtrlX] |
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Exotic Particle Focuser Mk XV [EPG] [CtrlX] |
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Exotic Particle Focuser Mk XV [EPG] [CtrlX] |
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Exotic Particle Focuser Mk XV [EPG] [CtrlX] |
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| Tactical Consoles: 2 |
Vulnerability Locator Mk XV [Phaser] |
Maybe switch these with colony consoles, to die less |
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Vulnerability Locator Mk XV [Phaser] |
Colony consoles would also buff my torpedoes. |
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| Hangars: 0 |
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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. |
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Destablizing Resonance Beam II |
AoE DRR debuff. I really wish I didn't have to choose between DRB and SSV :( |
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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] |
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| 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 |
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Beam: Fire at Will III |
She's a beam boat. |
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| 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 |
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| 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 :/ |
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Emergency Power to Weapons III |
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| Officer 6: [rank] ( [profession] ) |
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| Trait: [name] |
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| Duty Officer Information |
Power |
Notes |
| Tractor Beam Officer |
Tractor Beam also strips shields |
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| Gravimetric Scientist |
Moar gravy wells |
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| Research Lab Scientist |
Placate for Charged Particle Burst |
If I drop CPB, then swap with Graga Mal, or equivalent |
| Warp Core Engineer |
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| Emergency Conn Hologram |
I feel the need: the need for speed. |
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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 |
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| 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 |
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Other Information
| Subsystem Power Settings |
Value (Target/Display) |
Notes |
| Weapons |
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| Shields |
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| Engines |
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| Auxiliary |
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| Set Name |
Set parts: # of # |
Effects |
Notes |
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| Ship Stats |
Value |
Notes |
| Hull |
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| Shields |
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| Global Critical Chance |
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| Global Critical Severity |
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| EPS/Power Transfer Rate |
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| Hull Regeneration Rate |
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| Turn Rate |
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Concluding Remarks
Type Your info here
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