All MKXII Tetryon anti-borg beam arrays, with one fore and aft tricobalt device launcher, also MKXII antiborg.
Heavy Gravity Well III - Crushes them together and gets them into a nice linear line for EWP Tykens Rift I/II - Drain drain drain, slow slow slow! Repulsor Beam I/II - Use only as a last resort (The Nebs big red button) and almost always when you're head on with them! Eject Warp Plasma - Slows 'em down lovely!
These four alone, practically make your Nebula an invincible battlefield controller in the elite STF's. The borg spheres and probes in KA and Infected stand no chance at all in survivng, with your slow/repel/hold sci tactics. Use the Neb's innate subsystem targetting to utterly devastate their shields and end their life with a nice tricobalt in the face. Bigbadaboom. Alternatively, subsystem propulsion to give you those extra seconds to end them completely.
Hazard Emitter I: crap cooldown but very handy in getting rid of those plasma fires as a result of the spheres annoyingly shoot at you.
Though I don't do STFs (let alone elite)... yet... I like the suggestion re: Hazard Emitter and Polarize Hull. Gonna have to train up a new BOFF with those for my Galaxy.
CapnBranFlakes
OMG!!!!!!!! Congrats!!!! I know you got this in the bag =)
Ozy
All MKXII Tetryon anti-borg beam arrays, with one fore and aft tricobalt device launcher, also MKXII antiborg.
Heavy Gravity Well III - Crushes them together and gets them into a nice linear line for EWP
Tykens Rift I/II - Drain drain drain, slow slow slow!
Repulsor Beam I/II - Use only as a last resort (The Nebs big red button) and almost always when you're head on with them!
Eject Warp Plasma - Slows 'em down lovely!
These four alone, practically make your Nebula an invincible battlefield controller in the elite STF's. The borg spheres and probes in KA and Infected stand no chance at all in survivng, with your slow/repel/hold sci tactics. Use the Neb's innate subsystem targetting to utterly devastate their shields and end their life with a nice tricobalt in the face. Bigbadaboom. Alternatively, subsystem propulsion to give you those extra seconds to end them completely.
Hazard Emitter I: crap cooldown but very handy in getting rid of those plasma fires as a result of the spheres annoyingly shoot at you.
Polarize Hull: Goodbye sphere tractor beams, hello emergency escape vector.
captainbrenden