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-   -   Cosindering this for a Vesta Build (http://sto-forum.perfectworld.com/showthread.php?t=431401)

ccarmichael07 11-01-2012 01:15 PM

Cosindering this for a Vesta Build
 
So now that we have some stats (*subject to change) for the Vesta, I was giving some consideration to a build for one of my characters.

I should note that this is an RP character, whose mission is "border patrol" and so this may not be a min-max build, but this is what I am considering.

Would love some feedback!

Bridge Officers

Commander Science: Polarize Hull 1, Tractor Beam II, Feedback Pulse II, Viral Matrix II/III

Lieutenant Commander Universal: (Tac) Torp Spread 1, CSV 1, CRF 2

Lieutenant Tactical: Torp High Yield 1, CRF 1

Lieutenant Engineering: Eng Team 1, EPtS 2

Ensign Universal: (Eng) EPtS 1


Weapons

Fore: Aux Dual Heavy Phaser Cannons x2, Quantum Torpedo Launcher
Aft: Phaser Turret x 2, Quantum Mines


Consoles

Rademaker Layout

Tactical: 2 Phaser, 1 Quantum Projectiles (assumes this console affects mines as well?)

Engineering: 1 Hull Armor, 1 Aux Booster

Science: 2 Shield Emitter, 1 Graviton Booster, Quantum Field Focus Phaser


Energy Settings

Priority 1: Aux
Priority 2: Shields
Priority 3: Weapons
Priority 4: Engines

--------------------------------------

So the idea with this build is to create a sort of "destoryer" type ship. Has some teeth, not as much as an escort however, has some tankiness, but not as much as a cruiser, while using my science abilities to defend (Polarize Hull), drop shields and snare (Tractor Beam), increase damage (Feedback Pulse) and give me an "out" if things go south (Viral Matrix).

Again, this might not be the "ultimate" build for these ships, but it's the build I am considering. Would love to hear from the build experts on where I might have some issues with this build, or where I might want to consider some changes.

squishkin 11-01-2012 02:25 PM

Honestly, I would trade TS1 for TT1, THY1 for TT1, and CRF2 for TS3. (Or at the very least, THY1 for TT1 with a TT doff).

ccarmichael07 11-01-2012 02:44 PM

Quote:

Originally Posted by squishkin (Post 6360901)
Honestly, I would trade TS1 for TT1, THY1 for TT1, and CRF2 for TS3. (Or at the very least, THY1 for TT1 with a TT doff).

Hmmm, hadn't considered that.

Essentially, turn the ship into a massive splash damage generator, with the combination of CSV 1, Torp Spread 3 and Feedback Pulse.

Definitely something to consider.

Is there an advantage to having (2) Tac Team 1 abilities? Don't they share a cooldown?

tom61sto 11-01-2012 03:51 PM

I'm guessing you can have only one Aux powered cannon per ship, as it is with most other special ship weapons ([Arc] Quantum, Bio-neural Warhead, etc.). It would be interesting if you could.

TT has a triggered cooldown, not a full share. Triggering a TT puts the others into about half of that one's cooldown.

As for consoles, you need to pick one more Engineering console if you're going Rademaker. I'd go 2x Neutronium Alloy for armor, and with maxed Aux level you shouldn't need an Aux Booster with this ship, so one of the universal consoles could go here, or another armor, Sif generator or shield power console for more tankiness if not.

squishkin 11-01-2012 03:56 PM

Quote:

Originally Posted by ccarmichael07 (Post 6361251)
Is there an advantage to having (2) Tac Team 1 abilities? Don't they share a cooldown?

TT triggers a 30-second cooldown for itself and a 15-second global cooldown for any other 'team' skills (Tactical Team, Science Team, Engineering Team).

ccarmichael07 11-01-2012 04:00 PM

Quote:

Originally Posted by tom61sto (Post 6362511)
I'm guessing you can have only one Aux powered cannon per ship, as it is with most other special ship weapons ([Arc] Quantum, Bio-neural Warhead, etc.). It would be interesting if you could.

TT has a triggered cooldown, not a full share. Triggering a TT puts the others into about half of that one's cooldown.

As for consoles, you need to pick one more Engineering console if you're going Rademaker. I'd go 2x Neutronium Alloy for armor, and with maxed Aux level you shouldn't need an Aux Booster with this ship, so one of the universal consoles could go here, or another armor, Sif generator or shield power console for more tankiness if not.

Ahhh good catch on the Engineering console.

As for the Aux weapons, branflakes had a reply this morning to the announcement, which indicates that we would be able to use multiple ADHC on a ship. Of course this is subject to change, but if that holds true, that is the intent of this build. If that changes, then this build would be adjusted accordingly to use regular DHC instead of the ADHC.

Question: Is it worth it to have mines, if you don't use a dispesal pattern? I've never used mines, so I don't know much about them. But I'd like to try it, if it makes some sense to the build.

tom61sto 11-01-2012 07:00 PM

Quote:

Originally Posted by ccarmichael07 (Post 6362661)
Ahhh good catch on the Engineering console.

As for the Aux weapons, branflakes had a reply this morning to the announcement, which indicates that we would be able to use multiple ADHC on a ship. Of course this is subject to change, but if that holds true, that is the intent of this build. If that changes, then this build would be adjusted accordingly to use regular DHC instead of the ADHC.

Question: Is it worth it to have mines, if you don't use a dispesal pattern? I've never used mines, so I don't know much about them. But I'd like to try it, if it makes some sense to the build.

ADHC being able to be equipped multiple fore is interesting, the question would then be how using them and Sci abilities at the same time would do to both, with regards to power levels/damage/effect.

Not very familiar with mines as they are now (buffed mid-season 6 IIRC), but I found Tricobalt (2x due to cooldown) mines plus Dispersal Pattern Beta I (2x Trics for that rank) a pretty decent finishing move on a Sci ship. There are people advocating having mines on escorts now, so definitely worth playing with to see what they can do, particularly if you can fit one of the higher ranks of DPB in somewhere.

coffeemike 11-02-2012 02:08 AM

I have the T5 Defiant so that quad cannon Pulse Phaser cannon also comes in handy with this build... if you have it as well.

I'm looking at this build for mine based on my Heavy Destroyer and swapping out Anti Proton weapons for Phasers.

Bridge Officers

Commander Science: Polarize Hull 1, Hazard Emitters II, Transfer Shield Strength III, Gravity Well III

Lieutenant Commander Universal: (Tac) Torp Spread 1, Torp High Yield 2, CRF 2

Lieutenant Tactical: Tac Team I, CRF 1

Lieutenant Engineering: Eng Team 1, Direct Energy Modulation 1

Ensign Universal: (Eng) EPtS 1

DOFF Assignments

1 Rare Energy Weapons Officer (Cannon abilities)

1 Very Rare Conn Officer (Tac Team recharge)

1 Very Rare Projectile Weapons Officer (Torp Launcher recharge)

1 Very Rare Deflector Officer (Deflector Abilities recharge)

1 Borg Space Tholian (for STFs) or swap out to something else like the Gravametric Officer

Weapons

Fore: Aux Dual Heavy Phaser Cannon, MK XII Borg Quantum Torpedo Launcher, Quad Phaser Cannons
Aft: Phaser Turret x 2, Quantum Torp Launcher (180 degree arc version)


Consoles

Rademaker Layout

Tactical: 3 Phaser Relays MK XII Rare

Engineering: MK XII Rare Neutronium armor, Theta Radiation Console

Science: MK XII Rare Shield Emitter Array, MK XII Rare Shield Emitter Amplifier, Borg Universal Console, Tachyokinetic Console


Energy Settings

Priority 1: Aux (25)
Priority 2: Shields (50)
Priority 3: Weapons (100)
Priority 4: Engines (25)

Ship Equipment

MK XII MACO Shield
Borg Deflector & Engines

Red Matter Capacitor, Subspace Field Modulator, AUX batteries

ccarmichael07 11-02-2012 11:26 AM

Quote:

Originally Posted by coffeemike (Post 6367541)
I have the T5 Defiant so that quad cannon Pulse Phaser cannon also comes in handy with this build... if you have it as well.

I'm looking at this build for mine based on my Heavy Destroyer and swapping out Anti Proton weapons for Phasers.

Bridge Officers

Commander Science: Polarize Hull 1, Hazard Emitters II, Transfer Shield Strength III, Gravity Well III

Lieutenant Commander Universal: (Tac) Torp Spread 1, Torp High Yield 2, CRF 2

Lieutenant Tactical: Tac Team I, CRF 1

Lieutenant Engineering: Eng Team 1, Direct Energy Modulation 1

Ensign Universal: (Eng) EPtS 1

DOFF Assignments

1 Rare Energy Weapons Officer (Cannon abilities)

1 Very Rare Conn Officer (Tac Team recharge)

1 Very Rare Projectile Weapons Officer (Torp Launcher recharge)

1 Very Rare Deflector Officer (Deflector Abilities recharge)

1 Borg Space Tholian (for STFs) or swap out to something else like the Gravametric Officer

Weapons

Fore: Aux Dual Heavy Phaser Cannon, MK XII Borg Quantum Torpedo Launcher, Quad Phaser Cannons
Aft: Phaser Turret x 2, Quantum Torp Launcher (180 degree arc version)


Consoles

Rademaker Layout

Tactical: 3 Phaser Relays MK XII Rare

Engineering: MK XII Rare Neutronium armor, Theta Radiation Console

Science: MK XII Rare Shield Emitter Array, MK XII Rare Shield Emitter Amplifier, Borg Universal Console, Tachyokinetic Console


Energy Settings

Priority 1: Aux (25)
Priority 2: Shields (50)
Priority 3: Weapons (100)
Priority 4: Engines (25)

Ship Equipment

MK XII MACO Shield
Borg Deflector & Engines

Red Matter Capacitor, Subspace Field Modulator, AUX batteries

You left Spacedock without a tractor beam? :P

An interesting build. Giving me some things to consider. And yes, I do have the T5 Defiant, so the Quad Cannon is available. But I'm not sure if it would apply here or not, as I think the Quad is locked to the escort line.

tom61sto 11-02-2012 02:44 PM

Quote:

Originally Posted by ccarmichael07 (Post 6372231)
You left Spacedock without a tractor beam? :P

An interesting build. Giving me some things to consider. And yes, I do have the T5 Defiant, so the Quad Cannon is available. But I'm not sure if it would apply here or not, as I think the Quad is locked to the escort line.

Quads should be able to be fitted on anything that 'can take cannons' (this includes fighters). Anyone with Quads on Tribble care to confirm (should say "Multi-Mission Science Vessel" on the ship type of the tooltip if so)?


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