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Thanks SO MUCH for all your support, and we'll see you in-game!
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
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.
The account formerly known as C_Carmichael
--------------------------------------------------------------------------------- "You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack. I'm thinking maybe pancakes." ~ John Casey
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?
The account formerly known as C_Carmichael
--------------------------------------------------------------------------------- "You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack. I'm thinking maybe pancakes." ~ John Casey
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.
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.
The account formerly known as C_Carmichael
--------------------------------------------------------------------------------- "You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack. I'm thinking maybe pancakes." ~ John Casey
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.
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).