My Vesta is making me sad, probably because I either suck at flying it properly or am not fitting it properly. I'm not ready to say the ship is terrible because I don't think it is, I had fun when I first got it but lately it just seems to get owned real bad. I've tried swapping some things but this is what I'm running most recently(FYI I'm a Tac and this is the Recon model);
Consoles: 1xQuantum focus phaser, 1xIsometric Charge, 1xAssimilated, 1xTachyokinetic, 1xAero Point, 1xNeutronium, 1xMonotanium, 3xPhaser Relay, 1xZero Point Quantum
Hanger: Advanced Peregrine Fighters
BoFF's: CRF2, THY2, TT1, TS1, BO1/FAW1(if i have the beam in back)
Eng Team 2, EPtS1, PH1, TracBeam2, Tyken2, GravWell2
Sometimes i change out the Sci for TracBeam1, PH2, TST3, and TracBeamRepulse3
I get frustrated trying to do my own damage and stay alive while trying to watch how many Peregrines I have out and keep up with launching more....my fighters end up just getting owned by everything and in the mean time I'm getting chewed apart. Makes for a frustrating experience, but I must be doing something wrong here. Help!?
You're really all over the map in terms of weapons and boff abilities. Generally speaking, if you're using DHCs, you should have turrets in the back. If you have the turn rate to keep DHCs on target, then you want turrets, as they provide 360 degrees of firing arc. That means more forward facing DPS. You're losing out a ton with the launcher and the beam array.
I would go with:
2x Aux Phaser DHCs, 1x Quantum torp
2x Phaser Turrets [ACC], and a cutting beam, or 3 turrets
The cutting beam might be preferable, since it's kinetic damage, and has 360 degree arcs. Once you dedicate yourself to an all beam or all cannon build, then you can start adding in boff abilities. I would take a look at torp spread, high yield, scatter volley and rapid fire. Scatter volley and torp spread are good for engaging multiple targets at once, which rapid fire and high yield are great for one on one. Which set you should go with will depend on what role you're playing.
Your consoles are also all over. I would dump the torp console, and add in another phaser console. You have more phaser weapons, so more consoles for that energy type give you a greater return on investment. For engineering, I would run 2x Neutronium. Monotanium isn't bad, but it only protects against kinetic. Two Neutroniums won't give as much damage, but it'll cover more damage overall. For your science, get a couple field gens. They'll really help, especially since you should have some shield healing boff abilities. As for the last two slots, I would throw in whatever will help the high end sci abilities you have. IE, particle generator, graviton, etc.
Finally, dump the advanced peregrines. Check out some elite hangers, or better yet, if you have Romulan T5, get the ultra-rare scorpion fighters. They come with HY1, and are awesome. Your aux power should be high in a sci vessel, so you should be able to just spam and forget them.
I can't really comment on your engines, shield, and deflector choices, as I'm not sure how they relate to your build. Generally, look for stuff that boosts whatever role you're going for. I will say the fleet stores have some really nice gear, though you'll lose out on the three piece bonuses. Hope this helps.
If you want the vesta to run very well, you need to run the ship like a science ship. If you plan on running a science vessel, then you want to have a 9 in flow capacitors and at least a 6 in Gravitation Generators, Particle Generators, and sometimes Subspace Decompiler (only if you use viral matrix). Also consider putting at least 6 points into Power Insulators to protect against energy drain/shield drain attacks.
I would suggest trying this build:
1x Aux DHC, 1x Phaser Dual Beam Bank (you have subsystem targetting. It's hard to use it if the weapon is aft facing), 1x Quantum Torpedo.
2x Phaser turret, 1x Quantum Torpedo/Mine
Bridge Officer layout:
Science Team I, Hazard Emitters II, Transfer Shield Strength III, Gravity Well III
Lt. Commander Universal - Science:
Polarize Hull I/Hazard Emitters I(your preference), Tractor Beam II, Tractor Beam Repulsors II
Emergency Power to Shields I, Auxiliary to SIF I
Ensign Universal - Tactical:
Torpedo High Yield I (or spread)
Tactical Team I, Beam Overload II
(6 points in warp core potential and efficiency)
Weapons power: 70 (6 points in weapons efficiency)
Shields: 25 (6 points in shield efficiency)
Engines: 25 (3 points in engine efficiency)
Auxiliary: 80 (6 points in auxiliary efficiency)
This build would be your control build setup. It is very effective at stopping borg ship from reaching their destination and deals a moderate amount of shield piercing damage. By running only one aux dual heavy cannon, there is no power drain on the auxiliary subsystem. Due to running only three weapons power weapons, the weapons power drain will be minimal.
However, this build is not designed to be a high damage dealer. Science vessels can never compete with an escort in the raw firepower area. If you try to do that, you will fail, the ship only has six weapons slots. However, if you drop Tractor Beam II for Tachyon Beam II, Tractor Beam Repulsors II for Charged Particle Burst II, Gravity Well III for Viral Matrix III, and the particle generators console for a flow capacitors console, you will effectively have a shield disable build. You can cripple enemy ships if you add in x3 System Engineer duty officers to buff viral matrix.
Last edited by majortiraomega; 01-07-2013 at 12:52 PM.
First off, drop the fore and aft torps, you want 3xAux DHC in the front, and your rear weapons need to be turrets, the Cutting Beam, and maybe one beam array (for Target Subsystems) or mine. Remember, defense doesn't matter for PvE, keeping your weapons on target does, so pick a spot and sit there, maybe going at 1 click of speed forward and back, which leaves rear weapons useless unless they can fire forward. Then pick up a Jem or other Resilient shield, going covariant on a sci ship isn't a great choice, and especially not Paratrinic, which is covariant but even more so. Forget the armor, it just doesn't help significantly with so little hull strength, that'll give you room for some sci consoles like a Field Generator or Particle Generator.
For abilities, it looks like you've made all the universals Tac and are running no heals in Sci slots and only a single EPtS. Even being generous and assuming you have CSV1 in the Lt. Tac slot you didn't account for, I'm not at all surprised that you're unimpressed. First thing, make the Ens. Uni Eng, and put an EPtS1 there, 2 copies of EPtS are huge. Drop the ET2 and get A2SIF1 instead, with max Aux that's very powerful and has a shorter cooldown than ET and won't interfere with anything else. Drop the Tractor2 for HE2 and the PH1 for TSS1 (with the above tactics you obviously don't need PH), and put TT1 and CSV1 on your Lt. Tac. Now the question is how wedded you are to that LtC. Tac. If you really want it you can do TT1, CSV1, APB2 on it, that's the best use of it I can see. If not, use it for Sci, get another HE and then take your pick of ST, TSS, PSW, CPB, and even Siphon, VM, and Tractor Beam.
EDIT: Forgot to mention, don't worry about watching your fighters, just spam them as they come off CD, they'll almost certainly be dead. And for power levels make sure your Aux is near max, then dump the rest into Shields, Weapons should be set to 25 because that's not where your damage is coming from, and Engines usually isn't that important. You could keep a setting with minimum Shields and high Engines just in case you find yourself in a high mobility role, maybe covering multiple lanes in KASE or CSE.
Last edited by jadensecura; 01-07-2013 at 01:11 PM.
really if I am using DHC's I should be using turrets ??? and thereby giving away one advantage the ship has ?
I roll my eyes every time I see someone preaching turrets for a science ship. Cannons combined with turrets are GREAT for a tactical officer but not so much for a Science Officer.
I run my build for the vestas in ESTF's and PVP and I have NEVER strapped a turret to it why would I want to give up FREE subsystem targeting.... my build uses 3 Aux DHC's forward and 2 beam arrays and a mine launcher aft... and not a single gimmick console that did not come with the Vesta 3-pack and it works just fine... alternately I have been experimenting with a Romulan Refit of my Vesta which shows great promise....
remember its about what you are specced to do, not what gimmicks you can pack on the ship...
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
Last edited by andoriansrus; 01-07-2013 at 02:20 PM.
Ok, subsystem targetting, have one beam array in back. But there's not much advantage to having two of them.
What I would do is 3 Aux cannons forward, turret/beam array/cutting beam (or another turret, if you don't have it unlocked yet) aft. When you want to use subsystem targetting, just overfly your target.
I'm a big fan of torp sci boats, but given the special Vesta aux cannon thing, I'd make the most use out of it.
Oh, also, not entirely on topic, but -- photonic shockwave is AWESOME.
CMDR. Science: Tractor Beam I, Science Team II, Hazard Emitters III, Viral Matrix III
LCMDR. Tactical: Tactical Team I, Attack Pattern Delta I, Cannon Rapid Fire II
LT. Tactical: Beam Fire At Will I, Torpedo High Yield II
LT. Engineer: Emergency Power to Shields I, Reverse Shield Polarity I
ENS. Engineer: Emergency power to Shields I
Duty Officers: Energy Weapoms Officer(sub-nucleonic), Projectile Weapons Officer, Sensors officer,
Systems Engineer, Development Lab Scientist
Tactical Systems: Attack Patterns 6, Starship Weapons Training 6, Starship Energy Weapons 6, Starship
Projectile Weapons 6, Starship Maneuvers 6, Starship Targeting Systems 6,
Starship Threat Control 6
all other resists 29.7%
Bonus Defense 41.6%
Hull: 30,002 Hull Repair Rate: 129.4%/minute
Shieds: 12028 per facing 790.6 shield Regen every 6 seconds
and this build WORKS in PVP in a team setting... to make it work for STF's a couple changes need to be made... like using Grav Well III instead of Viral Matrix, and swapping out my Energy Weapons, and Systems Engineer DOFFS for a Flight Deck, and Gravimetric Scientist DOFF...
nothing else changes and I can walk through an STF... and its a quick reconfig to go back to PVP after.... so in reality most any build is viable it just depends on what YOU the player are trying to accomplish and going from there.... don't take my word for it I may know science ships and science as a profession but I am not the only source out there and there are many more that are more knowledgeable than I am on the subject.... but this build has in the last few days proven that it is viable in PVP AND for PVE.... try it out mess with it until you find something that works for YOU as the individual Player
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
Ok this is my idea so far
first: I think the vesta (as every other sci ship) gives its best on a sci character. However being itself a sci ship/escort hybrid it should be really nice on a tac too
This said, let's get deep into the build
the first thing I've noticed is you're using torpedoes. Forget that.
Torpedoes are useless on a ship like this and using them you have an awful loss of DPS.
So that's what you should be using:
Front: AUX DHCs x3
Rear: one phaser beam array and 2 tricobalt mine launchers
Lieutenant Tactical: Tactical Team 1/Cannon scatter volley 1
Lieutenant Engineering: Emergency power to shields 1/Auxiliary to structural 1
Ensign Universal (Science): Hazard Emitters 1
Commander Science: Transfer Shield strenght 1/Hazard emitters 2/Transfer Shield Strenght 3/Gravity well 3
Tactical consoles: 3x Phaser Relay; 1x TCD subspace infuser
Engineering consoles: 1x Monotanium alloy (protect you against kinetic dmg); 1x Neutronium/Electroceramic (the electroceramic gives plasma resistance)
Science consoles: the quantum phaser (if you want); assimilated module (even without the KCB is still a great console); 2x field generator or 1x field generator and 1x particle generator
Now please be careful: use the tricos in STFs or other PvE content only. PvP players define these mines broken (and tbh they ARE, I totally agree with them), as for the cluster torp, so I think if you want to be a fair pvp player give a look to the PvP setup.
Then the little beam array. If you're about to do a wide use of your heals the cmdr and ens universal slot you'll take advantage of your aux dhcs and put max auxiliary. This will give a huge boost to your heals and resistance skills but you'll do great damage as your cannons will be powered from aux
Then, the little beam array. You'll take advantage of that using your beam target to abilities when shooting at large targets like the tac cube on Infected: put your ship to the top of it, fire simultaneously trico mines, aux cannons and the beam with beam target shields. With some practice you'll be able to do nice damage (not like an escort but a lot more than any other cruiser/normal sci ship thanks both to the aux dhcs and your personal skills) but you will be able to tank alone the tac cube and keeping your teammates clear from these dirty plasma fires , and btw when you're doing khitomer, replace the peregrines with the danubes if you're going to take probes (yes you can with this ship with no worries).
here just replace the trico mines with chronitons (transphasic if you're doing 1vs1) and slot the proper dmg type console. Also, replace HE1 and TSS1 with Tractor beam 1 and polarize hull 1. Maybe you should ask an expert more hints about the consoles to use. Then give a read to this guide http://hilbertguide.com/ if you hadn't already done that.
Hope you'll begin enjoying the Vesta. I really love it on my sci betazoid