Starfleet Veteran
Join Date: Feb 2013
Posts: 148
# 1 My Build
08-08-2013, 06:58 AM
Hey guys,

Just need some advice regarding my build for my Vesta Class Cruiser. I'm more of an aggressive engineer and tend to like dishing out the damage as I receive it hence my decision to use the weapons I have onboard.

Skill Planner Link

I bought the Vesta bundle so where the science slots are present you can add in the relevant consoles that came with that pack.

It does OK on the damage side of things both receiving and dishing it out however I find myself lacking when it comes to manuverability so my time with a weapons lock is minimal until they are out of my arcs of fire again.

Can you guys suggest anything to help?
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 2
08-08-2013, 07:55 AM
Oh my gosh!

Remind me to come back to this at some point, because I clicked on that link, and threw up in my mouth.

WHAT HAVE YOU DONE TO YOUR VESTA!
Lt. Commander
Join Date: Aug 2013
Posts: 130
# 3
08-08-2013, 08:05 AM
I speak for everyone here sir when I say...http://www.youtube.com/watch?v=umDr0mPuyQc
Ensign
Join Date: Jun 2012
Posts: 28
# 4
08-08-2013, 08:14 AM
i really dont know where to start:eek

you need to change absolutely everything. in theory there is no right or wrong build as the vesta can do so many things good but you blew this theory out the airlock. i really cant find anything good about this build, you did everything wrong
Captain
Join Date: Jun 2012
Posts: 832
# 5
08-08-2013, 04:01 PM
Quote:
Originally Posted by topset View Post
Oh my gosh!

Remind me to come back to this at some point, because I clicked on that link, and threw up in my mouth.

WHAT HAVE YOU DONE TO YOUR VESTA!
What's the DPS on that thing?
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Career Officer
Join Date: Jun 2013
Posts: 193
# 6
08-08-2013, 06:02 PM
considering what this ship is best at, I would suggest a build like this...

engine/deflector/shields: either nukara, borg, or omega set. Omega would be best if you want to be a shield stripper due to the tetryon glider ability added to your tetryon weapons.

weapons: tetryon or refracting tetryon as well as the nukara weapons set. go with beam arrays all around, or DBB front and beam arrays rear, no torps

consoles: nukara universal, plasmonic leech, 1 dil mine neutronium, in engineering, max tetryon tactical consoles, and the rest embassy flow caps with shield or hull repair based on your preference. I know nothing about the vesta consoles, so if you want them, plug them in to replace a flow cap or the neutronium or both.

look into warp cores that transfer power from W>S or W>A and always run as much weapon power as you can without going over 125. You arent an alpha strike or heavy DPS boat, so no need to overcap weapons.

you dont wanna draw heavy fire, stick with skills that focus on 1 target at a time, and are more suited to controlling the flow of a fight. energy drains, shield drains, DEM, shield and hull heals, tractor beams, gravity wells, things that get bonuses based on your engine/deflector/shield setup.

I would look into getting 3 purple technical doffs to reduce cooldowns, and then whatever else looks appealing to you. run lt and ens. tactical with TT1, BO, and BO2.

for engineer stations, look at EptS, EptA, DEM, and a few healing abilities.
Captain
Join Date: Jul 2012
Posts: 658
# 7
08-08-2013, 10:19 PM
Quote:
Originally Posted by arctcwolf View Post
I would look into getting 3 purple technical doffs to reduce cooldowns, and then whatever else looks appealing to you. run lt and ens. tactical with TT1, BO, and BO2.

for engineer stations, look at EptS, EptA, DEM, and a few healing abilities.
Technicians without any Aux to Batt abilities do nothing.

Starting from the second version of the build, I would say to drop all the rear weapons and replace them with phaser turrets, and drop all the tac consoles and replace them with Phaser Relays (even if you can only get Mk X commons it'll be better DPS). Personally I would drop the Neutroniums as well (armor provides a percentage boost to effective hull strength, so on a ship with low hull like a sci ship it doesn't do much) and move universals in there to free up some sci slots, more shield boosting consoles are always good, or you could get things to boost your sci abilities.

Now, on to abilities. Drop Fire At Will (obviously it's not going to be doing anything for you anymore) and move the Tac Team 2 down to a Tac Team 1 in that spot from FAW. Then get Torp Spread 2 in place of the Tac Team 2, and you can move the Ens. Uni. to Eng instead of Tac. (Actually, I'd advise dropping the torp and its ability for another Aux DHC and getting an Attack Pattern Beta instead, and probably switching to Scatter Volley, but I always operate on a minimum change philosophy when I'm giving advice). Your new ensign Eng can then have Emergency Power to Shields, giving you full uptime on that (and you should probably keybind that, it's hard to overstate how valuable that is). Then for your Comm. Sci drop either Tractor Beam or Tyken's Rift so you can get a copy of Transfer Shield Strength, escorts can barely run without that, and a sci ship certainly shouldn't.

And for another idea of where a Vesta can really go, my build is here: http://www.stoacademy.com/tools/skil...=Secura04_2511 (I built it as a true sci ship, mainly because I'm determined to keep playing sci ships.)
Starfleet Veteran
Join Date: Feb 2013
Posts: 148
# 8
08-09-2013, 01:51 AM
Ok

So we all know the first build I posted up sucks. Kinda got that :p

What about the revised one I posted up last night. I went into The Cure STF and did reasonably well against multiple spheres all at once...infact I kicked some serious ass, despite the fact I didn't have the engineering abilities I would normally have on me.

I don't know if its just me but keep my cannons on the target is alot easier in the tactical variant of the vesta. Advice regarding my shields and engines has been taking on board and I am now using the assimilated borg set. Another one of my OCD's is that If i use a set, I use the entire set not just parts.

My console slots are quiet full at the moment. Any advice on what I can get rid off to allow me to use the entire set without compromising my survivability / strike power.

Regards,

Recon2130
Ensign
Join Date: Jul 2013
Posts: 5
# 9
08-08-2013, 08:17 AM
What have you done to this poor, poor vesta!! Look around on the forums for vesta builds that might help you.


First of all, pick an energy type and stick to it. You have 2 phasers, a polaron, a disruptor, and an antiproton. While you might say that this spreads different procs, but if you stick to one weapons type, you can get energy-specific tactical consoles that can give you better dps. (phasers are best for this build since it boosts the vesta's quantum field focus console).


Secondly, if you are playing "aggressive engineer," use the tactical vesta for the extra tactical console and thus more damage.


Thirdly, replace all the engineering consoles with neutronium for all around better resistance and/or a rcs for greater maneuverability. Field emitters do very little to boost your survivability. Then replace the inertial dampener console with a field generator for stonger shields or buy a leech console off the exchange to increase total power levels. Inertial dampeners also do very little.


Fourthly, if you are having problems staying in arc, use all phaser beam arrays and a quantum up front and skip the dual heavies.


Fifthly, since you are already an engineer and have a few extra healing abilities, use the lt commander universal slot of tactical or science instead (probably tactical if you are interested in increased dps). I also recommend changing your bridge officer abilities around also. Use:

-Com sci- Transfer shield strength 1, Hazard emitters 2, tractor beam 3 (available from the exchange), Gravity Well 2 (or 3 if you can get it)

-Lt tac- tactical team 1, torpedo spread 2

-Lt eng- emergency power to shields 1, aux to sif 2

-Lt universal (tac)- tactical team 1, beam fire at will 2, attack pattern beta 2, if you are using beams. If you are using dual heavies with turrets in the back, use tactical team 1, cannon rapid fire 1, cannon rapid fire 2.

-Ensign universal- either torpedo spread 1 or another emergency power to shields 1. As an engineer, you get extra power to all subsystems when activating an emergency power to x ability, so it would be the better choice here.

Changing your build to this will make you a much better asset to your team by holding down enemies with tractor beams and gravity wells for them to shoot at. Keeping tactical team running all the time will balance your shield much better and faster than you would ever be able to do on your own.


As for your engines, deflector, shields and warp core, they all look fine for now, but they should eventually be upgraded to a maco resilient shield and assimilated borg engines and deflector


Finally, its just a personal preference, but I like using runabouts instead of peregrines. Their tractor beam is useful in holding down enemies for you to shoot at them and to keep them in your firing arc.


I think that covers about all the problems with your build.
Starfleet Veteran
Join Date: Feb 2013
Posts: 148
# 10
08-08-2013, 08:25 AM
....You guys sure don't pull any punches do you!

Ok well its getting stripped tonight and rebuilt. Can't be having this!

I've never been good at the whole build thing on MMO's so to get constructive feedback is nice


Will post again once i've fixed it!
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