Lieutenant
Join Date: Jun 2012
Posts: 31
# 1 Future Vesta Build.
06-25-2013, 02:26 AM
So I'm trying to figure out a good build for my sci lady's future tac Vesta. I'm debating between these two atm. Any suggestions for making either of these builds better?

http://skillplanner.stoacademy.com/?...kairivesta01_0

http://skillplanner.stoacademy.com/?...kairivesta02_0
Captain
Join Date: Jun 2012
Posts: 1,303
# 2
06-25-2013, 03:15 AM
They would be decent, but Aux to Bat is not a good idea at all. Every one of your Science abilities is Auxiliary-dependent. Hence, the drawback of A2B - low Aux power - would hurt those abilities a lot. If you are in need of power, a Science ship should probably chain Energy Siphon.
A Gensokyoan Mech-piloting Starship Admiral Rodent.
Take it easy!

Ishmael@scurry5: A Nibbling Sci
*nomnomnibblemunchgnawgnaw*
Commander
Join Date: Aug 2012
Posts: 257
# 3
06-25-2013, 07:48 AM
Personally, I do not think the Vesta well suited for an A2B build. Save that for more traditional engineering cruisers. You have a perfectly good cannon ship on your hands and your second build is similar to something I had considered.

Looking at your proposed canon build:

1) You have beam overload 2 slotted but no beams on the ship. Consider replacing it with scatter volley 1.

2) Rapid fire 3 is nice but you already have 2 cannon abilities and the cool downs will overlap a bit much with three similar powers. Consider replacing RF3 with attack pattern omega 1.

3) Then you can ditch polarize hull 1 and replace it with a tractor beam 1. (APO give you a better tractor break or control immunity as needed that will boost DPS and resists too.) The tractor is surprisingly useful lately with all the emergency power to engines ships running wild. Particularly against those that want to lay a warp plasma field and run emergency power to the engines like in Gorn Minefield.

4) Get rid of the particle generators and replace them with graviton generators to improve performance on gravity well 3 and the tractor beam.

5) You have 3 shield heals. Consider replacing emergency power to shields 1 with emergency power to weapons 1. You can cycle both emergency power to shields 2 and transfer shield strength on yourself as needed to keep you shields up and resist bonused and then still buff your weapons continuously too. You end up with TSS as shareable when you are not under pressure and the way the game plays now you have to be more selective in sharing heals anyway to avoid the escort captain?s wrath for botching a go down fighting buff attempt.

6) If you have not bought an officer with TSS 3, consider hazard emitters 3 and TSS2 instead. You have one good hull heal and you?ll need it to be great for yourself as much as others.

7) I think you are using too many special consoles. You are really going to miss a pair of neutronium plates in the engineering slots. At least one emitter array would really help with your shield heals. Special consoles are nice but don?t get so caught up in the gimmicks you sell off the every second bread and butter needs of your ship.

8) For DOFF on active space duty you are going to want at least one cannon officer that reduces power cool down and one gravimetric scientist (I think) that gives a chance for an aftershock gravity well. After that you have some freedom to decide.

9) The Jem?Hadar MK XII is worth considering over time if you want to save up the lobe crystals.

Skill point spending... Oh dear. Maybe I should put that in another post as this one is getting a lttle long and I don?t want to bore people with a wall of text longer than the average news paper online anymore.
Commander
Join Date: Aug 2012
Posts: 257
# 4
06-25-2013, 08:23 AM
Okay you are going to want at least 3 points in Flow Capacitors, Power Insulators and Inertial Dampeners. I would look at 6 points in graviton generators.

Ditch the points in threat control. You are not and never will be a true tank as a science officer. Leave that to the occasional engineer in a special mission role. Tanking isn?t respected in game anymore, its a DPS race and escorts can heal themselves too well and need to be damaged sometimes for GDF. The little bonus to resists isn?t even really worth it for PVP in my view for all the irritation it will cause you in everything PVE.

I have a hard time believing that subsystem targeting built into science ships is worth anything in current game times. Especially with A2B running rampant in PVP. If you are bound and determined to get some very limited use from it though 3 points in Subspace Decompilers would be my recommendation to help. I?d still forget it and Decompilers for this build and leave a beam array off of the ship.

You have way too many skill points in power enhancement skills like Warp Core Efficiency and Performance or Starship Weapons. Those last few skill points are worth like one or two points of power in some cases after 6. That?s right only one miserable point of power and you need points in so many things. O.o

Here are some thoughts on your engineering systems point spending. You are going to wantt 3 in Subsystem Repair. The Vesta is already fast and maneuverable and its not an escort nor will it ever be. I think you have over valued impulse thrusters and engine performance. Warp Core Efficency and Performance nets little gain at 9. Think 3 or perhaps 6. Don?t skip Starship armor reinforcements. Again 3 or 6. I would aim for 6 in Auxiliary Systems Performance if you can make it work but I can understand staying with 3.

Think 6 points in attack patterns for this build. If you have 3 points for Driver Coil it feels worth it on occasion. Otherwise keep those 9 rating in the combat skills as DPS is nearly everything in this game.

I am not touching the ground skill points as I don?t know your team make up and aims.

HERE is a link to a chart that shows you what each point of skill does. Its the best way of helping you help yourself into understanding and making your own choices.

Hope it was helpful. have fun playing.

Last edited by zdfx19; 06-25-2013 at 08:27 AM.
Lieutenant
Join Date: Jun 2012
Posts: 31
# 5
06-25-2013, 08:31 AM
Quote:
Originally Posted by zdfx19 View Post
Skill point spending... Oh dear. Maybe I should put that in another post as this one is getting a lttle long and I don?t want to bore people with a wall of text longer than the average news paper online anymore.
Skill point wise, that's not my build at all.

http://skillplanner.stoacademy.com/?...riskillbuild_0
Commander
Join Date: Aug 2012
Posts: 257
# 6
06-25-2013, 08:34 AM
Quote:
Originally Posted by psyburnstars View Post
Skill point wise, that's not my build at all.

http://skillplanner.stoacademy.com/?...riskillbuild_0
LOL.. I am not taking it personally. But I could kill you for that (metaphorically writing.) *cries.*
Lieutenant
Join Date: Jun 2012
Posts: 31
# 7
06-26-2013, 08:57 AM
Quote:
Originally Posted by zdfx19 View Post
LOL.. I am not taking it personally. But I could kill you for that (metaphorically writing.) *cries.*
Lol, sorry about that. Here's my current build, I just got the ship this morning so I'll be working on upgrading the gear.

http://skillplanner.stoacademy.com/?...currentbuild_0
Career Officer
Join Date: Jun 2012
Posts: 4,100
# 8
06-26-2013, 09:00 AM
I highly recommend a good Overcharged warp core too - I have a mkXI [purple] and it boosts Aux power to 130.

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY
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