Survivor of Romulus
Join Date: Jun 2012
Posts: 373
# 21
12-02-2012, 06:01 PM
I will share what I came up with this morning during the 4 hours of stable game time that I got to play.... this worked well handeling that pesky MVAM that showed up.... kept an Odyssey busy.... and pretty much fouled up thier science guy...


Multi-Mission Surveillance Explorer: Vesta Class
(cosmetics)
Aventine Saucer, Vesta Hull, Rademaker Nacelles, and Aventine Stanchions
Vesta Material, and Vesta Pattern on the ship


now to the ship build

Forward Weapons:
1x Fleet Advanced Phaser Dual Beam Bank Mk XII [Dmg]x3 [Acc]
2x Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]
Aft Weapons:
2x Fleet Advanced Phaser Beam Array Mk XII [Dmg]x3 [Acc]
1x Kinetic Cutting Beam Mk XII [Dmg]x3

M.A.C.O. Graviton Deflector Array Mk XII
M.A.C.O. Impulse Engines Mk XII
M.A.C.O. Resilient Shield Array Mk XII

Devices: Auxilliary Batteries, Weapons Batteries, Scorpion Fighters

Engineering Consoles: Neutronium Alloy Mk XI, Ablative Hull Armor Mk XII

Science Consoles: Assimilated Console, 2x Particle Generator Mk XII, 2x Emitter Array Mk XII,

Tactical Consoles: Graviton Pulse Generator, Subspace Jumper, Quantum Field Focus Controller

Hangar: Advanced Danube Runabouts

Bridge Officers:

CMDR Sci: Tractor Beam I, Science Team II, Energy Siphon II Viral Matrix III
LCMDR UNI(Sci): Polarize Hull I, Hazard Emitters II, Transfer Shield Strength III
LT. Tac: Tactical Team I, Cannon Rapid Fire I
LT. Eng: Emergency Power to Shields I, Reverse Shield Polarity I
ENS. UNI(Eng): Emergency Power to Shields I

Power Settings: Weapons 25, Shields 60, Engines 25, Auxilliary 90(these are the BASE settings they improve based on skills and gear and ship type)


Captain Skills:

Tac Systems: Starship Weapons Training 6, Starship Energy Weapons 8, Starship Projectile Weapons 2, Starship Maneuvers 6, Starship targeting Systems 6, Starship Energy Weapon Specialization 6

Eng Systems: Starship Hull Repair 9, Structural Integrity 9, Warp Core Efficiency 9, Starship Electro-Plasma Systems 6, Starship Impilse Thrusters 9, Starship Warp Coil Potential 9, Starship Engine Performance 6, Starship Hull Plating 6, Starship Shield Performance 6, Starship Auxilliary Performance 6

Science & Operations Systems: Starship Flow Capacitors 6, Sharship Shield Emitters 9, Starship Power Insulators 6, Starship Shield Systems 9, Starship Graviton Generators 6, Starship Particle Generators 9, Starship Sensors 9

Science Officer Ground Skills: Medic 6, Weapons Proficiency 6, PS Generator 6, Scientist 6, Probability Logistics 6, Particle Physics 6
Major Xi'Zzin
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
Lt. Commander
Join Date: Oct 2012
Posts: 116
# 22
12-02-2012, 09:26 PM
My build follows. It's not great at surviving, and relies on the Console abilities for escaping sticky situations, but it does a hell of a job at locking down and sustaining damage on a single target, and since in a Vesta I usually am not the primary target I often have free range to do just that.


Tac Captain

Fore: 2x Aux DHC, 1x Transphasic Mk XII torpedo
Aft: 2x Phaser Turret Mk XII, 1x Kinetic Cutting Beam

Shield: MACO Mk XI
Deflector/Engines: Borg Mk XI

CMDR Sci: VM 3, PH 3, HE 2, TSS 1
LtCom Uni (Tac): CRF 2, HYT2, TT1
Lt Tac: CSV 1, TT 1
Lt Eng: EPtS 2, EPtS 1
Ens Uni (Sci): TB 1

Doffs: 1x VM extend, 2x EP recharge, 2x Torp recharge (likely to change when i get a better selection of available doffs)

Consoles: (Eng) 2x Neutronium, (Sci) 3x Vesta consoles, Borg, Field Generator Mk XI (Tac) 3x Phaser Relay Mk XI

Hangar: Advanced Danube Runabouts


Works simply enough. CSV when clearing pets, mines and such is necessary but otherwise get them in TB, hit 'em with VM and pop CRF2 and HYT2 and go to town. The burst damage of the two DHCs isn't *huge* but it packs a punch, and the sustained damage from the transphasic torps, the cutting beam and the Quantum Field Focus Phaser when its up is usually more than softer ships can handle. This isn't a full escort though, of course, so its best when played as supporting damage.

Last edited by stealthrider; 12-03-2012 at 01:22 PM.
Captain
Join Date: Jun 2012
Posts: 945
# 23
12-03-2012, 04:42 AM
Quote:
Originally Posted by andoriansrus View Post
I will share what I came up with this morning during the 4 hours of stable game time that I got to play.... this worked well handeling that pesky MVAM that showed up.... kept an Odyssey busy.... and pretty much fouled up thier science guy...


Multi-Mission Surveillance Explorer: Vesta Class
(cosmetics)
Aventine Saucer, Vesta Hull, Rademaker Nacelles, and Aventine Stanchions
Vesta Material, and Vesta Pattern on the ship


now to the ship build

Forward Weapons:
1x Fleet Advanced Phaser Dual Beam Bank Mk XII [Dmg]x3 [Acc]
2x Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]
Aft Weapons:
2x Fleet Advanced Phaser Beam Array Mk XII [Dmg]x3 [Acc]
1x Kinetic Cutting Beam Mk XII [Dmg]x3

M.A.C.O. Graviton Deflector Array Mk XII
M.A.C.O. Impulse Engines Mk XII
M.A.C.O. Resilient Shield Array Mk XII

Devices: Auxilliary Batteries, Weapons Batteries, Scorpion Fighters

Engineering Consoles: Neutronium Alloy Mk XI, Ablative Hull Armor Mk XII

Science Consoles: Assimilated Console, 2x Particle Generator Mk XII, 2x Emitter Array Mk XII,

Tactical Consoles: Graviton Pulse Generator, Subspace Jumper, Quantum Field Focus Controller

Hangar: Advanced Danube Runabouts

Bridge Officers:

CMDR Sci: Tractor Beam I, Science Team II, Energy Siphon II Viral Matrix III
LCMDR UNI(Sci): Polarize Hull I, Hazard Emitters II, Transfer Shield Strength III
LT. Tac: Tactical Team I, Cannon Rapid Fire I
LT. Eng: Emergency Power to Shields I, Reverse Shield Polarity I
ENS. UNI(Eng): Emergency Power to Shields I

Power Settings: Weapons 25, Shields 60, Engines 25, Auxilliary 90(these are the BASE settings they improve based on skills and gear and ship type)


Captain Skills:

Tac Systems: Starship Weapons Training 6, Starship Energy Weapons 8, Starship Projectile Weapons 2, Starship Maneuvers 6, Starship targeting Systems 6, Starship Energy Weapon Specialization 6

Eng Systems: Starship Hull Repair 9, Structural Integrity 9, Warp Core Efficiency 9, Starship Electro-Plasma Systems 6, Starship Impilse Thrusters 9, Starship Warp Coil Potential 9, Starship Engine Performance 6, Starship Hull Plating 6, Starship Shield Performance 6, Starship Auxilliary Performance 6

Science & Operations Systems: Starship Flow Capacitors 6, Sharship Shield Emitters 9, Starship Power Insulators 6, Starship Shield Systems 9, Starship Graviton Generators 6, Starship Particle Generators 9, Starship Sensors 9

Science Officer Ground Skills: Medic 6, Weapons Proficiency 6, PS Generator 6, Scientist 6, Probability Logistics 6, Particle Physics 6
Couple questions: Why are you running a dual beam bank if you're not running beam overload? Considering you have a CRF wouldn't another DHC be more effective (even without CRF it would be more effective than a DBB without overload). Same point with your rear beam arrays...with CRF wouldn't it be better to use turrets?

Also, why are you using 2 particle gen consoles since you're not using any science powers that have particle damage? Is that what boosts the kinetic beam cutter? If so, is it not a waste to use up 2 console slots on a weapon that doesn't have that much damage output?

Overall, it seems to lack focus and it doesn't seem like the most efficient build. Of course, I'm a noob and am probably wrong.
----
@DevolvedOne
Lt. Commander
Join Date: Jun 2012
Posts: 148
# 24
12-03-2012, 05:35 AM
Hes from PvE land and has posted and copy and pasted the same build in 5 maybe 6 threads now.
Empire Veteran
Join Date: Jun 2012
Posts: 351
# 25
12-03-2012, 06:31 AM
With S7 I don't have that much time to play my sci fed but here is what I tried so far with my vesta:

Engine: Borg
Deflector: Borg
Shield: MACO

Weapons:
Front: 3x Aux DHC
Aft: 1x Phaser beam array, 1x Tricobalt mine, 1x Chroniton mine

Boffs:

ST1, HE2, TSS3, VM3
TB1


EPtS1 RSP1
EPtS1 AtS1 Extend2


TT1 CRF1/CSV1 (mostly CSV for pve but I sometimes use it in pvp if there is too much spam)


Doffs:
1xBFI
2xCannon
2xVM

Consoles:
RCS, Neutronium
Field gen, Borg, Tachyokinetic, Fermion
4xPhaser

Pets:
Delta flyers
Why not danube? Well they would be better, but the TB spam is too annoying. I might switch to danubes again at some point, for now I am fine with deltas.

Now a few words, this build is not optimized yet. It also is not focused on doing dmg, which probably makes the tac vesta not the optimal choice.
The idea of the weapons is to run full aux all the time, which gives you some pretty nice heals. Also you have TB, VM, chroniton mines and a beam in the back for subsystem targeting to provide a bit of CC. I am also a sci captain for some more CC.
The aux DHC deal some decent dmg, the turnrate is fine and with doffs you have an ok uptime of CRF. The tric mine is more just for fun. A single mine without consoles does not do that much dmg, it mostly helps clear spam. It could be replaced with more chronitons.
Also the healing console with full aux is just insane, the cooldown is bit long though. Not sure if it worth it in the end, but I like it.

So this build provides some ok dmg, good heals (you are still no heal cruiser, but you are a good secondary healer), and some decent CC. It works well if you pug.
Survivor of Romulus
Join Date: Jun 2012
Posts: 373
# 26
12-03-2012, 06:44 AM
Quote:
Originally Posted by hyprodimus View Post
Hes from PvE land and has posted and copy and pasted the same build in 5 maybe 6 threads now.
no I have not posted the same build over 5 or 6 threads this is actually different from the build.... that I DID post over 5 or 6 threads Im just STARTING to figure out my builds for PVP and this was the result from testing... why am I using the dual beam bank forward... its for subsystem targeting on the way in on my initial run when the team leader calls a target I am SURE that the build can be improved hence I posted it here.... and yes while I do spend a great deal of time playing the PVE content (mostly ESTFs and Dailies) Im still working on making my PVP build better give me a break everyone has to start somewhere and this is where I started...

but after looking at the build and sorting out the why's in the 2 questions I was given, while I am reluctant to give up the Dual beam bank forward (being able to target a subsystem while I am bow on is still a nice thing) I have gone back and respecced into subspace decompiler for the Viral matrix, will be dropping 1 Particle generator for a Graviton Generator... but Im still missing something... sp please feel free to offer "constructive" criticism... Im not new to PVP but now Im just really putting an effort into getting better at it...

oh and Hyprodimus.... EVERYONE started from PVE world trying to sort this out so do me a favor and give me the benifit of the doubt that I really AM trying to get better instead of "He's From PVE land"
Major Xi'Zzin
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; 12-03-2012 at 07:41 AM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 373
# 27
12-03-2012, 11:33 AM
ok so after replacing the DBB forward with ANOTHER AUX DHC.. I understand what you all meant... and I keep the beams aft for targeting subsystems.... so the Boff Abilities remain the same, I have added a Sensor Probes Console in place of 1 particle generator console because that helps with my sensor scan and a Graviton Generator in place of the other because that helps with my Graviton Pulse and Tractor Beam, and I managed to get my Subspace Decompiler up to level 6 as that helps with my VM and Grav Pulse Generator...

all in all its an improvement... still needs tweaking I think but at least its getting there
Major Xi'Zzin
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
Lt. Commander
Join Date: Jun 2012
Posts: 148
# 28
12-03-2012, 11:47 AM
Quote:
Originally Posted by andoriansrus View Post
no I have not posted the same build over 5 or 6 threads this is actually different from the build.... that I DID post over 5 or 6 threads Im just STARTING to figure out my builds for PVP and this was the result from testing... why am I using the dual beam bank forward... its for subsystem targeting on the way in on my initial run when the team leader calls a target I am SURE that the build can be improved hence I posted it here.... and yes while I do spend a great deal of time playing the PVE content (mostly ESTFs and Dailies) Im still working on making my PVP build better give me a break everyone has to start somewhere and this is where I started...

but after looking at the build and sorting out the why's in the 2 questions I was given, while I am reluctant to give up the Dual beam bank forward (being able to target a subsystem while I am bow on is still a nice thing) I have gone back and respecced into subspace decompiler for the Viral matrix, will be dropping 1 Particle generator for a Graviton Generator... but Im still missing something... sp please feel free to offer "constructive" criticism... Im not new to PVP but now Im just really putting an effort into getting better at it...

oh and Hyprodimus.... EVERYONE started from PVE world trying to sort this out so do me a favor and give me the benifit of the doubt that I really AM trying to get better instead of "He's From PVE land"
My bad the build is different, and I apologize. I was being a PvP elitist douche. I shouldnt say anything unless its constructive. Its just that when you post every detail of your ship aesthetic, colour coded all equipment and listed your spec, plus your reputation with the other threads, I assumed it was the same. But clearly you stated "this morning".

Skurf nailed it. Your build isnt focused. Nothing is optimized. You have DDB but no BO? If you want subsystem targeting put a single BA at the back, your turn is sufficient and the arc reaches past your side. If you have multiple BA at the back, are you trying to beam boat like a cruiser? Play to the Vesta's strengths. Its got decent turn and can equip DHC. Then use turrets and CRF.

You have a single siphon? That could be better spent as a heal or CC.

You have too many P2W consoles. I dont think you need sub jump, your turn rate is good enough. Grav pulse is just rude and will make people pull out their siphons and theta.
You have no damage boosting consoles and you have no field generators. I dont have the new borg set, but as it it, you are using 2 particle generators, one assimilated console and a weapon slot just for the combo. You are giving up so much.

You could try
Ablative (RCS if you still cant turn), Neutronium
Field Gen x 2, QFF, Emitter Array
Phaser x 4


If you want advice on weapons, go with Accuracy mods.
Lt. Commander
Join Date: Oct 2012
Posts: 116
# 29
12-03-2012, 01:21 PM
Any critique on my build (posted above)?

I've been thinking of dropping one of the turrets for a beam array for subsystem targetting, and possibly the other turret for a mine (chroniton most likely). Is this a good idea, and if so how should I alter my Boffs to affect this (I'm assuming dropping CSV 1 for DPB 1)?
Captain
Join Date: Jun 2012
Posts: 1,071
# 30
12-03-2012, 04:11 PM
i still do not understand using these aux cannons. using batteries, red matter capacitor, and that shields/aux +30 console thingie.... can't you just rotate those around? spec into weapons power a bit (even though its expensive) to me, this seems like the way to go....idunno, my sci builds are a little lack-luster lately.

nor do i understand NOT using the innate sub system targeting on sci ships....i did real that up there didnt I? i mean, hell, 1 rear array gets that done just fine. why not run it....?

i just see this thing as a big slightly underpowered escort. well, the tac version anyway...and why you would run any of the other versions is way beyond me. this game is so damn defensive as it is.

ah well, maybe i'll get back in mine for a bit.... do some testing again.

have fun kill bad guys
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