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sorry ive been neglecting this thread, thanks for helping out with question answering p2wsucks.
Quote:
Originally Posted by tmichc
Here's a question (or two) for you DDIS...
I have a new captain I'm levelling (a Joined Trill Science captain, with a view to sticking her in a Vesta as I have the 3-pack and love the look of the ship). Science has, in many ways, baffled me, as I'm not sure whether I should be all about control, or control + heals, or control + damage. Any good clues or builds you'd recommend?
I'm thinking of the following (using the Recon/Aventine version), so wondered if it would be any good;
Fore: 3x Aux-DHCs
Rear: 3x Phaser Turrets Mk XI (at least [Acc]x1 if not x2)
Deflector & Engines: Borg
Shield: MACO Mk XII
Devices: Subspace Field Modulator, Aux batteries, Weapon batteries
Eng Slots: 2x Neutronium
Sci: 1x Field Generator (I have a Mk XII V.Rare in my main char's bank), Graviton Generator Mk XI x2, Tachyokinetic Console
Tac: Quantum FFC, Fermian Transciever, 2x Phaser relays (Mk XI)
DOffs:
1x Energy Weapons Officer (CRF cooldown)
2x Tractor Beam Officer
1x Gravimetric Sci (Purple)
1x Shield Distribution Officer (Purple)
The main aim would be to grab the enemy using the tractor (or throw them away), and pummel them (with the assistance of the team), with the HE, TSS and Fermian as team heals. Any thoughts? Is it a terribad build idea?
Tim
Edit: Yes, you read right, nothing in the hanger. There's too much naffing spam in PvP at the moment, especially when taking on KDF drain teams.
science ships are not my strong suit ether, but i theoretically know how to build them lol.
heres a few vesta ground rules.
1) if you use aux cannons, don't use turrets, they run on weapon power. using aux cannons allows you to min max in a way that completely ignores 1 of your 4 energy subsystems, take advantage of that. with the aux cannon, use 1 beam arays for sub system targeting and 2 mines, chrono, tric, trans, and plasma are all capable of actually effecting you enemy.
2) the vesta can basically do anything and everything well, and you best off using the universal LTC for something other then sci, all the other sci ships you can use if you really want a COM/LTC sci.
3) 3 normal DHC and 3 turrets is viable as hell for energy damage dealing, especially with hard core sci and maybe some eng befuddling pared with it. your not an escort, pure energy damage is not your strong suit, but there are alternate, and very effective ways to augment the energy damage you deal on that ship.
as a sci captain in a vesta, i would recommend maximizing your vesta's built in strength, holding and movement control. i pined down, and disabled target is a much easier to injure target, 3 DHCs will go a long way then. heres a fairly simple and inexpensive to put together hold maxing build
TT1, DPB1
TT1, CRF1, CRF2
EPtA1, EPtS2
TB1, HE2, GW1, VM3
TSS1
doffs- 2 damage control, 1-2 VM doff, 1-2 GW doff
hanger- runabouts
this is a pretty even split between attacking, holds and disables. VM, GW, and TB staggered or all at once for the more resilient targets should pretty much take away anyone's ability to do a whole lot. the damage control doffs will keep EPtA&S at full up time with just the 1 copy of each, so you should easily be able to hit 125 aux. apply subnukes, scans, runabouts and energy damage on your stuck target, hopefully the rest of your team will notice this poor bastard you have befuddled 6 times over, and help you kill him
or
TT1, CRF1
EPtA1, RSP1, EWP1
EPtS1, AtS1
TB1, HE2, GW1, VM3
TSS1
this has a less CRF and TT up time, but an additional devastating hold, and much more survivability with the extra hull heal of AtS, and the life saving RSP.
Looking for a bit of a change with my Vesta. Right now I'm running the build that follows, and while it works "okay" I'm just not feeling as effective as I think I could be. For whatever reason, VM 3 just doesn't feel as spectacularly helpful as I thought it would be, so I want to see my other options.
Shields: MACO Mk XI
Engines: Borg Mk XI
Deflector: Borg Mk XI
Consoles:
-Eng: 2x RCS Mk XI
-Sci: Borg, Tachyokinetic, 3x Vesta consoles
-Tac: 3x Phaser Relay Mk XI
Hangar: Runabouts
Cmdr Sci: VM 3, TSS 3, HE 2, TB 1
LtCom Uni (Tac): CRF 2, CRF 1, TT 1
Lt Tac: DPB 1, TT 1
Lt Eng: RSP 1, EPtS 1
Ens Uni (Sci): Sci Team 1
Doffs: 2x VM duration, 3x EP recharge
I'm mostly interested in Boff setup changes. Things I've wondered about include Photonic Shockwave, Grav well, Tractor Beam Repulsors, replacing Sci Team with EPtW, replacing CRF 2 with Omega 1.
I want to play a hybrid support/damage role mainly. Right now I feel like I'm not quite accomplishing that.
Looking for a bit of a change with my Vesta. Right now I'm running the build that follows, and while it works "okay" I'm just not feeling as effective as I think I could be. For whatever reason, VM 3 just doesn't feel as spectacularly helpful as I thought it would be, so I want to see my other options.
Shields: MACO Mk XI
Engines: Borg Mk XI
Deflector: Borg Mk XI
Consoles:
-Eng: 2x RCS Mk XI
-Sci: Borg, Tachyokinetic, 3x Vesta consoles
-Tac: 3x Phaser Relay Mk XI
Hangar: Runabouts
Cmdr Sci: VM 3, TSS 3, HE 2, TB 1
LtCom Uni (Tac): CRF 2, CRF 1, TT 1
Lt Tac: DPB 1, TT 1
Lt Eng: RSP 1, EPtS 1
Ens Uni (Sci): Sci Team 1
Doffs: 2x VM duration, 3x EP recharge
I'm mostly interested in Boff setup changes. Things I've wondered about include Photonic Shockwave, Grav well, Tractor Beam Repulsors, replacing Sci Team with EPtW, replacing CRF 2 with Omega 1.
I want to play a hybrid support/damage role mainly. Right now I feel like I'm not quite accomplishing that.
Suggestions?
well for dealing damage, 5 particle gens and TBR3 fully tac buffed will deal a whole lot of pain, and bypass the shields. ISO charge console also runs off partical gens. but good luck fitting all that in your console slots. use APO with it, so you can move quickly and hit with it as much as possible. if currently you arent happy with how it damages, remember that a growing number of people have invincible shields right now because of the tier 4 shield passives.
well for dealing damage, 5 particle gens and TBR3 fully tac buffed will deal a whole lot of pain, and bypass the shields. ISO charge console also runs off partical gens. but good luck fitting all that in your console slots. use APO with it, so you can move quickly and hit with it as much as possible. if currently you arent happy with how it damages, remember that a growing number of people have invincible shields right now because of the tier 4 shield passives.
What about Doffs? Clearly I'd need to drop the VM doffs, what would be a good replacement?
What about Doffs? Clearly I'd need to drop the VM doffs, what would be a good replacement?
cant go wrong with BFI doffs. theres also a TBR doff that has a chance to disable engines.
also, the damage control doff isn't very reliable unless you cycle 2 different types of EPtX, maybe use the ensign for EPtA. i find 2 purple sufficiently reliable then.
Hi. I've played since mid-Summer and was inactive for a couple of months. I've read around a bit but I'm still stuck on whether or not I'm doing things right. e.g. APB or APD? Is Aux important? Should i be using 2 field gens? Is Omega 2-set bonus worth it?
You obviously have more understanding about this stuff so I thought I'd ask for your advice, on how I could improve this for PvP. This would be limited to smaller teams or even 1v1s (inter-fleet stuff, you know the drill )
Fore weapons
4x Phaser Dual Heavy Cannons Mk XII [Acc] [CrtH]x2
Aft weapons
3x Phaser Turret Mk XII [Acc]x3
Deflector
Omega Deflector Dish Mk XII (currently Aegis) Engine
Omega Impulse Engine Mk XII (currently Aegis) Shield
M.A.C.O. Resillient Shield Array Mk XII
Engineering Consoles
Neutronium Mk XII
Diburnium Hull Plating Mk XII / Cloaking Module
RCS Accelerator Mk XII
Science Consoles
2x Field Generator Mk XII (currently Mk XI rare)
Tactical Consoles
5x Phaser Relay Mk XII (currently Mk XI rare)
Doffs
1x Damage Control Engineer (to cycle EPtS)
2x Conn Officer (to cycle APO)
3x Shield distribution officer
Btw, i'm also wondering if Phasers are really worth it, or if I should switch to disruptors (but i heard they only affect hull). My worry would be due to the elite fleet weapons being limited to the aforementioned, and everyone putting on the resists for them.
Last edited by curvygolem256; 12-18-2012 at 03:14 PM.
Reason: Added questions
cant go wrong with BFI doffs. theres also a TBR doff that has a chance to disable engines.
also, the damage control doff isn't very reliable unless you cycle 2 different types of EPtX, maybe use the ensign for EPtA. i find 2 purple sufficiently reliable then.
Two EPt with DCEs are definitely nifty - since you're only left with a small gap if any between the two, so you can have almost 100% uptime on both. I tend toward the EPtS and EPtW, but I've been wondering about that EPtA DOFF that buffs healing and the potential for keeping EPtA and EPtS up (with a stronger EPtS and better heals).
Pudding cup.
What? Pudding cup?
Yeah, this is my new signature.
cant go wrong with BFI doffs. theres also a TBR doff that has a chance to disable engines.
also, the damage control doff isn't very reliable unless you cycle 2 different types of EPtX, maybe use the ensign for EPtA. i find 2 purple sufficiently reliable then.
So 2 DCE Doffs with just one EPt power is ineffective/waste of Doff slots?
Tried out Tractor Beam Repulsors, and while the damage seems nice I'm finding the skill difficult to use and somewhat selfish. Am I wrong in thinking so? AM I just using it wrong?