Commander
Join Date: Jun 2012
Posts: 259
# 1 Dedicated Vesta Healer
02-15-2013, 11:28 PM
I put together a dedicated Vesta healing build, any suggestions for improvements (other than the skills) or OP stuff (although I would have to say that not being in a Recluse does put me at a little disadvantage, although Vesta consoles may help or even supparse that)

Science Vesta, Science Character

Power Lvls: Weapons 25, Shields 50, Engines 25, Aux 100

Aux DHCx3 (OP? Although I hardy think so I don't to very much damage at all lol (well unless I don't need to heal anyone, but there is not much point in centrering and build around defeating noobs is their), I doubt they even affect my aux abilites since when I am healing I am not firing

MACO Deflector and Shields (yes I know Fleet are better but I prefer MACO for some reason, also I like how the MACO deflector boosts my heals and with the set 2 MACO bonus (othewise that would be a borg deflector).

Borg Engines

x2 Phaser Turret Mk XII [CrtD], Phaser Beam Array Mk XII [Acc] [CrtH] [Borg] (I know these are fail weapons but since I run really low weapons power it matters little, the beam array is for subsystem targeting)

Shield Battery (increase Shield Power for Extend Shields), Red Matter, Subspace Field Modulator

Engineering: x2 SIF Generators Mk XII

Science: x4 Emitter Array Mk XII, Borg Console

Tactical: The 3 Peice Vesta Set (Is it deemed OP?, I usally reserve for when I am being targeted since that is my weakness (I die much easier than assisting others and rarely have anyone to heal me, they help somewhat but not for long (obviously), but I sometimes use fermion field to get close to an ally and heal them, the others are useful as a bit of assisting damage and pushing others to spread a little caos (maybe resisting kenetic a bit, but the only reason I them is for the Shield Bubble and Fermion Field)

Hanger: Shield Repair Units (since everyone thinks danubes are OP but they really aren't imo, not much point in getting Very Rare either since they die pretty quick in any case, although I kinda like them more than Danubes anyway)

Boffs:
Engineer Team 1, Extend Shields 1 and 2
Hazard Emitters 1
Tactical Team 1, Cannon Rapid Fire 1
Emergency Power to Shields 1 and 2
Science Team 1, Transfer Shield Strength 2 and 3, Viral Matrix 3

Doffs: (forgive the fail)
x3 Additional Viral Matrix after 30 seconds
BFI Doff
Evasive Doff

I plan to change the Evasive and BFI to x2 Purple BFI, also I don't really know any doffs better than the VM (ones that are affordable anyway), I don't think VM is very useful in my build with all the resistances to it but who knows.

I have thought of changing the Lt Commander Eng to a science and packing better hazard emitters (but then that would get rid of my secondary shield heal, although there is higher science teams I don't really like that idea (but then again instant heals go a long way)), thoughts?

Skill Planer (I use this char for tour the universe so thats why I have 9 in Driver Coil, I know I should get ec other ways but oh well, I can't really respec atm on this char so a lot of bad stuff in stuff): http://www.stoacademy.com/tools/skil...VestaBuildDH_0

Edit:
Combatlogs of an encounter I had earlier today, the Rapid Fire 1 dosen't really Help Much but oh well (what else would there be to put there), I am really new to healing (about a week) so I don't really have time to use my weapons:
Healing: http://imgur.com/kNE3nlj
Damage: http://imgur.com/sMeouKI

Starfleet M.A.C.O. KDF Honour Guard

Last edited by afree100; 02-15-2013 at 11:56 PM.
Career Officer
Join Date: Jun 2012
Posts: 870
# 2
02-15-2013, 11:44 PM
Dump the engineering team, and dump one of the extends.

Run 2 copies of EPtS1, an RSP 1, and then one copy each of Aux2Sif and ES, which one gets the higher rank doesn't matter too much.

Drop the TSS3 (you list TSS 1 and 2, but you really meant to write 2 and 3) and replace it with Science Team 3, and run two development lab doffs to get the cooldown on ST3 down to the 15s global. Replace the ensign slot ST1 previously inhabited with either another heal (TSS or HE), a PH for defense, or a tractor for offensive control.

Run three rapid fire transphasics (or two with the auxillary cannons) up front with two copies of spread in your tactical slots. Run a cluster torp in the back, and fill up the last two rear slots with two of the following three options: Transphasic/Chroniton mines, Romulan Hyper pulse torpedo, or a beam array for target subs. Consider running torp doffs.
Commander
Join Date: Jun 2012
Posts: 259
# 3
02-16-2013, 12:05 AM
Well the eng team was for healing Viral Matrix, (although that is probably a pretty bad reason to have it since science team helps a lot more). It sounds to me like I should go with this layout (since I am biased against Aux to anything and I really really want to keep Transfer Shield Strength 3):

Leaving out the tac boff for now (but I will probably get torp doffs and 2 spreads like you suggested)
Polarize Hull 1, Hazard Emitters 1 and 2, Transfer Shield Strength 2 and 3, Viral Matrix 3
Science Team 3
Emergency Power to Shields 1x2, RSP1

And I should get the science team doffs of course, thx for the help, guess I will give a bigger priority to a respec (well I can get one in pretty much 1 day with 5 chars just to lazy to lol, can't purchase zen).

Starfleet M.A.C.O. KDF Honour Guard
Career Officer
Join Date: Jun 2012
Posts: 870
# 4
02-16-2013, 12:09 AM
Quote:
Originally Posted by afree100 View Post
Well the eng team was for healing Viral Matrix, (although that is probably a pretty bad reason to have it since science team helps a lot more). It sounds to me like I should go with this layout (since I am biased against Aux to anything and I really really want to keep Transfer Shield Strength 3):

Leaving out the tac boff for now (but I will probably get torp doffs and 2 spreads like you suggested)
Polarize Hull 1, Hazard Emitters 1 and 2, Transfer Shield Strength 2 and 3, Viral Matrix 3
Science Team 3
Emergency Power to Shields 1x2, RSP1

And I should get the science team doffs of course, thx for the help, guess I will give a bigger priority to a respec (well I can get one in pretty much 1 day with 5 chars just to lazy to lol, can't purchase zen).
Doubling up TSS and HE instead of slotting in Aux2Sif and ES drastically lowers your healing capability. If you're intent on TSS3 you could always slot in ST2 instead of 3.
Commander
Join Date: Jun 2012
Posts: 259
# 5
02-16-2013, 12:22 AM
Okay I will try both see which one I like the best, but getting rid of the eng lt cmdr boff slot does solve quite a few problems, then again I shouldn't be questioning you as much as I am should I .

Starfleet M.A.C.O. KDF Honour Guard
Career Officer
Join Date: Jun 2012
Posts: 870
# 6
02-16-2013, 12:29 AM
Nah, you're free to question me all you want, and in fact you should question a lot of what people say in these forums. The important thing is that you seem to have an open mind. Hope you find the right build!
Commander
Join Date: Jun 2012
Posts: 259
# 7
02-16-2013, 12:38 AM
I know that, it was a joke with a tad of seriousness

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Captain
Join Date: Jun 2012
Posts: 734
# 8
02-16-2013, 07:16 AM
Here's what I run on mine:

Lt Eng: EPtS 1, Aux to SIF 1
Ens Uni: EPtS 1
LtC Sci: HE 1, TSS 2, SciTeam 3
Cmdr Sci: HE 1, TBR 1, TSS 3, Scramble 3
The first we heard of getting new PvP maps "soon" was in August of 2010. We're consistently told something will be coming with the "next" update. Absolutely nothing has come to PvP since launch.

I think it's finally time Cryptic stopped stringing us along, don't you?
Captain
Join Date: Jun 2012
Posts: 1,395
# 9
02-16-2013, 07:27 AM
The Vesta does have the maneuverability to effectively make use of an Extends. However, I would stick with Lt Com. Sci since this gives you a very powerful healer/controller setup (you can run one top-grade CC skill and still slot out an ST3/TSS3 combo with room to spare, something even the Wells can only mimick poorly).

vids and guides and stuff

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Career Officer
Join Date: Jun 2012
Posts: 870
# 10
02-16-2013, 12:43 PM
Quote:
Originally Posted by shimmerless View Post
The Vesta does have the maneuverability to effectively make use of an Extends. However, I would stick with Lt Com. Sci since this gives you a very powerful healer/controller setup (you can run one top-grade CC skill and still slot out an ST3/TSS3 combo with room to spare, something even the Wells can only mimick poorly).
How about this?

Tac:

TS1, TS2

Eng:

EPtS1, RSP1
EPtS1, ES1, Aux2Sif2

Sci:

TB1/PH1
HE1, TSS2, ST3, VM3/PSW3


I don't think it's worth the sacrifice of two of the following three skills -- RSP, ES, and Aux2Sif -- to slot an extra copy of HE and TSS. ES and Aux2Sif are arguably better heals anyway, and adding a second copy of TSS and HE only gives you 50% benefit. No brainer. Now, if you really want to slot a Lt Cmdr sci, I would do something other than taking extra heals in those slots. For example:

Tac:

TS1, TS2

Eng:

EPtS1
EPtS1, RSP1/ES1

Sci:

TB1, TSS2, ST3
PH1, HE2, PSW1, VM3

The Lt Cmdr. science gives you the option to run with more control, but if you want to maximize your healing Lt Cmdr. engineering is the only configuration that makes sense.

Last edited by hurleybird; 02-16-2013 at 12:49 PM.
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