Captain
Join Date: Jun 2012
Posts: 1,125
# 391
01-06-2013, 10:53 AM
with AP doffs, try running

tt1 apd1 crf2 apo3
tt1 tt2 crf2

100% uptime on the patterns....and.....an extra tt for when you get nuked....

its what i do...

and let fomm be your beta....
Empire Veteran
Join Date: Jun 2012
Posts: 7,178
# 392
01-06-2013, 11:27 AM
if you have damage control doffs, assuming they are the ones that lower EPtX cooldowns, you only need 1 copy of EPtS, and could have a copy of any of the other ones. EPtW will nicely overcap your weapons power, to aux would make your HE and TSS noticeably stronger, and to engines will keep your speed sky high, a bug strength as valuable as the 5th tac console.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Lt. Commander
Join Date: Oct 2012
Posts: 116
# 393
01-06-2013, 11:54 AM
Looking for a bit more help perfecting my Vesta build. I'm struggling between using TBR 3, GW 3 or PSW 3, and what to sue as my lt Comm depending on which Comm skill i use.


Currently I'm using the following build.


Quote:
Tac Captain

Vesta Class

Fore: 3x Aux DHC
Aft: 1x Adv Fleet Beam Array, 1x Transphasic mines Mk XI, 1x Transphasic Cluster

Shields: MACO Mk XI
Engines: Borg Mk XI
Deflector: Borg Mk XI

Consoles:
-Eng: Borg, Tachyokinetic
-Sci: 3x Particle Gen, Quantum Phaser, Fermion Field
-Tac: 3x Phaser Relay Mk XI

Hangar: Runabouts

Cmdr Sci: TBR 3, PSW 1, HE 2, TSS1
LtCom Uni (Tac): APO 1, CRF 1, TT 1
Lt Tac: DPB 1, TT 1
Lt Eng: RSP 1, EPtS 1
Ens Uni (Sci): Sci Team 1

Doffs: 1x Photonic recharge, 1x Photonic aftershock, 1x TBR engine drain, 2x EP recharge

Things I'm struggling with:

--TBR does great damage, but with my Aux at full for the cannons I feel like the push becomes too much of a hindrance. Sometimes it helps, sure, but often my team ends up annoyed with me.

--GW3 doesnt do quite as much damage, and won't always deal its full damage. Not to mention it's a longer cooldown. Still, being able to use it at 10km and not having the push to worry about is a plus.

--I really like PSW 1. That instant burst of AoE damage combined with the disable feels quite good. Would upgrading to PSW 3 be worthwhile? And if I did, what LtComm skill should I use with it?
Career Officer
Join Date: Jun 2012
Posts: 411
# 394 there comes the cavalry....
01-08-2013, 03:30 AM
Im running now for a while, with very much satisfaction, a saber with my tac. I think I posted my initial build in another thread a while ago. However, lately I perfected this build to have even higher defence score based on speed, speed and speed. Did I mention speed?

In my opinion, this build does good damage, but most importantly, has great survivability. I only consider a bug to perform better with the same setup.

Fore: 4x DHC
Aft: 1x turret, breen cluster torp, 1x beam array with at least [accx2]

Deflector: OMEGA / Advanced Positron Deflector Array Mk XII [PartG] [Sen] [Targ] [Threat]
Engine: OMEGA / Advanced Fleet Hyper-Impulse Engines Mk XII [Spd]x3 [Turn]
Shield: MACO

the adv. fleet engine and deflector may even perform better than the 2 omega

Consoles:
Tac: 4x for weapons of choice
Sci: 2 field generators. Maybe replace one for Impulse Capacitance Cell
Eng: Tachyokinetic Converter, Assimilated Module, zero point energy conduit , Neutronium Alloy

Boffs:
Cmdr: TT1, APD1, CFR2, APO3
LtCmdr: TT1, BO2, CRF2

LT: TSS1, HE2
LT: EptS1, AtoD1
Ens: EptE1

TSS1 can be replaced by tractor beam

Doffs (make a good build):
2x damage control engineer
2x attack pattern conn officer
1x beam special attack energy officer
(chance to reduce BO and FAW)

This doff setup uses instead of the more obvious TT conn doffs, the attack pattern conn doffs. that way 1x APO1 cycles perfectly with 1x APD. The doffs are expensive to buy, however, you create an extra "free" LtCmdr ability. I use BO3 with a beam array equipped on the aft. This because I tend to keep moving and keep my defense up. The beam array deals a nasty punch, many times a finish after the CRF burst (and its generally good to have some DPS on the back). This way you can also keep your 4 DHC in front, and is their damage not drained by BO3, since its in the backside not using at the same time. The beam special attack doff is there to reduce BO3 recharge time. Also, an important reason to favor BO3 with a beam array above a HY3 torpedo is that you save skill points and can keep your min/max energy focus. Finally, of course the 2 damage control engineers are there to have always both Ept's always up.

While moving around I tend to cycle EptE1, AtoD1, APD with APO, EptS. That way I always have good turnrate, speed and defense.

Its a pitty I almost never see a Saber around. I think many people underrate it, while it out performs the patrol escort.

Try to catch me....

edit: swapped APO1 and CRF3 for CFR1 and APO3; swapped CSV1 and BO3 for BO2 and CRF3
edit2: replaced cutting beam with breen cluster
edit3: replaced EPS flow regulator with zero point energy conduit (more crit)

Last edited by rudiefix1; 01-25-2013 at 02:06 AM.
Captain
Join Date: Jul 2012
Posts: 3,283
# 395
01-08-2013, 04:40 AM
I've been running the below Fleet Excel build, I think it might be better than your 8 beam build, at least in terms of boffs and doffs...

Weapons
Fore: Polarised Tetryon Beam Array Mk XI, Phased Tetryon Beam Array Mk XI [Acc] [Dmg], Advanced Fleet Tetryon Beam Array Mk XII [Dmg]x3 [Acc], 1 torp
Aft: As fore

Equipment
Full MACO Mk XII

Consoles
Eng: Monotanium Mk XI (Purple), 2x Neutronium Mk XI (Blue), Borg
Sci: 2x Field Gen mk XI (Blue)
tac: 4x Tetryon Pulse Gen Mk XI (Blue)

Boffs
LTC Tac: TT1, FAW2/BO2 (Depending on what I'm fighting), AP:B2
CMDR Eng: EPtW1, RSP1, Aux2SIF2, EWP3
LT Eng: ET1, DEM1
Ens Eng: EPtS1
LT Sci: HE1, TSS2

Devices
Weapon battery

Doffs
3X DCE (EPtX cd reduction), Warp Core Eng (EPtX Power Boost), Systems Eng (DEM Power reduction) (All Purple)

Power Levels
W: 100
S: 50
E: 25
A: 25

Skill setup

I find that can hold it's own and even with an engineer at the helm deal a good 7k per volley getting to 9k per volley with eng power management skills and if you time it right BO does a good level of spike that can leave things in a very bad way and you can still have 0 DPS loss in the following volleys.
Captain
Join Date: Jun 2012
Posts: 1,427
# 396
01-08-2013, 09:29 AM
You'll probably find Delta will get you better returns than Beta, especially on a snoozer. Beta isn't as useless as people think but it's very difficult to use and requires precision timing and excellent team coordination to get the most out of it.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Empire Veteran
Join Date: Jun 2012
Posts: 7,178
# 397
01-08-2013, 09:59 AM
Quote:
Originally Posted by stealthrider View Post
Looking for a bit more help perfecting my Vesta build. I'm struggling between using TBR 3, GW 3 or PSW 3, and what to sue as my lt Comm depending on which Comm skill i use.

Currently I'm using the following build.

Things I'm struggling with:

--TBR does great damage, but with my Aux at full for the cannons I feel like the push becomes too much of a hindrance. Sometimes it helps, sure, but often my team ends up annoyed with me.

--GW3 doesnt do quite as much damage, and won't always deal its full damage. Not to mention it's a longer cooldown. Still, being able to use it at 10km and not having the push to worry about is a plus.

--I really like PSW 1. That instant burst of AoE damage combined with the disable feels quite good. Would upgrading to PSW 3 be worthwhile? And if I did, what LtComm skill should I use with it?
sorry, haven't noticed any posts here in a few days, haven't been paying attention.


TBR for damage dealing doesn't does not energize well with high aux sci ships, not even when you can slot APO to more reliably hit someone with its pulses.

on something like this a low aux, TBR and VM build i would recommend with normal cannons, dont particularly need aux at all with this, other then for healing. you could even use AtB with tech doffs to keep your TBR push as low as possible, wile hitting hard with weapons energy cannons and befuddling with VM. very high energy levels and cooldowns reduced to global is a very nice bonus, to go with the easy use of TBR for purely damage.

i would let a sci captain worry about AOE holds and stuning. PSW1 does very little damage anyway, its only really a stun. as a tac captain, you are built to deal raw damage and secure kills, even in a sci ship your best off trying to do that, the sci captain should be the debuffer.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Empire Veteran
Join Date: Jun 2012
Posts: 7,178
# 398
01-08-2013, 10:17 AM
Quote:
Originally Posted by rudiefix1 View Post
Im running now for a while, with very much satisfaction, a saber with my tac. I think I posted my initial build in another thread a while ago. However, lately I perfected this build to have even higher defence score based on speed, speed and speed. Did I mention speed?

In my opinion, this build does good damage, but most importantly, has great survivability. I only consider a bug to perform better with the same setup.

Fore: 4x DHC
Aft: 1x turret, 1x cutting beam, 1x beam array with at least [accx2]

Deflector: OMEGA / Advanced Positron Deflector Array Mk XII [PartG] [Sen] [Targ] [Threat]
Engine: OMEGA / Advanced Fleet Hyper-Impulse Engines Mk XII [Spd]x3 [Turn]
Shield: MACO

the adv. fleet engine and deflector may even perform better than the 2 omega

Consoles:
Tac: 4x for weapons of choice
Sci: 2 field generators. Maybe replace one for Impulse Capacitance Cell
Eng: Tachyokinetic Converter, Assimilated Module, EPS Flow Regulator, Neutronium Alloy

Boffs:
Cmdr: TT1, APD1, APO1, CFR3
LtCmdr: TT1, CSV1, BO3

LT: TSS1, HE2
LT: EptS1, AtoD1
Ens: EptE1

TSS1 can be replaced by tractor beam

Doffs (make a good build):
2x damage control engineer
2x attack pattern conn officer
1x beam special attack energy officer
(chance to reduce BO and FAW)

This doff setup uses instead of the more obvious TT conn doffs, the attack pattern conn doffs. that way 1x APO1 cycles perfectly with 1x APD. The doffs are expensive to buy, however, you create an extra "free" LtCmdr ability. I use BO3 with a beam array equipped on the aft. This because I tend to keep moving and keep my defense up. The beam array deals a nasty punch, many times a finish after the CRF burst (and its generally good to have some DPS on the back). This way you can also keep your 4 DHC in front, and is their damage not drained by BO3, since its in the backside not using at the same time. The beam special attack doff is there to reduce BO3 recharge time. Also, an important reason to favor BO3 with a beam array above a HY3 torpedo is that you save skill points and can keep your min/max energy focus. Finally, of course the 2 damage control engineers are there to have always both Ept's always up.

While moving around I tend to cycle EptE1, AtoD1, APD with APO, EptS. That way I always have good turnrate, speed and defense.

Its a pitty I almost never see a Saber around. I think many people underrate it, while it performs than the patrol escort.

Try to catch me....
looks solid, im a fan of the saber myself. i have a bit of advice though. 4 DHC builds have fallen out of favor with me lately. they don't spike, not really, its just extreamly high pressure and can be dealt with pretty easily unless you catch some one completely flat footed, or at least between TTs. a follow up torp and or beam will get you actual kills, but wont balloon your scoreboard numbers as much. i would suggest a HY omega torp, or a DBB for BO for this purpose. pay attention to all the times you nearly kill someone with 4 cannons, and think how it might have ended differently with a little bit more spike at the right time

i have had hilariously good luck with the HY omega torp. it does more damage then a normal HY plasma, has 4k hitpoints, and a ton of evasion so its hard to kill. even heavy AOE damage isn't a reliable counter. throwing a boarding party, laying mines or other spam at it, or locking a tractor beam on it are really the only reliable way to kill the thing. dropping the thing in a down facing is a thing of beauty,but make sure you have a shield facing between you and it, dissolving yourself does not make you look very cool...

if you keep the aft beam for BO3, you don't need the EPS console, you arent fireing your forward guns wile that beam is firing, so the BO drain wont really effect your energy levels and other weapons nearly as much as it would if BO was fired with a forward weapon. the EPS console is doing nothing else for you then helping with your BO drain.

APO3+ CRF2 deals a lot more damage wile up then CRF3 and APO1. though APO is up less often, you will spike harder with APO3/CRF2, and thats more important. since you have AP doffs, you absolutely want APO3 at its global, not APO1.

i'd try to get that zero point console from the rep system, 1.8 crtH is more extra crit chance then the temperal and borg console combined. replace the eps console with this


i bet it does absolutely fine as is, but if it were me, i would make these minor adjustments.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jun 2012
Posts: 1,427
# 399
01-08-2013, 10:23 AM
Another thing to note is that AP:O3 is just flat out more useful in terms of utility than CRF:3. You get more speed etc.

Hell on MVAM I just have a single lone copy of CRF:1 with three cannons for opportune moments and I get by fine.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Empire Veteran
Join Date: Jun 2012
Posts: 7,178
# 400
01-08-2013, 10:25 AM
Quote:
Originally Posted by adamkafei View Post
I've been running the below Fleet Excel build, I think it might be better than your 8 beam build, at least in terms of boffs and doffs...

Weapons
Fore: Polarised Tetryon Beam Array Mk XI, Phased Tetryon Beam Array Mk XI [Acc] [Dmg], Advanced Fleet Tetryon Beam Array Mk XII [Dmg]x3 [Acc], 1 torp
Aft: As fore

Equipment
Full MACO Mk XII

Consoles
Eng: Monotanium Mk XI (Purple), 2x Neutronium Mk XI (Blue), Borg
Sci: 2x Field Gen mk XI (Blue)
tac: 4x Tetryon Pulse Gen Mk XI (Blue)

Boffs
LTC Tac: TT1, FAW2/BO2 (Depending on what I'm fighting), AP:B2
CMDR Eng: EPtW1, RSP1, Aux2SIF2, EWP3
LT Eng: ET1, DEM1
Ens Eng: EPtS1
LT Sci: HE1, TSS2

Devices
Weapon battery

Doffs
3X DCE (EPtX cd reduction), Warp Core Eng (EPtX Power Boost), Systems Eng (DEM Power reduction) (All Purple)

Power Levels
W: 100
S: 50
E: 25
A: 25

Skill setup

I find that can hold it's own and even with an engineer at the helm deal a good 7k per volley getting to 9k per volley with eng power management skills and if you time it right BO does a good level of spike that can leave things in a very bad way and you can still have 0 DPS loss in the following volleys.
why a torp? and then why no torp ability? with so much built in defense to weapons energy drain, your in the best position to use all beams. i don't really think the excelsior is all that good of an EWP boat, not fast or maneuverable enough to lay it tactically, at least without APO1. and theres no reason to use version 3 of the power unless you have 9 into partical gens, use plasma energy weapons so your tac consoles buff its damage, and have embassy plasma infused particle gen consoles to further buff its damage. unless you wont to commit to that, just use EWP1 and use it as a hold.

as an enginer, you should be focusing on support first and foremost. AtS3 or ES3 would be a lot more useful to your team then any energy weapon damage you can deal.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus

Last edited by dontdrunkimshoot; 01-08-2013 at 10:33 AM.
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