Ensign
Join Date: Aug 2012
Posts: 25
# 11
11-13-2012, 02:12 PM
Want to keep an eye on this thread. Be good to know what type of setup to go for.
Lieutenant
Join Date: Jul 2012
Posts: 98
# 12
11-13-2012, 02:39 PM
if ya buy all 3 ships..... can you put 3 Aux Cannons on one ship ?
Survivor of Romulus
Join Date: Jun 2012
Posts: 405
# 13
11-13-2012, 02:44 PM
yes you can!
Lieutenant
Join Date: Jul 2012
Posts: 98
# 14
11-13-2012, 02:56 PM
so what the heck would ya put in the aft? being ya wanna run high aux power for aux cannons... 3 mines?lol or maybe low powered turrets? very interesting either way
Captain
Join Date: Nov 2012
Posts: 585
# 15
11-13-2012, 03:08 PM
Quote:
Originally Posted by kingstonalan View Post
so what the heck would ya put in the aft? being ya wanna run high aux power for aux cannons... 3 mines?lol or maybe low powered turrets? very interesting either way
2 Chroniton (if using Graviton Generators), Plasma (if using Particle Generators), Transphasic (if using else), or Tricobalt Mines (they're Tricobalt Mines) with a rogue array for target subsytem attacks.

Last edited by thegrimcorsair; 11-13-2012 at 03:14 PM.
Captain
Join Date: Jun 2012
Posts: 1,036
# 16
11-13-2012, 03:37 PM
Quote:
Originally Posted by kingstonalan View Post
so what the heck would ya put in the aft? being ya wanna run high aux power for aux cannons... 3 mines?lol or maybe low powered turrets? very interesting either way
Turrets seem to do fine, and increase your forward firepower. I'm still playing with power levels, but even at low weapon power levels on the Aventine (+5 wep power) with Borg console (also +5 wep power) turrets seem to be powered well enough with all Aux cannons up front.
Career Officer
Join Date: Jun 2012
Posts: 158
# 17
11-14-2012, 02:11 PM
My current build for the Aventine-class version my sci captain's flying;

Lt. Tactical; Tac Team 1, CRF1

Lt. Eng: EPtS1, EPtS2

Cmdr. Sci; Sci Team 1, Hazard Emitters 2, Tyken's Rift 2, Grav Well 3

Ensign Uni: Polarise Hull 1

Lt. Cmdr. Uni: Beam overload 1, CRF1, APB2

Weapons, basics & consoles;

Fore: 2x Aux DHC, 1x Mk XI (Very Rare) DBB
Rear: 3x Phaser Turrets (Very Rare)

As an aside; all weapons have at least an [Acc]x2 modifier.

Devices; Aux Batteries, Weapon Batteries, Subspace Modulator

Engineering consoles; Neutronium Mk XI (Very rare), RCS Console Mk XI (Very Rare)

Sci Consoles; Quantum Field Focus Controller, Field Gen Mk XI (Rare), Borg Console, Tachyonitic Convertor

Tac Consoles; 4x Mk XI (Rare) Phaser Consoles

It seems to work okay in PvE, in the brief test flight I did last night, but I'm wondering how good it will actually be.

Tim

P.S. As a comical aside, I have actually removed the Danubes and replaced them with Peregrines for PvE use, and plan on not using them at all when I shuffle over to PvP in it. After all, some annoyances are just too great in a good PvP match.
Quote:
Originally Posted by zer0niusrex View Post
-Sela now has a cape.
-She'll be starring in a 3-part miniseries on the Elements Network (Entertainment for Romulan Women) called "How Sela Got Her Cape Back". It's a feel-good story about women's empowerment and the importance of a good wardrobe for military leaders.
Captain
Join Date: Jun 2012
Posts: 1,041
# 18
11-16-2012, 05:29 AM
this is a very squishy Vesta build, mine, so bare in mind, that I pretty much built it for my taste (and knowledge of myself, since I am a coward, so when things get rough I just flee, and dont heal ), and this is for PVE, with no PVP in mind for this setup. I get around 5k dps every stf (however the advanced combat tracker does not count for shield dmg, where this build is not standing out). so this is for the aventine (I didnt need or have the rest)

Lt. Tac: Tac Team1, CRF1

Lt. Engi: Engi Team1, RSP1

Cmdr. Sci: Polarize Hull1*, Transfer Shield Strength2, Hazard Emitters3 , Grav Well3

Ens. Uni (as a Tac): Tac Team1

Lt. Uni (as a Tac): TH1, CSV1, TS3

*for the dmg resistance buff, and the lack of APO

Shields, engines, deflector: MACO mk XII set

Weapons and whatnot:
Front: Disruptor DHC*, 2x Quantum torpedo**

Aft: 3x Disruptor turret

*I dont use the aux, because of the 3 aft turrets, they generate too much dmg at high wep power, to ignore them with high aux power, I compensate with aux batteries
**I have 3 purple projectile doffs, they really make wonders, but this works with 3 rare doffs, but be sure to use photons instead

Devices: shield battery, aux battery, subspace modulator

Tac Consoles: 2x disruptor and 2x quantum buffs

Engi and Sci consoles: I use the universal consoles, but what you really need: assimilated module (for the torps), tachyokinetic converter (turnrate buff, plus good for grav wells and torps), plus you might wanna use the spec console for the aventine, it deals nice dmg, especially with aux buff in combination with the maco set bonus power. the rest of the consoles you figure out, whatever suits you, I suggest a shield console, and when it comes out one of them threat generation consoles, since you get way too much attention with this build from enemies. edit: I forgot, that the iso charge can do some nasty things while you have a group in a grav well 3, you can annihilate a whole group of nanites in ise with the help of an escort in a matter of seconds

Hangar: Adv. Delta Flyers (for the shield stripping; I would consider peregrines, but the cooldown is bugged, so go with the stronger ships, that have chance of surviving)

I know this is not the bestest build ever, but it is a good basis for someone who is interested in a more torpedo oriented setup for PVE, plus I still do more dmg than your average sci ships in stfs (might be even more than escorts too)

Last edited by ferdzso0; 11-16-2012 at 11:23 AM.
Rihannsu
Join Date: Jun 2012
Posts: 1,440
# 19
11-16-2012, 09:46 AM
I've made some revisions to what I've planned earlier.

Quote:
SCI Capt. Tactical variant.

Weapons (phaser)
Fore: 2x Fleet DHC (CrtD), Fleet DC (CrtD)
Aft: 3x Fleet Turret (Acc)

Equipment
Deflector: Borg
Engines: Borg
Shields: MACO Mk XII
Devices: Red Matter Capacitor, Subspace Field Modifier, AuxBAT

Consoles
Eng: Tachyokinetic Converter, Borg Console
Sci: Field Emitter, All three special consoles
Tac: 4x Phaser Relay

Boffs:
Cmdr.Sci. - ST1, TSS2, HE3, GW3
Lt.Cmdr.Uni - TT1, CSV1, CRF2
Lt.Tac - TT1, APB1
LT.Eng - EPTS1, AuxSIF1
Ens.Uni - EPTW1

Adv. Runabout Hangar
Not much has changed here aside from weapons. I can deal way more damage with 3 dual (heavy) cannons, even if that means ignoring subsystem targeting abilities. The only thing I miss here at the moment is some kind of tractor beam (which is why I'm using runabouts), but I have my doubts about dropping any of the current abilities. Even the very occasional ST1, as I enjoy having the one and only science debuff for pve (mostly to counter subnucleonic beam).

Quote:
Engi.Capt. Tactical variant.

Weapons (phaser)
Fore: Fleet DHC (CrtD), Fleet DC (CrtD), Quad (for lulz - I've got more than enough power on the engi captn)
Aft: 3x Fleet Turret (Acc)

Equipment
Deflector: Borg
Engines: Borg
Shields: MACO Mk XII
Devices: Red Matter Capacitor, Subspace Field Modifier, AuxBAT

Consoles
Eng: Tachyokinetic Converter, Borg Console
Sci: Field Emitter, All three special consoles
Tac: 4x Phaser Relay

Boffs:
Cmdr.Sci. - ST1, TSS2, HE3, GW3
Lt.Cmdr.Uni - EPTW1, AuxSIF1, EPTS3
Lt.Tac - TT1, CSV1
LT.Eng - EPTE1, ET2
Ens.Uni - TB1

Adv. Peregrine Hangar
More support oriented then the previous one. Can shield-tank pretty well and despite the lack of any major tactical abilities outside of CSV, TT and EPTW I was able to take out CSE Raptor spawns by myself, which I wasn't able to do (so well) with cruisers, carriers or any other science ships. Once again 3x dual cannons - ignored beams or torpedos.

I might be tempted to try the cutting beam out once I unlock it. I know it doesn't work with subsystem targeting, but it may be exactly what I need to compensate for lack of any mines or torps. One less turret for cse/crf won't pose that much of a loss in this case.

Keep in mind that this is my purely PvE build, with DPS in mind. After playing PvE content for so long I realised that anything that isn't able to deal a sufficient amount of damage is mostly useless, especially if it can't turn (odyssey, recluse - my previous eng and sci ships respectively). With Vesta I can finally deal damage, turn and still be able to play a specific role (heal, support, shield-tank, etc.).


But it's still not as good as the Kar'Fi...

Last edited by suaveks; 11-16-2012 at 09:56 AM.
Ensign
Join Date: Jul 2012
Posts: 4
# 20
11-16-2012, 10:12 AM
So keep in mind that the Vesta is a Science ship. It is not an escort nor is it a cruiser. So if you are a Sci officer looking for "M@X Dee pee ess" ..leave Sci ships alone and go escort.

Saying that, if you are a true science officer, you will understand the next parts.

One; If fitted right the Vesta is the most versatile ship that the Science ship line has to offer.
Two; If fitted right the Vesta has the highest dps that a science ship has to offer.
Three; If fitted right the Vesta has the highest survivability that a science ship has to offer.
Four; If fitted right, the Vesta can have all of the above at once.

I saw the potential of this ship when it was announced, but I always knew that a cruiser would always tank better, and an escort would always have the best dps. I always knew that with a Sci ship, ...your worth in any mission decreased rapidly if you didn't stick to "support". "Debuff and hold the targets so the big bois can rip them up". - that was our "job" as sci officer in a sci ship.

Ever since I got the Vesta, I've been 2nd or third place in damage dealing in space actions. I was able to achieve this only in an escort - as a sci officer.

The idea is to understand everything I said above, and then MAX your Aux power and focus on keeping it completely maxed for the duration of every ship you fire at.

1 - Energy Siphon II is your best friend to max your Aux. Not Tactical team - although you can use TT for burst damage for your Turrets.

2 - Use the Aux Cannons. See above on how to keep it above 110 throughout a fight.

My BO setup -

TT1 - CV1 - CV2

TT1 - Beta

EPts - RSP

ST1 - TSS 2 - ES2 - GW 3


I have three Aux Cannon fore, two phaser turrets and one Trib Torp/mine (depending on what I feel like doing) in the Aft.

I use Omega Deflector/Borg Engine/Omega Shield. One EPS and the Borg console in engineer slots, 5 Particle generators in the Sci slots, the Vesta shield/heal console (I forget exact name) and the Isometric console in the Tact slots.

Now it looks "crazy" so allow me to explain how it works.

First, I run Aux at 125 and keep it that way, this will supply power to my weapons and my Sci skills. With Aux at 125, my three Aux cannons and my two turrets will be my main Dps dealers. But the idea is this...

Target ship in the middle of a group of ships. Pop TT1 (for more power for the turrets), chase that with Beta (to debuff) chase that with Sensor Scan (To debuff even more), (note that I havent fired my cannons yet). Pop Energy Siphon II, Hit Cannon Volley II, FIRE ALL! Pop GW3, hold head on course until Cannon volley is done, while rotating, ST and TSS, and EPtS, HIT THE ISO CHARGE! Turn HARD to pop a Tri mine/Torp, to push any targets that are escaping your GW back INTO the GW, ...and get out of range to give your shields a chance to regen. Turn back pop TT1 and CV1 to clean up anything left - while continuously rotating Energy siphon, ST, TSS, and HE (as needed) .

Keep in mind that the speed and timing that you hit the skills is crucial.

This setup works amazingly for me in Elite StFs, and all the space fleet actions.. and any mission where there is a group of two of more ships. Attacking the Nev ships in any Elite Stf with this attack will make you a very happy Sci officer that is actually flying, a Sci ship.

Now the cool-down on the Iso charge is at 3 minutes, and is really saved for the largest of the ships, and although it is not "required" for this type of attack, it can quickly reduce any group to exploding hulks.

Now, when you are getting 1700 - 2200 per tick in your GW 3, plus the damage of your Cannon Volley's. You will not even begin to ask "Why 5 particle Generators??? and Why no "phaser damage consoles!??" - Answer - you REALLY don't need them, when you use this.


Now of course, I could be just blowing smoke here - but give it a try before you say "It teh Suqs"

I never plan to be the number one Damage dealer in a Vesta, but I am happy with being number two - as a Sci officer in a Science Ship.

Last edited by apollyontb76; 11-16-2012 at 10:16 AM.
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