Starfleet Veteran
Join Date: Sep 2012
Posts: 799
# 41
01-02-2013, 02:06 PM
Setting aside the aoe gravity well build. I have started switching out scatter volley for cannon rapid fire and taking out gravity well for energy syphon. running full aux for cannons and not boosting flow capaciters beyond 6 this was draining people for 20 pts in each system in pvp and boosting my own power levels by much more.

In pve this build is grate for Donatra, tactical cubes and the borg queen and would boost your weapons power to near full if you realy fell naked without it. the reuse time on energy syphon is a lot better then i rememberd as well.
Lieutenant
Join Date: Jul 2012
Posts: 88
# 42
01-03-2013, 09:10 AM
Quote:
Originally Posted by ferdzso0 View Post
subsystem targeting is not that useful, since it is again just a dps loss, having a beam instead of a dmg dealing weapon, and it does not make up for it.
Seems so, but in some builds and situations they can really help you. For instance you told me about pugs. Well, having it can be really useful when your team needs a bit of debuff. Then the beam array itself is really useful on huge targets: I can fight with both it and my front cannons and if I have aux at 100 (let's say 100) and weapons at more or less 50, a beam will undoubtly do more DPS than a turret in the same situation.

Quote:
Originally Posted by ferdzso0 View Post
in any stf (as I said, pvp is quite different, but even there you the only things that could kill me -mind you I am not PVP-ing basically, ever, only to test some ideas- were the ships, that could out manouver me, but even that is probably because I refused to bring danubes, and to use my full pve build), you pretty much do not need high aux to defend against any enemy. you can pretty much bug the gates at 1,7km, dealing highest dps possible, and the only other things that might deal similar threatening dmg are tac cubes (if you are not with idiots in a team, who deal less than 3k dps, thats not a problem either), and donatra (and there you only have to watch out for the torp spreads)
well, depends about your playstyle. For instance, I love tanking it from the beginning to the end, leaving my other teammates to the histerical spacebar pressing , but I often take it alone while the other 4 get the gate if maybe a bad-timed spread agroes it, so I really need some more aux power to tank it.
Quote:
Originally Posted by ferdzso0 View Post
the only thing that gives me a hard time is a tac cube, with an incompetent team, which cannot kill it fast enough (I am talking about minutes, so I as time is concerned, I am talking about real bad pugs to be on your team, so the tac cube is alive for long enough to give you some trouble)
that could be a little problem. Fortunately, I Always kill it in a minute. Just one. More or less No doubt you can too, though, for what I've read you're a serious person.
Quote:
Originally Posted by ferdzso0 View Post
the vesta is the closest you will ever get to a sci escort, and sadly I deal more DPS than many escorts (I will not say that I deal more DPS than escorts, because I have seen the escort builds, that can actually deal DPS, not just the poof-poof that most people bring to elite stfs - tbh its kind of the stfs fault, that you can pretty much get away with 4k dps, and having 6k would make you feel great)
hehe. You're so right
Captain
Join Date: Jun 2012
Posts: 1,042
# 43
01-03-2013, 12:05 PM
Quote:
Originally Posted by guglif View Post
Seems so, but in some builds and situations they can really help you. For instance you told me about pugs. Well, having it can be really useful when your team needs a bit of debuff. Then the beam array itself is really useful on huge targets: I can fight with both it and my front cannons and if I have aux at 100 (let's say 100) and weapons at more or less 50, a beam will undoubtly do more DPS than a turret in the same situation.
still, the problem is turning. if you turn for your beams, you pretty much lose dps from the DHCs, so in the end even if in one specific situation the beam would work better (aft), the turret overall would still dps more (unless you are talking about the tricobalt build, which is a bit different case)

Quote:
Originally Posted by guglif View Post
well, depends about your playstyle. For instance, I love tanking it from the beginning to the end, leaving my other teammates to the histerical spacebar pressing , but I often take it alone while the other 4 get the gate if maybe a bad-timed spread agroes it, so I really need some more aux power to tank it.
I dont think I was clear. I have the aggro from beginning to end in most of the cases. my high DPS and the 2 points in threat control (I hadnt time to respec for 6 points in there) will nearly always get the aggro for me, hence I have to DPS and tank (which a CC ship should actually do)

Quote:
Originally Posted by guglif View Post
you're a serious person.
not rly, I just know the right ppl
Captain
Join Date: Jun 2012
Posts: 1,865
# 44
01-03-2013, 01:14 PM
1) I'm still firmly standing behind Aux cannons (DHCs, to make it clear for some).

That off course leads to having full Aux power. That means you can fire off instantly any off your sci abilities and get amazing mileage out of them, no need to wait till power transfers to Aux or to use a battery (aren't they having a terrible CD?).

That off course leads to using not Weapon power dependent weapons in the rear slots, as in torps, mines (the somewhat OP trics, for instance). Torps have a setback in that you can't really fire them when using the Aux DHCs without turning. Mines can always be released.

A large arc Weapon power based weaponry only has use if you use it for "special effects", not for DPS. Thus throwing one Beam array to use with Subsystem targetting makes some sense (oh, if only we had 360 degree beams).


2) Clearly, what I just wrote means that if you want to use the Vesta with the typical Escort setup (DHCs, turrets), Aux DHCs are worthless.

Then however, you loose the unique Vesta's feature in that you'll have to switch power presets a lot depending on what you do, what abilities you want to use (like in any other sci ship with energy weapons). Sadly such switching takes time and will cost you DPS.


3) The third option is a torp boat, but I have no experience with those whatsoever, so there's nothing pregnant I could say about them.


Personally, I chose the first option for my sci, finally I can taste fine sci wizardry without sacrificing the DPS the ship's weapons offer. If I wanted some sort of sci-scort hybrid, I'd rather choose the Chel Grett, MVAE or the Temporal destroyers.
TOIVA, Toi Vaxx, Toia Vix: Bring in the Allegiance class
Toi'Va, Ti'vath, Toivia: Design that long overdue Tier 5 C-Store Raptor
Tae'Va, T'Vaya, To'Var: Give us Asylums for Romulans

Don't make ARC mandatory! Keep it optional only!
Lt. Commander
Join Date: Jul 2012
Posts: 102
# 45
01-05-2013, 08:50 PM
Is the Quantum Field Focus Phaser affected by phaser relays?
Career Officer
Join Date: Jun 2012
Posts: 15
# 46
01-05-2013, 11:38 PM
Quote:
Originally Posted by aeonjean View Post
Is the Quantum Field Focus Phaser affected by phaser relays?
Yes, and so does Aux cannons
Ensign
Join Date: Jan 2013
Posts: 1
# 47
01-06-2013, 06:05 AM
My hopinion:
- 3x Aux cannons are very intresting as long as you keep aux near 125, this is for PVE obviously.
- Proper BOFF's powers and DOFFS allow you to keep about 121 Shields 121 Aux all time.

Personally i use 3x purple DOFF's that gives chance of reducing cooldown of "emergency power to" named "Damage Control Engineer".
Then add 1x Emergency power to Aux I and 1x Emergency power to Shields II

Keep them in a combo bar that activate both of them every time you press spacebar and you are done, then add one "Warp core engineer" purple doff, and you end up having 90% of time 121/121 aux/shields and even more when the last DOFF power kicks in.

This gives you a very SOLID tank and DPS base using Aux cannons, sincerely, the DPS is a lot better then any beam setup as long as you keep your targets within 2/4km.

Personally the last DOFF is the one who gives shield damage when using tractor beams and i keep 2x tractor beam I abilities so i can pin down targets and hammer them with cannons while i keep their shields low.

these are my 2 cents.
Captain
Join Date: Jun 2012
Posts: 1,865
# 48
01-06-2013, 08:27 AM
Quote:
Originally Posted by eversive View Post
My hopinion:
- 3x Aux cannons are very intresting as long as you keep aux near 125, this is for PVE obviously.
- Proper BOFF's powers and DOFFS allow you to keep about 121 Shields 121 Aux all time.

Personally i use 3x purple DOFF's that gives chance of reducing cooldown of "emergency power to" named "Damage Control Engineer".
Then add 1x Emergency power to Aux I and 1x Emergency power to Shields II

Keep them in a combo bar that activate both of them every time you press spacebar and you are done, then add one "Warp core engineer" purple doff, and you end up having 90% of time 121/121 aux/shields and even more when the last DOFF power kicks in.

This gives you a very SOLID tank and DPS base using Aux cannons, sincerely, the DPS is a lot better then any beam setup as long as you keep your targets within 2/4km.

Personally the last DOFF is the one who gives shield damage when using tractor beams and i keep 2x tractor beam I abilities so i can pin down targets and hammer them with cannons while i keep their shields low.

these are my 2 cents.
I also usually use the Damage control engineers (when not in a cruiser with plenty low rank eng slots).

And aside from the Tractor beam officer, Gravimetric doffs (either GW or Tyken's rift variety) can also come in useful, possibly even Deflector doffs depending on the sci abilities you use.

Lastly, don't forget about packing either 2 Tac teams or 1 complemented with 2 Conn officers (of the tac team variety).

I wouldn't call it a tank though, lately I have the misfortune of getting aggro from any and all borg in STFs (did most of the good old players really leave after season 7?) with pretty much any build and my non-cruiser ships tend to have trouble. I feel I'll have to limit my offensive powers to make room for more defense.
TOIVA, Toi Vaxx, Toia Vix: Bring in the Allegiance class
Toi'Va, Ti'vath, Toivia: Design that long overdue Tier 5 C-Store Raptor
Tae'Va, T'Vaya, To'Var: Give us Asylums for Romulans

Don't make ARC mandatory! Keep it optional only!
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