I thought at first it was going to be some kind of weapon (like quads or a bio-neural) or maybe even an innate, but basically it's just a console and if you have it slotted, you get the lance ability. I should also probably note that it's a DoT and that an opponent can break it off if they move out of its arc.
It doesn't seem to have any additional requirements from what I can tell.
So a shooter beam in space... my my Cryptic are getting creative.
Co-founder of The Spanish Inquisition TSI - Cause no one expects it!
PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
I don't own the Vesta, yet, but I have been itching to try out an idea of using 4 Aux cannons on the Chimera as a sci-scort. You loose the Vesta's special consoles, but gain a ship that's equally flexible in boff configuration, more hull and an additional forward weapon slot.
Also an interesting note for anyone using the Tac variant's toy console: it weirdly scales completely off of aux power and Particle Gen, even though it seems like just a phaser lance. This applies even if you're not using any aux cannons.
Oh, that explains some things, like why it didn't seem to do all that much on my Eng (with no Particle Gen skill) even with 4x phaser consoles slotted. The tooltip did scale up DPS as each Phaser console was slotted, but the DPS ended up something low like under 3K on the Eng. (Edit: under 2K without Phaser consoles, not with, as stated previously).
I always play my science ships for crowd control and heals... this ship now adds some DPS on it.
That sounds like a great thing to add to the Vesta, pending you aren't running but one or two of it's Universal consoles.
On that subject: I think slotting all of universal consoles, particularly if you want to slot a fourth like the Borg Module, is a bit much. You give up either tankiness (which is what the 2/3 of the consoles' abilities are for) and/or DPS (the other console and about half the reason I wanted a Vesta).
With my Eng, I've equipped it with:
Eng consoles: 2x Neutronium
Sci consoles: Fermion (the only Vesta console I'm using), Borg Module, Shield recharge console (it's been my experience that on Sci ships that this helps quite a bit more than on a cruiser or escort), and a shield capacity console
Tac consoles: 4x Phaser
With that setup it's pretty tanky, and even with few heals in BOffs (2x EpTS1, Aux2Sif1, and HE2) I rarely have to dip into my Eng captain abilities, all while still putting out enough damage to draw a fair bit of aggro with 3x Aux DHCS fore and 3x turrets aft.
Still playing with power levels, with everything in Aux with the remainder in Shields, the rear turrets starve slightly when doing CRF2/CSV2 but seem fine in normal fire on both my chars. On my Eng the turrets starve less than my Sci, but still starve out a bit even with maxed Warp Core Potential, a passive for it, and one Efficient BOff. Not a huge thing, but still will likely cut into your DPS when using cannon abilities. If you're not dealing the damage you're expecting even when factoring in only 3 forward cannons, this is what I'd look into, particularly if you're not running an Aventine.
I think I may like the Vesta more than my Armitage. Wow. I'm flying the engineer-ish version with all three special consoles. You lose some hull points and the runabout launch more slowly, but very good shields and enough science toys to be fun. I had to add a Mk XII RCS console to get the turn rate up where I wanted it. It's not a bad turn rate without the rcs, just not Armitage good.
EDIT: I took off all the factory weapons and am running tetryon beam arrays and quantum torpedoes. I don't PVP, so I don't know how this would do there.
One thing I've noticed that's odd, occasionally in the middle of a firefight, especially against the Breen, the words "OFFLINE" will flash over the ship for a few seconds. It doesn't look like any weapons or abilities are affected. Anyone know what this is?
I got it for my second toon, my first being your typical tac/escort combo. I wanted to play differently so I am for full support/heals on mine.
I could only get one, so I chose the "sci" version.
Now I heal really really well, especially if the person(s) I'm healing are doing the basics such as TT1, or simply redirecting shield power (After going heals, I noticed just how FEW players do this)
2x SIF generators,
5x shield emitters,
Takes me forever to kill anything, but I wasn't going for that.
BTW yes, this is for PvE.
And when I feel like solely killing things, I simply load up the tac/escort guy. That usually scratches that itch.
EDIT: I do notice however that EC generation is MUCH, MUCH, MUCH easier on a dps toon. this vesta almost never finishes in the top 3, whereas the dps toon nearly always finishes top 3. This has a big effect on the loot you get and ultimately how much EC you can generate. Especially now since Fleet Actions are really the only place to get loot anymore (unless I missed something)
It kinda like a Mirror universe sci ship.... Does more "evil" science than "good" science. Heh. It wouldn't surprise me if there was a torture tube in the bowels of the Vesta.:D
I run an engineering Vesta with a three piece Borg set, the three Vesta consoles, an Engineer in the universal LCDR slot and a three Neutronium Armor console set. Weapons are the Mark XII Ultrarares from the Starbase store, the Aux Cannons and a forward ultrarare Tricobalt launcher.
This thing just doesn't know how to die. A whole raft of creative ways to stave off death with enough crowd control and healing abilities to be a proper science boat. I'm actually shocked not to hear more crying about the introduction of the WoW Pally-bubble to STO.
Tanky, agile, and annoying. Aside from asthetics and my typical playstyle, it's a very effective ship.
Now I heal really really well, especially if the person(s) I'm healing are doing the basics such as TT1, or simply redirecting shield power (After going heals, I noticed just how FEW players do this)
LOL. Yeah, I've found that having two Tac Teams is the handiest thing on a heal boat to cast on other people. Sometimes it's just bad timing with that person having TT in cooldown at the wrong moment, but lots of times people don't really know about it and slot other things instead.
This thing just doesn't know how to die. A whole raft of creative ways to stave off death with enough crowd control and healing abilities to be a proper science boat. I'm actually shocked not to hear more crying about the introduction of the WoW Pally-bubble to STO.
There's already two (one Fed, one KDF) ships with invincible (or nearly so) turtle modes, and both can do limited fire during it. So, a turtle mode without fire isn't so big a deal, particularly since you have to take at least a slight hit to either base tanking or base DPS with having to slot three of them. Effectively making you one slot less than the other two, which are 9 console (except the Fed's fleet refit) but need only one console for the turtle mode.
Despite what people say, basing their opinions mostly, if not only, on bare stats, Vesta is neither Mary Sue nor OP by any stretch of the imagination.
It's biggest asset is its flexibility, which may make people think the ship is capable of doing absolutely everything. And to the point it's true. It can provide decent dps, it can shield-tank, it can support, it can turn, and bascially every profession will be able to take something out of it.
But as they say, a jack of all trades is a master of none - and this very much applies to the Vesta. For every role this ship can perform there is some other ship that's gonna perform it better. There are science ships that are either more durable or more maneuverable. There are Cruisers that will perform a much better job at healing. Carriers and even the Escort Carrier have superior hangar bays, that launch fighters way faster, while standard escorts are still going to be primary choice for pure DPS.
I've been flying a Kar'Fi for quite some time now. If there's one OP ship available in the game through means other than lottery (*cough*bugship*cough*) it's the Kar'Fi. It's basically a maneuverable carrier with science focus and near escort-like damage potential. I honestly wanted to make the Vesta just like it - 3 dual (heavy) cannons up front, 3 turrets aft, rapids and scatters plus debufs and gravity well. And I'll tell you that - despite having nearly the same setup and equipment on my fed sci flying a tactical vesta with 4 phaser relays I still cannot deal the same amount of damage I usually do with the kdf sci on Kar'Fi. I don't know why is that, honestly, as the only major difference is the Plasmonic Leech console, another hangar and bio-neural torpedo I use in the 4th fore slot. And the only major downside on Kar'Fi's part is slower turn rate and lack of sensor analysis, really.
So as I've said, if anything Vesta's major asset is its versatility. You can perform multiple roles, but you won't perform well enough in any of them. In the end it's a great PvE ship, especially for people who would still like to focus on other roles aside from damage dealing, while not being completely useless and helpless during less demanding missions. Great ship in general, nicely balanced, lots of fun to play with.
And I'll tell you that - despite having nearly the same setup and equipment on my fed sci flying a tactical vesta with 4 phaser relays I still cannot deal the same amount of damage I usually do with the kdf sci on Kar'Fi. I don't know why is that, honestly, as the only major difference is the Plasmonic Leech console, another hangar and bio-neural torpedo I use in the 4th fore slot. And the only major downside on Kar'Fi's part is slower turn rate and lack of sensor analysis, really.
On the Vesta, if you throw everything into Aux like most, you'll starve the rear turrets during CSV and CRF, which has a larger impact on DPS than most people probably think. On the Kar'fi if you're running the KHG 2-piece set, particularly with the engines, on top of the Plasmonic Leech, you'll have respectable Aux levels even with full power to weapons. Plus, the Kar'fi can shoot out pets a lot faster from it's dual hangars, and the frigates are very nice damage dealers.
Im a Sci captain so I got the 3 pack, and then started tinkering
I use the science Vesta to great effect I use sci boffs for the LCMDR and CMDR slots, eng boffs for Lt. and ENS, and a Tac Lt.
and it works nicely,
all are fleet advanced weapons.. 2x Phaser Dual Beam Banks and Quantum Torp forward
and 2x Phaser Beam Arrays Aft with a tricobalt Mine Despenser...
I also make use of the FULL 3 piece MACO, and the Universal Consoles for Graviton Pulse Generator and the Universal off of the tactical Vesta for the phaser lance
I hardly ever launch my runabouts......
works pretty well
works great as a support Crowd Control ship in PVP
Gravwell + Energy Leech works pretty well with Subsystem Targeting, drop a tricobalt mine off on thier nose and BOOM
if you wanna wait and see if you dont need the mine you drop to 1/4 impulse hit them with a tractor beam pop an Aux battery and fire the Phaser lance if he's still there after that drop the Tricobalt mine and then pop evasive to get out quickly..... still boom...
Major Xi'Zzin I.R.W. Raptor's Claw Storm Eagle Class WarbirdFleet Ha'feh I have never trusted humans, and I never will
Im a Sci captain so I got the 3 pack, and then started tinkering
I use the science Vesta to great effect I use sci boffs for the LCMDR and CMDR slots, eng boffs for Lt. and ENS, and a Tac Lt.
and it works nicely,
all are fleet advanced weapons.. 2x Phaser Dual Beam Banks and Quantum Torp forward
and 2x Phaser Beam Arrays Aft with a tricobalt Mine Despenser...
I also make use of the FULL 3 piece MACO, and the Universal Consoles for Graviton Pulse Generator and the Universal off of the tactical Vesta for the phaser lance
That's almost exactly the same as my current setup, but I'm not too good with using Sci abilities yet so my LtCdr Universal has a Tac so I can use more beam abilities, and I also replaced Phaser Lance with Fermion field.
What kinds of Sci abilities would you recommend? My current Boff setup is:
CDR Science: Transfer Shield I, Haz Emitters 2, Viral Matrix I, Gravity Well II
Lt Cdr Universal (Tac): Tac Team I, Fire at Will II, Attack Pattern Beta II
Lt Tac: Tac Team I, Beam Overload II
Ensign Universal (Eng): Emergency Power shields I
Lt. Eng: Emer. Power Shields I, Reverse Polarity I
CMDR Sci : Tractor Beam I, Science Team II, Energy Siphon II, and Gravwell III
LtCmdr Uni: Sci, Polarize hull I, Hazard Emitters, Transfer Shield Strength III
Lt Tac: Torpedo Spread I, Dispersal Pattern Alpha I
Ens Uni: Eng, Emergency Power to shields I
Lt Eng: Emergency Power to Shields I, Reverse Shield Polarity I
my personal build is specced to it
my power levels are
Weaps: 75, Shields: 50, Engine: 25, Aux: 50
with my skills those levels are significantly higher... and can be boosted with Energy Siphon or a battery ( I keep a stack of Aux Batteries handy )
I use the Quantum Field Focus Generator, the Gravitic Pulse Console, and Theta radiation Vents Console..... I also get the Heavy Graviton Beam from the MACO Mk XII set
I use (forward weapons)
2 Fleet Advanced Phaser Beam Banks Mk XII [Dmg]x3 [Acc]
1 Fleet Advanced Quantum Torpedo launcher Mk XII [Dmg]x3 [Acc]
(aft weapons)
2 Fleet Advanced Phaser Beam Array Mk XII [Dmg]x3 [Acc]
1 Fleet Advanced Tricobalt Mine Despenser Mk XII[Dmg]x3 [CrtH]
thought I would let you see the Build that this build started from
Interesting how so many are dropping the Aux cannons in favor of other forward weapons.
Not critising though - just an observation.
The thing with the Aux Cannons is that they are good in theory, but in practice actually can be... well clunky. They don't synergize well with other weapons at all. Simply because they are the only weapons we currently have access to that run on Aux. All other weapons (minus torps and mines) run off of weapon power. If you have 25/50/25/100 settings, only your aux cannons will be doing damage, while whatever you have on the rear, unless you are constantly shuffling power around (which most skilled players can do, but it's tedious as hell) will be insufferably weak.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
I'm thinking about simply swapping back to an all antiproton build, because that's what I've always used and I have consoles to boost AP and I don't have any phaser boosting consoles. So a more conventional AP build might be more practical for me even if it means abandoning some of the bells & whistles aspects of the vesta. However I'm returning to the game after a year's absence so this might be a completely TRIBBLE idea without me knowing it.
I'm thinking about simply swapping back to an all antiproton build, because that's what I've always used and I have consoles to boost AP and I don't have any phaser boosting consoles. So a more conventional AP build might be more practical for me even if it means abandoning some of the bells & whistles aspects of the vesta. However I'm returning to the game after a year's absence so this might be a completely TRIBBLE idea without me knowing it.
It'd make the deflector phaser not particularly useful, unless you compensate with more Particle Gen consoles, and you have to go back to the fragile balancing act of Aux vs. Wep power that an average Sci ship does. Nothing inherently wrong with going AP on it, though most Sci's go with an energy for it's effect. I was using Polarized Disruptors prior to the Vesta on my Sci, which is a nice dual-proc if you have maxed Flow Caps, though the Tac consoles for Disruptors are probably more expensive than Phaser via the Exchange. In the time you've been away the various energy procs got buffed, and the Phaser proc slightly nerfed (immunity for so many seconds on that target for that proc), while AP has stayed pretty much the same. Just a note, Mk XI blue consoles can be bought from the Dil Store.
The thing with the Aux Cannons is that they are good in theory, but in practice actually can be... well clunky. They don't synergize well with other weapons at all. Simply because they are the only weapons we currently have access to that run on Aux. All other weapons (minus torps and mines) run off of weapon power. If you have 25/50/25/100 settings, only your aux cannons will be doing damage, while whatever you have on the rear, unless you are constantly shuffling power around (which most skilled players can do, but it's tedious as hell) will be insufferably weak.
I've been considering re-grabbing the Jem'Hadar engines just to give a bit more power to the rear weapons. My Eng in the Aventine with the Borg console on the Aventine and stacked Warp Core Potential/Efficiency can handle the load decently OK, but on my Sci that's bouncing between the versions I'm considering going 2x Tric mines in the back and one turret since the power demands are not being met very well. Once the adapted set is available, the extra power from the engines and/or two piece set can make most of the power issues go away with some minor adjustments.
One torpedo and then two tricobalt mines rear. Might even be a great use for that 180 torpedo to limit the turning needed to being it to bear.
Load the appropriate boff abilities and I think you can have a tanky, DPS centered vesta. Full power to aux and then whatever elsewhere.
Thoughts....
That setup is on my list to make, I've been keeping all the blue quality or better tricobalt consoles childrens toys gives me and when I have 4 and get the Omega T5 so I can equip the Honor guard set I'm gonna make a trico bomber that flattens shields a bit, disables and then makes the bombing pass. I'm predicting fireworks from it. its gonna have 2 tric mines and 1 tric torp rear. I figure if that cluster of doom hits on a yellowed shield its game over.
MK XII MACO Shield, MK XI Borg Engines & Deflector
2 DHC MK XII Borg Anti-Proton cannons, 1 MK XII Borg Qtorp launcher
2 MK XII Borg Anti-Proton turrets, 1 MK XII Fleet QTorp launcher
Devices: Red Matter Capacitor, Subspace Field Modulator, AUX batteries
Consoles:
Tac- 3 MK XII Blue Anti-Proton Mag Regulators, Borg Console
Sci- Tachyokinetic console, Team Fortress console, MK XII Blue Shield Emitter Array, MK XII purple particle generator console
Eng- MKXII Blue Neutronium Armor, MK XII RCS console
DOFF setup:
1 purple Torp DOFF, 1 blue Energy Weapons DOFF (Faster Cannon abilities cooldown), 1 purple Deflector Officer DOFF (GW and faster cooldown on Deflector stuff), 1 blue DOFF for Tac Team, 1 purple DOFF for Space Borg
If all 3 consoles were rolled into 1 they would be
Worth a console slot as they are there simply not
Worth a slot
Shuttle launch time is too slow to be of any real use
The choices off Boff slots is really nice allowing for
Most build choices
Installed beam arrays and got good performance equal
To the fleet recon sci ship however not better
The looks of the ship is first rate
Add beam arrays to the vesta I'n Aux confit and it
Will be worth having I'n pve
As the vesta currently is I do not recommend it as
A pve ship it's simple not worth the money unless your a die
Hard cannon fan that likes going nose to nose with any ship
And dont mind respawning a lot
Add Aux beam arrays and a dual beam bank so proper tactics can be used with
The ship and it would be worth the cost even with the poor
Consoles
That's my opinion of the vesta
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
If all 3 consoles were rolled into 1 they would be
Worth a console slot as they are there simply not
Worth a slot
Shuttle launch time is too slow to be of any real use
The choices off Boff slots is really nice allowing for
Most build choices
Installed beam arrays and got good performance equal
To the fleet recon sci ship however not better
The looks of the ship is first rate
Add beam arrays to the vesta I'n Aux confit and it
Will be worth having I'n pve
As the vesta currently is I do not recommend it as
A pve ship it's simple not worth the money unless your a die
Hard cannon fan that likes going nose to nose with any ship
And dont mind respawning a lot
Add Aux beam arrays and a dual beam bank so proper tactics can be used with
The ship and it would be worth the cost even with the poor
Consoles
That's my opinion of the vesta
your doing it wrong lol :rolleyes:
The democracy will cease to exist when you take away from those who are willing to work and give to those who would not. - Thomas Jefferson
Multi-Mission Surveillance Explorer: Vesta Class
(cosmetics)
Aventine Saucer, Vesta Hull, Rademaker Nacelles, and Aventine Stanchions
Vesta Material, and Vesta Pattern on the ship
Forward Weapons:
2x Fleet Advanced Phaser Dual Beam Bank Mk XII [Dmg]x3 [Acc]
1x Fleet Advanced Quantum Torpedo Launcher Mk XII [Dmg]x3 [Acc] Aft Weapons:
2x Fleet Advanced Phaser Beam Array Mk XII [Dmg]x3 [Acc]
1x Fleet Advanced Tricoobal Mine Despenser Mk XII [Dmg]x3 [CrtH]
M.A.C.O. Graviton Deflector Array Mk XII M.A.C.O. Impulse Engines Mk XII M.A.C.O. Resilient Shield Array Mk XII
Devices: Auxilliary Batteries, Sub-Space Field Modulator, Scorpion Fighters
CMDR Sci: Polarize Hull I, Hazard Emitters II, Transfer Shield Strength III, Gravity Well III
LCMDR UNI(Sci): Tractor Beam I, Science Team II, Energy Siphon II
LT. Tac: Torpedo Spread I, Dispersal Pattern Alpha I
LT. Eng: Emergency Power to Shields I, Reverse Shield Polarity I
ENS. UNI(Eng): Emergency Power to Shields I
Power Settings: Weapons 75, Shields 50, Engines 25, Auxilliary 50(these are the BASE settings they improve based on skills and gear and ship type)
Captain Skills:
Tac Systems: Starship Weapons Training 6, Starship Energy Weapons 2, Starship Projectile Weapons 7, Starship Maneuvers 6, Starship targeting Systems 6, Threat Control 3, Starship Projectile Weapon Specialization 6
I use this build to great effect... that being said for PVP I take out the Isometric Charge Console and replace that with a Subspace Jumper console..... works great with my fleetmates PVP team....
Major Xi'Zzin I.R.W. Raptor's Claw Storm Eagle Class WarbirdFleet Ha'feh I have never trusted humans, and I never will
Captain Kirk here obviously likes it...made multiple posts and entire threads on his RP ship.
The Vesta is my new flagship. Its the most powerful science ship available simply because its able to mount DHCs. The hangar and console are icing on the cake. The Boff layout is superb, allowing for a variety of builds from pure science CC/heal to a more 1v1 setup. I used to despise how the ship looks. Its like someone steamrolled an intrepid with a sovy.
But its growing on me. Its my new fav.
Im running an aux to bat build and loving global VM III and ST III, both not needing aux. Perma DEM II and CRF I make it able to deal heavy damage.
why yes I AM proud of this ship... 1 because it made converting from the Fleet DSSV easy since I just moved things over with no changes until I actually used it in PVP and ESTFs then the tweaking started I dont use the Aux DHC's simply because they dont fit my play style... its not an RP ship but this is something I kinda tinkered with early in this games life by writing up short bio's for the senior staff and actually researching the ship name that I had chosen..... not so much for RP purposes but for my own CDO (its like OCD but with the letters in the proper order).... aside from that you do have a point I have posted this build far to often when all I really had to do was link it instead of re-writing it everytime someone asks about my build
Major Xi'Zzin I.R.W. Raptor's Claw Storm Eagle Class WarbirdFleet Ha'feh I have never trusted humans, and I never will
Comments
So a shooter beam in space... my my Cryptic are getting creative.
PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
I'll take a look once the server's back up and edit this post, if I remember rightly the answer is yes, it does.
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
I always play my science ships for crowd control and heals... this ship now adds some DPS on it.
Oh, that explains some things, like why it didn't seem to do all that much on my Eng (with no Particle Gen skill) even with 4x phaser consoles slotted. The tooltip did scale up DPS as each Phaser console was slotted, but the DPS ended up something low like under 3K on the Eng. (Edit: under 2K without Phaser consoles, not with, as stated previously).
That sounds like a great thing to add to the Vesta, pending you aren't running but one or two of it's Universal consoles.
On that subject: I think slotting all of universal consoles, particularly if you want to slot a fourth like the Borg Module, is a bit much. You give up either tankiness (which is what the 2/3 of the consoles' abilities are for) and/or DPS (the other console and about half the reason I wanted a Vesta).
With my Eng, I've equipped it with:
Eng consoles: 2x Neutronium
Sci consoles: Fermion (the only Vesta console I'm using), Borg Module, Shield recharge console (it's been my experience that on Sci ships that this helps quite a bit more than on a cruiser or escort), and a shield capacity console
Tac consoles: 4x Phaser
With that setup it's pretty tanky, and even with few heals in BOffs (2x EpTS1, Aux2Sif1, and HE2) I rarely have to dip into my Eng captain abilities, all while still putting out enough damage to draw a fair bit of aggro with 3x Aux DHCS fore and 3x turrets aft.
Still playing with power levels, with everything in Aux with the remainder in Shields, the rear turrets starve slightly when doing CRF2/CSV2 but seem fine in normal fire on both my chars. On my Eng the turrets starve less than my Sci, but still starve out a bit even with maxed Warp Core Potential, a passive for it, and one Efficient BOff. Not a huge thing, but still will likely cut into your DPS when using cannon abilities. If you're not dealing the damage you're expecting even when factoring in only 3 forward cannons, this is what I'd look into, particularly if you're not running an Aventine.
EDIT: I took off all the factory weapons and am running tetryon beam arrays and quantum torpedoes. I don't PVP, so I don't know how this would do there.
One thing I've noticed that's odd, occasionally in the middle of a firefight, especially against the Breen, the words "OFFLINE" will flash over the ship for a few seconds. It doesn't look like any weapons or abilities are affected. Anyone know what this is?
I got it for my second toon, my first being your typical tac/escort combo. I wanted to play differently so I am for full support/heals on mine.
I could only get one, so I chose the "sci" version.
Now I heal really really well, especially if the person(s) I'm healing are doing the basics such as TT1, or simply redirecting shield power (After going heals, I noticed just how FEW players do this)
2x SIF generators,
5x shield emitters,
Takes me forever to kill anything, but I wasn't going for that.
BTW yes, this is for PvE.
And when I feel like solely killing things, I simply load up the tac/escort guy. That usually scratches that itch.
EDIT: I do notice however that EC generation is MUCH, MUCH, MUCH easier on a dps toon. this vesta almost never finishes in the top 3, whereas the dps toon nearly always finishes top 3. This has a big effect on the loot you get and ultimately how much EC you can generate. Especially now since Fleet Actions are really the only place to get loot anymore (unless I missed something)
This thing just doesn't know how to die. A whole raft of creative ways to stave off death with enough crowd control and healing abilities to be a proper science boat. I'm actually shocked not to hear more crying about the introduction of the WoW Pally-bubble to STO.
Tanky, agile, and annoying. Aside from asthetics and my typical playstyle, it's a very effective ship.
LOL. Yeah, I've found that having two Tac Teams is the handiest thing on a heal boat to cast on other people. Sometimes it's just bad timing with that person having TT in cooldown at the wrong moment, but lots of times people don't really know about it and slot other things instead.
There's already two (one Fed, one KDF) ships with invincible (or nearly so) turtle modes, and both can do limited fire during it. So, a turtle mode without fire isn't so big a deal, particularly since you have to take at least a slight hit to either base tanking or base DPS with having to slot three of them. Effectively making you one slot less than the other two, which are 9 console (except the Fed's fleet refit) but need only one console for the turtle mode.
It's biggest asset is its flexibility, which may make people think the ship is capable of doing absolutely everything. And to the point it's true. It can provide decent dps, it can shield-tank, it can support, it can turn, and bascially every profession will be able to take something out of it.
But as they say, a jack of all trades is a master of none - and this very much applies to the Vesta. For every role this ship can perform there is some other ship that's gonna perform it better. There are science ships that are either more durable or more maneuverable. There are Cruisers that will perform a much better job at healing. Carriers and even the Escort Carrier have superior hangar bays, that launch fighters way faster, while standard escorts are still going to be primary choice for pure DPS.
I've been flying a Kar'Fi for quite some time now. If there's one OP ship available in the game through means other than lottery (*cough*bugship*cough*) it's the Kar'Fi. It's basically a maneuverable carrier with science focus and near escort-like damage potential. I honestly wanted to make the Vesta just like it - 3 dual (heavy) cannons up front, 3 turrets aft, rapids and scatters plus debufs and gravity well. And I'll tell you that - despite having nearly the same setup and equipment on my fed sci flying a tactical vesta with 4 phaser relays I still cannot deal the same amount of damage I usually do with the kdf sci on Kar'Fi. I don't know why is that, honestly, as the only major difference is the Plasmonic Leech console, another hangar and bio-neural torpedo I use in the 4th fore slot. And the only major downside on Kar'Fi's part is slower turn rate and lack of sensor analysis, really.
So as I've said, if anything Vesta's major asset is its versatility. You can perform multiple roles, but you won't perform well enough in any of them. In the end it's a great PvE ship, especially for people who would still like to focus on other roles aside from damage dealing, while not being completely useless and helpless during less demanding missions. Great ship in general, nicely balanced, lots of fun to play with.
On the Vesta, if you throw everything into Aux like most, you'll starve the rear turrets during CSV and CRF, which has a larger impact on DPS than most people probably think. On the Kar'fi if you're running the KHG 2-piece set, particularly with the engines, on top of the Plasmonic Leech, you'll have respectable Aux levels even with full power to weapons. Plus, the Kar'fi can shoot out pets a lot faster from it's dual hangars, and the frigates are very nice damage dealers.
I use the science Vesta to great effect I use sci boffs for the LCMDR and CMDR slots, eng boffs for Lt. and ENS, and a Tac Lt.
and it works nicely,
all are fleet advanced weapons.. 2x Phaser Dual Beam Banks and Quantum Torp forward
and 2x Phaser Beam Arrays Aft with a tricobalt Mine Despenser...
I also make use of the FULL 3 piece MACO, and the Universal Consoles for Graviton Pulse Generator and the Universal off of the tactical Vesta for the phaser lance
I hardly ever launch my runabouts......
works pretty well
works great as a support Crowd Control ship in PVP
Gravwell + Energy Leech works pretty well with Subsystem Targeting, drop a tricobalt mine off on thier nose and BOOM
if you wanna wait and see if you dont need the mine you drop to 1/4 impulse hit them with a tractor beam pop an Aux battery and fire the Phaser lance if he's still there after that drop the Tricobalt mine and then pop evasive to get out quickly..... still boom...
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
That's almost exactly the same as my current setup, but I'm not too good with using Sci abilities yet so my LtCdr Universal has a Tac so I can use more beam abilities, and I also replaced Phaser Lance with Fermion field.
What kinds of Sci abilities would you recommend? My current Boff setup is:
CDR Science: Transfer Shield I, Haz Emitters 2, Viral Matrix I, Gravity Well II
Lt Cdr Universal (Tac): Tac Team I, Fire at Will II, Attack Pattern Beta II
Lt Tac: Tac Team I, Beam Overload II
Ensign Universal (Eng): Emergency Power shields I
Lt. Eng: Emer. Power Shields I, Reverse Polarity I
CMDR Sci : Tractor Beam I, Science Team II, Energy Siphon II, and Gravwell III
LtCmdr Uni: Sci, Polarize hull I, Hazard Emitters, Transfer Shield Strength III
Lt Tac: Torpedo Spread I, Dispersal Pattern Alpha I
Ens Uni: Eng, Emergency Power to shields I
Lt Eng: Emergency Power to Shields I, Reverse Shield Polarity I
my personal build is specced to it
my power levels are
Weaps: 75, Shields: 50, Engine: 25, Aux: 50
with my skills those levels are significantly higher... and can be boosted with Energy Siphon or a battery ( I keep a stack of Aux Batteries handy )
I use the Quantum Field Focus Generator, the Gravitic Pulse Console, and Theta radiation Vents Console..... I also get the Heavy Graviton Beam from the MACO Mk XII set
I use (forward weapons)
2 Fleet Advanced Phaser Beam Banks Mk XII [Dmg]x3 [Acc]
1 Fleet Advanced Quantum Torpedo launcher Mk XII [Dmg]x3 [Acc]
(aft weapons)
2 Fleet Advanced Phaser Beam Array Mk XII [Dmg]x3 [Acc]
1 Fleet Advanced Tricobalt Mine Despenser Mk XII[Dmg]x3 [CrtH]
thought I would let you see the Build that this build started from
I.S.S. Constrictor
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
The thing with the Aux Cannons is that they are good in theory, but in practice actually can be... well clunky. They don't synergize well with other weapons at all. Simply because they are the only weapons we currently have access to that run on Aux. All other weapons (minus torps and mines) run off of weapon power. If you have 25/50/25/100 settings, only your aux cannons will be doing damage, while whatever you have on the rear, unless you are constantly shuffling power around (which most skilled players can do, but it's tedious as hell) will be insufferably weak.
It'd make the deflector phaser not particularly useful, unless you compensate with more Particle Gen consoles, and you have to go back to the fragile balancing act of Aux vs. Wep power that an average Sci ship does. Nothing inherently wrong with going AP on it, though most Sci's go with an energy for it's effect. I was using Polarized Disruptors prior to the Vesta on my Sci, which is a nice dual-proc if you have maxed Flow Caps, though the Tac consoles for Disruptors are probably more expensive than Phaser via the Exchange. In the time you've been away the various energy procs got buffed, and the Phaser proc slightly nerfed (immunity for so many seconds on that target for that proc), while AP has stayed pretty much the same. Just a note, Mk XI blue consoles can be bought from the Dil Store.
I've been considering re-grabbing the Jem'Hadar engines just to give a bit more power to the rear weapons. My Eng in the Aventine with the Borg console on the Aventine and stacked Warp Core Potential/Efficiency can handle the load decently OK, but on my Sci that's bouncing between the versions I'm considering going 2x Tric mines in the back and one turret since the power demands are not being met very well. Once the adapted set is available, the extra power from the engines and/or two piece set can make most of the power issues go away with some minor adjustments.
Three aux DHCs front
One torpedo and then two tricobalt mines rear. Might even be a great use for that 180 torpedo to limit the turning needed to being it to bear.
Load the appropriate boff abilities and I think you can have a tanky, DPS centered vesta. Full power to aux and then whatever elsewhere.
Thoughts....
That setup is on my list to make, I've been keeping all the blue quality or better tricobalt consoles childrens toys gives me and when I have 4 and get the Omega T5 so I can equip the Honor guard set I'm gonna make a trico bomber that flattens shields a bit, disables and then makes the bombing pass. I'm predicting fireworks from it. its gonna have 2 tric mines and 1 tric torp rear. I figure if that cluster of doom hits on a yellowed shield its game over.
MK XII MACO Shield, MK XI Borg Engines & Deflector
2 DHC MK XII Borg Anti-Proton cannons, 1 MK XII Borg Qtorp launcher
2 MK XII Borg Anti-Proton turrets, 1 MK XII Fleet QTorp launcher
Devices: Red Matter Capacitor, Subspace Field Modulator, AUX batteries
Consoles:
Tac- 3 MK XII Blue Anti-Proton Mag Regulators, Borg Console
Sci- Tachyokinetic console, Team Fortress console, MK XII Blue Shield Emitter Array, MK XII purple particle generator console
Eng- MKXII Blue Neutronium Armor, MK XII RCS console
BOFF slots:
Cmd Sci: HE 1, HE 2, Tractor Beam Repulors 2, GW 3
Ens Sci: PH 1
Lt. Eng: ET 1, EP2S 2
Lt. Tac: HYT 1, Torp Spread 2
Lt. Cmd Tac: TT1, CRF1, CRF2
I eat Aux batteries with the GW or HE a lot.
DOFF setup:
1 purple Torp DOFF, 1 blue Energy Weapons DOFF (Faster Cannon abilities cooldown), 1 purple Deflector Officer DOFF (GW and faster cooldown on Deflector stuff), 1 blue DOFF for Tac Team, 1 purple DOFF for Space Borg
I find the Aux cannons to be useless I'n pve
If all 3 consoles were rolled into 1 they would be
Worth a console slot as they are there simply not
Worth a slot
Shuttle launch time is too slow to be of any real use
The choices off Boff slots is really nice allowing for
Most build choices
Installed beam arrays and got good performance equal
To the fleet recon sci ship however not better
The looks of the ship is first rate
Add beam arrays to the vesta I'n Aux confit and it
Will be worth having I'n pve
As the vesta currently is I do not recommend it as
A pve ship it's simple not worth the money unless your a die
Hard cannon fan that likes going nose to nose with any ship
And dont mind respawning a lot
Add Aux beam arrays and a dual beam bank so proper tactics can be used with
The ship and it would be worth the cost even with the poor
Consoles
That's my opinion of the vesta
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
(cosmetics)
Aventine Saucer, Vesta Hull, Rademaker Nacelles, and Aventine Stanchions
Vesta Material, and Vesta Pattern on the ship
Forward Weapons:
2x Fleet Advanced Phaser Dual Beam Bank Mk XII [Dmg]x3 [Acc]
1x Fleet Advanced Quantum Torpedo Launcher Mk XII [Dmg]x3 [Acc]
Aft Weapons:
2x Fleet Advanced Phaser Beam Array Mk XII [Dmg]x3 [Acc]
1x Fleet Advanced Tricoobal Mine Despenser Mk XII [Dmg]x3 [CrtH]
M.A.C.O. Graviton Deflector Array Mk XII
M.A.C.O. Impulse Engines Mk XII
M.A.C.O. Resilient Shield Array Mk XII
Devices: Auxilliary Batteries, Sub-Space Field Modulator, Scorpion Fighters
Engineering Consoles: Neutronium Alloy Mk XI, Ablative Hull Armor Mk XII
Science Consoles: Assimilated Console, Particle Field Generator Mk XII,Field Generator Mk XI, Emitter Array Mk XI, Graviton Pulse Generator
Tactical Consoles: Phaser Relay Mk XI, Isometric Charge, Quantum Field Focus Controller
Hangar: Scorpion Fighers
Bridge Officers:
CMDR Sci: Polarize Hull I, Hazard Emitters II, Transfer Shield Strength III, Gravity Well III
LCMDR UNI(Sci): Tractor Beam I, Science Team II, Energy Siphon II
LT. Tac: Torpedo Spread I, Dispersal Pattern Alpha I
LT. Eng: Emergency Power to Shields I, Reverse Shield Polarity I
ENS. UNI(Eng): Emergency Power to Shields I
Power Settings: Weapons 75, Shields 50, Engines 25, Auxilliary 50(these are the BASE settings they improve based on skills and gear and ship type)
Captain Skills:
Tac Systems: Starship Weapons Training 6, Starship Energy Weapons 2, Starship Projectile Weapons 7, Starship Maneuvers 6, Starship targeting Systems 6, Threat Control 3, Starship Projectile Weapon Specialization 6
Eng Systems: Starship Hull Repair 9, Structural Integrity 9, Warp Core Efficiency 9, Starship Electro-Plasma Systems 6, Starship Impilse Thrusters 6, Starship Warp Coil Efficiency 9, Starship Engine Performance 6, Starship Hull Plating 6, Starship Shield Performance 6, Starship Auxilliary Performance 6
Science & Operations Systems: Starship Flow Capacitors 6, Sharship Shield Emitters 9, Starship Power Insulators 6, Starship Shield Systems 9, Starship Graviton Generators 6, Starship Particle Generators 9, Starship Sensors 9
Science Officer Ground Skills: Medic 6, Weapons Proficiency 6, Physiology 6, Scientist 6, Probability Logistics 6, Particle Physics 6
I use this build to great effect... that being said for PVP I take out the Isometric Charge Console and replace that with a Subspace Jumper console..... works great with my fleetmates PVP team....
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
The Vesta is my new flagship. Its the most powerful science ship available simply because its able to mount DHCs. The hangar and console are icing on the cake. The Boff layout is superb, allowing for a variety of builds from pure science CC/heal to a more 1v1 setup. I used to despise how the ship looks. Its like someone steamrolled an intrepid with a sovy.
But its growing on me. Its my new fav.
Im running an aux to bat build and loving global VM III and ST III, both not needing aux. Perma DEM II and CRF I make it able to deal heavy damage.
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
I'll admit I giggled at this.
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
Those any good? Rep Tier 1 or 2 version?