ok so here I am again posting another Science Class Vesta build I will post the first built then follow it up with current
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 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)
DOFFS 2x Development Lab Scientist, Gravometric Scientist, Technician, Sensors Officer, Tractor Beam Officer
this was just a cut and paste of my Fleet Deep Space Science Build... it works "well enough" for PVE and ESTFs
the Idea behind this build was to make you stop and lock you down for things like the Quantum Focused Phaser Beam, and Tricobalt Mines while my fighters put a hurt on you...
now the second build is a bit more refined and my fleetmates have nicknamed it
"The Crippler"
Forward Weapons:
1x Fleet Advanced Phaser Dual Beam Bank Mk XII [Dmg]x3 [Acc]
2x Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]
Aft Weapons:
2x Fleet Advanced Phaser Beam Array Mk XII [Dmg]x3 [Acc]
1x Kinetic Cutting Beam Mk XII [Dmg]x3
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, Weapons Batteries, Scorpion Fighters
Engineering Consoles: Neutronium Alloy Mk XI, Ablative Hull Armor Mk XII
Science Consoles: Assimilated Console, 2x Particle Generator Mk XII, 2x Emitter Array Mk XII,
Tactical Consoles: Graviton Pulse Generator, Subspace Jumper, Quantum Field Focus Controller
Hangar: Advanced Danube Runabouts
Bridge Officers:
CMDR Sci: Tractor Beam I, Science Team II, Energy Siphon II Viral Matrix III
LCMDR UNI(Sci): Polarize Hull I, Hazard Emitters II, Transfer Shield Strength III
LT. Tac: Tactical Team I, Cannon Rapid Fire I
LT. Eng: Emergency Power to Shields I, Reverse Shield Polarity I
ENS. UNI(Eng): Emergency Power to Shields I
Power Settings: Weapons 25, Shields 60, Engines 25, Auxilliary 90(these are the BASE settings they improve based on skills and gear and ship type)
DOFFS: Energy Weapons Officer(Sub Nuc), Technician, Systems Engineer(additional subsystem), Sensors Officer, Development Lab Scientist
this Second build works extremely well in PVP... as I can almost keep one of your subsystems down... the possibility of a Phaser Proc, Subsystem Targeting(built into the ship) and Viral Matrix work well together... not to mention the annoying Runabout pets... and the Cutting beam/assimilated console fits in Quite nicely... the build was tested in 1v1 against various Science ships which ended in a draw, against various cruisers with the same results and against various escorts and the build seems to be Escort Kryptonite, in group PVP it supports the team quite well too.... but if you have suggestions on how to improve the second build Im all eyes
Major Xi'Zzin
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
0