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So the Vesta...

arcademasterarcademaster Member Posts: 0 Arc User
edited January 2013 in Federation Discussion
Now that it's been out a few weeks I wanted to get some feedback from players who got it. I'm thinking about picking one up for my science captain. Currently she is flying a Recluse Carrier with a Polarized Disruptor energy drain build, but I never truly got happy with it. So I'm looking for something new.

Is the Vesta worth it? I collected about 1500 zen worth in dilithium so I wouldn't have to play full price for one, and I might even try to grind up the rest with the current low prices. Which variant would you recommend the most? I don't want to invest in a respec, so I'd probably still try to make a energy drain build work. Is the set bonus from the three pack worth it at all?

So what are your thoughts on the Vesta? I'm playing PvE only with this char, so it doesn't have to be the most competitive ship ever. But I hope to get more out of it than out of my Recluse. Maybe I'm just too spoiled for Science ship from using a fleet defiant on my tactical captain :(
Post edited by arcademaster on

Comments

  • latiasracerlatiasracer Member Posts: 680 Arc User
    edited December 2012
    I bought one on day one, personally i would suggest...

    Front : Aux Cannons, Aux Cannons, Torp of choice
    Rear : Turret, Cuttingbeam (Or Turret) Torp/Mine of choice.


    I don't know about specific energy builds, as i stick to phaser pretty much. I also can't speak for the 3 piece set... But if your only going to get one, get the Aventine.

    Looks the best, and the super phaser is usefull in STF's for probes that slip past, or you need to quickly take out a generator ect.

    I bought mine on day one, been super happy with it :D
    warp plasma can't melt neutronium beams
  • topsettopset Member Posts: 0 Arc User
    edited December 2012
    A few thoughts on the vesta, having tested it out pretty extensively for a few weeks.

    It's a very fun ship - extremely fun, in fact. I really enjoy flying it, but it does have a few problems, namely the hull strength.

    I don't fly it in STFs any more, simply because plasma fires and crits eat away at your hull so fast. You really need to run two copies of hazard emitters and even then it's sometimes not enough.

    You can get a lot of power out of it, and you can normally keep the shields up no problem - but direct kinetic/plasma damage is a real killer so be prepared for it. Monotanium and Electroceramic alloys are absolutely essential.

    In conclusion: Fun but squishy, more squishy than my escort to be honest - I've gone back to flying my Mobius for most things, but the Vesta is still a very fun little PvE ship. Great for tour the universe :P

    It comes recommended from me, but expect to get blown up more than you would in a cruiser, and even some escorts.
    [SIGPIC][/SIGPIC]
    Kirk's Protege.
  • arcademasterarcademaster Member Posts: 0 Arc User
    edited December 2012
    Interesting. Being a flying paper doll is what I hate about my fleet defiant on my tac captain. Though I've been thinking about trying threat reduction consoles to get the focus off me, maybe that route would work for the Vesta as well. At least it has the Sci slots for it.

    Which Vesta variant did you chose topset?

    latiasracer: With only two turrets, how much weapon power do you run with? With the Aux Cannons and the projectile weapons, it seems to me as if you'd get away with running only 25 in weapon power.
  • tom61stotom61sto Member Posts: 3,676 Arc User
    edited December 2012
    I'd recommend the Sci version of the Vesta, as it's console is a great AoE heal, and having 5x Sci console spots will go great with the new threat scaling consoles.

    The Quantum Field Focus Phaser runs off Particle Generators, so if you're not skilled into that, it's output is somewhat lacking. Skilled into it, the output is pretty nice.

    Having all three consoles will increase your survivability a great deal, two out of the three consoles are defensive, and the three piece bonus is turtle mode that is basically a 'get out of respawn timer free' card. Though, you need to watch what other consoles you equip beyond those three, as you can very quickly either make it a deathtrap to fly or make it a wet noodle in fighting. Those are actually the only three universal consoles I have on it currently.

    As far as weapon power goes, I'm currently running 3x Aux Cannons fore and 2x turrets and the Borg Cutting Beam aft, with 30 weapon power setting and the Jem'Hadar engines. With that CSV2 only barely dips the DPS down on the rear turrets towards the end of the cycle. The fore cannons are pretty power efficient, thanks to be to being on their own with the rear weapons being separate, and don't seem effect Sci powers very much when firing.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited December 2012
    I love it, I use the tac version mostly. If having problems keeping its hull up either run 2 hazzards, or use one of the universals for engineering for more hull heals. After playing with the consoles I don't really use them besides sector space though.

    My build:

    Aux DHC x3
    phaser turrets x3

    Fleet engines, deflector, shields

    Neutronium consoles x2
    particle generator consoles x4
    phaser relay x4
    Adv danube hangar

    tac team 1, scatter volley 1

    Epts1, aux2sif1, ewp1
    Epts1 Et2

    HE1, TSS2, GW1, GW3, TBR3
    TB1


    I run 100 aux 50 shields at all times so the turrets don't get all that much power, still works good for damage with the aux powering the DHC, with damage and cc skills has no trouble guarding probes or soloing cubes in STFs.
    Tala -KDF Tac- House of Beautiful Orions
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited December 2012
    for PVE you want DPS. DPS is the Aventine. get that. first thing: throw the aux cannons somewhere, where noone ever finds them (unless that particular person has an interesting PVP build).

    go for CC and AoE. when going up against big things that shoot heavy torps, set your pets on intercept. like that basically you are helping your team. either your AoE, grav well, or pets will kill any heavy torpedo.

    energy drain wise you can get some neat sci skills I guess, but I dont see how energy drain is useful for stfs. in pve you really wanna go dps :)

    however if you are not a fan of CC, and a bit more micromanaging than an escort, this might not rly be the ship for you.
    but I will say, its hard to find a way to fly this ship the wrong way, as in the way where you just cant enjoy it, it is really versitile.

    10k DPS Vesta threads: 1; 2
  • lasoniolasonio Member Posts: 490 Arc User
    edited December 2012
    That Vesta is by far the most interesting ship I have seen thus far. A ship that does not need to be 125 to weapons to do damage? How interesting so you can run a 25/75/120/25 build on her or even higher specially if you have only aux generated weapons and not oly that you can shift your focus to something that will make a eng great instead of making a hybrid between the two.

    Players complained about Sci's and Eng's not having something and now they have the vesta a ship that will allow them to fight with the big boys, welcome to battle 101 lol if you are dying in a ship that has that high aux and xheilds then you really really really wasn't ready for the spot light to fall on you. the weapons are set and forget so all you have to do is concentrate on tanking and slashing and staying alive while your weapons are punching holes into your enemies and saying to tac's look at me now TRIBBLE!

    If ou can't make the Vesta Respectable as an eng or a sci you should prolly stop complaining. That way people won't say you are talented or something because their is no reason I can understand how a fortifiable gun platform like the Vesta should be lacking. She is an incredible girl, wow, what a woman.
    Even god rested. No work ethic.
  • dareaudareau Member Posts: 2,390 Arc User
    edited December 2012
    As a science captain, I view the Vesta, and her Aux DHCs, as the greatest makeup for all the science nerfs short of actually making science powers "work" again...

    Remember, cruisers/escorts can live on 100/50/25/25 or 100/25/50/25. Most sciences want 100 weapons & 100 Aux to maximize their damage, which means, right off the bat, Sciences either do a "mixed" setting - I used to run 90/50/25/60 baseline to keep DPS up and give my powers some bite, or had to max power flow to swap between the 100 weaps and 100 aux...

    With the Vesta, I can run a straight 25/50/25/100, for 50/67/47/124 (really need another Saurian or two with my one Saurian and C-store Borg to slot on the bridge). I run a loadout of 2x Aux DHCs / Omega Torp nose, Blue Mk XI phaser array from the Devidian mission for integrated subsystems / KCB / Photon tail - a fairly efficient DPS setup, heck, I am starting to run into aggro management problems with GW III / CSV I / Torp spread I as my "major" offense, and it only goes downhill from there with the Danubes and deflector phaser console (yes, I got full set)... Fortunately, the Vesta is a decent shield tanker when attention is paid to her shields, tac team is truly her friend... :P

    Yeah, the KCB's only "averaging" ~260 a shot (my baseline damage) vs a turret's ~300-350 (450 from 125's triple power minus drain from forward weapons), but the DHCs more than make up for that. Also remember, because of the mixed drains and first weapon free, I only lose -12 aux or -10 weapon power, so my levels stay higher all the time...

    With that said, I strongly recommend resilient shields on this ship, as of right now (with the busted T4 rep's shield regen) I rarely lose a shield (one shots & being gang-blasted by the 5 spheres I GWed to give us a clean shot at the transformer being the exceptions) and the reduced bleedthrough helps keep the paper hull in one piece. Definitely slot 1, maybe 2 copies of HE, you'll more than likely need it. I find that I get by for the most part running HE II and Engie Team I as hull heals (not a big fan of Aux2SIF heal because I want aux on my sci powers/cannon).

    Meanwhile, as far as sets go, I like the synergy between Omega weapons set & MACO. The potential for a minimum of +12 weapons power (from the Omega weapon proc + a shield hit, might even get up to +20) helps give the KCB a bit more bite, combined with the fact that the MACO shield is resilient (saves hull). Vesta console set is very conditional, I really need to remember to use it's damage reduction field and heal when I'm being a stupid aggro-magnet, and the shield is much like ablative armor - great when the player really needs a few seconds of survival at the cost of all offense. Advanced Chroniton slipstream is handy for touring the galaxy or when you want to get from A to B ASAP without Tuffli/mission transwarping.
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • darkenzedddarkenzedd Member Posts: 881
    edited December 2012
    My first experience with the ship gave the impression of a fail ship, but like most things, it takes a while for peeps to get to know the best setups who then share them in the build section.....
  • jcswwjcsww Member Posts: 6,835 Arc User
    edited December 2012
    I have the pack and I'm quite happy with it for my Sci toon. I use the Aventine (Tac Vesta) with 3x Aux Cannons up front. In the rear, I have 2x TriC mines and the tractor mines from the Cutting the Cord mission. In order to keep it more survivable, I use the hull/shield repair console that comes with the Sci version and I also use the Phaser beam console that comes with the Tac version for when I have a target held. Using Aux Cannons with the turn rate of the ship. I find the tractors help t keep the target from moving less so I can hit them hard when they are in my sights.
  • deianirrahdeianirrah Member Posts: 236 Arc User
    edited December 2012
    I like the Aventine as well, four Tac consoles are unusual for a Sci ship and she actually can pack a bit of a punch with them. I personally prefer two of the AUX cannons and the Omega torpedo in front; a Phaser Beam Array (for the subsystem targetting), a Phaser turret and the Cutting Beam aft.
    I can alternate between using two tactical officers for a bit more damage, the Omega launcher likes both the Spread and the High Yield and a Scatter Volley makes the cannons very useful. A Beta attack pattern and a Tac Team on top of that - not too bad for me. Tried using Tricobalt Mines and Mine patterns with a swift placement instead of the turret but apparently that does not suit my playstyle too much - but I am willing to experiment which is something this ship kindly allows a lot.
    Or I go more Sci and debuff the hell out of the opponents.

    IMHO, the complete set is a useful thing to have, I find myself using the Quantum Field Focus Phaser rather often against the heavier opponents. The Graviton Shield is IMHO one of the best features of the class - those inside get energy resistance and torpedoes, pesky fighters and even ships get pushed away (which may substitute for a Repulsor Beam setup even). The Fermion field is a nice AoE heal - not really that much but every little bit helps. The set bonus compares to Ablative Armour of the Intrepid - sans torpedo fire. Good to get out of the sticky situation with a ship that does indeed have a problem with a rather fragile hull. So Hazard Emitters are a must, I think.

    I went for the Advanced Danubes for her - the tractor beams of these might not be as good as they have once been but they keep things away from me or in a target lock.

    In conclusion, I found her to be the best Sci ship one can get for the money, beating the Intrepid by far.

    Taskforce 47 Falkenwacht (Federation) / Greifenreiter (KDF)
    (at) deianirrah
    Free Gear and where to get it
  • arcademasterarcademaster Member Posts: 0 Arc User
    edited December 2012
    Alright, I came up with a loadout for which I would like to hear your feedback. I went with the Aventine as it was the variant most people suggested (and 4 tac console slots are just insanely strong). I still have respec tokens left, so I'm redoing my skills as well. Here is the Skillset I came up with:

    http://www.stoacademy.com/tools/skillplanner/index.php?build=SciCCVesta_2555

    Weapons:

    Fore: 3x Aux Phaser DHCs
    Rear: 1x Phaser Beam Array, 2x Tricobalt Mine Launcher

    Consoles:
    2x Neutromium Alloy
    3x Field Generator 1x Phaser Lance or whatever it's called.
    4x Phaser Relay

    I didn't test it yet as I don't want to commit the respec until I get some feedback. I never used mines before, not sure that Boff Skill & Weapon Loadout will work due to possibly shared cooldowns.

    The idea is to pin targets in place with Gravity Well, deal constant damage with the DHCs and sweep in and leave nasty mines with Disersal Pattern Beta to top things off.

    Not sure yet which Set I'll pick for this.

    Thoughts?
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited December 2012
    Alright, I came up with a loadout for which I would like to hear your feedback. I went with the Aventine as it was the variant most people suggested (and 4 tac console slots are just insanely strong). I still have respec tokens left, so I'm redoing my skills as well. Here is the Skillset I came up with:

    http://www.stoacademy.com/tools/skillplanner/index.php?build=SciCCVesta_2555

    Weapons:

    Fore: 3x Aux Phaser DHCs
    Rear: 1x Phaser Beam Array, 2x Tricobalt Mine Launcher

    Consoles:
    2x Neutromium Alloy
    3x Field Generator 1x Phaser Lance or whatever it's called.
    4x Phaser Relay

    I didn't test it yet as I don't want to commit the respec until I get some feedback. I never used mines before, not sure that Boff Skill & Weapon Loadout will work due to possibly shared cooldowns.

    The idea is to pin targets in place with Gravity Well, deal constant damage with the DHCs and sweep in and leave nasty mines with Disersal Pattern Beta to top things off.

    Not sure yet which Set I'll pick for this.

    Thoughts?

    I would say forget this build, but if you already made your mind up:

    first try the mine build on another ship, or without the respec. if you like it, then respec, do not go in blindly to a new ship, get a tested build, and improve it for the ship.
    also mine gameplay is very... I dunno, strange, and requires too much luck, also not very versitile.

    also get a RSP1, you want that, esp in a new ship (esp in a vesta :))

    10k DPS Vesta threads: 1; 2
  • tancrediivtancrediiv Member Posts: 728 Arc User
    edited January 2013
    Alright, I came up with a loadout for which I would like to hear your feedback. I went with the Aventine as it was the variant most people suggested (and 4 tac console slots are just insanely strong). I still have respec tokens left, so I'm redoing my skills as well. Here is the Skillset I came up with:

    http://www.stoacademy.com/tools/skillplanner/index.php?build=SciCCVesta_2555

    Weapons:

    Fore: 3x Aux Phaser DHCs
    Rear: 1x Phaser Beam Array, 2x Tricobalt Mine Launcher

    Consoles:
    2x Neutromium Alloy
    3x Field Generator 1x Phaser Lance or whatever it's called.
    4x Phaser Relay

    I didn't test it yet as I don't want to commit the respec until I get some feedback. I never used mines before, not sure that Boff Skill & Weapon Loadout will work due to possibly shared cooldowns.

    The idea is to pin targets in place with Gravity Well, deal constant damage with the DHCs and sweep in and leave nasty mines with Disersal Pattern Beta to top things off.

    Not sure yet which Set I'll pick for this.

    Thoughts?

    IMO, there is no reason to take 2 tricobalt mine launchers. You can fire 1 with one of the mine patterns, but it places the other on a global cool down iirc. CDs on tric are very long.

    You would be better off with another array for use with subsystem attack or another turret.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited January 2013
    tancrediiv wrote: »
    IMO, there is no reason to take 2 tricobalt mine launchers. You can fire 1 with one of the mine patterns, but it places the other on a global cool down iirc. CDs on tric are very long.

    You would be better off with another array for use with subsystem attack or another turret.

    Two tricboalt mine launchers allow you to deploy a tricobalt mine every 30 seconds which sinks up perfectly with the cooldown of Dispersal Patterns.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • maicake716maicake716 Member Posts: 0 Arc User
    edited January 2013
    give the pvp forums a gander, theres a thread there that has 3 different flavors of builds=. one for each type of vesta.
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited January 2013
    I'm running the strategic version (BTW i bought the pack), maybe my build could be useful for you as well.

    SH/EN/DEF:
    XI retro borg set

    consoles:
    1x monotanium, 1x electroceramic, 1x EPS
    1x emitter array, 1x graviton generator, 1x particle generator, 1st Vesta spec console
    1x phaser relay, 2nd and 3rd Vesta Spec console

    weapons:
    1x quad cannon (or DHC) , 1x dual beam, 1x torp
    3x turret
    (all energy weapons are phasers and the torp is quantum)

    hangar: peregrines or shield repair drones, depends on the mission, and my role in it

    i have two energy profiles, one with maxed weapon power, and one with maxed aux, and i'm changing between them. it's not very convenient compared to the aux cannon-aux energy build, but i can use the subsystem targeting abilities with my fore weaponry.

    i'm too thinking in purchasing one or to romulan threat scaling (threat reducing) sci consoles, an emitter/shield proc and a particle/hull proc one.
    and i also in progress to get the assimilated console to the place of the graviton generator, and the cutting beam instead one of the turrets.
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
  • insanerandomnesinsanerandomnes Member Posts: 228 Arc User
    edited January 2013
    Science pilots wanted a buff, and we got a hell of a jump from the devs when they released this ship. I got the entire set for a mate for Christmas, and he loves it. After seeing what his UI was like, and how well the ship worked, I got one myself, and holy TRIBBLE...

    It's not just the awesome aux powered cannons, but everything else as well. The sheer amount of abilities is staggering. You get a perfect shield, like on the Intrepid-R, you get a sick bonus too slipstream, which helps with tour, you get the phaser lance that actually works, you get a flight deck hanger bay, you get speed and agility, you get cannons, you get serious team healing and awesome CC abilities, the list goes on and on.

    I actually find myself looking at the powers bars (There has too be five of them too see all the powers and items) occasionally wondering, "What does that button do?"

    Fit is as follows:

    Fore Weapons: Aux Cannons, Dual Beam Phaser Banks Mk XII Very Rare, Aux Cannons
    Aft Weapons: 3x Phaser Turrets Mk XII Very Rare
    Mk XII Omega Set

    Tac Consoles: 2x Phaser Relays Mk XII Very Rare, Deflector Dish Phaser Lance
    Science Consoles: 2x Particle Generators Mk XII Very Rare, Stealth Module Mk XII Very Rare, Photonic Displacer, Fermion Transceiver
    Eng Consoles: RCS Mk XII Very Rare, Wave Function Module

    Boff slots:
    Tac Lieutenant: Tac Team I, CRF I
    Uni Ensign: E2S I
    Eng Lieutenant: E2S I, A2Sif I
    Uni Lt. Commander: Sci Team I, Polarize Hull II, Photonic Shockwave I
    Sci Commander: Hazard I, Feedback Pulse I, Mask Energy Signature III, Gravity Well III

    Doffs are trio of Tac Team Conn officer, a Gravimetric Officer, and a Deflector Officer, all very rare

    It's sort of a hunter/killer, or a multi purpose vessel. Ever since I got her, I haven't lost her, which amazes me coming from a science vessel.
    I AM THE HARBINGER OF HOPE!
    I AM THE SWORD OF THE RIGHTOUS!


    dark_dreadnaught_by_insane_randomness-d5z6ydl.jpg
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