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Dedicated Vesta Healer

afree100afree100 Member Posts: 332 Arc User
edited February 2013 in PvP Gameplay
I put together a dedicated Vesta healing build, any suggestions for improvements (other than the skills) or OP stuff (although I would have to say that not being in a Recluse does put me at a little disadvantage, although Vesta consoles may help or even supparse that)

Science Vesta, Science Character

Power Lvls: Weapons 25, Shields 50, Engines 25, Aux 100

Aux DHCx3 (OP? Although I hardy think so I don't to very much damage at all lol (well unless I don't need to heal anyone, but there is not much point in centrering and build around defeating noobs is their), I doubt they even affect my aux abilites since when I am healing I am not firing

MACO Deflector and Shields (yes I know Fleet are better but I prefer MACO for some reason, also I like how the MACO deflector boosts my heals and with the set 2 MACO bonus (othewise that would be a borg deflector).

Borg Engines

x2 Phaser Turret Mk XII [CrtD], Phaser Beam Array Mk XII [Acc] [CrtH] [Borg] (I know these are fail weapons but since I run really low weapons power it matters little, the beam array is for subsystem targeting)

Shield Battery (increase Shield Power for Extend Shields), Red Matter, Subspace Field Modulator

Engineering: x2 SIF Generators Mk XII

Science: x4 Emitter Array Mk XII, Borg Console

Tactical: The 3 Peice Vesta Set (Is it deemed OP?, I usally reserve for when I am being targeted since that is my weakness (I die much easier than assisting others and rarely have anyone to heal me, they help somewhat but not for long (obviously), but I sometimes use fermion field to get close to an ally and heal them, the others are useful as a bit of assisting damage and pushing others to spread a little caos (maybe resisting kenetic a bit, but the only reason I them is for the Shield Bubble and Fermion Field)

Hanger: Shield Repair Units (since everyone thinks danubes are OP but they really aren't imo, not much point in getting Very Rare either since they die pretty quick in any case, although I kinda like them more than Danubes anyway)

Boffs:
Engineer Team 1, Extend Shields 1 and 2
Hazard Emitters 1
Tactical Team 1, Cannon Rapid Fire 1
Emergency Power to Shields 1 and 2
Science Team 1, Transfer Shield Strength 2 and 3, Viral Matrix 3

Doffs: (forgive the fail)
x3 Additional Viral Matrix after 30 seconds
BFI Doff
Evasive Doff

I plan to change the Evasive and BFI to x2 Purple BFI, also I don't really know any doffs better than the VM (ones that are affordable anyway), I don't think VM is very useful in my build with all the resistances to it but who knows.

I have thought of changing the Lt Commander Eng to a science and packing better hazard emitters (but then that would get rid of my secondary shield heal, although there is higher science teams I don't really like that idea (but then again instant heals go a long way)), thoughts?

Skill Planer (I use this char for tour the universe so thats why I have 9 in Driver Coil, I know I should get ec other ways but oh well, I can't really respec atm on this char so a lot of bad stuff in stuff): http://www.stoacademy.com/tools/skillplanner/index.php?build=VestaBuildDH_0

Edit:
Combatlogs of an encounter I had earlier today, the Rapid Fire 1 dosen't really Help Much but oh well (what else would there be to put there), I am really new to healing (about a week) so I don't really have time to use my weapons:
Healing: http://imgur.com/kNE3nlj
Damage: http://imgur.com/sMeouKI
Starfleet M.A.C.O. KDF Honor Guard
Post edited by afree100 on

Comments

  • hurleybirdhurleybird Member Posts: 909
    edited February 2013
    Dump the engineering team, and dump one of the extends.

    Run 2 copies of EPtS1, an RSP 1, and then one copy each of Aux2Sif and ES, which one gets the higher rank doesn't matter too much.

    Drop the TSS3 (you list TSS 1 and 2, but you really meant to write 2 and 3) and replace it with Science Team 3, and run two development lab doffs to get the cooldown on ST3 down to the 15s global. Replace the ensign slot ST1 previously inhabited with either another heal (TSS or HE), a PH for defense, or a tractor for offensive control.

    Run three rapid fire transphasics (or two with the auxillary cannons) up front with two copies of spread in your tactical slots. Run a cluster torp in the back, and fill up the last two rear slots with two of the following three options: Transphasic/Chroniton mines, Romulan Hyper pulse torpedo, or a beam array for target subs. Consider running torp doffs.
  • afree100afree100 Member Posts: 332 Arc User
    edited February 2013
    Well the eng team was for healing Viral Matrix, (although that is probably a pretty bad reason to have it since science team helps a lot more). It sounds to me like I should go with this layout (since I am biased against Aux to anything and I really really want to keep Transfer Shield Strength 3):

    Leaving out the tac boff for now (but I will probably get torp doffs and 2 spreads like you suggested)
    Polarize Hull 1, Hazard Emitters 1 and 2, Transfer Shield Strength 2 and 3, Viral Matrix 3
    Science Team 3
    Emergency Power to Shields 1x2, RSP1

    And I should get the science team doffs of course, thx for the help, guess I will give a bigger priority to a respec (well I can get one in pretty much 1 day with 5 chars just to lazy to lol, can't purchase zen).
    Starfleet M.A.C.O. KDF Honor Guard
  • hurleybirdhurleybird Member Posts: 909
    edited February 2013
    afree100 wrote: »
    Well the eng team was for healing Viral Matrix, (although that is probably a pretty bad reason to have it since science team helps a lot more). It sounds to me like I should go with this layout (since I am biased against Aux to anything and I really really want to keep Transfer Shield Strength 3):

    Leaving out the tac boff for now (but I will probably get torp doffs and 2 spreads like you suggested)
    Polarize Hull 1, Hazard Emitters 1 and 2, Transfer Shield Strength 2 and 3, Viral Matrix 3
    Science Team 3
    Emergency Power to Shields 1x2, RSP1

    And I should get the science team doffs of course, thx for the help, guess I will give a bigger priority to a respec (well I can get one in pretty much 1 day with 5 chars just to lazy to lol, can't purchase zen).

    Doubling up TSS and HE instead of slotting in Aux2Sif and ES drastically lowers your healing capability. If you're intent on TSS3 you could always slot in ST2 instead of 3.
  • afree100afree100 Member Posts: 332 Arc User
    edited February 2013
    Okay I will try both see which one I like the best, but getting rid of the eng lt cmdr boff slot does solve quite a few problems, then again I shouldn't be questioning you as much as I am should I :).
    Starfleet M.A.C.O. KDF Honor Guard
  • hurleybirdhurleybird Member Posts: 909
    edited February 2013
    Nah, you're free to question me all you want, and in fact you should question a lot of what people say in these forums. The important thing is that you seem to have an open mind. Hope you find the right build!
  • afree100afree100 Member Posts: 332 Arc User
    edited February 2013
    I know that, it was a joke:D with a tad of seriousness
    Starfleet M.A.C.O. KDF Honor Guard
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited February 2013
    Here's what I run on mine:

    Lt Eng: EPtS 1, Aux to SIF 1
    Ens Uni: EPtS 1
    LtC Sci: HE 1, TSS 2, SciTeam 3
    Cmdr Sci: HE 1, TBR 1, TSS 3, Scramble 3
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited February 2013
    The Vesta does have the maneuverability to effectively make use of an Extends. However, I would stick with Lt Com. Sci since this gives you a very powerful healer/controller setup (you can run one top-grade CC skill and still slot out an ST3/TSS3 combo with room to spare, something even the Wells can only mimick poorly).
    [SIGPIC][/SIGPIC]
    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
  • hurleybirdhurleybird Member Posts: 909
    edited February 2013
    The Vesta does have the maneuverability to effectively make use of an Extends. However, I would stick with Lt Com. Sci since this gives you a very powerful healer/controller setup (you can run one top-grade CC skill and still slot out an ST3/TSS3 combo with room to spare, something even the Wells can only mimick poorly).

    How about this?

    Tac:

    TS1, TS2

    Eng:

    EPtS1, RSP1
    EPtS1, ES1, Aux2Sif2

    Sci:

    TB1/PH1
    HE1, TSS2, ST3, VM3/PSW3


    I don't think it's worth the sacrifice of two of the following three skills -- RSP, ES, and Aux2Sif -- to slot an extra copy of HE and TSS. ES and Aux2Sif are arguably better heals anyway, and adding a second copy of TSS and HE only gives you 50% benefit. No brainer. Now, if you really want to slot a Lt Cmdr sci, I would do something other than taking extra heals in those slots. For example:

    Tac:

    TS1, TS2

    Eng:

    EPtS1
    EPtS1, RSP1/ES1

    Sci:

    TB1, TSS2, ST3
    PH1, HE2, PSW1, VM3

    The Lt Cmdr. science gives you the option to run with more control, but if you want to maximize your healing Lt Cmdr. engineering is the only configuration that makes sense.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited February 2013
    That's a fair enough layout actually and you have a good point. Double HE isn't really mandatory but I'd probably swap the TB (what I'd run if I had Com/Lt Com. Sci slots) for a TSS1, it's just a really great skill for a full aux healer to have.
    [SIGPIC][/SIGPIC]
    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
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited February 2013
    hurleybird wrote: »
    How about this?

    Tac:

    TS1, TS2

    Eng:

    EPtS1, RSP1
    EPtS1, ES1, Aux2Sif2

    Sci:

    TB1/PH1
    HE1, TSS2, ST3, VM3/PSW3

    Jorf knows his stuff. This would make an excellent healer.

    Though, I'd suggest taking GW3/Scramble 3/PSW 3 instead of VM 3. VM's not that useful anymore (imo) due to the prevalence of EngTeam. Though, if they're lacking an EngTeam, it'll really ruin their day.
  • hroothvitnirhroothvitnir Member Posts: 322
    edited February 2013
    That last sci slots is so situational.

    That being said GWIII can be surprisingly potent, to non escorts at least.

    Also has moment such as the 1 Vs 1 I was in where both vestas got pure luck proc's of GW that caused us to circle strafe each other like a pair of B5 starfuries. Not really a huge decider but it was cool as hell to watch.
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