Thought I'd share the build I use in Elite STF's. Good survivability. Shields take a good beating except against invisible one shot torpedoes.
Character Class: Science
Type of Ship: Multi-Mission Surveillance Explorer: Vesta Class
Link to Skill Planner Profile:
http://www.stoacademy.com/tools/skillplanner/?build=motmmsv_237
Power Settings:
W: 47/25
S: 67/50
E: 52/25
A: 125 (133)/100
Duty Officer Space Slots
- Flight Deck Officer (Intercept)
- Science Team
- Science Team
- Science Team
- BOff Buffs
Deflector:
Assimilated Deflector Array Mk XI
Shields:
Elite Fleet Adaptive Resilient Shield Array [Adapt][Capx2][ResB]
Impulse Engine:
Assimilated Subtranswarp Engines Mk XI
Devices:
- Red Matter Capacitor
- Shield Battery
- Subspace Field Modulator
Fore Weapon Slots:
- Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]
- Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]
- Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]
Aft Weapon Slots:
- Adv Fleet Phaser Turret Mk XII [CrtH] [CrtD] [Dmgx2]
- Adv Fleet Phaser Turret Mk XII [CrtH] [CrtD] [Dmgx2]
- Adv Fleet Phaser Turret Mk XII [CrtH] [CrtD] [Dmgx2]
Engineering Consoles:
- Neutronium Alloy Mk XI
- SIF Generator Mk XI
Science Consoles:
- Multidimensional Wave-Function Analysis Module
- Quantum Field Focus Controller
- Emitter Array Mk XI
- Emitter Array Mk XI
- Field Generator Mk XI
Tactical Consoles:
- Phaser Relay Mk XI
- Phaser Relay Mk XI
- Phaser Relay Mk XI
Hangar:
Comments
The OP most likely went with Phasers to boost the damage of the Quantum Field Focus Beam.
You can still buy the Collector's Edition off Amazon for pretty cheap. Probably could substitute the Red Matter Cap for a Aux and Weapons combo battery for most of the cases I use it for on the Vesta (though those are consumable, and share a cooldown with either sub-type last I checked).
I would assume you would be using Mines or another Projectile that slows, or incapacitates your opponents or does significant amounts of damage so as to prevent them from running away from your cannons. I would also assume you would want to utilize Bridge Officer Powers that assist in disabling your opponent (While also using your Auxiliary Systems Power to power themselves) so that you can enable your Cannons to come to bear far more frequently.
You still have *some* weapon power no matter what you do, and the turrets run off that. They may not give as good of performance as they'd if you had full power to weapons, but they're the only weapons besides the Kinetic Cutting Beam that can be put in the aft weapon spots and shoot forward. If you can get 50 power to them via skills and/or gear they do thier rated damage.
In STFs, it's fairly trivial to get the Borg in your forward arc and just pound on them with the Dual cannons. With mines you have to get fairly close, which makes you at risk for a taking a HY torp that you otherwise might have avoided. With torps aft, you have to spin or do passing runs, limiting the damage your forward arc weapons are doing, particularly the 45 degree dual cannons.
As for lockdown, it can be a handy optional saver to have them, but you shouldn't need too many. I run only Gravity Well 3 as a BOff power for damage/holds, and then the Rademaker console for emergencies (like for a generator popped way early in Infected). The bigger stuff like cubes pretty much ignore whatever you throw at them disable/hold wise unless you run them out of subsystem power completely. I also have Advanced Danubes, and their tractors sometimes help with slowing enemies down, but only one at a time.
Some concerns:
1) Devices: You need a Weapons Battery somewhere in there. The Weapons Battery should supplement the lower weapons power used by your secondary (turret) weapons.
2) Power: Should be 45/30/25/100.
3) Science Consoles: Get rid of the Multi-dimensional console, and use the Fermion console instead.
4) DOFFs: You need more shield distribution officers, IMO.
Also, since you didn't post a BOFF ability layout, I suggest you have Aux to SIF, EP to Aux, Hazard Emitters, EP to Shields, EP to Weapons, and at least one Tactical Team. (in addition to the obvious choice of CSV/CRF)
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!
I would personally use danube runabouts as their tractor beams seem to be a lot better than yours and have more up time. which would let you use another science skill instead.
I tend to run my power the same as yours and I do very nicely with survivability and damage. You seem to be more of a healer/support in which case you'd be better off having TSS3 and repulsors 1 in my opinion as it will let you save other peoples bacon more and still let you save the day on starbase blockade and ISE.
Also science team clashes with tactical team and while I think science team 3 is great on 15s CD, tactical team will help you survive longer than science team will, as you will just use all your heals trying to stay alive and even then can't redistribute manually enough to keep up with the damage you take. To that end getting rid of tractor beam 1 and using something like jam sensors might be better so if you draw aggro you can get the enemy to switch targets. I haven't tested this as I can outlast most enemies (gates and tact cubes at 1km) so have no need to use it but then I use 2x tactical team1.
As for doffs, upgrade to 2 purple development lab scientists asap and a purple gravimetric (gravity well) doff will be excellent for extra wells. There are doffs that have a chance to reduce the cooldown of cannon abilites, I use 2 rare versions and it usually means I have a 22.5s CD on my scatter volley with it sometimes hitting the 15s global CD.
You also seem to have a lot of shield regen and high shield power so maybe the borg shield might be useful as it's a regenerative shield. It gives you the proc of shield regen if a facing drops below 20% and has plasma resist.
Skills seem ok, seems like you can use escorts with it too which is why attack patterns is worth keeping 6 points in. I would never max an admiral level skill as the returns for point cost are just not worth it (even 6 points in them is arguably not worth it) so I would recommend taking 3 out of energy weapons spec and putting them into particle gens as it buffs a lot of skills, I also don't tend to find a reason to have points in subsystem repair so removing 2 to bring particle gens to 6 points might be better. Up to you though as I wouldn't say there is anything completely wrong with your skill points.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
1) not concerned about weapon power, with certain buffs I'm easily over 50.
2) Power is fine where it's at, more concerned about shield power than weapon power
3) The Uni Consoles are really just filler, with the long cool downs.
4) Cutting the recharge time of ST is more beneficial.
Boff ability layout is included with the skill planner link.
Centurion maximus92
12th Legion, Romulan Republic
12th Fleet
=\/= ================================ =\/=
no wonder I've been hating my vesta, I've been flying it wrong. Still got to figure out how to make a build work for me...
you are still losing great amounts of dps with turrets at 50 weapon power (hell, you would lose high amounts with turrets at 100)
if you are not getting close to stuff in stfs, you are doing something wrong. and if you are hit with a high yield torp in the Vesta, while doing that, you are doing something extremely wrong
10k DPS Vesta threads: 1; 2