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Tac Vesta build

coffeemikecoffeemike Member Posts: 942 Arc User
edited August 2013 in Federation Discussion
I decided to see what people thing about this new build I'm using for my tactical Vesta Class. You can see it here: http://www.stoacademy.com/tools/skillplanner/?build=fedengvesta_0

A few thoughts:
- I wanted DPS: so far Tractor Beam Repulsors are way better at this than Gravity Well 3
- I changed my skill points around for MAX hull repair and MAX weapons. I figured, why not try this
- I tested the build on CE elite and Infected Elite... we finished early and wow. Just the sheer fun to see a Borg Cube pop in 20 seconds.
Post edited by coffeemike on

Comments

  • dknight0001dknight0001 Member Posts: 1,542
    edited August 2013
    Popping Tractor Beam Repulsors for DPS? So your target gets pushed out of optimum Cannon range helps your damage?

    OK on the unshielded buildings it is freaking awesome no denying it, but knocking the guy out of range seems like your hurting the team rather than helping it.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
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  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited August 2013
    I usually just run Elite STFs or CE or the Breen sector missions for dilithium, so this works for those. Just like my fighters, I time my use of TBR (use TBR on stationary objects or to push probes intomweaponsmfire)
  • rendar1970rendar1970 Member Posts: 44 Arc User
    edited August 2013
    Popping Tractor Beam Repulsors for DPS? So your target gets pushed out of optimum Cannon range helps your damage?

    OK on the unshielded buildings it is freaking awesome no denying it, but knocking the guy out of range seems like your hurting the team rather than helping it.


    Tbr damage is based of particle skill and consoles. The push is based off aux. Run low aux or hit aux2bat before tbr, you get loads of damage and barely push them 2k awsy.
  • topsettopset Member Posts: 0 Arc User
    edited August 2013
    Popping Tractor Beam Repulsors for DPS? So your target gets pushed out of optimum Cannon range helps your damage?

    OK on the unshielded buildings it is freaking awesome no denying it, but knocking the guy out of range seems like your hurting the team rather than helping it.

    While I wouldn't recommend people start using TBR to increase their DPS, god knows we have enough idiots with TBR out there already, it can really increase your effective damage output once you start learning when and how to use it properly.

    I've seen it get up to 1.5k DPS and it lasts for 10s, so it's definitely viable in some situations for that extra damage when you've finished tweaking your build and you're focusing on piloting squeezing that little bit more out. It's great on stationary targets like gates and transformers, also on cubes and tac cubes which have too much mass to move. It also has the added bonus of deflecting plasma torps from tac cubes so can be extremely handy in that regard if you're running a rapid fire build with no easy way of intercepting torps when you're close to a target.

    That being said, I think for this build you have a bit of work to do before you start thinking about TBR.

    Firstly, I don't understand why you haven't made it a cannon boat. If DPS is all you want, then you should really be going for cannons. Using beam/torp combination is pretty silly IMO.

    I've re-done it to how I would spec it for DPS.

    All cannons/turrets, better boff layout, dropped the beam console and junky science console. Replaced with leech and another embassy console (or replace with your favourite uni console, a field gen if you must)

    I've left your equipment set (shields/def/engine/core) as they are. It's not what I would use, but you can go either way with that. I like 2pc borg set + maco/elite shield. I'd use that, could go all Maco, could use the rom deflector, doesn't really matter. Personal preference there.

    Weapons are also just generic XII whites, use whatever. Exchange/fleet/rep, doesn't matter.

    http://skillplanner.stoacademy.com/?build=fedvestaredone3_0

    EDIT: Just redid the skills too, made a few changes that would suit this build. Reasonably happy with it but would want gravitons, would probably go over that for longer but only spent a few minutes on it to give you a rough idea. You had zero points in Starship Manoeuvres, which you really should fix ASAP.

    *Edit: coupla mistakes in the build :P *
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  • emperordeslokemperordeslok Member Posts: 0 Arc User
    edited August 2013
    Can he use jem fighters on a vesta? also shouldnt a carrier be using APB to enhance the firepower of it's fighter pets(as well as the team) as oposed to omega to just increase it's own abilities?
    With that loadout he should pull his skillpoints out of any projectile skills and distribute them between attack patterns, particle gen and flow capacitor, probably should grab one particle and one flowcap embassy console and use the rom plasma weapons (disruptor debuff helps all including pets plasma is boosted by embassy consoles)

    Also dissapointed to see the focus phaser thrown out i've pushed that thing to 10k/tick without much trouble it's a fun toy(makes the dread lance look bad)
  • topsettopset Member Posts: 0 Arc User
    edited August 2013
    Can he use jem fighters on a vesta? also shouldnt a carrier be using APB to enhance the firepower of it's fighter pets(as well as the team) as oposed to omega to just increase it's own abilities?

    I have no idea RE: fighter pets, I didn't even give them any consideration tbh. I just stick elite scorps on mine and be done with it. Yeah I can see the argument for Beta, but generally there's so much beta and disruptor procs flying around anyway. Could quite happily use Beta2 instead of Omega1 though, agreed.
    With that loadout he should pull his skillpoints out of any projectile skills and distribute them between attack patterns, particle gen and flow capacitor, probably should grab one particle and one flowcap embassy console and use the rom plasma weapons (disruptor debuff helps all including pets plasma is boosted by embassy consoles)

    Sound advice.
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  • stofskstofsk Member Posts: 1,744 Arc User
    edited August 2013
    topset wrote: »
    I reckon you should take EPS, Warp Core Potential and Warp Core efficiency down to 6, take out subsystem repair entirely (I don't see the point of this skill tbh, subsystem targeting doesn't happen often enough for it to matter from my experience), maybe reduce starship energy weapons and weapon training down to 6 as well, and redistribute the points into getting particle gens, graviton gens, power insulators up to 6, and boost aux performance and armor reinforcements.

    That would give a more well-rounded skill build to complement flexibility in any captain and ship.

    As for the ship, I don't understand why people don't just go with an all-aux cannon build if they splurge for the Vesta. You could go aux-cannons in the fore with some kind of torpedo/mine arrangement in the back. Nobody puts the KCB on expecting it to be kickin' rad in terms of damage, it's there for the 2-piece set bonus with the console.

    TBR, I'm going to try experimenting using it in conjunction with aux2batt, as that seems like a good pairing. And as far as TBR3 vs GW3 goes, TBR is the better option for CC, IMO. (i wonder if that's enough acronyms :v ) EDIT I'd also throw in TB somewhere, paired with a purple TB officer.
  • topsettopset Member Posts: 0 Arc User
    edited August 2013
    stofsk wrote: »
    I reckon you should take EPS, Warp Core Potential and Warp Core efficiency down to 6, take out subsystem repair entirely (I don't see the point of this skill tbh, subsystem targeting doesn't happen often enough for it to matter from my experience), maybe reduce starship energy weapons and weapon training down to 6 as well, and redistribute the points into getting particle gens, graviton gens, power insulators up to 6, and boost aux performance and armor reinforcements.

    Subsystem repair is useless if you're only ever running STFs. If you run with weapon batteries and EPTW on all your ships you can get away without it unless you're fighting Tholians. Having 3 points in it can make a big difference when fighting a few different races in a fragile build. Can see the merits in the rest (bar energy crits)

    http://skillplanner.stoacademy.com/?build=fedvestaredone3_0

    I think this would be a better way to get particle gens and graviton gens without damaging the DPS output too much. I don't see the point in power insulators unless you PvP. Not much draining from NPCs and the borg drains are pretty insignificant.

    stofsk wrote: »
    As for the ship, I don't understand why people don't just go with an all-aux cannon build if they splurge for the Vesta. You could go aux-cannons in the fore with some kind of torpedo/mine arrangement in the back. Nobody puts the KCB on expecting it to be kickin' rad in terms of damage, it's there for the 2-piece set bonus with the console.

    Aux cannons limit you to phaser damage and you have to use torps/mines in the back. Mines would be viable but torps wouldn't. You should be nose-on-target as much as possible in a DHC ships. Especially one without the best turn rate in the world, you're not going to want to be turning round if you can avoid it.

    Mines could be viable but you don't really have the tac stations to make them effective...
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited August 2013
    topset wrote: »
    Weapons are also just generic XII whites, use whatever. Exchange/fleet/rep, doesn't matter.

    http://skillplanner.stoacademy.com/?build=fedvestaredone2_0

    You don't have a single plasma projectile weapon fitted, yet you're using 3x Ambiplasma Envelope consoles!? *boggle*
    3lsZz0w.jpg
  • topsettopset Member Posts: 0 Arc User
    edited August 2013
    meimeitoo wrote: »
    You don't have a single plasma projectile weapon fitted, yet you're using 3x Ambiplasma Envelope consoles!? *boggle*

    *Splutter* Yes. That was a complete oversight on my part, they should all be plasma infusers (of course). I didn't change them when I changed up the build, they look so similar I just ignored them :P Edited my posts for new link.
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited August 2013
    topset wrote: »
    *Splutter* Yes. That was a complete oversight on my part, they should all be plasma infusers (of course). I didn't change them when I changed up the build, they look so similar I just ignored them :P

    Hehe; pfew :) I thought maybe it was another one of your maddening super-DPS 'skittle' loadouts that I didn't understand. :P
    3lsZz0w.jpg
  • emperordeslokemperordeslok Member Posts: 0 Arc User
    edited August 2013
    I'd probably lean towards this type of skill distribution since partgen inceraases exotic damage, in addition the last 3 points in the warp core skills gets you a very low return/point

    http://skillplanner.stoacademy.com/?build=fedvestaredone4_0
  • stofskstofsk Member Posts: 1,744 Arc User
    edited August 2013
    topset wrote: »
    Subsystem repair is useless if you're only ever running STFs. If you run with weapon batteries and EPTW on all your ships you can get away without it unless you're fighting Tholians. Having 3 points in it can make a big difference when fighting a few different races in a fragile build. Can see the merits in the rest (bar energy crits)
    When I play as my Federation characters, I've noticed with just a few human boffs I am never disabled for very long. When playing my KDF characters I notice the disable length is longer, and I'm sure the same is true with my Romulan. But like you said, you can get away with having EPTx skills and batteries.
    http://skillplanner.stoacademy.com/?build=fedvestaredone3_0

    I think this would be a better way to get particle gens and graviton gens without damaging the DPS output too much. I don't see the point in power insulators unless you PvP. Not much draining from NPCs and the borg drains are pretty insignificant.
    The borg drains are not insignificant. Speccing into power insulators - particularly if you do eSTFs - is a good investment. I've died numerous times because the borg tachyon beam me then wipe me out with follow-up attacks after my shields are all but gone. EDIT I'd like to add, this was after I followed someone else's advice that power insulators are PVP skill not PVE, and I stupidly followed said advice. In eSTFs, borg tachyon beams are very effective.

    But the other issue I raised is that the max levels in warp core potential and efficiency is wasted. Taking it to 6 is fine, taking both to 9 is not. The diminishing returns becomes too excessive. Outside of 6-7 skills, most skills shouldn't be maxed IMO. And by not maxing some of these skills, you can put more points into power insulators - which can take him into PVP territory too without respeccing.
    Aux cannons limit you to phaser damage and you have to use torps/mines in the back. Mines would be viable but torps wouldn't. You should be nose-on-target as much as possible in a DHC ships. Especially one without the best turn rate in the world, you're not going to want to be turning round if you can avoid it.

    Mines could be viable but you don't really have the tac stations to make them effective...
    Aux cannons limited to phasers don't really bother me. As far as damage goes, disruptors and plasma are *better*, but there's no truly bad energy weapon type to go for other than tetryons.

    Both mines and torpedoes would be viable, just not optimal. The Vesta turns quicker than a cruiser, about as quick as the Intrepid turns. The wide-angle quantum torpedo launcher from the Regent, any of the rep torpedoes, any kind of destructible torpedo can work. However I do agree that there's limited tactical boff stations to make these weapons truly effective.
  • macroniusmacronius Member Posts: 2,526
    edited August 2013
    Here is my Vesta future build ... Not sure if I will be able to do decent damage with it...


    http://skillplanner.stoacademy.com/?build=macroniusvesta_0
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  • emperordeslokemperordeslok Member Posts: 0 Arc User
    edited August 2013
    macronius wrote: »
    Here is my Vesta future build ... Not sure if I will be able to do decent damage with it...


    http://skillplanner.stoacademy.com/?build=macroniusvesta_0

    well you've got 1 too many team abilities(2 tac and 1 sci overlap cooldowns) so you'd never use one of them, and you're throwing away two sci console slots with the second field gen and the impulse cell(easily replaced with deturium item if you really need it) outside of that we'd need to see your skill tree to tell more(patterns are useless without attack pattern skill ect.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited August 2013
    well you've got 1 too many team abilities(2 tac and 1 sci overlap cooldowns) so you'd never use one of them, and you're throwing away two sci console slots with the second field gen and the impulse cell(easily replaced with deturium item if you really need it) outside of that we'd need to see your skill tree to tell more(patterns are useless without attack pattern skill ect.

    Indeed, ST1 is interfering with the 2 copies of TT1. Best replaced here with TSS1 (which will nicely complement the single copy of EPtS2).

    Also, the state of GW is flaky as it is, but without tractor beams even? I realize you'll need the tractors less than with Tyken's Rift, but still.
    3lsZz0w.jpg
  • emperordeslokemperordeslok Member Posts: 0 Arc User
    edited August 2013
    meimeitoo wrote: »
    Indeed, ST1 is interfering with the 2 copies of TT1. Best replaced here with TSS1 (which will nicely complement the single copy of EPtS2).

    Also, the state of GW is flaky as it is, but without tractor beams even? I realize you'll need the tractors less than with Tyken's Rift, but still.

    actually if you want to amp up a gravwell throw out chroniton torps or use a graviton pulse console(or both because %^&* engines XD)
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  • dknight0001dknight0001 Member Posts: 1,542
    edited August 2013
    rendar1970 wrote: »
    Tbr damage is based of particle skill and consoles. The push is based off aux. Run low aux or hit aux2bat before tbr, you get loads of damage and barely push them 2k awsy.

    I didn't know this.
    topset wrote: »
    While I wouldn't recommend people start using TBR to increase their DPS, god knows we have enough idiots with TBR out there already, it can really increase your effective damage output once you start learning when and how to use it properly.

    I actually use TBR myself for bonus DPS on stationary targets, removing Mines, Fighters and Tholian Webs and the occasional high yield Plasma. But it's a very very situational power and I see people TBRing things all over the place while the rest of the team play chasey. And if you actually get a response they use it for the bonus DPS. Of course it's a Tac with no points in Particle Generators.

    If your using it properly your a massive asset to any team. If your spamming it like an idiot well, we've all experienced that guy right?

    The only time I get grief for my use of TBR is when I push the Tarantula away in Azure Nebula and free a Scimitar before the other 4 idiots can DPS it so they lose the loot.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited August 2013
    Thanks everyone for the feedback. I made a few modifications on my build so here it is...

    URL="http://www.stoacademy.com/tools/skillplanner/?build=fedengvestacannons_99"]Tac Vesta iw/ cannons[/URL
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