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Vesta Build for PvE

pineapplecircuspineapplecircus Member Posts: 6 Arc User
edited January 2014 in Federation Discussion
Hi- I was hoping to get some feedback on my PvE Vesta Build and also my skill specs because I finally bought a respec token and saved up a bunch of dilithium and fleet credits to buy some fancy equipment, but now I'm having serious commitment issues.

I tried to build a well rounded CC ship that also does enough damage to be an asset to my team in PvE.

For skills I tried to spec so that I could be effective as CC and damage in both PvE and PvP, but with a different build specifically for PvP. Here is the build/skill layout:

http://skillplanner.stoacademy.com/?build=pveplasmavesta_5472

Thanks in advance for any help, I really appreciate it :)
Post edited by pineapplecircus on

Comments

  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited January 2014
    Well, with a vesta you have a pretty good Turn rate, so you can certainly get away with cannons.

    That being said, i would switch to beams. Plasma is a good place. Romulan Plasma is a great place.

    Now i personally do not like cannons, but i will provide you my build im using currently, that i love.

    http://skillplanner.stoacademy.com/?build=ussspidercrusher20_0

    Its a CC build that i try and pump out damage with, it does fair amounts from 3-6k depending on the situation and speed of the match, but almost always 5 mil in actual damage.

    I prefer personally using full sets, and i often rely less on shield heals, and more on hull and resists. I aslo prefer the Strategic its the most.....well rounded of the bunch i think, 3 Tac consoles, 4 sci and 3 Eng.

    If you give me your doffs that you are using i can help there too.

    Mine that i use (until my fleet hits for the 6th)
    2 purple TT doffs keeps it slightly less than global and increases the buff
    1 purple TBR doff (the new Voth one) turning my TBR into Pullers (nothing is funnier than towing a few spheres across the map)
    1 purple Battery Doff to decrease the CD on my batteries
    1 purple doff (i forget which kind he is) to give power to all subsystems upon using an EPtX power <-- with this guy you can drop that leech or keep it and have full power always

    when we get the 6th im going to toss on a doff that does something that adds to my build, most likely something that does an aftershock GW.

    But your build is what you want it to be, i am a huge fan of CC myself, but i do prefer more beams over cannons mostly because i think beams look better, not because i can push out more or whatever.

    Its all in what you want to do, which i know is CC, but do you want CC and damage, CC and survivability?

    I would suggest at the very least switching to the strategic and balancing out your consoles a bit, that 4th Tac console is basically a waste.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited January 2014
    Bluntly, I think you would be better off using an actual escort with that setup. Everything from your bridge layout to your weapons and consoles screams "Escort!". (I suspect you're running high power in Weapons instead of Aux as well.)


    That said, my biggest suggestion would be to switch from Torp Spread to High Yield and combo it with Gravity Wells. Omega launcher is better than the Hyper launcher for this purpose, but I see you're going for the Romulan 3-set.

    Secondly, I'd suggest picking up the Assimilated Deflector for the 2-set auto-hull regen bonus. On the Vesta, it's almost a requirement for serious combat, and it will free up your universal bridge seat.

    Speaking of the Universal, I see three options: Keep it Engineering and slot in Eject Warp Plasma(this is boosted by the extra Exotic Damage your Science Captain can do - however, it doesn't mesh well with heavy Plasma Torps), Switch it to Tactical for Attack Pattern Beta(boost an entire group's damage) and Omega(ups your critical spike damage and lets you replace Polarize Hull with Transfer Shield Strength/Science Team), or double-up on Science to chain-spam Gravity Wells and Tractor Beams.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited January 2014
    I run the tac Vesta Class as an engineer... works nicely for me. You can see my build below...

    For your build...

    DOFFs:
    -Focus on the GW & get a Deflector Officer to reduce def abilities
    -Get that Voth Tractor Beam Officer that makes TBR into a pull ability
    -Slot in the Gravimetric Scientist that gives either Reduces Cooldown on Exotic Damage Powers when a Spatial Anomaly is activated or Chance to create an aftershock Gravity Wells ontop of your existing one
    -Slot in a Damage Control Engineer that can have a chance to reduce the recharge time for Emergency Power to subsystem abilities
    -Slot in a Warp Core Engineer that can have a chance of temporarily improving your ship power on use of any Emergency Power ability

    What traits do your Bridge Officers have btw?
    My setup is currently 2 human BOFFs for Leadership, 2 efficient BOFFs for Warp Core Efficiency, 1 Rom BOFF for the Superior Rom Operative Trait

    Gear:
    -Go with the 2pc Borg MK XII set (Deflector & Engines)
    -Swap out that MK XII Graviton Generator and get another Particle Generator since more particle points do DAMAGE
    -Up to you but I'd use the Obelisk Warp Core instead

    BOFF abilities:
    -Swap between RSP 2 and EP2Aux1 & make it RSP 1 and Emergency Power to Aux 3

    How are your Power Levels set btw?
  • pineapplecircuspineapplecircus Member Posts: 6 Arc User
    edited January 2014
    Wow! Thanks for all the feedback, it's very helpful!

    I will try the beams instead... I guess that makes more sense considering that it's a science vessel, it's just hard to resist the cannons since it's the only sci ship that can equip them. I tried running an escort once, but I really need to practice my piloting skills first to take advantage of the enhanced speed and turn rate.

    The doffs I'm currently using:

    -1 purple gravimetric scientist (grav well type)
    -1 purple comm officer (tt cooldown type)
    -1 purple sensors officer
    -1 purple tractor beam (tbr pull type)
    -1 blue warp core engineer

    When I get a sixth spot I'll prob. slot a deflector officer.

    I really want to focus on damage over survivability... I haven't had too much of an issue with staying alive.

    As far as boff traits, I have two humans, one saurian with efficiency trait, and a nausicaan with pirate trait (my other one is andorian, so no space trait). I could use a third human, but I haven't been able to get a clear answer on whether or not leadership actually stacks.

    I have a tac boff with apb and apo... I'll try swapping it with the engineering and see what happens.

    Finally, for power... I honestly have been running totally balanced power and kind of ignoring it. Between the wce doff and the leech console all power is generally maxed out in combat, but I don't completely understand how the whole power thing works. If your base power is 50 but there's green filling it to the top, is that the same as if you have the base power maxed out?
  • k0undarrk0undarr Member Posts: 2 Arc User
    edited January 2014
    Something you might want to consider trying would be a torp build using the Breen Transphasic Cluster Torpedo and Rapid Reload Transphasic Torpedo x2 on each (one each fore and aft) and three purple torp doffs. Use the Aux DHC that came with ship in the third fore slot and the 360 degree AP beam array from Inner Sphere mission in third aft slot (for target subsystems).

    Use Torpedo Spread 1 and 3 or High Yeild 1 and 3 and Attack Pattern Beta 1 x2, I personally use Transfer Shield Strength 3 instead of Tractor Beam Repulsers 2. And definitely switch to Delta Flyers for their Tachyon Beam. With this build you'll be able to run max aux and the only weapon you'll lose dps on is the beam array (no big deal).

    For the other three doffs I use two purple conn for TT and one purple gravimetric for aftershock gravity wells. Oh and fit some transphasic projectile tactical consoles for some really high numbers. I've seen my breen cluster do well over 40k (3.6-4.6k per hit x 10).
  • bmdefiant2069bmdefiant2069 Member Posts: 0 Arc User
    edited January 2014
    k0undarr wrote: »
    Something you might want to consider trying would be a torp build using the Breen Transphasic Cluster Torpedo and Rapid Reload Transphasic Torpedo x2 on each (one each fore and aft) and three purple torp doffs. Use the Aux DHC that came with ship in the third fore slot and the 360 degree AP beam array from Inner Sphere mission in third aft slot (for target subsystems).

    Use Torpedo Spread 1 and 3 or High Yeild 1 and 3 and Attack Pattern Beta 1 x2, I personally use Transfer Shield Strength 3 instead of Tractor Beam Repulsers 2. And definitely switch to Delta Flyers for their Tachyon Beam. With this build you'll be able to run max aux and the only weapon you'll lose dps on is the beam array (no big deal).

    For the other three doffs I use two purple conn for TT and one purple gravimetric for aftershock gravity wells. Oh and fit some transphasic projectile tactical consoles for some really high numbers. I've seen my breen cluster do well over 40k (3.6-4.6k per hit x 10).

    V interesting build there...Took both the RR Transphasic and Cluster Torpedo off my Vesta when I got the Rom Hyper Plasma torp but miss the damage it can create...I use the Dyson Grav Torp and Rom Hyper Plasma torp but might switch the Rom torp back to either one of the Transphasic's..;)
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