Purely PvE build that I intend to use as a mixture of DPS and Sci. I've been flying too many generic sci and carriers that are unable or barely able to stop CSE Raptors by themselves, or have horrendous turn-rate. I believe Vesta will fix all that while still keeping my ship as a sci in its core.
More support-healer-tank oriented, but I believe it'll still be able to deal enough DPS to be self sufficient in STFs, like aforementioned Kang duty, solo-ing Raptors. I also plan on having another DHC as a reserve to switch with DBB when DPS will be more important than subsystem targeting.
I think this'll be really fun. But the actual performance remains to be seen.
You're not using the Aux cannon that comes with the ship?
What for? It's a PvE build, where I'll be flying with 125 weapon power + EPTW anyway, with aux at around 80 buffed occasionally with batteries and doff abilities, so why would I want a cannon that wouldn't be at it's highest dmg potential all the time?
Also looks like you're using the old 'Borg 3-piece + MACO shield setup, which has been nerfed and won't be as effective as it once was.
I only care about the 2-piece set bonus for hull healing in this case. MACO shield is still superior when it comes to capacity, which is going to be more useful considering Vesta's shield modifier.
EWP + DOff-boosted Viral Matrix + DOff-boosted shield drain Tractor + Danubes = if they're not already dead they will be by the time you bring your cannon arc to fore.
If you have no scruples about P2W, you can throw an aux-buffed Graviton Pulse on for good measure.
This is just conjecture on the build as I have not seen it or flown it only read what is available.
Just off the top of my head - servers not up yet so my personal preference is the Science as I have always played support / CC /Healer Both in space and ground.
Science Captain / Science Variant
Weapons fore
Aux Cannons
Mk XII fleet phaser array
Mk Xii fleet Plasma Torp
Weapons Aft
Mk XII fleet Tricobolt Mine / Transphasic Mine Cluster
Mk XII fleet phaser Array
Mk XII fleet phaser Array
Shields Borg Mk XI
Deflector Borg Mk XI
Engine Borg Mk XI
From memory my Doffs are
- these are all purple
Reduced time on BO abilities'
remove boarding parties with transfer shield strength
added DE buff with tractor beams
reduced cool down on sub targeting
Gravity well chance to create additional anomalies.
Abilities I use all the time no matter what ship I'm in
Hazard Emitters
Transfer shield strength
Tactical team
Torp spread
Gravity well
Tykens Rift
Tractor Beam
Science Team
Emergency power to shields
Reverse Shield Polarity
By switching out certain BOffs I can add other abilities to the fray
- Tractor beam repulsors
- Energy Siphon
I have always played my toon as a "science captain" not as a tactical or engineer variant. I like the abilities and this build has served me quite well. and I rarely die in elite- stf's with the odd exception I'm focusing too much on the target and not myself :eek:
Before criticizing this build or any flaming whatsoever please try to remember Im treating the vesta at this point like most other science ships I fly and will likely be tweaked.
so what the heck would ya put in the aft? being ya wanna run high aux power for aux cannons... 3 mines?lol or maybe low powered turrets? very interesting either way
so what the heck would ya put in the aft? being ya wanna run high aux power for aux cannons... 3 mines?lol or maybe low powered turrets? very interesting either way
2 Chroniton (if using Graviton Generators), Plasma (if using Particle Generators), Transphasic (if using else), or Tricobalt Mines (they're Tricobalt Mines) with a rogue array for target subsytem attacks.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
so what the heck would ya put in the aft? being ya wanna run high aux power for aux cannons... 3 mines?lol or maybe low powered turrets? very interesting either way
Turrets seem to do fine, and increase your forward firepower. I'm still playing with power levels, but even at low weapon power levels on the Aventine (+5 wep power) with Borg console (also +5 wep power) turrets seem to be powered well enough with all Aux cannons up front.
My current build for the Aventine-class version my sci captain's flying;
Lt. Tactical; Tac Team 1, CRF1
Lt. Eng: EPtS1, EPtS2
Cmdr. Sci; Sci Team 1, Hazard Emitters 2, Tyken's Rift 2, Grav Well 3
Ensign Uni: Polarise Hull 1
Lt. Cmdr. Uni: Beam overload 1, CRF1, APB2
Weapons, basics & consoles;
Fore: 2x Aux DHC, 1x Mk XI (Very Rare) DBB
Rear: 3x Phaser Turrets (Very Rare)
As an aside; all weapons have at least an [Acc]x2 modifier.
Devices; Aux Batteries, Weapon Batteries, Subspace Modulator
Engineering consoles; Neutronium Mk XI (Very rare), RCS Console Mk XI (Very Rare)
Sci Consoles; Quantum Field Focus Controller, Field Gen Mk XI (Rare), Borg Console, Tachyonitic Convertor
Tac Consoles; 4x Mk XI (Rare) Phaser Consoles
It seems to work okay in PvE, in the brief test flight I did last night, but I'm wondering how good it will actually be.
Tim
P.S. As a comical aside, I have actually removed the Danubes and replaced them with Peregrines for PvE use, and plan on not using them at all when I shuffle over to PvP in it. After all, some annoyances are just too great in a good PvP match.
this is a very squishy Vesta build, mine, so bare in mind, that I pretty much built it for my taste (and knowledge of myself, since I am a coward, so when things get rough I just flee, and dont heal ), and this is for PVE, with no PVP in mind for this setup. I get around 5k dps every stf (however the advanced combat tracker does not count for shield dmg, where this build is not standing out). so this is for the aventine (I didnt need or have the rest)
Weapons and whatnot:
Front: Disruptor DHC*, 2x Quantum torpedo**
Aft: 3x Disruptor turret
*I dont use the aux, because of the 3 aft turrets, they generate too much dmg at high wep power, to ignore them with high aux power, I compensate with aux batteries
**I have 3 purple projectile doffs, they really make wonders, but this works with 3 rare doffs, but be sure to use photons instead
Devices: shield battery, aux battery, subspace modulator
Tac Consoles: 2x disruptor and 2x quantum buffs
Engi and Sci consoles: I use the universal consoles, but what you really need: assimilated module (for the torps), tachyokinetic converter (turnrate buff, plus good for grav wells and torps), plus you might wanna use the spec console for the aventine, it deals nice dmg, especially with aux buff in combination with the maco set bonus power. the rest of the consoles you figure out, whatever suits you, I suggest a shield console, and when it comes out one of them threat generation consoles, since you get way too much attention with this build from enemies. edit: I forgot, that the iso charge can do some nasty things while you have a group in a grav well 3, you can annihilate a whole group of nanites in ise with the help of an escort in a matter of seconds
Hangar: Adv. Delta Flyers (for the shield stripping; I would consider peregrines, but the cooldown is bugged, so go with the stronger ships, that have chance of surviving)
I know this is not the bestest build ever, but it is a good basis for someone who is interested in a more torpedo oriented setup for PVE, plus I still do more dmg than your average sci ships in stfs (might be even more than escorts too)
Not much has changed here aside from weapons. I can deal way more damage with 3 dual (heavy) cannons, even if that means ignoring subsystem targeting abilities. The only thing I miss here at the moment is some kind of tractor beam (which is why I'm using runabouts), but I have my doubts about dropping any of the current abilities. Even the very occasional ST1, as I enjoy having the one and only science debuff for pve (mostly to counter subnucleonic beam).
Engi.Capt. Tactical variant.
Weapons (phaser)
Fore: Fleet DHC (CrtD), Fleet DC (CrtD), Quad (for lulz - I've got more than enough power on the engi captn)
Aft: 3x Fleet Turret (Acc)
Equipment
Deflector: Borg
Engines: Borg
Shields: MACO Mk XII
Devices: Red Matter Capacitor, Subspace Field Modifier, AuxBAT
Consoles
Eng: Tachyokinetic Converter, Borg Console
Sci: Field Emitter, All three special consoles
Tac: 4x Phaser Relay
More support oriented then the previous one. Can shield-tank pretty well and despite the lack of any major tactical abilities outside of CSV, TT and EPTW I was able to take out CSE Raptor spawns by myself, which I wasn't able to do (so well) with cruisers, carriers or any other science ships. Once again 3x dual cannons - ignored beams or torpedos.
I might be tempted to try the cutting beam out once I unlock it. I know it doesn't work with subsystem targeting, but it may be exactly what I need to compensate for lack of any mines or torps. One less turret for cse/crf won't pose that much of a loss in this case.
Keep in mind that this is my purely PvE build, with DPS in mind. After playing PvE content for so long I realised that anything that isn't able to deal a sufficient amount of damage is mostly useless, especially if it can't turn (odyssey, recluse - my previous eng and sci ships respectively). With Vesta I can finally deal damage, turn and still be able to play a specific role (heal, support, shield-tank, etc.).
So keep in mind that the Vesta is a Science ship. It is not an escort nor is it a cruiser. So if you are a Sci officer looking for "M@X Dee pee ess" ..leave Sci ships alone and go escort.
Saying that, if you are a true science officer, you will understand the next parts.
One; If fitted right the Vesta is the most versatile ship that the Science ship line has to offer.
Two; If fitted right the Vesta has the highest dps that a science ship has to offer.
Three; If fitted right the Vesta has the highest survivability that a science ship has to offer.
Four; If fitted right, the Vesta can have all of the above at once.
I saw the potential of this ship when it was announced, but I always knew that a cruiser would always tank better, and an escort would always have the best dps. I always knew that with a Sci ship, ...your worth in any mission decreased rapidly if you didn't stick to "support". "Debuff and hold the targets so the big bois can rip them up". - that was our "job" as sci officer in a sci ship.
Ever since I got the Vesta, I've been 2nd or third place in damage dealing in space actions. I was able to achieve this only in an escort - as a sci officer.
The idea is to understand everything I said above, and then MAX your Aux power and focus on keeping it completely maxed for the duration of every ship you fire at.
1 - Energy Siphon II is your best friend to max your Aux. Not Tactical team - although you can use TT for burst damage for your Turrets.
2 - Use the Aux Cannons. See above on how to keep it above 110 throughout a fight.
My BO setup -
TT1 - CV1 - CV2
TT1 - Beta
EPts - RSP
ST1 - TSS 2 - ES2 - GW 3
I have three Aux Cannon fore, two phaser turrets and one Trib Torp/mine (depending on what I feel like doing) in the Aft.
I use Omega Deflector/Borg Engine/Omega Shield. One EPS and the Borg console in engineer slots, 5 Particle generators in the Sci slots, the Vesta shield/heal console (I forget exact name) and the Isometric console in the Tact slots.
Now it looks "crazy" so allow me to explain how it works.
First, I run Aux at 125 and keep it that way, this will supply power to my weapons and my Sci skills. With Aux at 125, my three Aux cannons and my two turrets will be my main Dps dealers. But the idea is this...
Target ship in the middle of a group of ships. Pop TT1 (for more power for the turrets), chase that with Beta (to debuff) chase that with Sensor Scan (To debuff even more), (note that I havent fired my cannons yet). Pop Energy Siphon II, Hit Cannon Volley II, FIRE ALL! Pop GW3, hold head on course until Cannon volley is done, while rotating, ST and TSS, and EPtS, HIT THE ISO CHARGE! Turn HARD to pop a Tri mine/Torp, to push any targets that are escaping your GW back INTO the GW, ...and get out of range to give your shields a chance to regen. Turn back pop TT1 and CV1 to clean up anything left - while continuously rotating Energy siphon, ST, TSS, and HE (as needed) .
Keep in mind that the speed and timing that you hit the skills is crucial.
This setup works amazingly for me in Elite StFs, and all the space fleet actions.. and any mission where there is a group of two of more ships. Attacking the Nev ships in any Elite Stf with this attack will make you a very happy Sci officer that is actually flying, a Sci ship.
Now the cool-down on the Iso charge is at 3 minutes, and is really saved for the largest of the ships, and although it is not "required" for this type of attack, it can quickly reduce any group to exploding hulks.
Now, when you are getting 1700 - 2200 per tick in your GW 3, plus the damage of your Cannon Volley's. You will not even begin to ask "Why 5 particle Generators??? and Why no "phaser damage consoles!??" - Answer - you REALLY don't need them, when you use this.
Now of course, I could be just blowing smoke here - but give it a try before you say "It teh Suqs"
I never plan to be the number one Damage dealer in a Vesta, but I am happy with being number two - as a Sci officer in a Science Ship.
apollyontb76 and suaveks, you both have very nice builds please can you both post a skill plan for stoacademy please as i feel you input would help me a lot. thank you
apollyontb76 and suaveks, you both have very nice builds please can you both post a skill plan for stoacademy please as i feel you input would help me a lot. thank you
You mean the whole skill points disposition? I may do so later on when I'm in the game, but overall I tend to max all skills that influence energy damage potential, shield and hull strength and regeneration, turn rate, power transfer etc. and then I focus on all other abilities, such as graviton or particle generators, criticals and such. Nothing too fancy, really.
The Vesta is literally the most powerful Science ship available. Dual Heavy cannons alone bring it close to escort levels of damage, plus you have all of the high level heals and CC.
To make it OP effective, use an aux to bat build and make all your abilities global. If you dont know what an Aux2Bat build is, its the latest craze in the queues.
The main weakness is that you dont have much Aux power to use heals effectively. Theres ways around that, but this isnt a guide.
apollyontb76 and suaveks, you both have very nice builds please can you both post a skill plan for stoacademy please as i feel you input would help me a lot. thank you
The rest of the setup is the same as presented here.
Keep in mind that skill disposition is not perfect, as I don't respec for each and every new ship I use. Even though I'm not using torpedos atm I still have some points added to their skill, just in case I decide to change my setup.
Overall, really happy with the ship's performance. Still not as good as the Kar'Fi, but it's the closest FEDs will ever get to it.
Also, I really recommend Tachyokinetic Converter console from the Lobi store. All of its bonuses are quite useful on Vesta, especially if you're using slow/hold/repel abilities, such as GW.
Fore:
3 Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]
Aft:
Tricobalt Mine Launcher Mk XI [CrtD][CrtH][Dmg]
Tricobalt Device Launcher Mk XII [CrtD][CrtH][Borg]
Phaser Turret Mk XI [Acc][CrtD][Dmg]
Consoles/Sheilds/Engines/Deflector:
Assimilated Deflector Array Mk XI
Assimilated Subtrasnwarp Engines Mk XI
M.A.C.O. Resilient Shield Array Mk XII
Sympathetic Fermion Transceiver
Multidimensional Wave-Function Analysis Module
Quantum Field Focus Controller
3 x Field Generator Mk XII
Assimilated Module Mk XI
2 x Phaser Relay Mk XI
Peregrine Fighters
Power levels with bonuses are 50/71/42/123 or 50/45/67/123, depending on which setting I'm using.
This basic build served me very well in my Recon Sci, however it has proved rather squishy in S7 STFs, which has led me to put in the Neutronium Alloy and drop the CPB 1 for an HE2. It's still a bit squishy, but when I die I'm going from 80%+ on shields and hull to nothing in a fraction of a second, which I don't think I can do much about.
Usage principles are pretty straightforward: chain the EPtS, hit CSV and Spread whenever they're up, and shoot stuff. TR is a good debuff for the larger targets, GW is nice to control groups of smaller ones, either can also do something in the role of the other. Use the Focus Phaser for the really big tough targets, the Graviton Shield is a lot more situational, it's for when you know you're going to take a huge kinetic hit and want to reflect it (eg. Donatra's torpedo spread). PSW can break tractor beams, give a small repel, or simply deal a bit more damage. The high engine power and conn officer are for covering multiple lanes on CSE or all the probes on KASE, the other options simply boost DPS and durability.
i went fleet duel beam fleet cannons and fleet turrets i dont use aux cannons n im happy with it ive even tanked n killled a few neghs in CSE by my self when i was testing my build by puging it. very nice ship
In my opinion, at least for shields, engine and the deflector, is the Aegis set it works like a charm.
Agreed.
The Vesta's strong point is it's shields, and the Aegis set complements it perfectly. My current Vesta build uses all available shield bonus consoles. That combined with the Thoron Distortion Field and the Reactive Shielding increases survivability exponentially.
The weak point remains the hull, so I have double Neutronium in the Eng slots, and Hazard Emitters and Aux2SIF are a must as well as anything that increases hull survivability.
3x Aux phaser Cannons
MACO Set MK XI
2x Phaser turrets XI Blue
Cutting Beam
Subspace field modulator
Electroceramic hull plating, neutronium hull plating, both blue XI
Assamilated module (borg universal console), Quantum field focus controller, Shield emitter amplifier XI purple, Field amplifier XI blue
Autodefense battery, 3X Phaser buff consoles XI blue
Advanced peregrine fighters
BOFF layout :
Universal Lt Comm : SCI : Polarize Hull 1, Tachyon Beam 2, Viral Matrix 2
Universal ensign : ENG : Eng team 1
Lt. Tact : Tac team 1, cannon RF 1
Lt. ENG : EPTS 1, Reverse Shield Polarity 1
Comm SCI : Tractor beam 1, Hazard Emitters 2, Transfer Shield Strengh 3, Gravity well 2
This has the advantage of having a decent DPS, and enables you to fly with 100% Aux power which means the SCI powers will be at their best while also keeping your decent DPS.
I have tried a similar build with the science variant and it is quite good because of the +15 Aux power, but you lose one tac console
I also tried with the 3 unique consoles and i'm not impressed with the results, the only good power is the quantum phaser, very powerful, and very useful to finish off an escaping probe quickly.
If you want more team heal you might want to replace RSP with extend shields.
Comments
@DevolvedOne
SCI Capt. Tactical variant.
Weapons (phaser)
Fore: Fleet DBB (CrtD), Fleet DHC (CrtD), Quad
Aft: 3x Turret (Acc)
Equipment
Deflector: Borg
Engines: Borg
Shields: MACO Mk XII
Devices: Red Matter Capacitor, Subspace Field Modifier, AuxBAT
Consoles
Eng: Tachyokinetic Converter, Borg Console
Sci: Field Emitter, All three special consoles
Tac: 4x Phaser Relay
Boffs:
Cmdr.Sci. - ST1, TSS2, HE3, GW3
Lt.Cmdr.Uni - TT1, CSV1, CRF2
Lt.Tac - BO1, APB1
LT.Eng - EPTS1, AuxSIF1
Ens.Uni - EPTW1
Adv. Runabout Hangar
Purely PvE build that I intend to use as a mixture of DPS and Sci. I've been flying too many generic sci and carriers that are unable or barely able to stop CSE Raptors by themselves, or have horrendous turn-rate. I believe Vesta will fix all that while still keeping my ship as a sci in its core.
Other build, for Engi.Capt. Tactical variant.
Weapons (phaser)
Fore: Fleet DBB (CrtD), Quad, Fleet Quantum (CrtD)
Aft: 3x Turret (Acc)
Equipment
Deflector: Borg
Engines: Borg
Shields: MACO Mk XII
Devices: Red Matter Capacitor, Subspace Field Modifier, AuxBAT
Consoles
Eng: Tachyokinetic Converter, Borg Console
Sci: Field Emitter, All three special consoles
Tac: 4x Phaser Relay
Boffs:
Cmdr.Sci. - ST1, TSS2, HE3, GW3
Lt.Cmdr.Uni - EPTW1, AuxSIF1, EPTS3
Lt.Tac - TT1, CSV1
LT.Eng - EPTE1, ET2
Ens.Uni - TS1
Adv. Peregrine Hangar
More support-healer-tank oriented, but I believe it'll still be able to deal enough DPS to be self sufficient in STFs, like aforementioned Kang duty, solo-ing Raptors. I also plan on having another DHC as a reserve to switch with DBB when DPS will be more important than subsystem targeting.
I think this'll be really fun. But the actual performance remains to be seen.
http://www.stoacademy.com/tools/skillplanner/index.php?build=Vestablupp_0
Still missing a second EptS ... mmh
I only care about the 2-piece set bonus for hull healing in this case. MACO shield is still superior when it comes to capacity, which is going to be more useful considering Vesta's shield modifier.
If you have no scruples about P2W, you can throw an aux-buffed Graviton Pulse on for good measure.
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
Just off the top of my head - servers not up yet so my personal preference is the Science as I have always played support / CC /Healer Both in space and ground.
Science Captain / Science Variant
Weapons fore
Aux Cannons
Mk XII fleet phaser array
Mk Xii fleet Plasma Torp
Weapons Aft
Mk XII fleet Tricobolt Mine / Transphasic Mine Cluster
Mk XII fleet phaser Array
Mk XII fleet phaser Array
Shields Borg Mk XI
Deflector Borg Mk XI
Engine Borg Mk XI
From memory my Doffs are
- these are all purple
Reduced time on BO abilities'
remove boarding parties with transfer shield strength
added DE buff with tractor beams
reduced cool down on sub targeting
Gravity well chance to create additional anomalies.
Abilities I use all the time no matter what ship I'm in
Hazard Emitters
Transfer shield strength
Tactical team
Torp spread
Gravity well
Tykens Rift
Tractor Beam
Science Team
Emergency power to shields
Reverse Shield Polarity
By switching out certain BOffs I can add other abilities to the fray
- Tractor beam repulsors
- Energy Siphon
I have always played my toon as a "science captain" not as a tactical or engineer variant. I like the abilities and this build has served me quite well. and I rarely die in elite- stf's with the odd exception I'm focusing too much on the target and not myself :eek:
Before criticizing this build or any flaming whatsoever please try to remember Im treating the vesta at this point like most other science ships I fly and will likely be tweaked.
Any input will be greatly appreciated.
Playing STO since Beta
Leader of S-P-Q-R
https://youtube.com/user/MyBalkanGaming
2 Chroniton (if using Graviton Generators), Plasma (if using Particle Generators), Transphasic (if using else), or Tricobalt Mines (they're Tricobalt Mines) with a rogue array for target subsytem attacks.
Turrets seem to do fine, and increase your forward firepower. I'm still playing with power levels, but even at low weapon power levels on the Aventine (+5 wep power) with Borg console (also +5 wep power) turrets seem to be powered well enough with all Aux cannons up front.
Lt. Tactical; Tac Team 1, CRF1
Lt. Eng: EPtS1, EPtS2
Cmdr. Sci; Sci Team 1, Hazard Emitters 2, Tyken's Rift 2, Grav Well 3
Ensign Uni: Polarise Hull 1
Lt. Cmdr. Uni: Beam overload 1, CRF1, APB2
Weapons, basics & consoles;
Fore: 2x Aux DHC, 1x Mk XI (Very Rare) DBB
Rear: 3x Phaser Turrets (Very Rare)
As an aside; all weapons have at least an [Acc]x2 modifier.
Devices; Aux Batteries, Weapon Batteries, Subspace Modulator
Engineering consoles; Neutronium Mk XI (Very rare), RCS Console Mk XI (Very Rare)
Sci Consoles; Quantum Field Focus Controller, Field Gen Mk XI (Rare), Borg Console, Tachyonitic Convertor
Tac Consoles; 4x Mk XI (Rare) Phaser Consoles
It seems to work okay in PvE, in the brief test flight I did last night, but I'm wondering how good it will actually be.
Tim
P.S. As a comical aside, I have actually removed the Danubes and replaced them with Peregrines for PvE use, and plan on not using them at all when I shuffle over to PvP in it. After all, some annoyances are just too great in a good PvP match.
Lt. Tac: Tac Team1, CRF1
Lt. Engi: Engi Team1, RSP1
Cmdr. Sci: Polarize Hull1*, Transfer Shield Strength2, Hazard Emitters3 , Grav Well3
Ens. Uni (as a Tac): Tac Team1
Lt. Uni (as a Tac): TH1, CSV1, TS3
*for the dmg resistance buff, and the lack of APO
Shields, engines, deflector: MACO mk XII set
Weapons and whatnot:
Front: Disruptor DHC*, 2x Quantum torpedo**
Aft: 3x Disruptor turret
*I dont use the aux, because of the 3 aft turrets, they generate too much dmg at high wep power, to ignore them with high aux power, I compensate with aux batteries
**I have 3 purple projectile doffs, they really make wonders, but this works with 3 rare doffs, but be sure to use photons instead
Devices: shield battery, aux battery, subspace modulator
Tac Consoles: 2x disruptor and 2x quantum buffs
Engi and Sci consoles: I use the universal consoles, but what you really need: assimilated module (for the torps), tachyokinetic converter (turnrate buff, plus good for grav wells and torps), plus you might wanna use the spec console for the aventine, it deals nice dmg, especially with aux buff in combination with the maco set bonus power. the rest of the consoles you figure out, whatever suits you, I suggest a shield console, and when it comes out one of them threat generation consoles, since you get way too much attention with this build from enemies. edit: I forgot, that the iso charge can do some nasty things while you have a group in a grav well 3, you can annihilate a whole group of nanites in ise with the help of an escort in a matter of seconds
Hangar: Adv. Delta Flyers (for the shield stripping; I would consider peregrines, but the cooldown is bugged, so go with the stronger ships, that have chance of surviving)
I know this is not the bestest build ever, but it is a good basis for someone who is interested in a more torpedo oriented setup for PVE, plus I still do more dmg than your average sci ships in stfs (might be even more than escorts too)
10k DPS Vesta threads: 1; 2
Not much has changed here aside from weapons. I can deal way more damage with 3 dual (heavy) cannons, even if that means ignoring subsystem targeting abilities. The only thing I miss here at the moment is some kind of tractor beam (which is why I'm using runabouts), but I have my doubts about dropping any of the current abilities. Even the very occasional ST1, as I enjoy having the one and only science debuff for pve (mostly to counter subnucleonic beam).
More support oriented then the previous one. Can shield-tank pretty well and despite the lack of any major tactical abilities outside of CSV, TT and EPTW I was able to take out CSE Raptor spawns by myself, which I wasn't able to do (so well) with cruisers, carriers or any other science ships. Once again 3x dual cannons - ignored beams or torpedos.
I might be tempted to try the cutting beam out once I unlock it. I know it doesn't work with subsystem targeting, but it may be exactly what I need to compensate for lack of any mines or torps. One less turret for cse/crf won't pose that much of a loss in this case.
Keep in mind that this is my purely PvE build, with DPS in mind. After playing PvE content for so long I realised that anything that isn't able to deal a sufficient amount of damage is mostly useless, especially if it can't turn (odyssey, recluse - my previous eng and sci ships respectively). With Vesta I can finally deal damage, turn and still be able to play a specific role (heal, support, shield-tank, etc.).
But it's still not as good as the Kar'Fi...
Saying that, if you are a true science officer, you will understand the next parts.
One; If fitted right the Vesta is the most versatile ship that the Science ship line has to offer.
Two; If fitted right the Vesta has the highest dps that a science ship has to offer.
Three; If fitted right the Vesta has the highest survivability that a science ship has to offer.
Four; If fitted right, the Vesta can have all of the above at once.
I saw the potential of this ship when it was announced, but I always knew that a cruiser would always tank better, and an escort would always have the best dps. I always knew that with a Sci ship, ...your worth in any mission decreased rapidly if you didn't stick to "support". "Debuff and hold the targets so the big bois can rip them up". - that was our "job" as sci officer in a sci ship.
Ever since I got the Vesta, I've been 2nd or third place in damage dealing in space actions. I was able to achieve this only in an escort - as a sci officer.
The idea is to understand everything I said above, and then MAX your Aux power and focus on keeping it completely maxed for the duration of every ship you fire at.
1 - Energy Siphon II is your best friend to max your Aux. Not Tactical team - although you can use TT for burst damage for your Turrets.
2 - Use the Aux Cannons. See above on how to keep it above 110 throughout a fight.
My BO setup -
TT1 - CV1 - CV2
TT1 - Beta
EPts - RSP
ST1 - TSS 2 - ES2 - GW 3
I have three Aux Cannon fore, two phaser turrets and one Trib Torp/mine (depending on what I feel like doing) in the Aft.
I use Omega Deflector/Borg Engine/Omega Shield. One EPS and the Borg console in engineer slots, 5 Particle generators in the Sci slots, the Vesta shield/heal console (I forget exact name) and the Isometric console in the Tact slots.
Now it looks "crazy" so allow me to explain how it works.
First, I run Aux at 125 and keep it that way, this will supply power to my weapons and my Sci skills. With Aux at 125, my three Aux cannons and my two turrets will be my main Dps dealers. But the idea is this...
Target ship in the middle of a group of ships. Pop TT1 (for more power for the turrets), chase that with Beta (to debuff) chase that with Sensor Scan (To debuff even more), (note that I havent fired my cannons yet). Pop Energy Siphon II, Hit Cannon Volley II, FIRE ALL! Pop GW3, hold head on course until Cannon volley is done, while rotating, ST and TSS, and EPtS, HIT THE ISO CHARGE! Turn HARD to pop a Tri mine/Torp, to push any targets that are escaping your GW back INTO the GW, ...and get out of range to give your shields a chance to regen. Turn back pop TT1 and CV1 to clean up anything left - while continuously rotating Energy siphon, ST, TSS, and HE (as needed) .
Keep in mind that the speed and timing that you hit the skills is crucial.
This setup works amazingly for me in Elite StFs, and all the space fleet actions.. and any mission where there is a group of two of more ships. Attacking the Nev ships in any Elite Stf with this attack will make you a very happy Sci officer that is actually flying, a Sci ship.
Now the cool-down on the Iso charge is at 3 minutes, and is really saved for the largest of the ships, and although it is not "required" for this type of attack, it can quickly reduce any group to exploding hulks.
Now, when you are getting 1700 - 2200 per tick in your GW 3, plus the damage of your Cannon Volley's. You will not even begin to ask "Why 5 particle Generators??? and Why no "phaser damage consoles!??" - Answer - you REALLY don't need them, when you use this.
Now of course, I could be just blowing smoke here - but give it a try before you say "It teh Suqs"
I never plan to be the number one Damage dealer in a Vesta, but I am happy with being number two - as a Sci officer in a Science Ship.
http://www.stoacademy.com/tools/skillplanner/index.php?build=ArtemisPvE11_0
To make it OP effective, use an aux to bat build and make all your abilities global. If you dont know what an Aux2Bat build is, its the latest craze in the queues.
The main weakness is that you dont have much Aux power to use heals effectively. Theres ways around that, but this isnt a guide.
The rest of the setup is the same as presented here.
Keep in mind that skill disposition is not perfect, as I don't respec for each and every new ship I use. Even though I'm not using torpedos atm I still have some points added to their skill, just in case I decide to change my setup.
Overall, really happy with the ship's performance. Still not as good as the Kar'Fi, but it's the closest FEDs will ever get to it.
Also, I really recommend Tachyokinetic Converter console from the Lobi store. All of its bonuses are quite useful on Vesta, especially if you're using slow/hold/repel abilities, such as GW.
http://www.stoacademy.com/tools/skillplanner/?build=jensonco_2438
With this weapon/console layout:
Fore:
3 Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]
Aft:
Tricobalt Mine Launcher Mk XI [CrtD][CrtH][Dmg]
Tricobalt Device Launcher Mk XII [CrtD][CrtH][Borg]
Phaser Turret Mk XI [Acc][CrtD][Dmg]
Consoles/Sheilds/Engines/Deflector:
Assimilated Deflector Array Mk XI
Assimilated Subtrasnwarp Engines Mk XI
M.A.C.O. Resilient Shield Array Mk XII
Sympathetic Fermion Transceiver
Multidimensional Wave-Function Analysis Module
Quantum Field Focus Controller
3 x Field Generator Mk XII
Assimilated Module Mk XI
2 x Phaser Relay Mk XI
Peregrine Fighters
http://www.stoacademy.com/tools/skillplanner/index.php?build=Secura02_0
Weapons
Fore: 2x Aux DHC, 1x Mk XII [Borg] Quantum torpedo
Aft: 2x Mk XII [Borg] Phaser turrets, 1x Mk XI [Borg] Phaser Turret
MACO shield
Borg engine and deflector
Eng consoles: 1x Neutronium, Assimilated Module OR Multidimensional Wave-function Analysis Module
Sci consoles: 1x Field Generator, 2x Particle Generator, Quantum Field Focus Controller
Tac consoles: 4x Phaser Relay
3x Cannon doffs, 1x Gravimetric Scientist, 1x Projectile Weapons Officer OR 1x Conn Officer
Power levels with bonuses are 50/71/42/123 or 50/45/67/123, depending on which setting I'm using.
This basic build served me very well in my Recon Sci, however it has proved rather squishy in S7 STFs, which has led me to put in the Neutronium Alloy and drop the CPB 1 for an HE2. It's still a bit squishy, but when I die I'm going from 80%+ on shields and hull to nothing in a fraction of a second, which I don't think I can do much about.
Usage principles are pretty straightforward: chain the EPtS, hit CSV and Spread whenever they're up, and shoot stuff. TR is a good debuff for the larger targets, GW is nice to control groups of smaller ones, either can also do something in the role of the other. Use the Focus Phaser for the really big tough targets, the Graviton Shield is a lot more situational, it's for when you know you're going to take a huge kinetic hit and want to reflect it (eg. Donatra's torpedo spread). PSW can break tractor beams, give a small repel, or simply deal a bit more damage. The high engine power and conn officer are for covering multiple lanes on CSE or all the probes on KASE, the other options simply boost DPS and durability.
Agreed.
The Vesta's strong point is it's shields, and the Aegis set complements it perfectly. My current Vesta build uses all available shield bonus consoles. That combined with the Thoron Distortion Field and the Reactive Shielding increases survivability exponentially.
The weak point remains the hull, so I have double Neutronium in the Eng slots, and Hazard Emitters and Aux2SIF are a must as well as anything that increases hull survivability.
Borg XI set
3x Aux Phaser cannons
1 aft Borg Cutting beam
2x Trico Mines
Engi Con. Neutronium, vesta QFC module
Sci Con. Field Gen,theta vent, vesta Ferm. module, Borg TRIBBLE. Module
Tac Con. 4x Phaser Relays
Sci Com - HE1 - PH2 - TSS3 - GW3
Uni3 (sci) - HE1 - PH2 - TSS3
Uni1(Tac) - TT1
Tac Lt. - TT1 - CSV1
Engi Lt. - Eps1 - Auxsif1
3x Aux phaser Cannons
MACO Set MK XI
2x Phaser turrets XI Blue
Cutting Beam
Subspace field modulator
Electroceramic hull plating, neutronium hull plating, both blue XI
Assamilated module (borg universal console), Quantum field focus controller, Shield emitter amplifier XI purple, Field amplifier XI blue
Autodefense battery, 3X Phaser buff consoles XI blue
Advanced peregrine fighters
BOFF layout :
Universal Lt Comm : SCI : Polarize Hull 1, Tachyon Beam 2, Viral Matrix 2
Universal ensign : ENG : Eng team 1
Lt. Tact : Tac team 1, cannon RF 1
Lt. ENG : EPTS 1, Reverse Shield Polarity 1
Comm SCI : Tractor beam 1, Hazard Emitters 2, Transfer Shield Strengh 3, Gravity well 2
This has the advantage of having a decent DPS, and enables you to fly with 100% Aux power which means the SCI powers will be at their best while also keeping your decent DPS.
I have tried a similar build with the science variant and it is quite good because of the +15 Aux power, but you lose one tac console
I also tried with the 3 unique consoles and i'm not impressed with the results, the only good power is the quantum phaser, very powerful, and very useful to finish off an escaping probe quickly.
If you want more team heal you might want to replace RSP with extend shields.