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Miyu's Multi-Mission Strategic Explorer Guide

fearinggravityfearinggravity Member Posts: 0 Arc User
edited December 2012 in Federation Discussion
*This has been EDITED in response to feedback and is no longer the same as it was when the Feedback was given please ignore any replies that were made prior to the 29th of December 2012*

-=Miyu's Multi-Mission Strategic Explorer Guide=-

Hi, this is my attempt at a guide on how to build a PvP torpedo Vesta, first off, I'd like to make it known that I haven't been playing very long, I joined during September 2012 and had to figure out most of what I know by myself through trial and error with help from a parser , I spent millions of energy credits into build ideas and some of them were good, and some were pretty terrible, I have read through a lot of the general guides on the forums and they give very good and sound advice, and I would recommend anyone new that is reading this to do the same, anyway, my intention was to create a guide for a Vesta Torpedo Ship that can help new players interested in making one avoid doing all the hard research and work.

It will likely be edited and updated multiple times as I perfect it to help new players, remember, this is just a guide to building, not a build itself, some of the specs here probably aren't cookie cutter by any means but I'm willing to take criticism and most of all, I'm willing to post this just for the sake of build diversity, many players are looking for alternative play-styles that may not be completely 100% efficient, but still fun to play and "MAY" hold their own better than those that were just rushed together without much thought at all.

I'd also like to add that if I have made any mistakes in my English please let me know as this is my second Language, I am from Japan.

If you have any questions, contact me in-game by messaging Miyu@fearinggravity


-=Skill Build=-

For Tactical Captains:
General Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=generalvesta1_0
Shield-drain Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=drainvesta001_0

For Engineering Captains:
General Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=generalvesta2_0
Shield-drain Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=drainvesta02_0

For Science Captains:
General Spec: http://www.stoacademy.com/tools/skillplanner/index.php?build=generalvesta3_0
Shield-drain Spec http://www.stoacademy.com/tools/skillplanner/index.php?build=drainvesta03_0

You can always redistribute points to or from somewhere else like Graviton Generators, to buff other stats such as Threat Control, Hull Plating, Projectile Specialization, or even Subspace Decompiler depending on how powerful you want your Tractor Beams to be versus your Damage Mitigation, DPS, Viral Matrix, or your innate subsystem targeting.

These specs are really just to give the general Idea of the build, overall, there may be certain changes you will want depending on what you will be doing, for example, if you end up using Quantum Torpedos or Tricobolt Torpedos, you will probably be better off modifying the general spec and dropping some heals for stripping, using Tachyon Beam III or Tractor Beam III instead of Transfer Shield Strength III, this will give you the most optimal shield stripping and holding capability, and you will definitely need that if you intend on using anything other than Transphasic Torpedos, the shield-drain spec already better suits Quantum Torpedos, Tricobalt Torpedos and Plasma Torpedos, but with a few modifications to the General Spec, you can probably get some nice results.

Feel free to replace Tractor Beam III and Transfer Shield Strength II for for Energy Siphons III or II, Tractor Beam II, or Tractor Beam Repulsers II or III.
With a couple of the right Warp Theorist doffs, Energy Siphon can strip a random subsystem, which makes it quite a useful ability, even though it is underrated.

For the general spec: you can replace High Yield II for Torpedo Spread II, or even replace one of them for Dispersal Pattern Beta/Alpha, however, if you do this, it would be wise to run Emergancy Power to Shields I + Emergancy Power to Shields II to free up the universal ensign for a High Yield I or Torpedo Spread I.

It ultimately depends on if you want to buff your disabling and drain mines such as the tachyon and tric mines, or your survivability and torpedo damage.

Please note, if you decide to use Plasma Torpedos or any kind of plasma damage, make sure you spec into particle generators! I am unsure if it is confirmed or not, but apparently it buffs the DoT from Plasma Torpedos - the Shield-drain spec is already suited for plasma and quantum torpedos, however, you may not need to do anything that drastic to still make a viable plasma spec for yourself, a simple edit and re-allocation of points in the general spec can work well too.

TLDR: It isn't completely necessary to copy the general spec or the shield-drain spec EXACTLY to make a viable spec, there are quite a few viable variants.

-=Itemization=-

Deflector: (Choose One)
[Assimilated Deflector Array Mk XI]
[Klingon Honor Guard Positron Deflector Array Mk XII]

Impulse: (Choose One)
[Assimilated Subtranswarp Engines Mk XI]
[Klingon Honor Guard Impulse Engines Mk XII]

Shields: (Choose One)
[M.A.C.O. Resilient Shield Array Mk XII]
Elite Fleet Shields
[Honor Guard Covariant Shield Array Mk XII]

Fore Weapons: (Choose Type)

-Use a single beam array of your choice for innate subsystem targeting if you want, it can work well.

I reccomend a [Phaser Beam Array Mk XII [acc]x3] or, [Tetryon Beam Array Mk XII [acc]x3] theres also the rather gimicky [Experimental Romulan Plasma Beam Array] which is okay if you end up using the Romulan Singularity Harness.

Torpedos:

- [Breen Transphasic Cluster Torpedo]

This item can really hurt, however, If you choose to use the Breen Transphasic Cluster Torpedo, you can only use two other torpedos at maximum, if a beam array is included, you can only use one other torpedo, I reccomend using this weapon choice with two Rapid Reload Transphasic Torpedos.

Tricobalts:

It is highly reccomended that you have at least 6 skill points in Subspace Decompiler if you choose to heavily use any Tricobalt weapons.
Two Tricobalt torpedos are very slow, you will only be able to fire one every 25 seconds at least, and that is with projectile duty officers, and it's also weak to AoE, but that being said, if you can pull it off, they can decimate someone, usually in one hit, that is, IF they hit, they also synergize amazingly with subspace decompiler, adding extra control over enemies, about 4 seconds of disable, these are a very underrated weapon choice.

- [Tricobalt Torpedo Launcher Mk Xii [Acc]x3] in fore slot.
- [Tricobalt Torpedo Launcher Mk Xii [Acc]x3] in fore slot.

Two Quantum Torpedos deliver high damage at a shorter cooldown than the Tricobalts, but they don't synergize with subspace decompiler, however, they can't be targeted, which means you can pop ships when you disable their shields without worrying about your torpedos getting shot down before they even get a chance to hit the target, it is reccomended you use a heavy shield stripping build such as the shield-drain build to get the most out of these weapons, also, on a completely non game mechanics note, if you enjoy staying true to Canon you can fit one Phaser Beam Array with these weapons, and your ship will operate like Federation Ships are supposed to according to lore.

- [Quantum Torpedo Launcher Mk XI [Acc]x3] in fore slot.
- [Quantum Torpedo Launcher Mk XI [Acc]x3] in fore slot.

Transphasics:

The Transphasics are definantly more cookie cutter when it comes to a Torpedo Boat.

- [Transphasic Torpedo Launcher Mk XI [Acc]x3] in fore slot.
- [Transphasic Torpedo Launcher Mk XI [Acc]x3] in fore slot.

Two Transphasic Torpedos have more steady damage output, they damage even when shields are up, which means you wont need to rely as much on your disabling abilitys, yet when you DO disable, they will hit for more, it is reccomended you try to maximize your overall Torpedo Damage output when you use this type of weapon.

- [Rapid Reload Transphasic Torpedo Launcher] in fore slot.
- [Rapid Reload Transphasic Torpedo Launcher] in fore slot.

Regular Transphasic Torpedo's are good if you have projectile duty officers on, they work nicely, otherwise, Rapid Reload Transphasic Torpedo's might be a better choice.

Plasma:

I highly reccomend using the Shield-drain Spec if you intend to use these weapons, or, if you managed to create your own "plasma-viable" (high particle generators/shield killing) variant of the General Spec, then use that, if it works out, then that means my guide is doing what it was intended to do.

The plasma torpedos have great damage and can stack plasma fire pretty well, the Omega Plasma Torpedo Launcher grants the Omega Adapted Borg Technology Set bonus if you have Assimilated Console on. Romulan Hyper-Plasma Torpedo Launcher, Experimental Romulan Plasma Beam Array , and Zero-Point Energy Conduit gives bonus plasma damage as a set bonus and also gives another plasma fire damage over time activate-able ability, the downside to these ones is that they can be targeted and destroyed easily and using all of these for the set bonuses may take up precious needed console slots for something better.

- [Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]
- [Romulan Hyper-Plasma Torpedo Launcher]

If you don't want to risk your plasma torpedos getting shot down by using the Romulan Singularity Harness and Omega Adapted Borg Technology set items, then opt to use regular plasma torpedo's, or rapid firing ones (if they exist)

- [Plasma Torpedo Launcher Mk XII [Acc]x3]
- [Plasma Torpedo Launcher Mk XII [Acc]x3]

Aft Weapons: (Must Have)
- [Kinetic Cutting Beam Mk XII] in aft slot.
- [Tricobalt Mine Launcher] in aft slot.
- [Concentrated Tachyon Mine Launcher] in aft slot.

The Kinetic Cutting beam seems to parse better than a turret, and has a nice debuff, if you combine it with assimilated console, you will get a set bonus, although, it isn't necessary.

The Tricobalt Mine Launcher receives a synergy from Subspace Decompiler, the Concentrated Tachyon Mine Launcher receives synergy from Flow Capacitors, these can both be used situationally, and buffed with dispersal pattern beta, or alpha.

If you cannot afford this Aft Weapons setup, then maybe use Transphasic Mines (if using transphasic torpedos) or Plasma Mines (if using plasma torpedos), another alternative is using Polarized Disruptor Turrets [acc]x2 - these turrets place a damage resistance debuff on the target making your torpedos deal more damage, they also have a Polaron Proc which is buffed by flow capacitors and can augment your power draining.

Engineering Consoles: (Must Have)
- [Console - Engineering - Neutronium Alloy Mk XII]
- [Console - Engineering - Neutronium Alloy Mk XII]

Two of these are pretty much standard, if you really want to though, you might be able to get away with just one, leaving you an additional console slot for one of the consoles below to fill in.

Engineering Consoles; (Choose One)
- [Console - Tachyokinetic Converter]
- [Console - Universal - Multidimensional Wave-Function Analysis Module]
- [Console - Universal - Assimilated Module]
- [Console - Universal - Zero-Point Energy Conduit]

Use Tachyokinetic Converter if you want more turn rate with some supplemental extra DPS.
Use Multidimensional Wave-Function Analysis Module if you want to break Holds more often.
Use Assimilated Module if you want extra DPS and synergy with the Kinetic Cutting Beam, or if are using Omega Plasma Torpedo for the Omega Adapted Borg Technology Set Bonus.
Use Zero-Point Energy Conduit if you are using Romulan Hyper-Plasma Torpedo Launcher and Experimental Romulan Plasma Beam Array.

Science Consoles: (Must Have)
- [Console - Rule 62 Multipurpose Combat Console]
- [Console - Universal - Sympathetic Fermion Transceiver]
-[Console - Science - Flow Capacitor Mk XII]
-[Console - Science - Flow Capacitor Mk XII]

Flow Capacitors are useful for buffing your overall drain ability's and "some" types of weapons such as Tetryon, Polaron, and Tachyon weapons.

if you are only using one Neutronium Hull console, consider using either a third Flow Capacitor, or a Particle Generator is also viable if you use the shield-drain spec.

Tactical Consoles: (Choose Type Depending on Fore Weapons)

If using Tricobalt Torpedos:
- [Console - Tactical - TCD Subspace Infuser Mk XII]
- [Console - Tactical - TCD Subspace Infuser Mk XII]
- [Console - Tactical - TCD Subspace Infuser Mk XII]

If using Quantum Torpedos:
- [Console - Tactical - Zero Point Quantum Chamber Mk XII]
- [Console - Tactical - Zero Point Quantum Chamber Mk XII]
- [Console - Tactical - Zero Point Quantum Chamber Mk XII]

If using Transphasic Torpedos:
- [Console - Tactical - Transphasic Compressor Mk XII]
- [Console - Tactical - Transphasic Compressor Mk XII]
- [Console - Tactical - Transphasic Compressor Mk XII]

If using Plasma Torpedos:
- [Console - Tactical - Ambiplasma Envelope Mk XII]
- [Console - Tactical - Ambiplasma Envelope Mk XII]
- [Console - Tactical - Ambiplasma Envelope Mk XII]

Hanger: (Choose One)
- Hangar - [Advanced Danube Runabouts]
- Hangar - [Advanced Scorpion Fighters]
- Hangar - [Advanced Delta Flyers]

Danuba: = More tractor beam holds and subsystem disables, but only has photon torpedos.
Scorpions: = More raw DPS from dual cannons and high yield plasma torpedos, good against KDF and cloaking targets because of the damage over time debuffs it can apply.
Delta Flyers: = More shield-stripping and subsystem disables, has shield-ignoring torpedos.

Duty Officers: (Choose Type)
- 2-3 System Engineers (Chance Viral Matrix will spread, use more of these if you don't have energy siphon)
- 2-3 Warp Theorists (Chance to disable subsystem when you use Energy Siphon, only use if you have Energy Siphon))
- 1 Tractor Beam Officer (Must have this, it drains target shields, consider using Tractor Beam III for best use of this)
- 2-3 Projectile Officers so you can fire more torpedos. (Overall good for any torpedo ship)
- 2-3 Shield Distribution Officers to make brace for impact another "Oh TRIBBLE!" button, like Reverse Shield Polarity.
- 2-3 Development Lab Scientist (Must have this if you use the Plasma Spec or any spec that uses science team)


How To Play:
- For Tanking: Set your power systems to 100 Shields, 50 Auxiliary, 25 Weapons, 25 Engines.
- For DPS: Set your power systems to something like 60 Shields, 90 Auxiliary, 25 Weapons, 25 Engines.

- Use attack pattern alpha to boost your torpedo strikes when a targets shields are down. (If Tactical Captain)
- Use Rotate Shield Frequency to boost your damage soaking. (If Engineering Captain)
- Use Sensor Scan to debuff your targets damage resistances before you launch Torpedos. (If Science Captain)
- Use Reverse Shield Polarity in an "Oh TRIBBLE!" situation, if you have it.
- Constantly Keep both Emergancy Power to Shields up.
- Use Tachyon Beams to strip target shields, if you have it.
- Use Tractor Beams to strip target shields, if you have it.
- Constantly Keep both Tactical Teams up, if you have it, otherwise use your Science Team respectively.
- Use Charged Particle Blast to strip targets shields and reveal cloaked, if you have it.
- Use brace for impact in an "Oh TRIBBLE!" situation, if you have it.
- Use as much damage boosting cooldowns as you can just before launching torpedos at a shield-stripped target.
- Use Fermion Console to heal yourself of any hull damage.
- Use Attack Pattern Omega to break tractor beams and holds.
- Use Hazard Emitters to debuff yourself of any Hazards, boost damage soaking, and heal your hull.
- Use Energy Siphon to drain your targets power from all of their systems, and boost your own systems, with a chance to strip a random subsystem, if you have the Juel Ducanel doffs.
- Use Viral Matrix to drop your targets shields, engines, weapons, and auxiliary systems.
- Use Dispersal Pattern to boost Concentrated Tachyon Mine Launcher and Tricobolt Mine Launcher.
- Use High Yield or Torpedo Spread for launching Torpedos when your target's shields are offline.

(Links for these items)
http://www.stowiki.org/Juel_Ducane
http://www.stowiki.org/Rapid_Reload_Transphasic_Torpedo_Launcher
http://www.stowiki.org/Breen_Transphasic_Cluster_Torpedo
http://www.stowiki.org/Hangar_-_Advanced_Delta_Flyers
http://www.stowiki.org/Multi-Mission_Strategic_Explorer
http://www.stowiki.org/Omega_Adapted_Borg_Technology_Set
http://www.stowiki.org/Concentrated_Tachyon_Mine_Launcher#Concentrated_Tachyon_Mine_Launcher
http://www.stowiki.org/Tricobalt_Mine_Launcher
http://www.stowiki.org/Romulan_Singularity_Harness
http://www.stowiki.org/Temporal_Warfare_Set
http://www.stowiki.org/M.A.C.O._(Space)#M.A.C.O._Resilient_Shield_Array
http://www.stowiki.org/Assimilated_Borg_Technology
http://www.stowiki.org/Console_-_Universal_-_Multidimensional_Wave-Function_Analysis_Module
http://www.stowiki.org/Console_-_Tactical_-_TCD_Subspace_Infuser
http://www.stowiki.org/Honor_Guard_(Space)
http://www.stowiki.org/Console_-_Science_-_Flow_Capacitor
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Post edited by fearinggravity on
«1

Comments

  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2012
    nice text editing!

    wouldn't be an adapted KHG 2 piece set much better for that kind of setup? i mean, more aux, more torpedo dmg...

    and instead of the experimental plasma beam array the aux DHC from the vesta?

    also setting powerlevels to this round values makes little sense...since 100 means you will probably run at 130, which is too much...so that must be balanced around the actual powerlevels, that means it may be 95, 90 or something...

    personally i think this is a rather expensive setup, and i'm not convinced really that it is an "effective torpedo vesta"
    It is a torpedo build, obviously, if it is actually effective, i don't know...it better be judging by the things in it that cost real money to some extend, but i personally doubt it to be any more effective than the standard cookie cutter vesta builds around.

    PS: it would probably also make a lot of sense to get the new consoles from the embassy into that build
    Go pro or go home
  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    No... this is for a Federation Ship.... a Vesta... the KHG is for Klingons.

    *EDIT* Sorry, i didn't realize KHG was availible for federation players. My mistake, fixed.
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  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    I mean, There are plenty of Aux Cannon builds for the vesta already, this is positing a viable Torpedo Spec vesta, so that you can stay at 100 Power to shields, as for 100 power to Auxiliary, it would likely be better to use 95 in auxiliary if you want to round out everything, but the overflow of auxiliary seems to increase the output of abilitys. It was to give an idea of power levels, feel free to modify from those presets as you deem fit.
    I like cats.
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  • wunjeewunjee Member Posts: 0 Arc User
    edited December 2012
    Why do people choose the Borg impulse? I've been planning my sets since I'll be hitting tier 4 soon and the bonuses the Borg impulse provide just don't seem to stack up against the likes of, say, the KHG engine.

    What am I missing?

    Honest question here.

    I know feds don't get access to the KHG stuff, but what's so special about the Borg engine that people chose it so frequently?
  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    wunjee wrote: »
    Why do people choose the Borg impulse? I've been planning my sets since I'll be hitting tier 4 soon and the bonuses the Borg impulse provide just don't seem to stack up against the likes of, say, the KHG engine.

    What am I missing?

    Honest question here.

    I know feds don't get access to the KHG stuff, but what's so special about the Borg engine that people chose it so frequently?

    Well, it's quite simple, on a ship like the Vesta, it has a low Hull Capacity, the Borg Engine + Deflector set bonus has a chance to proc a heal that ticks for 2000, this is enough to heal the vesta up to full. Also, as my spec does not have anything in driver coil or other utility abilitys, the borg engine gives a nice speed in sector space. Also, limiting yourself to any set that requires a 3set bonus that has to include one of those dreadful Convarient Shields, is suicide. Any shield that has 10% bleedthrough will destroy a ship like the Vesta, just from bleedthrough damage.

    I hope that answers your question.

    *EDIT* Apparently federation can use KHG, I didn't know that, fixed.
    I like cats.
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  • marc8219marc8219 Member Posts: 0 Arc User
    edited December 2012
    For the tac spec why no points in projectile weapon specialization? especially if you use crit bonus consoles like tachykinetic, Romulan, or borg consoles the crits can be huge. I would max that out. I haven't bothered with any rep system torps yet, but on my torp brel it just uses all [CritH]x3 torps and works great with those 3 consoles and max proj weapon spec, should work good with those rep system torps to.
    Tala -KDF Tac- House of Beautiful Orions
  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    marc8219 wrote: »
    For the tac spec why no points in projectile weapon specialization? especially if you use crit bonus consoles like tachykinetic, Romulan, or borg consoles the crits can be huge. I would max that out. I haven't bothered with any rep system torps yet, but on my torp brel it just uses all [CritH]x3 torps and works great with those 3 consoles and max proj weapon spec, should work good with those rep system torps to.

    You're absolutely right, that is a great area to spend points, feel free to if you want, but you see, you'l be taking from other vital areas in the spec, Theres enough crit and crit dmg there, remember, this is using plasma ... its focus is to drain, disable, and also do a bit of a kick, its more of a strategic build. its focused on taking shields and power offline while keeping plasma dots up.
    I like cats.
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2012
    Well, it's quite simple, on a ship like the Vesta, it has a low Hull Capacity, the Borg Engine + Deflector set bonus has a chance to proc a heal that ticks for 2000, this is enough to heal the vesta up to full. Also, as my spec does not have anything in driver coil or other utility abilitys, the borg engine gives a nice speed in sector space. Also, limiting yourself to any set that requires a 3set bonus that has to include one of those dreadful Convarient Shields, is suicide. Any shield that has 10% bleedthrough will destroy a ship like the Vesta, just from bleedthrough damage.

    I hope that answers your question.

    it doesn't heal you full, it heals 30% of your maximum hull points once per minute...in your case that may be 2k.

    driver coil or warpspeeds are irrelevant for combat, you can actually switch engines each time you travel...so that is a moot point anyway.

    the KHG, which is available to fed players at tier 5 omega rep, provides much more synergie to your build with only 2 parts equipped...more aux (much more)

    and that 10% bleedthrough can kill you is your opinion...nothing more. the KHG shield proc is actually really nice, since it diminishes the ability to hit you and your allies (it decreases the opponents ACC rating by 25% for 10 seconds) + 1 sec placate...some dispute this actually to be overpowered.
    by your logic no BoP should use the KHG shield...but many actually do...

    so in my opinion, KHG engine and shield + borg deflector + your skillpoints will give you 140 aux power easily. that means instead of 100 aux, you can run 85 or even less...

    that high aux power simply cries for atleast one aux DHC instead of the plasma beam.
    target subsystem shields doesn't really fit either, better off with APbeta or delta

    for your skillpoints, did you take skillpoints effect list under consideration? i don't think so, because if you did, you probably wouldn't put 9 points in some of your skills.
    Also i don't see a single hull heal...thats an obvious flaw, a big one actually.
    same skillset and boff setup for each class...means you actually ignore the stuff each class brings into the build, flawed!

    anyway, i think i brought some valid critique about that build into the discussion, think about or don't it's up to you.
    Go pro or go home
  • rooster75rooster75 Member Posts: 0 Arc User
    edited December 2012
    -=Miyu's Multi-Mission Strategic Explorer Guide=-

    Hi, in this guide, I will help anyone that wants to make an effective torpedo vesta.
    If you have any questions, contact me in-game by messaging Miyu@fearinggravity


    -=Skill Build=-

    For Tactical Captains:
    http://www.stoacademy.com/tools/skillplanner/index.php?build=tacticaldisablerbuild_0

    For Science Captains:
    http://www.stoacademy.com/tools/skillplanner/index.php?build=sciencedisablerbuild1_0

    For Engineering Captains:
    http://www.stoacademy.com/tools/skillplanner/index.php?build=engineeringdisablerbuild_0

    No offense to the OP, but I hope no one actually takes these builds seriously who is reading this thread. These builds aren't even utilizing an HE by the looks of those skill planners (they currently go PH1, ES1, TSS3, VM3). He's also concentrating on putting as much junk on the ship as possible without anything really having any synergy. Also, all the Lobi stuff has to be cutting into the ship's effectiveness. Great, mount that stuff if it actually adds to the synergy of the build but you're wasting valuable slots and reducing the ship's overall effectiveness when it becomes too much of a P2W mess with nothing that reasonably works together. The only thing these builds have going for them is the Tric mines but he's not even using any Dispersal patterns. Sorry to be so hard to you OP. If you need any help parsing your build let me know. I'll gladly take you through an STF and tell you where your damage numbers are sitting. I think you're needing some eye-opening.
  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    baudl wrote: »
    it doesn't heal you full, it heals 30% of your maximum hull points once per minute...in your case that may be 2k.

    driver coil or warpspeeds are irrelevant for combat, you can actually switch engines each time you travel...so that is a moot point anyway.

    the KHG, which is available to fed players at tier 5 omega rep, provides much more synergie to your build with only 2 parts equipped...more aux (much more)

    and that 10% bleedthrough can kill you is your opinion...nothing more. the KHG shield proc is actually really nice, since it diminishes the ability to hit you and your allies (it decreases the opponents ACC rating by 25% for 10 seconds) + 1 sec placate...some dispute this actually to be overpowered.
    by your logic no BoP should use the KHG shield...but many actually do...

    so in my opinion, KHG engine and shield + borg deflector + your skillpoints will give you 140 aux power easily. that means instead of 100 aux, you can run 85 or even less...

    that high aux power simply cries for atleast one aux DHC instead of the plasma beam.
    target subsystem shields doesn't really fit either, better off with APbeta or delta

    for your skillpoints, did you take skillpoints effect list under consideration? i don't think so, because if you did, you probably wouldn't put 9 points in some of your skills.
    Also i don't see a single hull heal...thats an obvious flaw, a big one actually.
    same skillset and boff setup for each class...means you actually ignore the stuff each class brings into the build, flawed!

    anyway, i think i brought some valid critique about that build into the discussion, think about or don't it's up to you.


    Fermion is a heal, polarized hull brings the overall mitigation to 56-57% so any incoming dmg to hull would be mitigated and equivalent to a heal. borg setbonus is also heal.

    shields at high powerlevels recharge fast, the heals are only really necessary to stop bleedthrough damage, this build is weak against transphasics i would imagine, though.

    1.43 shield modifier on vesta has large capacity, couple that with the high regen from power level.
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  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    This thread is about the Vesta, not Klingon ships, take your klingon spec discussion elsewhere.

    *EDIT* My mistake, I didn't realize KHG was available to Federation Players, fixed.
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  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    rooster75 wrote: »
    No offense to the OP, but I hope no one actually takes these builds seriously who is reading this thread. These builds aren't even utilizing an HE by the looks of those skill planners (they currently go PH1, ES1, TSS3, VM3). He's also concentrating on putting as much junk on the ship as possible without anything really having any synergy. I mean seriously, it looks like he's concentrating on Plasma weapons but putting 0 points in Particle generators? Also, all the Lobi stuff has to be cutting into the ship's effectiveness. Great, mount that stuff if it actually adds to the synergy of the build but you're wasting valuable slots and reducing the ship's overall effectiveness when it becomes too much of a P2W mess with nothing that reasonably works together. The only thing these builds have going for them is the Tric mines but he's not even using any Dispersal patterns. Sorry to be so hard to you OP. If you need any help parsing your build let me know. I'll gladly take you through an STF and tell you where your damage numbers are sitting. I think you're needing some eye-opening.


    The plasma is really vestigial, the purpose is just to place dots, disable, etc, subspace decompiler takes up a lot of points, its used to synergize Beam: Target Shields, VM3, tric mines.
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  • rooster75rooster75 Member Posts: 0 Arc User
    edited December 2012
    The plasma is really vestigial, the purpose is just to place dots, disable, etc, subspace decompiler takes up a lot of points, its used to synergize Beam: Target Shields, VM3, tric mines.

    Have you ever even parsed these builds? Do you know where your damage numbers even sit since you're not really pursuing any CC focus at all? A GW would be much more beneficial to your team than a VM3 in STFs. Also, how long do you expect to live in an elite STF without using a Hazard Emitters? You can't kill things that quickly with those builds and you'll be a burden to your entire team with no way to clear dots.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2012
    This thread is about the Vesta, not Klingon ships, take your klingon spec discussion elsewhere.

    so the reman/romulan set is also no option? it greatly buffs plasma projectile weapons...
    But OK, if you want a federation roleplay build...you got one.

    since both sets would actually give great synergies to your build and are available to feds too.
    Never talked about any klingon ships...again the KHG set is available to fed players too at omega t5.

    also your build has obvious flawes, why did you post your build on the official forum when you choose to ignore critique?
    Did you actually test your build with all 3 classes as you suggest them?
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  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    rooster75 wrote: »
    Have you ever even parsed these builds? Do you know where your damage numbers even sit since you're not pursuing any CC focus at all? Also, how long do you expect to live in an elite STF without using a Hazard Emitters? You can't kill things that quickly with those builds and you'll be a burden to the team with no Hazards.

    Probably should of stated this was a PvP build, as for parsing, you're not the only one with an ACT. the damage is circumstantial based on if/when an enemies shields drop. with 3 abilitys that can drop shields (due to systems engineers/warp theorist) doffs, it can pop well. a hazard emitters can usually be put in place of Polarize Hull for PvE, but i wouldnt reccomend using this in PvE.
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  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    *EDIT*

    The build has been updated, thanks for the feedback!
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2012
    Probably should of stated this was a PvP build, as for parsing, you're not the only one with an ACT. the damage is circumstantial based on if/when an enemies shields drop. with 3 abilitys that can drop shields (due to systems engineers/warp theorist) doffs, it can pop well. a hazard emitters can usually be put in place of Polarize Hull for PvE, but i wouldnt reccomend using this in PvE.

    srsly? PVP? plasma dot based PVP build...:confused: plz tell me you are joking. i'm out of here, this is rediculous.
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  • decker03decker03 Member Posts: 0 Arc User
    edited December 2012
    baudl wrote: »
    srsly? PVP? plasma dot based PVP build...:confused: plz tell me you are joking

    There's nothing wrong with plasma DOTs for PvP in general. Sci ships, Battlecruisers and some others can make great use of them, just not this abomination.

    decker999
    Join Date: Aug 2010
  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    baudl wrote: »
    so the reman/romulan set is also no option? it greatly buffs plasma projectile weapons...
    But OK, if you want a federation roleplay build...you got one.

    since both sets would actually give great synergies to your build and are available to feds too.
    Never talked about any klingon ships...again the KHG set is available to fed players too at omega t5.

    also your build has obvious flawes, why did you post your build on the official forum when you choose to ignore critique?
    Did you actually test your build with all 3 classes as you suggest them?

    Ah, sorry, I just realized the KHG was availible to Fed players, in that case, if you want to us KHG with this spec rather than the borg set, by all means, go ahead, the only problem i see is that it wont have the nifty 30% heal. that is all.
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  • rooster75rooster75 Member Posts: 0 Arc User
    edited December 2012
    Probably should of stated this was a PvP build, as for parsing, you're not the only one with an ACT. the damage is circumstantial based on if/when an enemies shields drop. with 3 abilitys that can drop shields (due to systems engineers/warp theorist) doffs, it can pop well. a hazard emitters can usually be put in place of Polarize Hull for PvE, but i wouldnt reccomend using this in PvE.

    Systems engineers don't drop shields. You'd better go back and read the tooltip. VM with a systems engineer does ABSOLUTELY nothing to shield power. I hope to never see you in an arena with no hull heals for yourself or your team. GL.
  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    rooster75 wrote: »
    Systems engineers don't drop shields. You'd better go back and read the tooltip. VM with a systems engineer does ABSOLUTELY nothing to shield power. I hope to never see you in an arena with no hull heals for yourself or your team. GL.

    Fermion console is a heal, hazard emitters is something you can put in if you want, like I said before, and I also said Warp Theorist as well, this build uses energy siphon too. I'm pretty sure it can do okay in a team, however, team is usually fast paced, this build is better for turtling in 1v1's.
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  • rooster75rooster75 Member Posts: 0 Arc User
    edited December 2012
    Fermion console is a heal, hazard emitters is something you can put in if you want, like I said before, and I also said Warp Theorist as well, this build uses energy siphon too. I'm pretty sure it can do okay in a team, however, team is usually fast paced, this build is better for turtling in 1v1's.

    1.) Sorry, your builds made no mention of using a Fermion console which would give you a hull heal but it would only be once every 3 minutes. 2.) Also, your skill planners make no mention of using a Tachyon Beam which makes your Warp Theorst DOff useless since it doesn't affect your Delta fighters either. 3.) Energy Siphon by itself also has very little effect on actually dropping shields. At best you're looking to reduce an opponents regen and resistance as well as heals.

    Why not test your build in a team first to get a better idea of what you're doing?
  • decker03decker03 Member Posts: 0 Arc User
    edited December 2012
    rooster75 wrote: »
    1.) Sorry, your builds made no mention of using a Fermion console which would give you a hull heal but it would only be once every 3 minutes. 2.) Also, your skill planners make no mention of using a Tachyon Beam which makes your Warp Theorst DOff useless since it doesn't affect your Delta fighters either. 3.) Energy Siphon by itself also has very little effect on actually dropping shields. At best you're looking to reduce an opponents regen and resistance as well as heals.

    Why not test your build in a team first to get a better idea of what you're doing?

    There's a special DOFF that gives Energy Siphon a chance to shut down a random (!) subsystem. Might be a Warp Theorist, not sure atm. So one of his mighty shield kills is a chance based random subsystem shutdown and maybe a prayer for it being shields.

    decker999
    Join Date: Aug 2010
  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    rooster75 wrote: »
    1.) Sorry, your builds made no mention of using a Fermion console which would give you a hull heal but it would only be once every 3 minutes. 2.) Also, your skill planners make no mention of using a Tachyon Beam which makes your Warp Theorst DOff useless since it doesn't affect your Delta fighters either. 3.) Energy Siphon by itself also has very little effect on actually dropping shields. At best you're looking to reduce an opponents regen and resistance as well as heals.

    Why not test your build in a team first to get a better idea of what you're doing?

    1. It clearly says (Must have) fermion console. Going to write it into the 'how to play section' now though, for further clarrification.
    2. ???? Doff that makes viral matrix hit once more.
    3. The new fleet pack doff that makes Energy Siphon drop a random subsystem.
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  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    decker03 wrote: »
    There's a special DOFF that gives Energy Siphon a chance to shut down a random (!) subsystem. Might be a Warp Theorist, not sure atm. So one of his mighty shield kills is a chance based random subsystem shutdown and maybe a prayer for it being shields.

    Probability and convariance matrix does not require faith.
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  • rooster75rooster75 Member Posts: 0 Arc User
    edited December 2012
    decker03 wrote: »
    There's a special DOFF that gives Energy Siphon a chance to shut down a random (!) subsystem. Might be a Warp Theorist, not sure atm. So one of his mighty shield kills is a chance based random subsystem shutdown and maybe a prayer for it being shields.

    The DOff is called Juel Ducane and is one of the Temporal DOffs and last I knew, was currently not working.
  • fearinggravityfearinggravity Member Posts: 0 Arc User
    edited December 2012
    rooster75 wrote: »
    The DOff is called Juel Ducane and is one of the Temporal DOffs and last I knew, was currently not working.

    No. it's not a temporal doff. it's from the new Fleet Packs....

    Read the description of the fleet packs.

    It's one of those.

    Point is to have each of those, and a subsystem targeting doff.

    *EDIT* I meant the VM Doff, the Energy Siphon DOF, No idea, but it works!
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  • rooster75rooster75 Member Posts: 0 Arc User
    edited December 2012
    No. it's not a temporal doff. it's from the new Fleet Packs....

    Read the description of the fleet packs.

    It's one of those.

    Point is to have each of those, and a subsystem targeting doff.

    http://www.stowiki.org/Juel_Ducane

    "This duty officer is one of the Temporal duty officers awarded for a critical success in completing a Temporal Beacon duty officer mission."
  • decker03decker03 Member Posts: 0 Arc User
    edited December 2012
    Probability and convariance matrix does not require faith.

    Well, maybe if Siphon's cooldown were below 30 seconds or so. But to rely on a power with such a long cooldown, a 25% chance and another 25% chance for it being the right subsystem, for me this requires a lot of faith :) It's more than likely that you get blown out of space before all that happens. Not talking about what it takes to get a kill right inside this 5 second window.

    decker999
    Join Date: Aug 2010
  • rooster75rooster75 Member Posts: 0 Arc User
    edited December 2012
    decker03 wrote: »
    Well, maybe if Siphon's cooldown were below 30 seconds or so. But to rely on a power with such a long cooldown, a 25% chance and another 25% chance for it being the right subsystem, for me this requires a lot of faith :) It's more than likely that you get blown out of space before all that happens. Not talking about what it takes to get a kill right inside this 5 second window.

    You're right, however, he'd probably be already dead anyway. I was thinking the same thing about the 5 second window.
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