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Vesta: Aventine Build

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  • ascaladarascaladar Member Posts: 186 Arc User
    edited January 2013
    I get 1300dps from each aux heavy cannon at max aux. Why increase weapon power to give my turrets a few dps, when dropping 2 gravity wells at max aux should make up for the loss of dps the turrets will give at higher weapon power.

    With 4 good phaser consoles you get slightly above 1200 DPS on the aux DHC yes, but you will starve any other weapon, including the rear turrets. For me the loss would be 250DPS on each turret and cutting beam.

    I should also add that a Fleet DHC with has about 150 DPS more then the Aux DHC.


    So in total I could end up with more then 1K weapon DPS loss for using Aux DHC which I hardly consider insignificant.
  • apocalypsex99apocalypsex99 Member Posts: 23 Arc User
    edited January 2013
    My fleet is still at T0 in engineering, no fleet weapons for me :P
    I see what you mean for losing dps, if you're using weapon power cannons.
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited January 2013
    I get 1300dps from each aux heavy cannon at max aux. Why increase weapon power to give my turrets a few dps, when dropping 2 gravity wells at max aux should make up for the loss of dps the turrets will give at higher weapon power.

    you lose insane amounts of DPS from turrets at low weapon power. my turrets in an stf deal 3000 dps overall (that is your avg odyssey captain right there, only from the turrets), if I go down to minimum weapon power (63/25) I would lose half of the dealt dps. now lets say that grav wells at full aux will make up some dps too, but it wont make up 1500 dps loss (I highly doubt that it would even grant a 500 dps bonus)

    also using the phasers are dps loss in themselves

    10k DPS Vesta threads: 1; 2
  • guglifguglif Member Posts: 88 Arc User
    edited January 2013
    ferdzso0 wrote: »
    you lose insane amounts of DPS from turrets at low weapon power. my turrets in an stf deal 3000 dps overall (that is your avg odyssey captain right there, only from the turrets), if I go down to minimum weapon power (63/25) I would lose half of the dealt dps. now lets say that grav wells at full aux will make up some dps too, but it wont make up 1500 dps loss (I highly doubt that it would even grant a 500 dps bonus)

    also using the phasers are dps loss in themselves

    For what you've written I see you're missing a couple of things:
    if you buy a Vesta, you're probably using a sci captain for that, and their personal abilities (like sensor scan) depends on AUX power level. That's why using aux dhc is a must. Full stop.
    Then, I do not need the turrets: I don't use them. Instead, for PvE (STFs) I use a beam array to use the subsys targeting abilities, which can become useful fighting a tac cube, so I can fire both the fore aux dhc plus the beam array which with the same power level does better dmg than a turret. Then I put only one becaue my objective is just dropping the shields of my enemy. I don't use the dhcs to kill it (most of the time), I use 2 trico mines with dispersal pattern beta II, then the console helps me dropping its shields or dropping its hull doesn't matter, and with aux at 100 (i give some extra power to my shields) I get more or less 3500 dmg per sec for 12 secs. That's not bad at all
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited January 2013
    guglif wrote: »
    For what you've written I see you're missing a couple of things:
    if you buy a Vesta, you're probably using a sci captain for that, and their personal abilities (like sensor scan) depends on AUX power level. That's why using aux dhc is a must. Full stop.
    Then, I do not need the turrets: I don't use them. Instead, for PvE (STFs) I use a beam array to use the subsys targeting abilities, which can become useful fighting a tac cube, so I can fire both the fore aux dhc plus the beam array which with the same power level does better dmg than a turret. Then I put only one becaue my objective is just dropping the shields of my enemy. I don't use the dhcs to kill it (most of the time), I use 2 trico mines with dispersal pattern beta II, then the console helps me dropping its shields or dropping its hull doesn't matter, and with aux at 100 (i give some extra power to my shields) I get more or less 3500 dmg per sec for 12 secs. That's not bad at all

    sensor scan is on such a long cooldown, that you can easily time it with an aux battery, problem solved.
    also, 3500 dps for 12 secs is very very low, unless you are refering to the turrets alone (in that case, it is good)

    for tricobalt builds, I would not say you should not use aux, with a tricobalt build I would use the aux DHCs, I just dont like how circumstancial tricobalts are, so I just dont use them.
    however even on that build I would think on how useful the aux cannons are (in this case not the aux part is questioned, but the firing arc of DHCs generally).
    still, using the aux cannons on an avg dps build (DHC+turrets) is just a stupid way of losing dps

    10k DPS Vesta threads: 1; 2
  • guglifguglif Member Posts: 88 Arc User
    edited January 2013
    ferdzso0 wrote: »
    sensor scan is on such a long cooldown, that you can easily time it with an aux battery, problem solved.
    also, 3500 dps for 12 secs is very very low, unless you are refering to the turrets alone (in that case, it is good)
    In terms of theory, yes sensor scan is on a 2 minutes cooldown... but in terms of practice, are we really sure that would be a problem? Besides the fact sensor scan is not for a single target (like attack pattern beta or delta) but it takes multiple targets in its range. This, combined with gravity well and a scatter volley, would do really nice damage
    Obviously, I'm referring to PvE scenarios and, obviously, all these abilities (except CSV) are powered by aux. Sometimes, a battery isn't enough: because these abilites aren't the only ones that you use that depends by aux power: HE, Aux2SIF, TSS... these are the ones which keep you alive. You can't DPS if you blow up right? Sure even at low power levels they do something but the vesta doesn't have that much hull, and your shields will lower quickly in an intense PvP match 3vs1 (just for instance) or if the tac cube notes your shiny hull. So having some more aux power is really useful!
    ferdzso0 wrote: »
    for tricobalt builds, I would not say you should not use aux, with a tricobalt build I would use the aux DHCs, I just dont like how circumstancial tricobalts are, so I just dont use them.
    however even on that build I would think on how useful the aux cannons are (in this case not the aux part is questioned, but the firing arc of DHCs generally).
    still, using the aux cannons on an avg dps build (DHC+turrets) is just a stupid way of losing dps

    The turnrate isn't a problem. It isn't that big problem pointing your cannons on your target thanks to its low inertia rate. I say this not based on its specs but based on an active use of that ship. Then, as for the dhc+turrets standard build, I agree with you but keep in mind this build isn't so "standard" for a ship like the vesta.
    In fact this is, after all, a science ship. Sure, it can mount cannons etc etc but it's still made for sci characters: it has a sci commander, 3 weapons fore 3 aft, Subsystem targeting and the sensor analysis passive ability too.
    So, think about it. It's not all about raw DPS. Although it can dps more than a cruiser and a normal sci ship it's not an escort... you are a sci. Your main objective isn't being the best dpser but the best supporter and to do this you almost Always need auxiliary power at high levels. Only with high aux you'll compensate low hull, and debuff your enemy enough to let your dps kill it. So the aux DHCs are perfect for this task. I use them an I can get probes on KASE and kill them almost immediately. If I don't have enough debuff because I'm on CD or something else... here comes trico mines. They're useful for many many tasks, I always keep them slotted.
    People still don't understand that, sure, STO is mainly focused in DPS, but numbers sometimes can't express what you get in your face while you're fighting something or someone. You need to considerate practical results and those results tell me that I won't do the same DPS of an escort (which sci ship does?) but I always accomplish my objective.
    Hope I didn't tire you with such a loooong endless answer but I wanted to explain things clearly. The vesta is such a wonderful ship not for its DPS (which are undoubtly higher than every other sci ship though) but for it's awesome versatility which fits perfectly a captain who wants to get a ship which can be a real compromise between sci playstile, heal capabilities, keeping your dps good. Concluding standard dhc+turret build isn't standard at all on those hybrid ships. You need to experiment a bit to find a suitable build for it. And tricobalt mines can help in this case: aux dhcs strip shields, trico mines finish the work, shortly. In PvP things may change but again you need to experiment
  • hyprodimushyprodimus Member Posts: 196 Arc User
    edited January 2013
    Aux cannons are a godsend from Cryptic. Vestas can power TSS III, Grav wells, HE, scrambles, Scans, repulsors, Aux2Sif while maintaining high shield and engine power without losing out on too much damage from turrets.

    If you arent going to use Aux based powers, dont fly a science ship.
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited January 2013
    guglif wrote: »
    Hope I didn't tire you with such a loooong endless answer but I wanted to explain things clearly.
    not at all
    guglif wrote: »
    In terms of theory, yes sensor scan is on a 2 minutes cooldown... but in terms of practice, are we really sure that would be a problem? Besides the fact sensor scan is not for a single target (like attack pattern beta or delta) but it takes multiple targets in its range. This, combined with gravity well and a scatter volley, would do really nice damage
    Obviously, I'm referring to PvE scenarios and, obviously, all these abilities (except CSV) are powered by aux. Sometimes, a battery isn't enough: because these abilites aren't the only ones that you use that depends by aux power: HE, Aux2SIF, TSS... these are the ones which keep you alive. You can't DPS if you blow up right? Sure even at low power levels they do something but the vesta doesn't have that much hull, and your shields will lower quickly in an intense PvP match 3vs1 (just for instance) or if the tac cube notes your shiny hull. So having some more aux power is really useful!

    I am not debating, for PVP the aux cannons are really great, however they still are not the best dps for PVP (but as I said in other topics, I can imagine many aux cannon PVP builds, however for PVE its not the best to use them)
    also, I deal around 9k DPS (if someone who can actually play this game with skill, would easily do 10k DPS in my build), and barely die (only when I dont watch my shields, to be rerouted when my 2 TTs are on cooldown). the only thing that gives me a hard time is a tac cube, with an incompetent team, which cannot kill it fast enough (I am talking about minutes, so I as time is concerned, I am talking about real bad pugs to be on your team, so the tac cube is alive for long enough to give you some trouble)
    guglif wrote: »
    I
    So, think about it. It's not all about raw DPS. Although it can dps more than a cruiser and a normal sci ship it's not an escort... you are a sci.

    exactly, that is why I said to spec it for CC. you can deal insane DPS, even while CC, I know escorts who deal easily around 15k DPS, but they suffer with big groups, because they just do not have the tools to grab a group of those, and love to have me on team even with my lower DPS, just because I know how and when to use grav well
    guglif wrote: »
    Subsystem targeting and the sensor analysis passive ability too.

    subsystem targeting is not that useful, since it is again just a dps loss, having a beam instead of a dmg dealing weapon, and it does not make up for it. also, imo sensor analysis is pretty much what makes this ship kind of OP (without it, I would not even think of saying its OP, but having it is kind of the "just a bit too much" chategory for me)



    guglif wrote: »
    Only with high aux you'll compensate low hull, and debuff your enemy enough to let your dps kill it.

    in any stf (as I said, pvp is quite different, but even there you the only things that could kill me -mind you I am not PVP-ing basically, ever, only to test some ideas- were the ships, that could out manouver me, but even that is probably because I refused to bring danubes, and to use my full pve build), you pretty much do not need high aux to defend against any enemy. you can pretty much bug the gates at 1,7km, dealing highest dps possible, and the only other things that might deal similar threatening dmg are tac cubes (if you are not with idiots in a team, who deal less than 3k dps, thats not a problem either), and donatra (and there you only have to watch out for the torp spreads)
    guglif wrote: »
    People still don't understand that, sure, STO is mainly focused in DPS, but numbers sometimes can't express what you get in your face while you're fighting something or someone. You need to considerate practical results and those results tell me that I won't do the same DPS of an escort (which sci ship does?) but I always accomplish my objective
    the vesta is the closest you will ever get to a sci escort, and sadly I deal more DPS than many escorts (I will not say that I deal more DPS than escorts, because I have seen the escort builds, that can actually deal DPS, not just the poof-poof that most people bring to elite stfs - tbh its kind of the stfs fault, that you can pretty much get away with 4k dps, and having 6k would make you feel great)

    there, I made you an even longer answer :)

    10k DPS Vesta threads: 1; 2
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited January 2013
    Setting aside the aoe gravity well build. I have started switching out scatter volley for cannon rapid fire and taking out gravity well for energy syphon. running full aux for cannons and not boosting flow capaciters beyond 6 this was draining people for 20 pts in each system in pvp and boosting my own power levels by much more.

    In pve this build is grate for Donatra, tactical cubes and the borg queen and would boost your weapons power to near full if you realy fell naked without it. the reuse time on energy syphon is a lot better then i rememberd as well.
  • guglifguglif Member Posts: 88 Arc User
    edited January 2013
    ferdzso0 wrote: »
    subsystem targeting is not that useful, since it is again just a dps loss, having a beam instead of a dmg dealing weapon, and it does not make up for it.

    Seems so, but in some builds and situations they can really help you. For instance you told me about pugs. Well, having it can be really useful when your team needs a bit of debuff. Then the beam array itself is really useful on huge targets: I can fight with both it and my front cannons and if I have aux at 100 (let's say 100) and weapons at more or less 50, a beam will undoubtly do more DPS than a turret in the same situation.
    ferdzso0 wrote: »
    in any stf (as I said, pvp is quite different, but even there you the only things that could kill me -mind you I am not PVP-ing basically, ever, only to test some ideas- were the ships, that could out manouver me, but even that is probably because I refused to bring danubes, and to use my full pve build), you pretty much do not need high aux to defend against any enemy. you can pretty much bug the gates at 1,7km, dealing highest dps possible, and the only other things that might deal similar threatening dmg are tac cubes (if you are not with idiots in a team, who deal less than 3k dps, thats not a problem either), and donatra (and there you only have to watch out for the torp spreads)
    well, depends about your playstyle. For instance, I love tanking it from the beginning to the end, leaving my other teammates to the histerical spacebar pressing :P, but I often take it alone while the other 4 get the gate if maybe a bad-timed spread agroes it, so I really need some more aux power to tank it.
    ferdzso0 wrote: »
    the only thing that gives me a hard time is a tac cube, with an incompetent team, which cannot kill it fast enough (I am talking about minutes, so I as time is concerned, I am talking about real bad pugs to be on your team, so the tac cube is alive for long enough to give you some trouble)
    that could be a little problem. Fortunately, I Always kill it in a minute. Just one. More or less :D No doubt you can too, though, for what I've read you're a serious person.
    ferdzso0 wrote: »
    the vesta is the closest you will ever get to a sci escort, and sadly I deal more DPS than many escorts (I will not say that I deal more DPS than escorts, because I have seen the escort builds, that can actually deal DPS, not just the poof-poof that most people bring to elite stfs - tbh its kind of the stfs fault, that you can pretty much get away with 4k dps, and having 6k would make you feel great)

    hehe. You're so right :rolleyes:
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited January 2013
    guglif wrote: »
    Seems so, but in some builds and situations they can really help you. For instance you told me about pugs. Well, having it can be really useful when your team needs a bit of debuff. Then the beam array itself is really useful on huge targets: I can fight with both it and my front cannons and if I have aux at 100 (let's say 100) and weapons at more or less 50, a beam will undoubtly do more DPS than a turret in the same situation.
    still, the problem is turning. if you turn for your beams, you pretty much lose dps from the DHCs, so in the end even if in one specific situation the beam would work better (aft), the turret overall would still dps more (unless you are talking about the tricobalt build, which is a bit different case)
    guglif wrote: »
    well, depends about your playstyle. For instance, I love tanking it from the beginning to the end, leaving my other teammates to the histerical spacebar pressing :P, but I often take it alone while the other 4 get the gate if maybe a bad-timed spread agroes it, so I really need some more aux power to tank it.
    I dont think I was clear. I have the aggro from beginning to end in most of the cases. my high DPS and the 2 points in threat control (I hadnt time to respec for 6 points in there) will nearly always get the aggro for me, hence I have to DPS and tank (which a CC ship should actually do)
    guglif wrote: »
    you're a serious person.
    not rly, I just know the right ppl :)

    10k DPS Vesta threads: 1; 2
  • toivatoiva Member Posts: 3,276 Arc User
    edited January 2013
    1) I'm still firmly standing behind Aux cannons (DHCs, to make it clear for some).

    That off course leads to having full Aux power. That means you can fire off instantly any off your sci abilities and get amazing mileage out of them, no need to wait till power transfers to Aux or to use a battery (aren't they having a terrible CD?).

    That off course leads to using not Weapon power dependent weapons in the rear slots, as in torps, mines (the somewhat OP trics, for instance). Torps have a setback in that you can't really fire them when using the Aux DHCs without turning. Mines can always be released.

    A large arc Weapon power based weaponry only has use if you use it for "special effects", not for DPS. Thus throwing one Beam array to use with Subsystem targetting makes some sense (oh, if only we had 360 degree beams).


    2) Clearly, what I just wrote means that if you want to use the Vesta with the typical Escort setup (DHCs, turrets), Aux DHCs are worthless.

    Then however, you loose the unique Vesta's feature in that you'll have to switch power presets a lot depending on what you do, what abilities you want to use (like in any other sci ship with energy weapons). Sadly such switching takes time and will cost you DPS.


    3) The third option is a torp boat, but I have no experience with those whatsoever, so there's nothing pregnant I could say about them.


    Personally, I chose the first option for my sci, finally I can taste fine sci wizardry without sacrificing the DPS the ship's weapons offer. If I wanted some sort of sci-scort hybrid, I'd rather choose the Chel Grett, MVAE or the Temporal destroyers.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • aeonjeanaeonjean Member Posts: 137 Arc User
    edited January 2013
    Is the Quantum Field Focus Phaser affected by phaser relays?
  • stonesdeltastonesdelta Member Posts: 24 Arc User
    edited January 2013
    aeonjean wrote: »
    Is the Quantum Field Focus Phaser affected by phaser relays?

    Yes, and so does Aux cannons
  • eversiveeversive Member Posts: 0 Arc User
    edited January 2013
    My hopinion:
    - 3x Aux cannons are very intresting as long as you keep aux near 125, this is for PVE obviously.
    - Proper BOFF's powers and DOFFS allow you to keep about 121 Shields 121 Aux all time.

    Personally i use 3x purple DOFF's that gives chance of reducing cooldown of "emergency power to" named "Damage Control Engineer".
    Then add 1x Emergency power to Aux I and 1x Emergency power to Shields II

    Keep them in a combo bar that activate both of them every time you press spacebar and you are done, then add one "Warp core engineer" purple doff, and you end up having 90% of time 121/121 aux/shields and even more when the last DOFF power kicks in.

    This gives you a very SOLID tank and DPS base using Aux cannons, sincerely, the DPS is a lot better then any beam setup as long as you keep your targets within 2/4km.

    Personally the last DOFF is the one who gives shield damage when using tractor beams and i keep 2x tractor beam I abilities so i can pin down targets and hammer them with cannons while i keep their shields low.

    these are my 2 cents.
  • toivatoiva Member Posts: 3,276 Arc User
    edited January 2013
    eversive wrote: »
    My hopinion:
    - 3x Aux cannons are very intresting as long as you keep aux near 125, this is for PVE obviously.
    - Proper BOFF's powers and DOFFS allow you to keep about 121 Shields 121 Aux all time.

    Personally i use 3x purple DOFF's that gives chance of reducing cooldown of "emergency power to" named "Damage Control Engineer".
    Then add 1x Emergency power to Aux I and 1x Emergency power to Shields II

    Keep them in a combo bar that activate both of them every time you press spacebar and you are done, then add one "Warp core engineer" purple doff, and you end up having 90% of time 121/121 aux/shields and even more when the last DOFF power kicks in.

    This gives you a very SOLID tank and DPS base using Aux cannons, sincerely, the DPS is a lot better then any beam setup as long as you keep your targets within 2/4km.

    Personally the last DOFF is the one who gives shield damage when using tractor beams and i keep 2x tractor beam I abilities so i can pin down targets and hammer them with cannons while i keep their shields low.

    these are my 2 cents.

    I also usually use the Damage control engineers (when not in a cruiser with plenty low rank eng slots).

    And aside from the Tractor beam officer, Gravimetric doffs (either GW or Tyken's rift variety) can also come in useful, possibly even Deflector doffs depending on the sci abilities you use.

    Lastly, don't forget about packing either 2 Tac teams or 1 complemented with 2 Conn officers (of the tac team variety).

    I wouldn't call it a tank though, lately I have the misfortune of getting aggro from any and all borg in STFs (did most of the good old players really leave after season 7?) with pretty much any build and my non-cruiser ships tend to have trouble. I feel I'll have to limit my offensive powers to make room for more defense.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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