After sifting through the advice I received in the last thread I posted, I have worked on my Vesta with some really good results. I would like some feedback to see if I am missing anything.
It does well in Elites.
USS Hypatia
NX-93184-A
Multi-Mission Reconnaissance Explorer
Fore Weapons ;
[Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]]
[Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]]
[Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]]
Aft Weapons ;
[Phaser Turret Mk XII [Acc]x2 [CrtH]]
[Phaser Turret Mk XII [Acc]x2 [CrtH]
[Kinetic Cutting Beam Mk XII [Dmg]x3]]
Weapons : 99%
Attack Patterns : 94% (Going to respec, so this will go down.)
Energy Damage : 99%
Maneuvers : 84%
Targeting : 99%
Energy Specialization : 54%
I fly a Nebula, so my advice will really only be for the powers in general, and even more so for PvE since you mentioned Elites. Unless they really buffed Photonic Officer recently, I would suggest you get rid of it and Photonic Shockwave. The recent nerf to Nadeon Detonator makes using any photonic studies doff worthless as well. Believe it or not, I would actually suggest using Tractor Beam Repulsors I in lieu of PSWI, since it--when properly used--can help you deal more damage and control an incoming crowd much better than PSW can. It also doubles as an interceptor for those pesky fighters, as well as heavy torpedoes. The disable for PSWI is paltry, as is the damage. Either way, I'd say drop it. Throw in a Transfer Shield Strength for the officer power as well for some additional heals. Your boat is rather fragile, after all.
Also, nuke either science team or engineering team; having three teams means you're going to be wasting one due to the global cd, so I'd suggest rocking EPtSI and II to cycle that damage resistance. Other than that, as I said, I have no real suggestions. Haven't seen your other thread, but the Vesta in general can be built in many effective ways...more so than most science vessels.
Going by information posted in this thread, the photon torpedoes that your current runabouts fire do more DPS than the quantums that the advanced would fire. Yes, I know that thread is about to'duj fighters and not runabouts, but the tests show that its a problem with the torpedo, and that's the same difference between the runabouts you have and the advanced.
In short, the purples don't seem to be better than the free blue ones your ship comes with.
I'd suggest maybe hanging on to your dilithium for now.
[Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]]
[Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]]
[Aux Phaser Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]]
Aft Weapons ;
[Phaser Turret Mk XII [Acc]x2 [CrtH]]
[Phaser Turret Mk XII [Acc]x2 [CrtH]
[Kinetic Cutting Beam Mk XII [Dmg]x3]]
2) Universal
Change fire at will for polarize hull. You have nothing to brake tractor beams. You also stated EPtS and ET1, can't have both, I would run EPtS 1 and Aux to SIF. With high aux you will get a better heal and a resistance for 10 second, and you can trigger it every 15 seconds. Get rid of Photonics officer. Long cool down. Another skill like TSS2 would help you here.
Universal station should be a tac and you can get a lot more use out of all those aux cannons. Your Boff choice turns the vesta into a Luna, or at least similar.
Going by information posted in this thread, the photon torpedoes that your current runabouts fire do more DPS than the quantums that the advanced would fire. Yes, I know that thread is about to'duj fighters and not runabouts, but the tests show that its a problem with the torpedo, and that's the same difference between the runabouts you have and the advanced.
In short, the purples don't seem to be better than the free blue ones your ship comes with.
I'd suggest maybe hanging on to your dilithium for now.
Runabouts are for Crowd Control, not damage (IMO), so the Croniton Torps the Advanced pop out are more valuable.
If you want damage from pets, right now it's Elite Scorpions from the Tier 5 Romulan Reputation -- up until you have a fleet with T5 Science Comm Array anyways.
Going by information posted in this thread, the photon torpedoes that your current runabouts fire do more DPS than the quantums that the advanced would fire. Yes, I know that thread is about to'duj fighters and not runabouts, but the tests show that its a problem with the torpedo, and that's the same difference between the runabouts you have and the advanced.
In short, the purples don't seem to be better than the free blue ones your ship comes with.
I'd suggest maybe hanging on to your dilithium for now.
The Chronoton torps are better for crowd control. They slow movement so that Gravity Well is more useful.
Universal station should be a tac and you can get a lot more use out of all those aux cannons. Your Boff choice turns the vesta into a Luna, or at least similar.
I actually had it as a Tactical. I switched to Science to test out Photonic Shockwave. I actually find I am a lot more versatile and effective at crowd control this way. Do you really think I would be better with Rapid Fire and Beam Overload again?
Change fire at will for polarize hull. You have nothing to brake tractor beams. You also stated EPtS and ET1, can't have both, I would run EPtS 1 and Aux to SIF. With high aux you will get a better heal and a resistance for 10 second, and you can trigger it every 15 seconds. Get rid of Photonics officer. Long cool down. Another skill like TSS2 would help you here.
One of the abilities of the Experimental Set deals with Tractors. But I will consider Polarize Hull so I have multiple options, since the ability on the Set shares a cooldown.
And I clearly have both EPtS and ET1, so unsure how you think I cannot have both. However you are likely right about Aux to SIF.
Do you really think I would be better with Rapid Fire and Beam Overload again?
You have no weapons to use beam overload on anyways. Keep in mind that the kinetic cutting beam isn't actually a beam weapon in regards to boff abilities. That's the one thing i dislike about this particular setup - I lose the ability to use the ship's inherent subsystem targeting.
For STFs I find cannon:scatter volley to be more effective than rapid fire, especially when you first group up a bunch of spheres with gravity well.
I use a Vesta and my weapon loadout is identical to yours. You can see it HERE if you're interested. My DPS could be better if I switched out the ltcdr uni slot for tac boff instead, which I'm going to try but I can't decide which sci abilities to get rid of. My bigger strengths at the moment are CC and some healing.
You have no weapons to use beam overload on anyways. Keep in mind that the kinetic cutting beam isn't actually a beam weapon in regards to boff abilities. That's the one thing i dislike about this particular setup - I lose the ability to use the ship's inherent subsystem targeting.
For STFs I find cannon:scatter volley to be more effective than rapid fire, especially when you first group up a bunch of spheres with gravity well.
Oh duh on beam overload.
And that is a good point on scatter.
I suggest moving your two Universal consoles in Science to Engineering. I did so as an experiment following a suggestion and haven't looked back.
One of the abilities of the Experimental Set deals with Tractors. But I will consider Polarize Hull so I have multiple options, since the ability on the Set shares a cooldown.
And I clearly have both EPtS and ET1, so unsure how you think I cannot have both. However you are likely right about Aux to SIF.
What is TSS2?
Yes your one ability will get you out of a tractor beam every three minutes. What about the rest of the time?
Please read and edit your post then. I never said or intended to say you don't have both of theses skills at level one, I am saying you don't have ET1 and EPtS1. Here is the reason why. You have a lt bridge officer station, which gives you a ensign and a lt engineering abilities. Since both of the skills you listed are ensign abilities you don't have both at level one, one of them has to be a level two ability. TSS is transfer shield strength. I think is also give you a damage resistance. I could be wrong. Look into it.
I am toying with the idea on my Vesta on putting the experiential reman/romulan plasma beam array on the front. The reason I am toying with the idea is it does not take any poer to run. It then gives me the ability to use sub system targeting. It is only an idea I will play with in a few weeks.
Comments
Also, nuke either science team or engineering team; having three teams means you're going to be wasting one due to the global cd, so I'd suggest rocking EPtSI and II to cycle that damage resistance. Other than that, as I said, I have no real suggestions. Haven't seen your other thread, but the Vesta in general can be built in many effective ways...more so than most science vessels.
Going by information posted in this thread, the photon torpedoes that your current runabouts fire do more DPS than the quantums that the advanced would fire. Yes, I know that thread is about to'duj fighters and not runabouts, but the tests show that its a problem with the torpedo, and that's the same difference between the runabouts you have and the advanced.
In short, the purples don't seem to be better than the free blue ones your ship comes with.
I'd suggest maybe hanging on to your dilithium for now.
I don't believe these guys know each other.
Elite Defense Stovokor
Runabouts are for Crowd Control, not damage (IMO), so the Croniton Torps the Advanced pop out are more valuable.
If you want damage from pets, right now it's Elite Scorpions from the Tier 5 Romulan Reputation -- up until you have a fleet with T5 Science Comm Array anyways.
The Chronoton torps are better for crowd control. They slow movement so that Gravity Well is more useful.
I actually had it as a Tactical. I switched to Science to test out Photonic Shockwave. I actually find I am a lot more versatile and effective at crowd control this way. Do you really think I would be better with Rapid Fire and Beam Overload again?
One of the abilities of the Experimental Set deals with Tractors. But I will consider Polarize Hull so I have multiple options, since the ability on the Set shares a cooldown.
And I clearly have both EPtS and ET1, so unsure how you think I cannot have both. However you are likely right about Aux to SIF.
What is TSS2?
You have no weapons to use beam overload on anyways. Keep in mind that the kinetic cutting beam isn't actually a beam weapon in regards to boff abilities. That's the one thing i dislike about this particular setup - I lose the ability to use the ship's inherent subsystem targeting.
For STFs I find cannon:scatter volley to be more effective than rapid fire, especially when you first group up a bunch of spheres with gravity well.
Transfer Shield Strength.
I use a Vesta and my weapon loadout is identical to yours. You can see it HERE if you're interested. My DPS could be better if I switched out the ltcdr uni slot for tac boff instead, which I'm going to try but I can't decide which sci abilities to get rid of. My bigger strengths at the moment are CC and some healing.
Join the Vulcan Kolinahr Fleet
http://www.vulcankolinahrfleet.com/
Oh duh on beam overload.
And that is a good point on scatter.
I suggest moving your two Universal consoles in Science to Engineering. I did so as an experiment following a suggestion and haven't looked back.
Yes your one ability will get you out of a tractor beam every three minutes. What about the rest of the time?
Please read and edit your post then. I never said or intended to say you don't have both of theses skills at level one, I am saying you don't have ET1 and EPtS1. Here is the reason why. You have a lt bridge officer station, which gives you a ensign and a lt engineering abilities. Since both of the skills you listed are ensign abilities you don't have both at level one, one of them has to be a level two ability. TSS is transfer shield strength. I think is also give you a damage resistance. I could be wrong. Look into it.
I am toying with the idea on my Vesta on putting the experiential reman/romulan plasma beam array on the front. The reason I am toying with the idea is it does not take any poer to run. It then gives me the ability to use sub system targeting. It is only an idea I will play with in a few weeks.
The only problem I have with that idea is you take you cannons of your target. It was a wacky build idea.