Sorry to start a new thread on this...but I'd like to get a new perspective on this. I am a Tactical VA who is trying to build a Recon (Tac) Vesta. I currently use a Tac Odyssey "beam boat" and just really keep getting drawn to my Vesta (it is just a sleek ship). My questions are:
1) What weapons type would you all recommend (DHC, Beam Array, Torpedo type, etc...).
2) What energy type (I have access to Romulan Rep T5 and Omega T5, my fleet is on T2 SY).
3) Really could use some Doff recommendations.
I will hit STO Academy and work on my idea of a build and post it later, but really wanted to get this out for comments before I headed out on errands. Thanks in advance all.
Guess I should clarify, I only have the single Vessta (so no other consoles). Also, my plan is to only PvE (never enjoyed PvP in any MMO I have played). Thanks again
Well, point remains with regards to using the cannons and the Quantum Focus phaser - they'll still benefit from the increased Aux that is possible from equipping Overcharged warp cores, but even if you don't use the Overcharged warp core, they still do VERY nice DPS for what is essentially a sci ship with tactical leanings.
I have my Vesta running at 130 Aux, with the cannons fitted - best DPS I've ever done in a sci ship, and the bonus it offers to the Quantum focus Phaser is very nice too - use that on an unshielded ship and boy are they going to know about it!
So, you think using the AuxDHC x 3 upfront with the KCB and maybe Fleet Phaser Turrets x 2 in back would be good? What would you recommend power levels at?
To be honest, I run my Vesta at 130 Aux, courtesy of a Overcharged Warp Engine, two Aux cannons up front with a Transphasic torpedo launcher. Aft I have an Elite phaser beam array so that I can still use sub-system targetting, an Elite Fleet Phaser turret and the transphasic cluster torpedo.
Okay, may try that set up. Just ran Elite Infected and it is a huge change from doing it on my Odyssey Beam Boat. Not sure how much damage I was doing (wish they had a simple "recount" type program/add-on I could use). Got nuked twice though. Think I'll keep tinkering with it and see if I can get used to it.
So, you think using the AuxDHC x 3 upfront with the KCB and maybe Fleet Phaser Turrets x 2 in back would be good? What would you recommend power levels at?
Any recommendations? Also, any Warp Core thoughts?
I assumewith this build the use of Sub-System Targeting isn't used (no beamarray...unless you count the Quantum Beam)?
Thanks again for help.
the quantum beam is pretty useless, even with full aux and phaser consoles. so is sub system targeting.
run your powers 130 in aux, 15-15 in engie and shields, and the rest should go to weapons (I have 100+ in weapons this way too).
whether the aux cannon setup could work, is questionable, but it is cheap, as you dont have to buy front weaps, and it is uniqe.
I added changes to your skillset. you dont need viral matrix (nor grav well, but I wont take it out. you gonna want to cycle EPTW. RSP is a must, and you dont want to divert power with an aux2x boff skill. changed CSV to CRF, there isnt much point in CC, with EP2E, buffing the borg, and you dont want attention.
moved up your tachio converter to eng, do not waste tac slots on universal consoles, added leech (it is a must). changed one other field gen, for a romulan threat scalign console (I suggest + threat, but its your choice)
the quantum beam is pretty useless, even with full aux and phaser consoles. so is sub system targeting.
run your powers 130 in aux, 15-15 in engie and shields, and the rest should go to weapons (I have 100+ in weapons this way too).
whether the aux cannon setup could work, is questionable, but it is cheap, as you dont have to buy front weaps, and it is uniqe.
I added changes to your skillset. you dont need viral matrix (nor grav well, but I wont take it out. you gonna want to cycle EPTW. RSP is a must, and you dont want to divert power with an aux2x boff skill. changed CSV to CRF, there isnt much point in CC, with EP2E, buffing the borg, and you dont want attention.
moved up your tachio converter to eng, do not waste tac slots on universal consoles, added leech (it is a must). changed one other field gen, for a romulan threat scalign console (I suggest + threat, but its your choice)
Thanks. I will try this and see how it does. I think some of my problem is I have been running a Fleet Anti-Proton Odyssey for so long that having to "move around alot" it hard to get used to. Normally I would fly in...hit TT1 and commence to shredding shield and hull with BFAW. It wasn't glamorous, but things died...really fast.
the quantum beam is pretty useless, even with full aux and phaser consoles. so is sub system targeting.
run your powers 130 in aux, 15-15 in engie and shields, and the rest should go to weapons (I have 100+ in weapons this way too).
whether the aux cannon setup could work, is questionable, but it is cheap, as you dont have to buy front weaps, and it is uniqe.
I really don't like the fact that this build lacks an EPtS chain, that really leaves it vulnerable. Personally I'd drop EPtW entirely, but you could also run 1 copy of each with DCEs. Also dump the second HE for a TSS (and maybe the RSP for A2SIF, that's a close decision, but I tend to find A2SIF a bit more useful because of the short CD). And I'd dump the Shield Emitter Amplifier for the QFFC, admittedly it's not a great ability over time (around 300 DPS), but it provides a huge buff for the short time it's active, which can make it great as a structure buster weapon (I love it for ISE).
Of course, I run the Vesta as a true science ship, with only a Lt tac (plus a few of the cannon ability doffs), build here, which is a struggle at times, but fun, and it's still a science ship.
the quantum beam is pretty useless, even with full aux and phaser consoles. so is sub system targeting.
run your powers 130 in aux, 15-15 in engie and shields, and the rest should go to weapons (I have 100+ in weapons this way too).
whether the aux cannon setup could work, is questionable, but it is cheap, as you dont have to buy front weaps, and it is uniqe.
I just got my Vesta pack for my Eng a few days ago and love it. Currently I am using the Recon model. I am surprised that it really feels as tough as my cruisers.
The Aux DHCs rip shields down as well as any of my other escorts and the Quantum Field Focus Phaser (QFFP) took a regular Cube (shield facing already down) from about 50% to 0 in a about 6-8 seconds. I don't call that useless, especially if you have an Optional clock ticking. (I can't wait to see what the QFFP can do the the nanite generators!)
I would recommend always running aux power at max (100-130), you rely on this for a lot of things on the Vesta, but run shields higher than 15. Even though shields now continue to regenerate even if the power is set below 25, you really need the shields to mitigate as much hull damage as possible. Maybe set Aux=100+, Eng=25, Shield=50 and Weapons=25, then see if the turrets draw enough to have to cranks the weapon power up more.
With Aux cranked up, using a SIF generator (or two) might be more helpful in maintaining the hull than just running straight armor/plating, etc. Full regeneration vs resistance and less regeneration, this would need to be tested.
I would recommend getting rid of the CSV and have 2x CRF to have your cannons firing rate up as much as possible. If you use CSV at the wrong times in STFs you can get too much agro from the Borg cubes when you are trying to take out the small targets first.
Make sure that you also get some Energy Weapons Officer DOffs that reduce the cooldown on CRF/CSV.
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
The Aux DHCs rip shields down as well as any of my other escorts and the Quantum Field Focus Phaser (QFFP) took a regular Cube (shield facing already down) from about 50% to 0 in a about 6-8 seconds. I don't call that useless, especially if you have an Optional clock ticking. (I can't wait to see what the QFFP can do the the nanite generators!)
in the big scheme of things the DPS on the qffp is low if you have an optional timer. it has 3 mins of cooldown, doing nothing, and you can only use it effectively against targets that live long enough for you to keep them in arc, and to run the timer off (that makes it even worse dps). it is too situational for my liking
I would recommend always running aux power at max (100-130), you rely on this for a lot of things on the Vesta, but run shields higher than 15. Even though shields now continue to regenerate even if the power is set below 25, you really need the shields to mitigate as much hull damage as possible. Maybe set Aux=100+, Eng=25, Shield=50 and Weapons=25, then see if the turrets draw enough to have to cranks the weapon power up more.
with two full aux HE-s running the bleedthrough dmg is not such a big problem. and having a TSS3 to keep the shields full (plus a shields battery), is more than enough imo (leech and maco shield are also boosting shield power as well as everything else). atleast that is my experience soloing cubes and gates
I really don't like the fact that this build lacks an EPtS chain, that really leaves it vulnerable. Personally I'd drop EPtW entirely, but you could also run 1 copy of each with DCEs. Also dump the second HE for a TSS (and maybe the RSP for A2SIF, that's a close decision, but I tend to find A2SIF a bit more useful because of the short CD). And I'd dump the Shield Emitter Amplifier for the QFFC, admittedly it's not a great ability over time (around 300 DPS), but it provides a huge buff for the short time it's active, which can make it great as a structure buster weapon (I love it for ISE).
as said above, TSS3 should be more than enough, and EPTW cycling keeps weapon power high (while adding bonus dmg). and losing EPTS is never a good idea, if you are doing actual high DPS, as you will get aggro, and you will need an o'TRIBBLE button (RSP is the best at that)
I went back to my Tac Vesta Class after using the Mobius Temporal Destroyer for 2 months... I guess I just love cruiser type ships!
What was I saying... oh, I use the Romulan beam weapons with this ship and ended up using the Omega and Romulan rep systems for increased suitability on top of being a Joined Trill engineer.
Weapons:
Fore- 1 MK XII Romulan BA (acc x2), 1 experimental Romulan BA, Omega Torp
Aft- 1 MK XII Romulan BA (acc x2), Borg Kinetic Cutting Beam, Romulan Plasma Torp
Ship Equipment:
3 pc Adapted MACO Set
MK X purple Field Stabilizing Warp Core (S>W, +15 flow capacitors, WepCap)
Red Matter Capacitor, Subspace Field Modulator, AUX batteries
Ship Consoles:
Tac- 3 MK XII blue Plasma Infusers, 1 MK XII blue Ambiplasma Envelope
Eng- MK XI purple Neutronium armor, Borg Console
Sci- MK XII purple Romulan Emitter Array -Th (the shield restore version), Tachyokinetic Converter, Zero-Point Energy Conduit, MK XI purple Particle Generator
in the big scheme of things the DPS on the qffp is low if you have an optional timer. it has 3 mins of cooldown, doing nothing, and you can only use it effectively against targets that live long enough for you to keep them in arc, and to run the timer off (that makes it even worse dps). it is too situational for my liking
You are comparing Apples to Windows. These are different types of weapons for different uses.
The high burst DPS and cooldown makes this weapon geared toward big things that don't move much. Like the Galaxy Dreadnought Phaser Lance, the QFFP is not meant to be used as a standard phaser, it is more effective to use cannons/beams most of the time.
This is just a nice thing to have, in addition to the other weapons, to take a big chunk out of the bigger targets.
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
You are comparing Apples to Windows. These are different types of weapons for different uses.
The high burst DPS and cooldown makes this weapon geared toward big things that don't move much. Like the Galaxy Dreadnought Phaser Lance, the QFFP is not meant to be used as a standard phaser, it is more effective to use cannons/beams most of the time.
This is just a nice thing to have, in addition to the other weapons, to take a big chunk out of the bigger targets.
yep, apples and windows apple is foolproof, like this weapon, and windows is harder to use, but you will be more versitile
I know it is good for quick bursts. but the problem is, those quick bursts are coming too far apart from eachother, and even then you have to wait a bit to make it count.
wasting valuable console slots for this, is kind of... a waste. 4* tac consoles, tachyo conv, leech, borg console, threat scaling console, quantum chamber, and a field gen. the only thing you can trade for a qffp is the field gen, because that is not giving you direct DPS. I know, I would deal more dps, and I could do without that shield bonus, I just prefer to have survivability over more micromanagement. but many players, who cant think below 130/100 shield power, cant possibly think how they could do without their 4 field gens. so again, there is just simply no space for the qffp, with that long timer on it
I decided I'm not very good with the DHC (I just can't seem to stay on target very well). I do like beams so I am running this as a psuedo-beam boat.
I would like some feedback/advice on my build and stats. Any recommendations would be nice. I'm making use of the Fleet AP Beams because I had a full set on my Odyssey and wanted to see how they work on the Vesta. If anyone has a better beam type please fell free to chime in. I am thinking of replacing the forward ones with Dual Beams though...maybe give a little more dps. Also, torpedo recommendations would be helpful (using the wide-angle just because right now). And lastly, skill tree, please critique it as well.
I decided I'm not very good with the DHC (I just can't seem to stay on target very well). I do like beams so I am running this as a psuedo-beam boat.
I would like some feedback/advice on my build and stats. Any recommendations would be nice. I'm making use of the Fleet AP Beams because I had a full set on my Odyssey and wanted to see how they work on the Vesta. If anyone has a better beam type please fell free to chime in. I am thinking of replacing the forward ones with Dual Beams though...maybe give a little more dps. Also, torpedo recommendations would be helpful (using the wide-angle just because right now). And lastly, skill tree, please critique it as well.
Thanks in advance...again.
As a general rule, you should always fill the Tactical console slots with energy weapon consoles, in this case Antiproton Mag Regulators to get the most amount of power for your primary weapons.
The only problem using regular energy weapons is that you will need to have power diverted to weapons and auxiliary, so your auxiliary will not have the most power to make the science abilities work optimally. If you use the Aux DHCs, you can max out your Aux power and they will share. You might put most of the power towards weapons and use EPtA or an Aux battery when you want to use a Sci Ability.
To enhance Science abilities futher you may want to also consider respec-ing into Starship Graviton Generators and Starship Particle Generators. This may make those abilities more potent. Be aware that respec-ing can be expensive.
Hope this helps.
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
As a general rule, you should always fill the Tactical console slots with energy weapon consoles, in this case Antiproton Mag Regulators to get the most amount of power for your primary weapons.
The only problem using regular energy weapons is that you will need to have power diverted to weapons and auxiliary, so your auxiliary will not have the most power to make the science abilities work optimally. If you use the Aux DHCs, you can max out your Aux power and they will share. You might put most of the power towards weapons and use EPtA or an Aux battery when you want to use a Sci Ability.
To enhance Science abilities futher you may want to also consider respec-ing into Starship Graviton Generators and Starship Particle Generators. This may make those abilities more potent. Be aware that respec-ing can be expensive.
Hope this helps.
Thanks for the feedback. I may have to respec (current spec was for my Odyssey beam boat). I know it would be more efficient to use the DHC, but they just don't qork for me and my play style. What is your thoughts on dual beams up front (since the Vesta does turn well)? Also, think about switching to Romulan plasma...good idea? Thanks again.
Thanks for the feedback. I may have to respec (current spec was for my Odyssey beam boat). I know it would be more efficient to use the DHC, but they just don't qork for me and my play style. What is your thoughts on dual beams up front (since the Vesta does turn well)? Also, think about switching to Romulan plasma...good idea? Thanks again.
Going back to your play style... what is your play style? I love flying cruisers and escorts alike and can appreciate both play styles that are generally necessary.
For building the Vesta as a beam-boat, the Vesta would be better suited to have Dual-beams for the added damage, as opposed to the Ody, because the Vesta is a very maneuverable ship and will be able to easily keep targets within the 90 degree firing arc. You can also use FAW and Subsystems Targeting abilities with Dual-beams as well.
The energy type is up to you. Plasma and Disruptors have more useful procs for residual damage to the target. Most of my ships are Phaser since that is the standard for the Federation. I may go for Romulan soon as well, after I get the Adapted MACO set.
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Going back to your play style... what is your play style? I love flying cruisers and escorts alike and can appreciate both play styles that are generally necessary.
For building the Vesta as a beam-boat, the Vesta would be better suited to have Dual-beams for the added damage, as opposed to the Ody, because the Vesta is a very maneuverable ship and will be able to easily keep targets within the 90 degree firing arc. You can also use FAW and Subsystems Targeting abilities with Dual-beams as well.
The energy type is up to you. Plasma and Disruptors have more useful procs for residual damage to the target. Most of my ships are Phaser since that is the standard for the Federation. I may go for Romulan soon as well, after I get the Adapted MACO set.
I fly in sweeping arcs and circle the perimeter usually. I like cruisers with their broadsides...really enjoy my Odyssey, but just love the look of the Vesta. I have just never enjoyed the Escorts much. Maybe too twitchy for me.
Glad the idea of dual beams is good. I think that may up my damage a bit. Now should I stick with the wide angle torp or switch to another?
I'd like to try the romulan plasma, but it's gonna be costly so I need to do more research.
I fly in sweeping arcs and circle the perimeter usually. I like cruisers with their broadsides...really enjoy my Odyssey, but just love the look of the Vesta. I have just never enjoyed the Escorts much. Maybe too twitchy for me.
Glad the idea of dual beams is good. I think that may up my damage a bit. Now should I stick with the wide angle torp or switch to another?
I'd like to try the romulan plasma, but it's gonna be costly so I need to do more research.
Ok, you like broadsiding. In that case, you'll be better off with regular beam arrays. Dual-beams have a 90 deg arc and beam arrays have 250 deg arc. You'll need to be pointing you ship's front toward the target more for dual-beams. You could also try striffing attacks with dual-beams.
Your last STO Acadamy build would be good for broadsiding.
For a dual-beam setup, perhaps have 2x dual-beams and 1x beam array in front and let the KCB be the kinetic attack. The single beam array up front would give you the 250 deg arc around the front for when you are not pointing at the target.
Personally I still feel like I missing something without a torp up front, regardless of the build.
Do you have just the Tactical Vesta or did you get the pack?
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Ok, you like broadsiding. In that case, you'll be better off with regular beam arrays. Dual-beams have a 90 deg arc and beam arrays have 250 deg arc. You'll need to be pointing you ship's front toward the target more for dual-beams. You could also try striffing attacks with dual-beams.
Your last STO Acadamy build would be good for broadsiding.
For a dual-beam setup, perhaps have 2x dual-beams and 1x beam array in front and let the KCB be the kinetic attack. The single beam array up front would give you the 250 deg arc around the front for when you are not pointing at the target.
Personally I still feel like I missing something without a torp up front, regardless of the build.
Do you have just the Tactical Vesta or did you get the pack?
Strafing, yes that what I shoulh have said. I think that would be a good way to play the Vesta.
To be honest I put a torp up front cause I felt that it's expected to have one. If I can rely on the KCB alone for kinetic damage then I'll be more than happy to replace it.
Sadly, I only have the one spec Vesta (was the first c store ship I bought and wasn't sure about a $50 investment in a game I just started...about 3 months ago). Kind of wish I had bought the set.
Thank you again. Your advice has been really helpful.
I do have a question about skill points. What's the real loss of only specing 7 points into a skill rather than 9? Is it really a big difference? Thanks
I do have a question about skill points. What's the real loss of only specing 7 points into a skill rather than 9? Is it really a big difference? Thanks
So it looks like not maxing a skill to 9 is not a horrible thing (unless you are looking for min/max type numbers). I have no illusions of being the top dps in every group, but I do wanna play my part and be balanced.
Here is what I am looking at now (haven't respecced yet cause I only have one left). I put the DBB upfront for Subsystem Targeting, but would it be better to move the torpedo up front and put a single beam array on back for this? Also, of the high end torpedos I have which would work best do you think? Here's what I have in stock:
Romulan Hyper-Plasma
Breen Transphasic Cluster
Wide Angle Quantum
Rapid Reload Transphasic Mk XI
Hargh'pheng
Comments
1 of these the experimental one or 5 + KCB
I'd use 2-set assimilated set and maco shield (as always)
Condoles
4 plasms infuser
3-4 embassy consoles with (pla)
Assimilated module, zero point, tachyo if you have it
Skillwise maybe aux2bat or just "normal"
So, you think using the AuxDHC x 3 upfront with the KCB and maybe Fleet Phaser Turrets x 2 in back would be good? What would you recommend power levels at?
This is what I have worked up so far:
http://www.stoacademy.com/tools/skillplanner/?build=tacvestawip_0
Any recommendations? Also, any Warp Core thoughts?
I assumewith this build the use of Sub-System Targeting isn't used (no beamarray...unless you count the Quantum Beam)?
Thanks again for help.
Okay, may try that set up. Just ran Elite Infected and it is a huge change from doing it on my Odyssey Beam Boat. Not sure how much damage I was doing (wish they had a simple "recount" type program/add-on I could use). Got nuked twice though. Think I'll keep tinkering with it and see if I can get used to it.
the quantum beam is pretty useless, even with full aux and phaser consoles. so is sub system targeting.
run your powers 130 in aux, 15-15 in engie and shields, and the rest should go to weapons (I have 100+ in weapons this way too).
whether the aux cannon setup could work, is questionable, but it is cheap, as you dont have to buy front weaps, and it is uniqe.
for warpcore get an overcharged a->w
changed skillplan
I added changes to your skillset. you dont need viral matrix (nor grav well, but I wont take it out. you gonna want to cycle EPTW. RSP is a must, and you dont want to divert power with an aux2x boff skill. changed CSV to CRF, there isnt much point in CC, with EP2E, buffing the borg, and you dont want attention.
moved up your tachio converter to eng, do not waste tac slots on universal consoles, added leech (it is a must). changed one other field gen, for a romulan threat scalign console (I suggest + threat, but its your choice)
10k DPS Vesta threads: 1; 2
Thanks. I will try this and see how it does. I think some of my problem is I have been running a Fleet Anti-Proton Odyssey for so long that having to "move around alot" it hard to get used to. Normally I would fly in...hit TT1 and commence to shredding shield and hull with BFAW. It wasn't glamorous, but things died...really fast.
One beam, KCB, and turret AFT.
I used that setup, and it's excellent.
I really don't like the fact that this build lacks an EPtS chain, that really leaves it vulnerable. Personally I'd drop EPtW entirely, but you could also run 1 copy of each with DCEs. Also dump the second HE for a TSS (and maybe the RSP for A2SIF, that's a close decision, but I tend to find A2SIF a bit more useful because of the short CD). And I'd dump the Shield Emitter Amplifier for the QFFC, admittedly it's not a great ability over time (around 300 DPS), but it provides a huge buff for the short time it's active, which can make it great as a structure buster weapon (I love it for ISE).
Of course, I run the Vesta as a true science ship, with only a Lt tac (plus a few of the cannon ability doffs), build here, which is a struggle at times, but fun, and it's still a science ship.
I just got my Vesta pack for my Eng a few days ago and love it. Currently I am using the Recon model. I am surprised that it really feels as tough as my cruisers.
The Aux DHCs rip shields down as well as any of my other escorts and the Quantum Field Focus Phaser (QFFP) took a regular Cube (shield facing already down) from about 50% to 0 in a about 6-8 seconds. I don't call that useless, especially if you have an Optional clock ticking. (I can't wait to see what the QFFP can do the the nanite generators!)
I would recommend always running aux power at max (100-130), you rely on this for a lot of things on the Vesta, but run shields higher than 15. Even though shields now continue to regenerate even if the power is set below 25, you really need the shields to mitigate as much hull damage as possible. Maybe set Aux=100+, Eng=25, Shield=50 and Weapons=25, then see if the turrets draw enough to have to cranks the weapon power up more.
With Aux cranked up, using a SIF generator (or two) might be more helpful in maintaining the hull than just running straight armor/plating, etc. Full regeneration vs resistance and less regeneration, this would need to be tested.
I would recommend getting rid of the CSV and have 2x CRF to have your cannons firing rate up as much as possible. If you use CSV at the wrong times in STFs you can get too much agro from the Borg cubes when you are trying to take out the small targets first.
Make sure that you also get some Energy Weapons Officer DOffs that reduce the cooldown on CRF/CSV.
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
in the big scheme of things the DPS on the qffp is low if you have an optional timer. it has 3 mins of cooldown, doing nothing, and you can only use it effectively against targets that live long enough for you to keep them in arc, and to run the timer off (that makes it even worse dps). it is too situational for my liking
with two full aux HE-s running the bleedthrough dmg is not such a big problem. and having a TSS3 to keep the shields full (plus a shields battery), is more than enough imo (leech and maco shield are also boosting shield power as well as everything else). atleast that is my experience soloing cubes and gates
as said above, TSS3 should be more than enough, and EPTW cycling keeps weapon power high (while adding bonus dmg). and losing EPTS is never a good idea, if you are doing actual high DPS, as you will get aggro, and you will need an o'TRIBBLE button (RSP is the best at that)
10k DPS Vesta threads: 1; 2
What was I saying... oh, I use the Romulan beam weapons with this ship and ended up using the Omega and Romulan rep systems for increased suitability on top of being a Joined Trill engineer.
Weapons:
Fore- 1 MK XII Romulan BA (acc x2), 1 experimental Romulan BA, Omega Torp
Aft- 1 MK XII Romulan BA (acc x2), Borg Kinetic Cutting Beam, Romulan Plasma Torp
Ship Equipment:
3 pc Adapted MACO Set
MK X purple Field Stabilizing Warp Core (S>W, +15 flow capacitors, WepCap)
Red Matter Capacitor, Subspace Field Modulator, AUX batteries
Ship Consoles:
Tac- 3 MK XII blue Plasma Infusers, 1 MK XII blue Ambiplasma Envelope
Eng- MK XI purple Neutronium armor, Borg Console
Sci- MK XII purple Romulan Emitter Array -Th (the shield restore version), Tachyokinetic Converter, Zero-Point Energy Conduit, MK XI purple Particle Generator
You are comparing Apples to Windows. These are different types of weapons for different uses.
The high burst DPS and cooldown makes this weapon geared toward big things that don't move much. Like the Galaxy Dreadnought Phaser Lance, the QFFP is not meant to be used as a standard phaser, it is more effective to use cannons/beams most of the time.
This is just a nice thing to have, in addition to the other weapons, to take a big chunk out of the bigger targets.
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
yep, apples and windows apple is foolproof, like this weapon, and windows is harder to use, but you will be more versitile
I know it is good for quick bursts. but the problem is, those quick bursts are coming too far apart from eachother, and even then you have to wait a bit to make it count.
wasting valuable console slots for this, is kind of... a waste. 4* tac consoles, tachyo conv, leech, borg console, threat scaling console, quantum chamber, and a field gen. the only thing you can trade for a qffp is the field gen, because that is not giving you direct DPS. I know, I would deal more dps, and I could do without that shield bonus, I just prefer to have survivability over more micromanagement. but many players, who cant think below 130/100 shield power, cant possibly think how they could do without their 4 field gens. so again, there is just simply no space for the qffp, with that long timer on it
10k DPS Vesta threads: 1; 2
http://www.stoacademy.com/tools/skillplanner/?build=tacvestawip2_0
I decided I'm not very good with the DHC (I just can't seem to stay on target very well). I do like beams so I am running this as a psuedo-beam boat.
I would like some feedback/advice on my build and stats. Any recommendations would be nice. I'm making use of the Fleet AP Beams because I had a full set on my Odyssey and wanted to see how they work on the Vesta. If anyone has a better beam type please fell free to chime in. I am thinking of replacing the forward ones with Dual Beams though...maybe give a little more dps. Also, torpedo recommendations would be helpful (using the wide-angle just because right now). And lastly, skill tree, please critique it as well.
Thanks in advance...again.
As a general rule, you should always fill the Tactical console slots with energy weapon consoles, in this case Antiproton Mag Regulators to get the most amount of power for your primary weapons.
The only problem using regular energy weapons is that you will need to have power diverted to weapons and auxiliary, so your auxiliary will not have the most power to make the science abilities work optimally. If you use the Aux DHCs, you can max out your Aux power and they will share. You might put most of the power towards weapons and use EPtA or an Aux battery when you want to use a Sci Ability.
To enhance Science abilities futher you may want to also consider respec-ing into Starship Graviton Generators and Starship Particle Generators. This may make those abilities more potent. Be aware that respec-ing can be expensive.
Hope this helps.
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Thanks for the feedback. I may have to respec (current spec was for my Odyssey beam boat). I know it would be more efficient to use the DHC, but they just don't qork for me and my play style. What is your thoughts on dual beams up front (since the Vesta does turn well)? Also, think about switching to Romulan plasma...good idea? Thanks again.
Going back to your play style... what is your play style? I love flying cruisers and escorts alike and can appreciate both play styles that are generally necessary.
For building the Vesta as a beam-boat, the Vesta would be better suited to have Dual-beams for the added damage, as opposed to the Ody, because the Vesta is a very maneuverable ship and will be able to easily keep targets within the 90 degree firing arc. You can also use FAW and Subsystems Targeting abilities with Dual-beams as well.
The energy type is up to you. Plasma and Disruptors have more useful procs for residual damage to the target. Most of my ships are Phaser since that is the standard for the Federation. I may go for Romulan soon as well, after I get the Adapted MACO set.
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
I fly in sweeping arcs and circle the perimeter usually. I like cruisers with their broadsides...really enjoy my Odyssey, but just love the look of the Vesta. I have just never enjoyed the Escorts much. Maybe too twitchy for me.
Glad the idea of dual beams is good. I think that may up my damage a bit. Now should I stick with the wide angle torp or switch to another?
I'd like to try the romulan plasma, but it's gonna be costly so I need to do more research.
Ok, you like broadsiding. In that case, you'll be better off with regular beam arrays. Dual-beams have a 90 deg arc and beam arrays have 250 deg arc. You'll need to be pointing you ship's front toward the target more for dual-beams. You could also try striffing attacks with dual-beams.
Your last STO Acadamy build would be good for broadsiding.
For a dual-beam setup, perhaps have 2x dual-beams and 1x beam array in front and let the KCB be the kinetic attack. The single beam array up front would give you the 250 deg arc around the front for when you are not pointing at the target.
Personally I still feel like I missing something without a torp up front, regardless of the build.
Do you have just the Tactical Vesta or did you get the pack?
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Strafing, yes that what I shoulh have said. I think that would be a good way to play the Vesta.
To be honest I put a torp up front cause I felt that it's expected to have one. If I can rely on the KCB alone for kinetic damage then I'll be more than happy to replace it.
Sadly, I only have the one spec Vesta (was the first c store ship I bought and wasn't sure about a $50 investment in a game I just started...about 3 months ago). Kind of wish I had bought the set.
Thank you again. Your advice has been really helpful.
Check here http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm it is a little old but should give you an idea.
So it looks like not maxing a skill to 9 is not a horrible thing (unless you are looking for min/max type numbers). I have no illusions of being the top dps in every group, but I do wanna play my part and be balanced.
Thanks for the link, was very informative.
http://www.stoacademy.com/tools/skillplanner/?build=tacvestawip3_0
Here is what I am looking at now (haven't respecced yet cause I only have one left). I put the DBB upfront for Subsystem Targeting, but would it be better to move the torpedo up front and put a single beam array on back for this? Also, of the high end torpedos I have which would work best do you think? Here's what I have in stock:
Romulan Hyper-Plasma
Breen Transphasic Cluster
Wide Angle Quantum
Rapid Reload Transphasic Mk XI
Hargh'pheng
Thanks in advance all.