Hey guys,
Just need some advice regarding my build for my Vesta Class Cruiser. I'm more of an aggressive engineer and tend to like dishing out the damage as I receive it hence my decision to use the weapons I have onboard.
Skill Planner Link
I bought the Vesta bundle so where the science slots are present you can add in the relevant consoles that came with that pack.
It does OK on the damage side of things both receiving and dishing it out however I find myself lacking when it comes to manuverability so my time with a weapons lock is minimal until they are out of my arcs of fire again.
Can you guys suggest anything to help?
Comments
Remind me to come back to this at some point, because I clicked on that link, and threw up in my mouth.
WHAT HAVE YOU DONE TO YOUR VESTA!
Kirk's Protege.
you need to change absolutely everything. in theory there is no right or wrong build as the vesta can do so many things good but you blew this theory out the airlock. i really cant find anything good about this build, you did everything wrong:eek:
First of all, pick an energy type and stick to it. You have 2 phasers, a polaron, a disruptor, and an antiproton. While you might say that this spreads different procs, but if you stick to one weapons type, you can get energy-specific tactical consoles that can give you better dps. (phasers are best for this build since it boosts the vesta's quantum field focus console).
Secondly, if you are playing "aggressive engineer," use the tactical vesta for the extra tactical console and thus more damage.
Thirdly, replace all the engineering consoles with neutronium for all around better resistance and/or a rcs for greater maneuverability. Field emitters do very little to boost your survivability. Then replace the inertial dampener console with a field generator for stonger shields or buy a leech console off the exchange to increase total power levels. Inertial dampeners also do very little.
Fourthly, if you are having problems staying in arc, use all phaser beam arrays and a quantum up front and skip the dual heavies.
Fifthly, since you are already an engineer and have a few extra healing abilities, use the lt commander universal slot of tactical or science instead (probably tactical if you are interested in increased dps). I also recommend changing your bridge officer abilities around also. Use:
-Com sci- Transfer shield strength 1, Hazard emitters 2, tractor beam 3 (available from the exchange), Gravity Well 2 (or 3 if you can get it)
-Lt tac- tactical team 1, torpedo spread 2
-Lt eng- emergency power to shields 1, aux to sif 2
-Lt universal (tac)- tactical team 1, beam fire at will 2, attack pattern beta 2, if you are using beams. If you are using dual heavies with turrets in the back, use tactical team 1, cannon rapid fire 1, cannon rapid fire 2.
-Ensign universal- either torpedo spread 1 or another emergency power to shields 1. As an engineer, you get extra power to all subsystems when activating an emergency power to x ability, so it would be the better choice here.
Changing your build to this will make you a much better asset to your team by holding down enemies with tractor beams and gravity wells for them to shoot at. Keeping tactical team running all the time will balance your shield much better and faster than you would ever be able to do on your own.
As for your engines, deflector, shields and warp core, they all look fine for now, but they should eventually be upgraded to a maco resilient shield and assimilated borg engines and deflector
Finally, its just a personal preference, but I like using runabouts instead of peregrines. Their tractor beam is useful in holding down enemies for you to shoot at them and to keep them in your firing arc.
I think that covers about all the problems with your build.
thank you very much. once i see your new build i will add my 2 cents as well but for now really i cant help much as there is just so much wrong with it. the vesta is such a great ship and you can pull off multiple builds just my opinion but pick a few things you would like to specialize in and build around it.
oh, dont go back to that paklid shipyard you didnt get your moneys worth.
http://sto-forum.perfectworld.com/showthread.php?t=515391
http://sto-forum.perfectworld.com/showthread.php?t=586431
≡/\≡
(snipped sarcastic remarks)
EDIT: Hmm, okay, I see you were serious with this build.
Where to begin? For one, don't make a rainbow build. You need weapons consistency. And, if you want my opinion, don't try and be an escort. You're flying a science vessel. Then determine your specific role. For example, this is my super-drain Vesta:
U.S.S. Neela
With >200 in Flow Caps, and the Plasmonic Leech, it's a beast.
The space set is actually the Nukara space set (but that is not available on that site). And the Fleet Tetryons are actually Refracting Tetryons (Tets and flow caps go well together).
You'll get your (very high) resists from Auxiliary to Dampeners (with the Sha-Voran doff, to be sure). You could perhaps replace A2D 2 for RSP2.
Anyway, this is just an example. It may not be for you. Jusy try and do something science-y, and do that well. But, above all else, be consistent. And pick consoles that best fulfill your role.
It looks like you've got a lot of the right ideas with the sci abilities however i've never been a big fan of mixing TR and GW usually preferring twice as many of whichever with a nice doff to having them both, also APB is a nice support attack pattern mixed with CSV on a science ship to help soften up anything
Feel free to ask me any questions @emperordeslok
First, thanks for trying to better your self, you are a rare individual who isn't too head strong/proud to ask for help.
Based on this quote, I would suggest a different ship but you did spend cash on it so here is something to think about.
Use the multi mission reconnaissance version
And I would say, get on teamspeak, ventrillo or mumble and talk straight to someone who knows this ship.
Because there is a lot to type out here
My PvE/PvP hybrid skill tree
What's the DPS on that thing?
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
engine/deflector/shields: either nukara, borg, or omega set. Omega would be best if you want to be a shield stripper due to the tetryon glider ability added to your tetryon weapons.
weapons: tetryon or refracting tetryon as well as the nukara weapons set. go with beam arrays all around, or DBB front and beam arrays rear, no torps
consoles: nukara universal, plasmonic leech, 1 dil mine neutronium, in engineering, max tetryon tactical consoles, and the rest embassy flow caps with shield or hull repair based on your preference. I know nothing about the vesta consoles, so if you want them, plug them in to replace a flow cap or the neutronium or both.
look into warp cores that transfer power from W>S or W>A and always run as much weapon power as you can without going over 125. You arent an alpha strike or heavy DPS boat, so no need to overcap weapons.
you dont wanna draw heavy fire, stick with skills that focus on 1 target at a time, and are more suited to controlling the flow of a fight. energy drains, shield drains, DEM, shield and hull heals, tractor beams, gravity wells, things that get bonuses based on your engine/deflector/shield setup.
I would look into getting 3 purple technical doffs to reduce cooldowns, and then whatever else looks appealing to you. run lt and ens. tactical with TT1, BO, and BO2.
for engineer stations, look at EptS, EptA, DEM, and a few healing abilities.
Technicians without any Aux to Batt abilities do nothing.
Starting from the second version of the build, I would say to drop all the rear weapons and replace them with phaser turrets, and drop all the tac consoles and replace them with Phaser Relays (even if you can only get Mk X commons it'll be better DPS). Personally I would drop the Neutroniums as well (armor provides a percentage boost to effective hull strength, so on a ship with low hull like a sci ship it doesn't do much) and move universals in there to free up some sci slots, more shield boosting consoles are always good, or you could get things to boost your sci abilities.
Now, on to abilities. Drop Fire At Will (obviously it's not going to be doing anything for you anymore) and move the Tac Team 2 down to a Tac Team 1 in that spot from FAW. Then get Torp Spread 2 in place of the Tac Team 2, and you can move the Ens. Uni. to Eng instead of Tac. (Actually, I'd advise dropping the torp and its ability for another Aux DHC and getting an Attack Pattern Beta instead, and probably switching to Scatter Volley, but I always operate on a minimum change philosophy when I'm giving advice). Your new ensign Eng can then have Emergency Power to Shields, giving you full uptime on that (and you should probably keybind that, it's hard to overstate how valuable that is). Then for your Comm. Sci drop either Tractor Beam or Tyken's Rift so you can get a copy of Transfer Shield Strength, escorts can barely run without that, and a sci ship certainly shouldn't.
And for another idea of where a Vesta can really go, my build is here: http://www.stoacademy.com/tools/skillplanner/index.php?build=Secura04_2511 (I built it as a true sci ship, mainly because I'm determined to keep playing sci ships.)
Full version:
Use the Aux DHC that come with the Vesta. If you choose to employ a full load of these, you can utilize full power to auxiliary, which will amplify the abilities of all the Vesta?s consoles, as well as amplifying the set bonuses. Each ship only includes one Cannon, so you will have to take them from each ship, and put them all on the ship you elect to use.
You should go with all Dual Heavy Cannons in front and all Turrets in aft, preferably [Acc] [Dmg]. As for those turrets? The best choice of action for anyone playing on Starfleet side is to not even bother with any of the Advanced Fleet versions. You might have to ask around, but you should find a fleet that has unlocked Elite Fleet Phasers, and ask if they will be so kind as to allow you access to their store. Of course, said fleet will need to have T5 Engineering completed. But that shield heal proc can come in quite handy.
For Engineering consoles, use all Neutronium Alloy.
In the Science slot, go with the shield generators that you get from an Embassy. Fleets with T3 Embassies are common enough to find.
In Tactical, use all Phaser Relay.
As for that Plasmonic Leech console, I personally go with placing that into an Engineering slot. But that is just my own preference.
My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
Click here to view my DeviantArt.
Not true, though frequently repeated.
You can in fact just claim the ship, put the cannon in inventory and then scrap the ship. Repeat 2 more times to have 3 aux DHC's.
I saw this build in another thread and it looks great but a little expensive.
≡/\≡
You should grab ACT (Advanced Combat Tracker) and then the STO plugin for it. This will allow you to accurately track your progress towards better weapons output/performance.
Once you start averaging 8K+ DPS you know you're making progress. 10K+ DPS is the threshold at which you begin to compete with the elite builds, so something to "shoot" for down the line.
Note: When you can handle an entire side in KASE (Cubes/Gens/Trans x2 + the Gate), including all of the probes, you know you've arrived.
RCK
You're looking for 'EncDPS' column.
Here's a screenshot of ACT showing the results from a recent foray into Infected the Conduit Elite:
http://www.xpnet.com/images/encdps.png
Note the "EncDPS" column that I've boxed in red. This is what you should be looking at.
For example, in this mission - which was a PUG with three heavy hitters - we completed the *entire* STF in 4 minutes and 42 seconds.
Our top player was pushing close to 16K DPS thanks to the combination of his own firepower + that of his "pets" (he was flying a Romulan Scimitar).
I was 2nd at a little over 11K DPS in my Fleet AHCR (build), while the next guy did 10K, then 4.4K, 2.5K, etc.
One of the best ways to evaluate yourself is to join a PUG like this one and then try to dissect what the other players were using - energy types, weapon configs, etc. You'll find that all the top players are focused on a single energy type for beams/cannons, while torps will vary depending on faction or preference.
Regardless, ACT is a great tool and will help you tune your build moving forward.
RCK
My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
Click here to view my DeviantArt.
If 1200 is your real dps, there's some crucial things missing here
My PvE/PvP hybrid skill tree
Do you have the plasminogen leech? Another help for everything
Maybe post a current build...skills dont look too rough, just minor fine tuning. I still think a chat on ts will do you a world of good
My PvE/PvP hybrid skill tree
Can do, I'll send the info when I get back from visiting my folks, so sometime tomorrow
Post a current boff, weapon, ship layout...don't leave out any universal consoles
My PvE/PvP hybrid skill tree