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Science Captain Vesta Build help please.

jackhavok21jackhavok21 Member Posts: 4 Arc User
So I am still kinda new to the game, and i haven't played in a while and just started playing again about a week after a few months off. I've done some research, I have respeced, and tweaked my build. I don't feel like I'm struggling with anything, but I wonder if I could be doing things better. I really only do pve, and I know that impacts some build aspects. My current build goal is this (or at least best I can remember of the top of my head): http://www.stoacademy.com/tools/skillplanner/?build=scratchvesta_0

So I have a few questions as to on some tweaks.

1. I have considered switching to the solanae set for the warp core and shield to get the bonus from that, if the bonus is really worth it.

2. I am also consider using the Omni-Directional anti-portion array instead of the cutting beam. I would gain the ability to use my subsystem targeting, however I'm not sure if that's really better than what I have.

3. Are my bridges officer skills even remotely well planned? I keep wondering if I would be better to focus less on some of the heals and look at more debuffs/control.

I am open to constructive criticism, and any advice. Thanks for your time!
Post edited by jackhavok21 on

Comments

  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited March 2014
    The first rule of build club.

    1) Bridge officer abilities come first.

    Your thinking about your equipment, and that's good, equipment is important. But everything that makes your build a success or a failure is first and foremost going to be about your boff abilities.

    The first thing you should decide is what you want to do, chose which abilities you will use to do it, then chose equipment that enhances those

    Now with the vesta you can chose to build for DPS and do well, if not so well as many cruisers and escorts could do. If you choose to go this rout that a perfectly fine and legitimate way to go.

    However you chose a science ship so you probably want to do science things. In that case you may want to specialize.

    Science abilities have long cool downs, many are dependent on enhancements from doffs to get much mileage and science captain skills multiply science abilities by very small amounts, so you may wish to dedicate a full rack of science consoles to your principle science ability. The art to building a science ship is capitalizing on the bridge officer slot and console type you chose to specialize in.

    If you chose to make a drain build then you would want to fill your science console slots with slow capacitors, use tykens rift, energy syphon, tachyon beam, polaron weapons and tractor beam, all these things will be boosted by the flow capacitor skill so the full rack of flow capacitors will be utilized to the full. Throw in three deflector duty officers to use your abilities twice as often, and a tractor beam duty officer to add drain to your tractor beam and your smiling.

    If you choose to make a Mega well Build then you would fill your science console slots with graviton generator consoles. use a couple of copies of cannon scatter volley with the aux cannons and some turrets, use attack pattern beta 2 to increase the amound of damage your enemies take from your well and scatter volley, and use an energy syphon 2 and gravity well 3 with deflector duty officers so that you can use gravity well 3 twice as often.

    With enough additional equipment enhancing graviton generators its possible to create a gravity well with a diameter of 18km. Though im not recommending such a build. 15km is good enough and doesn't require that you sacrifice too much else.
  • eldest13eldest13 Member Posts: 37 Arc User
    edited March 2014
    It's a good build but there is a few things I would change.

    Scrap the RCS Accelerator and add in another Alloy.
    Why?: You'll be harder to kill, therefore, more DPS!

    Change the Partical Generator and change it to a Field Generator
    Why?: Harder to kill = more DPS

    One change to bridge officers. With your Commander, change his Lieutenant Commander ability to Viral Matrix, which can disable the targets systems very useful, especially if you get their shields.

    Other than that your build is solid, maybe if you try my build you'll be better, mabey you wont. No matter I'm just here to help.

    Well see ya

    Gider, out.
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited March 2014
    Unfortunately Viral Matrix does not disable shields. It randomly disables engines, weapons and aux, but never shields.

    There was a time when Viral Matrix was very powerful. But it was heavily nerffed a very long time ago. Its duration is short, its cool down is long, and the only captain skill that effects it has very few items of equipment with bonuses to it.

    Viral Matrix is one of the most usless abilities available in PVE. It can be usefull In PVP.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited March 2014
    My sci captain in her tac Vesta uses the Tyken's Rift 3 with 9 points in flow cap & particle generator... that helps with 137 Aux power.

    She runs disruptor beams and is pretty effective in them.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited March 2014
    So I am still kinda new to the game, and i haven't played in a while and just started playing again about a week after a few months off. I've done some research, I have respeced, and tweaked my build. I don't feel like I'm struggling with anything, but I wonder if I could be doing things better. I really only do pve, and I know that impacts some build aspects. My current build goal is this (or at least best I can remember of the top of my head): http://www.stoacademy.com/tools/skillplanner/?build=scratchvesta_0

    So I have a few questions as to on some tweaks.

    1. I have considered switching to the solanae set for the warp core and shield to get the bonus from that, if the bonus is really worth it.

    2. I am also consider using the Omni-Directional anti-portion array instead of the cutting beam. I would gain the ability to use my subsystem targeting, however I'm not sure if that's really better than what I have.

    3. Are my bridges officer skills even remotely well planned? I keep wondering if I would be better to focus less on some of the heals and look at more debuffs/control.

    I am open to constructive criticism, and any advice. Thanks for your time!
    Ok, if you are going for an Science Vessel setup that focuses on Energy Weapons and Science Vessel abilities at the same time, then this is a great setup. The Adapted MACO two piece + MACO shield will help you significantly. As for suggestions, I'd consider dropping the turrets. If you are running Auxiliary Phaser Dual Heavy Cannons, then Auxiliary power is probably at the max and in which case weapons is probably at the minimum. Turret damage will be tiny even with those phaser consoles and cannon rapid fire. That gives you room to toss on the Omni-directional Antiproton beam array for subsystem targeting and the Nukara Web Mines for massive damage + hold. Web mines also conveniently have their damage scaling on Auxiliary power levels.

    Bridge officer setup looks great, but I'd consider using Emergency Power to Shields I + Auxiliary to Structural Integrity Field I instead of Engineering Team I + Emergency Power to Shields II. It is a matter of personal preference, I like the shorter cooldown on Auxiliary to Structural Integrity Field I and the bonus resistances provided by the ability. For duty officers you may wish to consider running 1x Gravimetrics Scientist (Variant with a 50% chance to decrease all exotic damage ability cooldowns by 10 seconds when using Gravity Well or Tykens Rift), 2x Development Lab Scientist (Variant decreasing Science Team cooldown by 8 seconds each), 1x Sensors Officer (Variant with the ability to degrade enemy offensive capabilities with Sensor Scan). Now the last two duty officers depend on whether you use Engineering Team or Auxiliary to Structural Integrity Field. If you use Engineering Team, then I'd suggest 2x Maintenance Engineer (Variant decreasing Engineering Team cooldown by 8 seconds each). If you use Auxiliary to Structural Integrity Field, then I'd suggest using 2x Damage Control Engineer (Variant with a chance to add a heal over time when using Auxiliary to Structural Integrity Field). That is all I have to suggest, the build looks great overall in terms of gear and the bridge officer setup. On the skill side you may want to consider dropping most skills to 6 ranks rather than 9. See this for a detailed explanation of skill point effects: http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm
    eldest13 wrote: »
    It's a good build but there is a few things I would change.

    Scrap the RCS Accelerator and add in another Alloy.
    Why?: You'll be harder to kill, therefore, more DPS!
    He is using a Fleet Neutronium with [Turn] and a Fleet RCS with [AllRes]. The resistance bonus from running two Fleet Neutronium rather than his current will have a very tiny impact on his build's performance.

    eldest13 wrote: »
    IChange the Partical Generator and change it to a Field Generator
    Why?: Harder to kill = more DPS
    Field Generators are only useful for absorbing high damage spike damage attacks in PvP. When shields are offline, ships with Field Generators are effectively down that many console slots. Shield Healing and Regeneration are much more important than having higher shield capacity.
    eldest13 wrote: »
    IOne change to bridge officers. With your Commander, change his Lieutenant Commander ability to Viral Matrix, which can disable the targets systems very useful, especially if you get their shields.
    Viral Matrix? Nevermind, pwstolemyname already explained why this is a bad idea for PvE.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • jackhavok21jackhavok21 Member Posts: 4 Arc User
    edited March 2014
    Thanks so much everyone for the advice!

    I have tweaked a few things and an finding quite a bit of success. Adding attack pattern beta was a good add, and I ditched a turret for the omni anti proton beam. I just recently found out about duty officers so I am working on building those up.

    A couple questions, first am I correct that mines don't drain weapon energy? Also is there another effective mine until I have enough rep for the nakur (i havenever usedmines before)?

    Is scatter shot better than rapid fire, or is it just a situational thing? Like if I just used scatter fire is it useful against single targets?

    I am really hoping that the secondary deflectors will also be a big help. it would also be awesome to see them added to the current sets, but I digress.

    I would like to change to a different energy type honestly, if even probably use a different set if the had other energy options with the aux modifier. (I have a thread on it: http://sto-forum.perfectworld.com/showthread.php?p=15651971)
  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited March 2014
    If you want maximum firepower, while retaining maximum survivability, a very effective plan is to go with a full auxiliary escort build. Here is mine.
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
    My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
    Click here to view my DeviantArt.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited March 2014
    A couple questions, first am I correct that mines don't drain weapon energy? Also is there another effective mine until I have enough rep for the nakur (i havenever usedmines before)?
    All mines are considered projectile weapons. As such, they do not require auxiliary power to deploy. For most mines, damage is not affected by ship power levels. However, Nukara Web Mines are a notable exception, their damage directly scales on a ship's auxiliary power levels.
    Is scatter shot better than rapid fire, or is it just a situational thing? Like if I just used scatter fire is it useful against single targets?
    Scatter Volley works well against multiple targets. Rapid Fire is the best against a single target.
    I would like to change to a different energy type honestly, if even probably use a different set if the had other energy options with the aux modifier. (I have a thread on it: http://sto-forum.perfectworld.com/showthread.php?p=15651971)

    Unfortunately, Auxiliary weapons are limited to the Phaser Dual Heavy Cannons at the moment.
    lindaleff wrote: »
    If you want maximum firepower, while retaining maximum survivability, a very effective plan is to go with a full auxiliary escort build. Here is mine.

    Trying to fly the Vesta like an escort is like trying to mix oil and water together into one compound.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited March 2014
    It works if you know how. I just tanked a spam of Typhoons in Mirror Elite, and I soloed a Tactical Cube in ISE a few days ago.
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
    My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
    Click here to view my DeviantArt.
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