Looking for ideas for a Tact Vesta

Redlego98

redlego98

Looking for ideas for a Tact Vesta

December 03 2013
I tend to suck at ship building, so I was looking for some ideas here. I tend to like to have a support roll and healing the teams. I would really enjoy some ideas. Thanks :D
David

CptDavid

Re: Looking for ideas for a Tact Vesta

December 06 2013
Hello....your friendly PVP captain here. I'm assuming you are meaning a tactical captain ins a vesta? Great choice!

The combination of damage buffs from your innate APA and GDF means that your science skills will be massively buffed. Awesome combo.

Now before I start I need to know your preferences....hehe...sorry

No seriously I need to know if you prefer energy weapons or torpedoes, because both are viable...you just can't have both at the same time. Let me know then we can talk more sepcifically about builds, skill speccing and equipment

:)
Edited December 06 2013 by CptDavid
Redlego98

redlego98

Re: Looking for ideas for a Tact Vesta

December 06 2013
Well actually i'm a science captain, but I chose the tact Vesta so I could at least get a little bit of DPS out. I prefer energy weapons as I feel torpedos are a waste of a slot on science ships. (too little weapon slots :I ) Also on a side note, beams would be nice so I can use the subsystem targeting.
David

CptDavid

Re: Looking for ideas for a Tact Vesta

December 06 2013
Haha I see...

To be honest a sci/sci vesta does really really well with a full torp build in PVP.

In PVE though yes an energy build is sweet.

What do you aim to do ... PVE or PVP more? :)
Redlego98

redlego98

Re: Looking for ideas for a Tact Vesta

December 06 2013
hmm well, Although that torpedo boat sounds interesting, I usually only do PVE, so lets go with that.
David

CptDavid

Re: Looking for ideas for a Tact Vesta

December 06 2013
No problemo.

What I'm going to suggest is a full aux phaser cannon build with rear 360 degree antiporton beam for subsystem targeting. Whilst the tactical vesta has an extra tact console which, yes, does boost your damage from energy weapons etc....what I will suggest is that you choose the science vesta...as most of your damage will come from your science skills such as GW.

I'm assuming you want a damage sci boat, more so than a CC or disable build??

Let me know and I'll put some suggestions up. I'm late for work but I'll write something when I get some time afterwards.

:)
Redlego98

redlego98

Re: Looking for ideas for a Tact Vesta

December 06 2013
I like too do CC so lets go with that. I just would like the ability to go 1 on 1 with something if needed.
Redlego98

redlego98

Re: Looking for ideas for a Tact Vesta

December 06 2013
Quote by CptDavid


What I'm going to suggest is a full aux phaser cannon build with rear 360 degree antiporton beam for subsystem targeting.

:)


With the antiproton in the back, tactical consoles won't affect it unless I give up a tact console. I would much prefer that my tactical consoles affect all the weapons. Subsystem targeting is no a necessity, just would be nice to have. Also, phasers are good because of the bonus damage you get from sensor analysis. (it only works for phasers)
Michael Minks-Bungard

Dax_aussie_boy

Re: Looking for ideas for a Tact Vesta

December 06 2013
Hey Redlego,

Just been reading what you are looking at doing.

I totally agree with what CptDavid has suggested.

The sensor analysis de-buff ability that is on the science ships only, isn't specific for phaser energy type weapons, the Sensor Analysis ability de-buff's ships with a resistance de-buff of 3.33% which stacks up to 10 of them which gives any ship that you target of total de-buff in resistance of 33.3%.

I strongly think that Antiproton (increased Crit), Distruptor (Resistance Debuff), Phaser (Disable Proc) and Plasma (DoT) energy type weapons work will with the Sensor Analysis de-buff, but yes the phaser energy type does allow for the possibility to disable your target if your subspace decompiler skill has points in it.

But that said, I use a sci ship on STO and the two ships I primarily use for both PvE and PVP are the Nova Class or the Intrepid Class. Both of which have been proven to be an annoyance to players as I have used both GW3 and FBP2 with TraB skill to hold the target in place.

If a torpedo boat ship is what you are looking at, then I would suggest using the Dyson Sphere Torpedo (Gravitic Torpedo) as apart of your torpedo arsenal, as it has the ability to create a Gravitic Rift (33.3%) within a 1KM radius. This torpedo is very useful. But make sure that you avoid chroniton, quantums and tricobalt torpedos. the reason for why is, if you are going to the torpedo boat, chroniton is good for slowing the ships speed and turn rate but doesn't help in damage wise, quantums are good for the damage but slow in reload time and tricobalt has it has a massive slow reloading time and moves slowly when used with HY ability.

I would focus on Phonton (Quick reload), Plasma (DoT) and Transphasic (Shield Penetration) for the torpedo boat.

If it's possible could you be able to provide a screenshot of your current skill build and ship config of your ship, so that a better insight of what you current have could be looked at presently.

Dax
Redlego98

redlego98

Re: Looking for ideas for a Tact Vesta

December 06 2013
When I first started my sci character, I had no idea what I was doing, so my skill tree is a mess. (Hopefully getting a respec sometime soon). Anyway, here's a pic of what I have right now.
[attachment=1778]mmse.jpg[/attachment]
Michael Minks-Bungard

Dax_aussie_boy

Re: Looking for ideas for a Tact Vesta

December 06 2013
Quote by redlego98
When I first started my sci character, I had no idea what I was doing, so my skill tree is a mess. (Hopefully getting a respec sometime soon). Anyway, here's a pic of what I have right now.


That all good, but I would recommend that before you respec your toon, that you could send a current pic of what you current have got and that way you don't have to respec again in the future to correct something...
David

CptDavid

Re: Looking for ideas for a Tact Vesta

December 06 2013
Forgive me if I ramble a bit but I'm drunk as I write this. I've just had many a cocktail

Let's see.

Skill set up: I woudl suggest the following:
1. Lt Cmd Eng: EPS1, RSP1, EWP 1
2. Esng tact: TT1
3. Lt tact: TT1, CSV1
4. Lt Eng: EPS1, AuxtSIF 1
5. Cmd Sci: TSS1, HE2, TBR2, GW3

The combination of tactical team, EPS1 and RSP will mean that no mean PVE generated ship will kill you. In fact even PVP you'll be tough. It means that you'll be around longer to do more CC and more DPs.

The combination of GW3 and TBR2 means that you will be doing heaps of direct to hull damge. With the correct doffs this can be even more devastating (see below).

The other skills also give you a good heal base to support your team mates, or yourself if you're ever in a corner.

Equipment: What you've got is ok but can be better. I would suggest that you keep the aux cannons. I mean it's a vesta...you've gotta have aux cannons...they're the only DHC that run off aux power. Personally I use torps but hell I shoot people not massive hulls of PVE ships. For survivability I would use the borg deflector and borg impulse engines. The bonus heals are great. For the shield I would use either the MACO that you have or the fleet shield.

The rear weapons are debatable. Remember that their damage will be not very great as all your power will be diverted to aux (see below). Other options which I suggest is the 360 degree antiproton beam which you get with the new Dynson sphere mission - this allows you to at least do subsystem targeting. Yes whilst it is antiproton in nature you're not wanting to do damage with it...you just want to sabotage critical systems. The rest of the aft weapon slots I would suggest the turrets you have or mines - eg the romulan tractor mines are really annoying and good if you're aiming for CC

For consoles I would suggest:
1. You must max out on your particle generators - I would have a minimum of 3 fleet particle generators (shield or hull heal). Ideally five but then you can't slot the special vesta consoles which are fun.
2. I would get the tachyokinetic converter console. Remember that with DHC you have a a 90 degree firing arc so you need your ship maneuverable to bring your weapons to bear.
3. The phaser consoles are fine
4. I would strongly suggest the plasmodic leach console since you are running an energy weapon build
5. Hanger - yellowstones!!!!

Energy levels: 100 aux, 50 eng, 25 shields, 25 weapons

Doffs: This is where the power comes from. But which ones you get and what you use depends on your play style/needs of the game.

To keep the uptime of your CSV up I woudl run 1 or two energy weapon officers that decrease the cool down of cannons special attack. I would also suggest you get for the GW, deflector officers (ideally 2) to decrease cool down time. If you are going to run TBR as I suggest, I STRONGLY recommend you get the new Voth doff which turns the push into a pull ..... think about it....mines and EWP and pulling all the enemy ships into the plasma ....evil +++++ With 3-5 particle generator consoles also your damage will be DIRECT TO THE HULL 1500+ per second. Other doffs to consider - doffs that celanse debuffs everytime an emergency power to X is activated. Doff that increases RSP time. So many choices.

Skill tree: I'm sorry but it's a lot to type....basically I would recommend you have 9 in particle generators and 6 in graviton generators. Max out maneuverablity, energy weapons and things that make you move fast. Left over points put into things that boost power levels like warp core potential. I would always recommend a few points into power insulators to insulate you against enemy drains, armour and sensors and internal dampners.

I hope this helps. If you have any quesetions please ask. Better yet look me up in game...there;s nothing like testing your ship against a real person

Dave
Michael Minks-Bungard

Dax_aussie_boy

Re: Looking for ideas for a Tact Vesta

December 06 2013
That build is pretty good that cptdavid has suggested..

What I had done with my Intrepid build are.

Weapons:-
Fore: Fleet Antiproton Beam Dmg2 Acc2x2 and Wide Angle Quantum Torpedo.
Deflector:- Borg MkXII
Engines:- Borg MkXII
Warp Core:- Fleet Elite
Shield:- Borg MkXII
Aft: Fleet Antiproton Beam Dmg2 Acc2, 360 degree Antiproton Beam and Kinetic Cutting Beam.

E/Console:- Fleet Neutronium Mk XII x2 Fleet Monotanium Alloy Mk XII
S/Console:- Particle Gen (P) Mk XII Graviton Gen (B) Mk XI Particle Converter (Nukara), Borg Module
T/Console:- Antiproton Mags B) Mk XI x2.

I will provide pics of my skills later to show what I have got my skills set up in.
Ben

Gravity

Re: Looking for ideas for a Tact Vesta

December 06 2013
smooch at dave for suggesting aux cannons :P
David

CptDavid

Re: Looking for ideas for a Tact Vesta

December 07 2013
My torp vesta vs your whatever vesta...bring it
Ben

Gravity

Re: Looking for ideas for a Tact Vesta

December 07 2013
we did that and providing i had any decent hull healing you couldnt kill me and i couldnt kill you :P
David

CptDavid

Re: Looking for ideas for a Tact Vesta

December 08 2013
That was then....this is now
Michael Minks-Bungard

Dax_aussie_boy

Re: Looking for ideas for a Tact Vesta

December 08 2013
Just to remind youse guys, but your commandeering a forums post regarding the vesta, not the blowing up of one.. lol

If you both wish to settle the blowing of things in PvP.

Have fun.
Redlego98

redlego98

Re: Looking for ideas for a Tact Vesta

December 08 2013
Thanks for the input guys! I will get to work right away. But, I am interested, if you don't mind typing, about your PvP torpedo build, captdavid. :D
David

CptDavid

Re: Looking for ideas for a Tact Vesta

December 12 2013
Hello again. Sorry aobut the delay.

The aim of a sci torp build is to bleed a person's hull whilst their shields are still up.

For the torpedo build, the Bridge officer powers you have are already similar to what would work synergistically as both TBR and GW do significant damage to the hull. If you are duelling with an energy weapon using opponent than FBP3 is a great option, however in group team battles as it is a "reactive" skill....you do lose out on an opportunity cost.
The main changes to use a torp build are:
1. Three projectile officers (to reduce cool down time) - but big opportunity cost
2. Equipment - adapted maco deflector (to boost torp damage), rule 69 console
3. Torps as weapons - I would suggest 2x rapid fire transphasic torps and the breen cluster torp at the front. For the rear I would use the 360 antiproton beam array, another breen cluster torp and another rapid fire torp.
4. Transphasic boosting damage consoles

When our fleet spire is upgraded, we will have access to the tactical consoles that boost all torp damage but also crit severity or crit hit chance. I'll be swapping to them. It will then allow you to use the gravimetric torp in the front. It's a heavy hitter and it's innate change to make gravity well thingies makes it useful.

The advantages of a trop build is its sheer fun! Nothing better than squishing an escort with its shields still fully operational. However torp builds lose out on damage overall. Against other humans it's good as player controlled ships have far less hull. However against PVE opponents you may find that you're sitting there for a while. Personally I've found the build very effective. With your crit chance boosted as high as you can you find that you're doing 5 k or damage everytime a torp hits, direct to the hull. However if you're evil like @Gr_vity you can equip simply lots of hull heals and whether the storm.
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