test content
What is the Arc Client?
Install Arc
Options

The miracle worker spec seems pointless

It's already easy to keep yourself alive in most situations just by using the proper boff skills and traits. The main sources of death tend to be sudden spikes from being hit by huge crits that nail you for way more than your max hull, and the spec won't help with that.
«1345

Comments

  • Options
    velquavelqua Member Posts: 1,220 Arc User
    I had a similar thought when I read through the description of the new spec tree. I could only see this tree being useful to space PvP healers/tankers. Even then, if you have enough immunities, it may not even be necessary. Right now, I still believe Pilot to be the best space spec tree available. We will have to see when it hits Tribble and Holodeck servers.
    18662390068_f716cd60e3.jpg
  • Options
    baudlbaudl Member Posts: 4,060 Arc User
    totally agree. Star fleet command (all parts) did a very good job at making the combat more attrition based and emphasized on ship management. The combat in that game felt far more "Star Trek". Early game in STO does too, but at max level that feeling is completely gone and you are franticly pressing buttons because the next hit might kill you even with 100% health.
    Go pro or go home
  • Options
    bossheisenbergbossheisenberg Member Posts: 603 Arc User
    For tactical I can't see myself ever using it instead of intel, pilot, or strategist. This one is clearly a "specialization" in the sense that it really is meant for specialized builds and not something that would be universally applied. Seems like a dream come true for tank builds out there that are about to get much more powerful.

    So are they releasing new ships with new boff powers to complement? All the other full specs had them, but I've seen nothing indicating that this one will....
  • Options
    anodynesanodynes Member Posts: 1,999 Arc User
    For tactical I can't see myself ever using it instead of intel, pilot, or strategist. This one is clearly a "specialization" in the sense that it really is meant for specialized builds and not something that would be universally applied. Seems like a dream come true for tank builds out there that are about to get much more powerful.

    So are they releasing new ships with new boff powers to complement? All the other full specs had them, but I've seen nothing indicating that this one will....

    The last paragraph in the announcement blog talks about BOff abilities and Miracle Worker ships, so I'd say that those are coming.
    This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
  • Options
    ltminnsltminns Member Posts: 12,569 Arc User
    It is NOT pointless if you want to sell a new stable of ships. Also, it keeps people grinding away at XP. Busy work, don't you know.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • Options
    dracounguisdracounguis Member Posts: 5,358 Arc User
    A new spec tree... sure, why not. But new ships with special seating for Miracle Workers seems weird. Some super-Engineering seat? Seems a bit redundant. Or Cryptic admitting that Engineering is under-powered now.

    Or a half-thought out attempt to sell more ships. If there's not going to be a T7, then we'll have to get used to new strange seatings to keep sales alive. What next? A Councillor boff set of powers where you can make friends with bad guys instead of blowing them up?
  • Options
    crypticarmsmancrypticarmsman Member Posts: 4,113 Arc User
    A new spec tree... sure, why not. But new ships with special seating for Miracle Workers seems weird. Some super-Engineering seat? Seems a bit redundant. Or Cryptic admitting that Engineering is under-powered now.

    Or a half-thought out attempt to sell more ships. If there's not going to be a T7, then we'll have to get used to new strange seatings to keep sales alive. What next? A Councillor boff set of powers where you can make friends with bad guys instead of blowing them up?

    I'm sure the Devs will make and release an amazing Discovery of new ships for this Spec. ;)
    Formerly known as Armsman from June 2008 to June 20, 2012
    TOS_Connie_Sig_final9550Pop.jpg
    PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
  • Options
    disqord#9557 disqord Member Posts: 567 Arc User
    Well, I looked at the stuff on tribble, and I actually really freaking love it. Yeah, most of it is still definitely centered around the imbalanced mechanic of healing and tanking, but there's still some great things in there.
  • Options
    discojerdiscojer Member Posts: 533 Arc User
    But I think the point is, what content requires healing and tanking? Certainly nothing I have ever done in the game (at least once you get a T6 ship and halfway decent gear), but then I don't do PVP or Elite stuff.

    But then I suspect neither do most people.

    I mean, as it is, I have to fly escorts on my Engineering characters, because those are the only ships squishy enough to actually need Miracle Worker (whatever its called now). And I'm not sure that's even necessary, as I fly an escort on a Sci-Captain with few problems.
  • Options
    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    I have to agree that I'm not overly enthusiastic about the Miracle Worker specialization either. In STO the best way to survive continues to be just kill everything before it can kill you. A 'tanking' spec just doesn't seem useful to me, but maybe someone else will find a good use for it. As it currently sits, a DPS focused player can still easily slot enough heals to survive just about any encounter, it just doesn't feel like something anyone really needs.

    The one ability seems nice, the one that boosts critical chance with heals.. but I don't see enough here that would ever convince me to slot it as my primary spec over Intelligence. Depending on how the tree is laid out it might have some potential as a secondary spec. We'll just have to wait and see.
    Insert witty signature line here.
  • Options
    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    I have not looked up the new spec really as my disappointment in the new holding consumed my time a bit. Kind of wonder if there is anything in the new tree that ensures getting aggro from the critters over peeps that use the other specs. Like Sea said tanks are not really needed in this game but it would be cool if those players who wish to pursue that role could do so easily and without misunderstanding.
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • Options
    seriousdaveseriousdave Member Posts: 2,777 Arc User
    Embolden looks nice but without the actual numbers it still leaves a lot open. Could either be good or garbage, especially if it couldn't be used with MW as secondary since it really dosen't look like MW can compete with the others.
    Maybe they're gonna reveal some reeeeeeally good high tier abilities later but I doubt it.
  • Options
    e30erneste30ernest Member Posts: 1,794 Arc User
    discojer wrote: »
    But I think the point is, what content requires healing and tanking? Certainly nothing I have ever done in the game (at least once you get a T6 ship and halfway decent gear), but then I don't do PVP or Elite stuff.

    Well, they are great at Elite stuff. :tongue:

    Our HSE speed run/record for example had 2 straight DPS ships, 2 CC/DPS ships and a tank. Proper PVE tanks can keep substantial aggro off the rest of the team, allowing the DPS ships to go really aggressive without much fear of dying. In that HSE run for example, IIRC the tank got over 60% of the Atks-In.

    I also go around PUGging with a buddy who likes making tanking builds, and even in Advanced, I can tell you it makes a big difference. With someone who can take 80-90% of the Atks-In in an ISA for example, I can use Threatening Stance for additional CD reductions or sit with full stacks of Anchored without worrying about my dropped resistances for example.
    Kind of wonder if there is anything in the new tree that ensures getting aggro from the critters over peeps that use the other specs.

    From what I read so far, there is nothing there that ensures better threat generation (at least not directly). I wish we had more hard taunts to be honest, or higher threat multipliers. From what I'm seeing so far from the blog and patch notes, using this will turn you essentially into a turtle. This spec looks more useful as a a healboat spec than an actual tanking spec right now.

    This is just conjecture on my part though, since I haven't tested the spec yet. But I fear the DPS loss from using this would mean aggro problems for tanks at high-end runs.
  • Options
    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited September 2017
    e30ernest wrote: »
    discojer wrote: »
    But I think the point is, what content requires healing and tanking? Certainly nothing I have ever done in the game (at least once you get a T6 ship and halfway decent gear), but then I don't do PVP or Elite stuff.

    Well, they are great at Elite stuff. :tongue:

    Our HSE speed run/record for example had 2 straight DPS ships, 2 CC/DPS ships and a tank. Proper PVE tanks can keep substantial aggro off the rest of the team, allowing the DPS ships to go really aggressive without much fear of dying. In that HSE run for example, IIRC the tank got over 60% of the Atks-In.

    I also go around PUGging with a buddy who likes making tanking builds, and even in Advanced, I can tell you it makes a big difference. With someone who can take 80-90% of the Atks-In in an ISA for example, I can use Threatening Stance for additional CD reductions or sit with full stacks of Anchored without worrying about my dropped resistances for example.
    Kind of wonder if there is anything in the new tree that ensures getting aggro from the critters over peeps that use the other specs.

    From what I read so far, there is nothing there that ensures better threat generation (at least not directly). I wish we had more hard taunts to be honest, or higher threat multipliers. From what I'm seeing so far from the blog and patch notes, using this will turn you essentially into a turtle. This spec looks more useful as a a healboat spec than an actual tanking spec right now.

    This is just conjecture on my part though, since I haven't tested the spec yet. But I fear the DPS loss from using this would mean aggro problems for tanks at high-end runs.

    Nice, would have been so easy to increase threat level considerably with each point speced into the new tree.
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • Options
    taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    Crazy thought here... But maybe they're planning on ramping up the difficulty in future content ?
    We've seen more emphasis on team play with the newer Lukari PvE's.. maybe we'll need more survivability in new queues they have planned.. (hopeful optimism)

    Or maybe its meant to be another layer of protection one can utilize for PvP gameplay.

    (tbh I've not looked at it the spec yet, just speculating here)
    [img][/img]OD5urLn.jpg
  • Options
    questeriusquesterius Member Posts: 8,318 Arc User
    Forum eating posts again


    Embolden (Space)
    Activating any Hull Heal will increase your Critical Hit Chance for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.

    Percussive Maintenance (Ground)
    Using Melee Attacks will increase your Outgoing Healing and Run Speed for a short duration. This effect cannot stack, but subsequent attacks within this time will refresh its duration.

    Throw Out the Manual (Space + Ground)
    Your outgoing Heals gain a chance to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity. (By default, your Healing Critical Severity is 50% and your Healing Critical Chance is 0%.)sss

    Fix 'Em 'Up (Space + Ground)
    Activating any Heal will increase the Damage Resistance Rating of the healed ally (or self) for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.

    Punch It! (Ground)
    After Sprinting, you will gain increased Control Resistance and Bonus Physical Damage with Melee Attacks for a short duration.

    Push Through (Ground)
    After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration.

    Simplified Plumbing (Space)
    After using Ramming Speed or Full Impulse, your power levels will be instantly restored to their normal setting.



    Tough Little Ship (Space)
    You will gain additional Damage Resistance Rating vs. Critical Hits.



    Give Her All She's Got (Space)
    Activate this ability to grant you and your teammates increased Maximum Hull Capacity, Incoming Hull Healing, Turn Rate, and Resistance Rating vs. Subsystem Offline effects.

    Many additional abilities can be unlocked in this Specialization, to enhance and improve your Ground and Space combat capabilities in unique ways

    To be honest, it could be very interesting especially Embolden which is one of the few options for engineers in space to increase their critical hit ratio through abilities.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • Options
    e30erneste30ernest Member Posts: 1,794 Arc User
    coldnapalm wrote: »
    The last time I saw a proper tank in a PUG was...umm..never. So really, there is no tanking in this game. I had people who claimed they were tanks but couldn't hold aggro off my 30k for fun ships...and if I am using my 100k ships, those tanks might as well not even be there.

    Just because you haven't run into them, doesn't mean they don't exist. Kinda like how not being able to see the curvature of the Earth from the ground doesn't mean it is flat.

    A good example is Florian, who tanks on both his main (a Tac) and one of his alts (an Eng). Here are 2 PUG runs I had with him:

    Kxngtkc.png

    This was my best L>R run. I was flying a high DPS exotic damage boat with Threatening Stance turned on. I had more than double his DPS, but look at his attacks-in percentage.

    DZj1tdp.png

    Now this one was with his Eng. I was flying the same ship, Threat Stance on once again for CD reductions. Like in the previous run, I had more than twice his DPS. We also had less people on the team.

    This is what a normal run for me is without a tank:

    2WYan7S.png

    Sometimes I go as high as 70% Attacks-In on that same ship. And that was with Threatening Stance turned off.

    This is my own attempt at a tank:

    ag7wVd7.png

    That was my "for fun" build. It's a Galaxy (which isn't even the best tanking platform) built to canon specs ([over] Phasers with photon torps fore and aft) so it is DPS limited. But I am averaging 70-80% Atks-In with this thing, going as high as 96% in really bad PUGs.
    coldnapalm wrote: »
    I don't even really see them in pre-mades. Think I can count on my fingers where pre-mades had a proper tank in the group. So...yeah, I just assume they don't exist...because they don't.

    The problem is that there are so few of them right now, especially after S13. Prior to S13, aggro builds were the meta. The S13 nerfs hit those kinds of builds really hard. So now, very few build for them. I know maybe 7 or 8 true PVE tanks right now, not those turtles that build zombie ships and believe they are tanking. Those 8 people rarely play anymore and if they do, they rarely bring their tanks.

    On the topic of pre-mades, you'll generally run into a tank in HSE runs. For example, my last run:

    hUaR8Co.png

    Didn't bother blotting out the names of the folks on that run since we're all friends, and they wouldn't mind me posting that.

    61% in HSE is really good. That amount of aggro taken off us let us run more aggressively (I had Threat Stance on again and so did others I think).
  • Options
    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    I think we always seem to run into the same difficulty when it comes to PvE tanks.

    Perhaps we all play in different countries and translate the word “need” differently?

    Can having a PvE tank in team be beneficial to some maps around if the rest of the team wants to specialize in something else?

    Yes.

    Do we need PvE tanks in any way to beat any of the content in game?

    No.

    Tanks are an option to play and the new spec from first looks a wasted opportunity in that regard.
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • Options
    e30erneste30ernest Member Posts: 1,794 Arc User
    edited September 2017
    I think we always seem to run into the same difficulty when it comes to PvE tanks.

    Perhaps we all play in different countries and translate the word “need” differently?

    Can having a PvE tank in team be beneficial to some maps around if the rest of the team wants to specialize in something else?

    Yes.

    Do we need PvE tanks in any way to beat any of the content in game?

    No.

    Tanks are an option to play and the new spec from first looks a wasted opportunity in that regard.

    Yeah definitely not a need. However, they can be a big QOL improvement when you are teamed with a competent one. Especially in a PUG environment.

    It's almost like asking... do you really need over 100k? :smile:
  • Options
    where2r1where2r1 Member Posts: 6,054 Arc User
    Hmmm...interesting. Tanking...I need to go read more about that.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • Options
    alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    A new spec tree... sure, why not. But new ships with special seating for Miracle Workers seems weird. Some super-Engineering seat? Seems a bit redundant. Or Cryptic admitting that Engineering is under-powered now.

    Or a half-thought out attempt to sell more ships. [...]

    Perhaps ordinary engineering has been deliberately left underpowered in order to sell what was once a free leveling acquisition and very good.

    Haven't played tanks in a while, but my science ships, raiders, and even specialist cruisers and battlecruisers have been slotting nothing but tac, sci, and specialist seating (Engi CMD specialists), relying on defenses in other ways, not least of all destroying mobs before they have a chance to test defenses or endurance.
    Y945Yzx.jpg
    Devs: Provide the option to Turn OFF full screen flashes from enemy ship explosions
    · ♥ · ◦.¸¸. ◦'¯`·. (Ɏ) V A N U _ S O V E R E I G N T Y (Ɏ) .·´¯'◦.¸¸. ◦ · ♡ ·
    «» \▼/ T E R R A N ¦ R E P U B L I C \▼/ «»
    ﴾﴿ ₪ṩ ||| N A N I T E S Y S T E M S : B L A C K | O P S ||| ₪ṩ ﴾﴿
  • Options
    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited September 2017
    e30ernest wrote: »
    I think we always seem to run into the same difficulty when it comes to PvE tanks.

    Perhaps we all play in different countries and translate the word “need” differently?

    Can having a PvE tank in team be beneficial to some maps around if the rest of the team wants to specialize in something else?

    Yes.

    Do we need PvE tanks in any way to beat any of the content in game?

    No.

    Tanks are an option to play and the new spec from first looks a wasted opportunity in that regard.

    Yeah definitely not a need. However, they can be a big QOL improvement when you are teamed with a competent one. Especially in a PUG environment.

    It's almost like asking... do you really need over 100k? :smile:

    Yep, but only almost as DPS beats the content in the end and a tank in team just changes the way you approach it. ;)
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • Options
    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    It's already easy to keep yourself alive in most situations just by using the proper boff skills and traits. The main sources of death tend to be sudden spikes from being hit by huge crits that nail you for way more than your max hull, and the spec won't help with that.


    Yeah, it's kinda pointless. Even if we were to need extra survivability, which we don't, then it can still never compete with any of the other spec trees (save 'Commando', maybe, LOL).
    3lsZz0w.jpg
  • Options
    redvengeredvenge Member Posts: 1,425 Arc User
    Or a half-thought out attempt to sell more ships. If there's not going to be a T7, then we'll have to get used to new strange seatings to keep sales alive. What next? A Councillor boff set of powers where you can make friends with bad guys instead of blowing them up?
    From my reading of the blog, only the Specialization powers were given any detail.

    Miracle Worker BoFF abilities and Kit powers are still under wraps. Additionally, Commander Specialization seating ships usually have some sort of "gimmick power". In this case, it's probably "click for more heals" but we'll see.

    So far, I'm a little disappointed. I had hoped for a balance of heals and power management. You know, the OTHER thing Engineers are good at. Maybe there will be some power management BoFF abilities or maybe the "gimmick power" is focused around power management.
  • Options
    alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    As others mentioned, this needs to come with a major boost to draw aggro or amplified threat scaling. If it still doesn't, I'm sure it'll have to be in the next gamblebox or lobi store.

    I really do not want to necro my epic embassy +threat scaling consoles across multiple since the great nerf balance pass, especially since certain heavy ships don't offer many science slots as it is, and not even sure how effective those are vs high DPS AoE builds anyways. My last respec was put in for extra pet damage as well, instead of the amplified aggro multiplier, so I have even less ability to threaten or hide from NPCs.
    Y945Yzx.jpg
    Devs: Provide the option to Turn OFF full screen flashes from enemy ship explosions
    · ♥ · ◦.¸¸. ◦'¯`·. (Ɏ) V A N U _ S O V E R E I G N T Y (Ɏ) .·´¯'◦.¸¸. ◦ · ♡ ·
    «» \▼/ T E R R A N ¦ R E P U B L I C \▼/ «»
    ﴾﴿ ₪ṩ ||| N A N I T E S Y S T E M S : B L A C K | O P S ||| ₪ṩ ﴾﴿
  • Options
    seriousdaveseriousdave Member Posts: 2,777 Arc User
    where2r1 wrote: »
    Hmmm...interesting. Tanking...I need to go read more about that.

    You'll find lot's of DPS focused guides that will have some heals instead of those pure glass cannon builds.

    The thing is that an integral part of tanking is taking the heat off the team and that relies on a borderline broken and a$$-backwards mechanic.
    Threat is generated by DPS. All the other stuff sadly barely influences that and a spec that focuses only on heals while not even touching the threat issue has zero utility for actual tanking purposes since slotting that over specs would just reduce DPS a.k.a. the fuel for threat.
    MW could turn out to be an OP PVP support thing but for PVE it looks like it'll be borderline useless.
  • Options
    mmps1mmps1 Member Posts: 381 Arc User
    > @seriousdave said:
    > where2r1 wrote: »
    >
    > Hmmm...interesting. Tanking...I need to go read more about that.
    >
    >
    >
    >
    > You'll find lot's of DPS focused guides that will have some heals instead of those pure glass cannon builds.
    >
    > The thing is that an integral part of tanking is taking the heat off the team and that relies on a borderline broken and a$$-backwards mechanic.
    > Threat is generated by DPS. All the other stuff sadly barely influences that and a spec that focuses only on heals while not even touching the threat issue has zero utility for actual tanking purposes since slotting that over specs would just reduce DPS a.k.a. the fuel for threat.
    > MW could turn out to be an OP PVP support thing but for PVE it looks like it'll be borderline useless.

    That is simply not true. Dps is one way to get attacks in but not the only way. HSE the other day I done 44k deeps with 77% attacks in. Others in the run were 120k 110k 90k and some lad with terrible lag and dc's was stuck on 10k. So yeah, there are other ways apart from dps to scale your threat so you can grab and keep aggro.
    "Mr talks down to the peasants."
  • Options
    steaensteaen Member Posts: 644 Arc User
    A new spec tree... sure, why not. But new ships with special seating for Miracle Workers seems weird. Some super-Engineering seat? Seems a bit redundant. Or Cryptic admitting that Engineering is under-powered now.

    Or a half-thought out attempt to sell more ships. If there's not going to be a T7, then we'll have to get used to new strange seatings to keep sales alive. What next? A Councillor boff set of powers where you can make friends with bad guys instead of blowing them up?

    If they ever did release a Counselor set, you'd have to avoid using it on any of your helm officers or you'd be saucer-first into the nearest planet before you could blink.
This discussion has been closed.