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Miracle Worker Boff Powers

I'm loving my Maquis Raider with MW commander seat - struggling a bit with the boff powers. I'm a tac so for me, exceed rating limits 3 is awesome as hell. Narrow sensor bands is really good as well.

Not seeing any use for mixed armament synergy in my all cannon build. It seems like the damage bonus only occurs after FIRING a weapon of another type, rather than activating a boff ability of another type ie. FAW vs. rapid fire.

Align shield frequencies is a fantastic shield heal. Null pointer flood also a nice placate there. Reroute shields to hull containment helps with boosting hull heals as well, and good dmg resistance boost.

Not too excited about any of the others. What do you guys think? What's the meta for MW stuff? I think overall it's one of the best of all the specializations, definitely superior to command and pilot for boff powers at least.


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    disqord#9557 disqord Member Posts: 567 Arc User
    I don't think many people actually have much experience with the Miracle Worker abilities. They're really the least common seat for specialisations. Aside from the specifically built Miracle Worker cruisers, there's only one other ship in the C-Store which has a MW seat at all: the new Vanguard Warship.

    Personally, I liked what I saw when I tested the powers on tribble, but most of the abilities seem too niche to use commonly.
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    thespacedark#5704 thespacedark Member Posts: 1 Arc User
    warp core overload is the best one
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    I like Narrow Sensor Bands. But you really need to get very 'Up Close & Personal' for it to really kick in.
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    evilmark444evilmark444 Member Posts: 6,950 Arc User
    Are any of the ground abilities useful? Those are the only ones with even a slight chance of me looking at them
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    Only one I ever really use is Narrow Sensor Bands... seems pretty good. None of the other ones really do all that much for me.
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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    I've been playing around with them on my jem warship, Narrow Sensor Bands and Destabilize Warp Core were nice. The other stuff seemed rather weak or way too situational.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2018
    The weapon oriented, space MW abilities suffer the same problem as the similar ones do in Intel's Surgical Strikes. There are no AOE attack abilities, it's all single target.

    I was hoping they could be used to supplement tactical abilities like BFAW, CSV, but they throw those kind of TAC abilities into cooldowns.
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    alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    Haven't tried them out enough to see.

    Also, ship stats in system space or combat maps aren't exactly consistent, which is disheartening. I tried stacking shield hardness, but don't see the values go up, at all. Kind of lost motivation after that, and also don't feel like testing it out, writing bug reports, only for them to be swept under the rug alongside a ton of other things left neglected since forever.
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    lnbladelnblade Member Posts: 410 Arc User
    warp core overload is the best one
    Agreed, I think people are really underestimating the damage it can do especially if it's used in conjunction with grav well
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    bossheisenbergbossheisenberg Member Posts: 603 Arc User
    warp core overload is the best one

    Why do you think it is the best? I tried it a few times, wasn't that excited about it.
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    bossheisenbergbossheisenberg Member Posts: 603 Arc User
    Haven't tried them out enough to see.

    Also, ship stats in system space or combat maps aren't exactly consistent, which is disheartening. I tried stacking shield hardness, but don't see the values go up, at all. Kind of lost motivation after that, and also don't feel like testing it out, writing bug reports, only for them to be swept under the rug alongside a ton of other things left neglected since forever.

    Off topic much?
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    bossheisenbergbossheisenberg Member Posts: 603 Arc User
    The weapon oriented, space MW abilities suffer the same problem as the similar ones do in Intel's Surgical Strikes. There are no AOE attack abilities, it's all single target.

    I was hoping they could be used to supplement tactical abilities like BFAW, CSV, but they throw those kind of TAC abilities into cooldowns.

    That is a good point - I think having something like exceed rating limits and CRF active at the same time would be absurdly OP and Cryptic knows it. I've found so far though, exceed rating limits seems to be outperforming CRF anyway, the only problem is that it doesn't interact with traits like Preferential Targeting, so is it still worth slotting that trait with only using it 50% of the time?

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    alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    Haven't tried them out enough to see.

    Also, ship stats in system space or combat maps aren't exactly consistent, which is disheartening. I tried stacking shield hardness, but don't see the values go up, at all. Kind of lost motivation after that, and also don't feel like testing it out, writing bug reports, only for them to be swept under the rug alongside a ton of other things left neglected since forever.

    Off topic much?

    Not taking your bait, but for the sake of others, "Align shield frequencies" is a miracle worker power that stacks shield hardness buffs depending on how many allies are within range. It did nothing to my ship or stack with other shield hardness sources.
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    ichaerus1ichaerus1 Member Posts: 986 Arc User
    Are any of the ground abilities useful? Those are the only ones with even a slight chance of me looking at them

    The visor one is nice, along with the nanite heal grenade that can be thrown.
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    mez83mez83 Member Posts: 255 Arc User
    I like using the gravamrtric field kit module and then fekkeri kit module you get as mission reward in "doomed to delete" on my jem/eng.
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    duncanidaho11duncanidaho11 Member Posts: 7,867 Arc User
    edited June 2018
    Are any of the ground abilities useful? Those are the only ones with even a slight chance of me looking at them

    I think their most general use is providing standard-ish damage buffs or heals on officer's profession doesn't natively have those abilities. Ex. Overload power cells and visor emulation on a science boff, throw regenerative nanites on a TAC, technical mishap on an ENG (though for spammable DOT temporal is better.) That can provide a little more flexibility in your squad arrangement so (for example) you don't have to slot a science officer just to have a little healing from your party (though I don't think most people would have a problem with that, it's niche utility.)
    mez83 wrote: »
    I like using the gravamrtric field kit module and then fekkeri kit module you get as mission reward in "doomed to delete" on my jem/eng.

    Wouldn't gravitational juncture (tzenkethi lock box) work a little better for that though? Gravimetric induction field from MW slows but GJ pulls, slows, and reduces damage resistance.

    https://sto.gamepedia.com/Universal_Kit_Module_-_Gravitational_Juncture
    https://sto.gamepedia.com/Ability:_Gravitic_Induction_Field


    Or maybe use both (GIF to prime with a wider slow effect, GJ to draw them in, Fek'lhr/Exothermic induction to damage. Paradox bomb would also work as an intermediary pull too.)
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