The dossier for these says the cooldown only applies when aux to battery is used: is this correct, because I see loads of people recommending them/using them and yet I'd have thought aux to bat is a pretty average boff ability? I've certainly never used it.
The dossier for these says the cooldown only applies when aux to battery is used: is this correct, because I see loads of people recommending them/using them and yet I'd have thought aux to bat is a pretty average boff ability? I've certainly never used it.
yES, IT IS CORRECT.
AuxToBatt while its drains your Aux to zero pushes all your other power scores very high for a limited amount of time as well as decreasing your BOff cool downs on powers.
You cycle it with another EPTx ability like Emergency power to Shields and enjoy the benefits of both plus a much faster turn around on all your abilities as a whole.
That's a lot more useful than is imagined, tbh. Hmmmmmm
Note that you can stack Technician DOFFs too.
(though I should probably point out that Aux2Bat builds have two major downsides: Firstly, it requires the use of 2-3 DOFF slots to work. Secondly, the cooldown reduction is not applied constantly over the entire duration, it's only applied at the start as a spike - meaning that it will only affect abilities that are already recharging at the moment you use Aux2Bat)
Like anything in STO it requires a knowledge of what you wish you build to do and to be able to recognize if the A2B ability is going to be helpful in yours.
Its excellent for running builds that require fast cool downs to cycle thier abilities as quickly as possible, that do not require Aux to function.
It's also complete junk for many ships becuase it minimises your aux power which leaves most of your sci powers usless.
This too.
Basically, you'll be using Aux2Bat1 roughly every 30 seconds (Aux2Bat1 is just as effective as higher levels, no point putting a higher rank version in). This will divert all but 5 Aux into your other subsystems for ten seconds. So you'll have ten seconds of low Aux, followed by twenty seconds of high Aux (less the time it takes for the power level to rise back up to full again).
It's usually possible (though not ideal!) to time buffs like Hazard Emitters and TSS so that you cast those abilities whenever your Aux is still high... but you'll lose a bit of effectiveness from things that track your Aux level over their entire duration such as Tykens Rift and Gravity Well. And it requires you to be a bit more situationally aware than a typical ship build.
On the other hand, Aux2Bat contributes to your weapons power whilst it's running, so for the ships on which this would be most detrimental (Science ships, which typically run at a less than capped weapons power setting) they'll lose some damage potential via the reduced Aux levels but gain some via the increased Weapons power setting.
It's also complete junk for many ships becuase it minimises your aux power which leaves most of your sci powers usless.
The advantage is nice, but just not remotley worth the downside unless you intend to not make much/any use of sci in your build.
On the flip side you could take advantage of the low aux power by using tractor repulsors. If you spec low in graviton and high in particle, then use repulsors right after an aux to bat then you can maximize the duration/damage of the repulsors. Auxiliary power only affects the graviton portion of TBR so it's actually ideal if you're looking for extra hull damaging ability.
I'd imagine a team running all transphasics + TBR w/ Aux2Bat would be a nightmare to deal with, but for a single player you're not really going to have that spike damage that you really need in this game.
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yES, IT IS CORRECT.
AuxToBatt while its drains your Aux to zero pushes all your other power scores very high for a limited amount of time as well as decreasing your BOff cool downs on powers.
You cycle it with another EPTx ability like Emergency power to Shields and enjoy the benefits of both plus a much faster turn around on all your abilities as a whole.
R.I.P
Note that you can stack Technician DOFFs too.
(though I should probably point out that Aux2Bat builds have two major downsides: Firstly, it requires the use of 2-3 DOFF slots to work. Secondly, the cooldown reduction is not applied constantly over the entire duration, it's only applied at the start as a spike - meaning that it will only affect abilities that are already recharging at the moment you use Aux2Bat)
The advantage is nice, but just not remotley worth the downside unless you intend to not make much/any use of sci in your build.
Its excellent for running builds that require fast cool downs to cycle thier abilities as quickly as possible, that do not require Aux to function.
R.I.P
This too.
Basically, you'll be using Aux2Bat1 roughly every 30 seconds (Aux2Bat1 is just as effective as higher levels, no point putting a higher rank version in). This will divert all but 5 Aux into your other subsystems for ten seconds. So you'll have ten seconds of low Aux, followed by twenty seconds of high Aux (less the time it takes for the power level to rise back up to full again).
It's usually possible (though not ideal!) to time buffs like Hazard Emitters and TSS so that you cast those abilities whenever your Aux is still high... but you'll lose a bit of effectiveness from things that track your Aux level over their entire duration such as Tykens Rift and Gravity Well. And it requires you to be a bit more situationally aware than a typical ship build.
On the other hand, Aux2Bat contributes to your weapons power whilst it's running, so for the ships on which this would be most detrimental (Science ships, which typically run at a less than capped weapons power setting) they'll lose some damage potential via the reduced Aux levels but gain some via the increased Weapons power setting.
On the flip side you could take advantage of the low aux power by using tractor repulsors. If you spec low in graviton and high in particle, then use repulsors right after an aux to bat then you can maximize the duration/damage of the repulsors. Auxiliary power only affects the graviton portion of TBR so it's actually ideal if you're looking for extra hull damaging ability.
I'd imagine a team running all transphasics + TBR w/ Aux2Bat would be a nightmare to deal with, but for a single player you're not really going to have that spike damage that you really need in this game.
@DevolvedOne