Drunk on your MVAM build why not photonic shock wave for a shield interrupt?
thats really the only use for PSW1. might as well jus use the shock wave torp console instead if you want that effect, the build uses a torp afterall. i haven't given it a too serious look, i should see if i can get it to stun well enough to help torps get through
There's some changes from it like a relatively weaker aft with 1 Turret and stronger frontal barrage with 4 DHC's and 1 Rom Torp. It's certainly squishier due to only having 1 EPTS.
I do also plan to switch the MACO Resilient shield to a Elite Fleet Resist version once our fleet gets to Tier 4. But I am still debating whether to keep the 2 pc Borg or get a Elite Fleet Hyper-Impulse [Spd]x3 later on.
As for weapons Phased Tet DHC/Turrets [Acc]x2 was out of my price range so I had to settle for [CritH]x2's instead. I might switch them over to the new Adv. Fleet Tetryon [Acc]x2 [Dmg]x2's but I do like having the Phaser proc.
Doffs are: 3 Shield Distribution and 1 TT Conn Doff and 1 Evasive maneuver Doff.
Any comments would be welcome.
i have a hard time recommending the 5 tac console ship. the rom torp is a dot spamer, not a spike weapon, you would be much better off with a HY omega, or good old quantums to go with that 4 cannon spike. id stick the universal consoles in the sci slots and load turn consoles in the eng, base 16 turn with no turn consoles will get owned in a dog fight.
i also wouldn't use tet weapons unless you also use tet glider, and have room for at least 2 flow console. if it were me, id use the sci version, slot 4 flow console, 2 turn consoles, and use 4 tet DHCs with 1 quantum. all those crit boosting consoles, useless toys vs turning better and more shield damgeing, and crit only seems to heal the shields of everyone who didn't take the placate passive.
'll drop someones shields with a single cycle of cannon alpha strike, see them take hull damage, and as soon as their shield are breached that proc all but completely fixes them, closing the hole i made for the torps. it happens really fast, if you fire a cycle and see hull damage, but their shields aren't all that damaged, but they have noticeable hull damage that couldn't just be bleed, you just triggered the heal proc. crit chance is the enemy now. my weapon mods of choice currently are the fleet acc2dam2 or acc2crtD.
Thank you very much for pointing that out. I totally forgot about the ESS proc. Frigging ugh.
Anyways thanks it's relatively easy to implement the changes you recommend. Sadly the Tet Purples are bound. I'd have switch them with the Phased Pol on my Sci but too late now so I'm stuck to using tets on this toon.
Any thoughts on using the FAE with a science toon? I was thinking Phasers + Viral Matrix + some sort of punchy torpedo? Or plasma (need to dig deep into the reputation systems to get the most out of plasma though, which turns me off a bit).
lol DDIS, you didnt have to put my build in raw, you could have deleted me asking for help and just put the build in.
the TOC actually links to your single post, its not me re posting a build and linking that. i cant edit it, but you can as you wish, for as long as this thread exists.
Thank you very much for pointing that out. I totally forgot about the ESS proc. Frigging ugh.
Anyways thanks it's relatively easy to implement the changes you recommend. Sadly the Tet Purples are bound. I'd have switch them with the Phased Pol on my Sci but too late now so I'm stuck to using tets on this toon.
if you really have purple mkXII tac consoles, by all means stick with tets. nothing else will deal as much damage for you.
Any thoughts on using the FAE with a science toon? I was thinking Phasers + Viral Matrix + some sort of punchy torpedo? Or plasma (need to dig deep into the reputation systems to get the most out of plasma though, which turns me off a bit).
FAE? fleet advanced escort? the fleet MVAM? for a sci, i would recommend the same build i just posted. sci cap debuffs plus cannon and torp spike will be what gets you kills. with to tac captain buffs, you need to hit as hard as posible, and thats the way to do it. when all their shield resistance is gone your non tac buffed shots should be as strong, or stronger then a tac shooting at an un nuked target.
it took a wile, but i finnaly got one. i am not a fan of pets and spam, so ive always been a bit put off by it. the ship itself though, being another more off beat escort, is extreamly awesome when you play to its strengths. of all the escorts, this is proboly on average the least well flown by the player base, don't let that fool you though, this is an extreamly solid ship. like other escorts with 3 ENS tac, this is not a 4 cannon ship, but THY1 is an extreamly good skill, it has the highest per hit torp damage, especially for crit
Weapons
3 DHC, 1 quantum/photon, 3 turrets
Stations
TT1, CRF1, CRF2, APO3
THY1, THY2
TT1
EPtE1, AtD1, EPtS3
TSS1, HE2
Equipment
omega deflector
omega engine
maco/fleet elite resistant
Consoles
2 turn, photon point defense
2, or 3 with fleet flowcap -th, shield heal proc
4 energy type damage
Doffs
2/3 EPtX cooldown damage control doffs, 2/3 shield distribution doffs, OR 3 +10 defense in recall mode flight deck doffs
this ship with the LTC eng has a ton of flexibility and potential. listed is my preferred standard layout. the akira like other escorts can dart around with the best of them with high engine power. EPtS3 with the right fleet elite shield will give you resistance levels in the mid 60% range. actual shield hitpoints start being pretty irreverent then, especially when backed up by shield repair drones. wile you dont have APO3 up, you can use AtD to help turn on a dime and continue to dog fight very well. the torp console is incredibly helpful during an alpha strike, it will fire 6 photons that the tool tip says deals about 2k damage each, to up to 8 targets. but all that really maters is the 6 heading to your target, along with 2 or 3 of you HY torps, you can deliver a brutal stream of kinetic damage to hull when well timed with an alpha strike. this has been the key to getting me a ton of kills.
theres several other ways to use that LTC eng too, hers a few variations
these focus a bit more on defense. try picking up the AtS doff, it can add a heal over time with AtS, very nice. people love the orange diaper, personally i don't on escorts, your not flying them right if you arent trying to avoid heavy damage rather then tanking. your other shield countermeasures should keep you covered with good pioleting
perfect for pugmades! support your team with almost no sacrifice to your own survivability. this is part of why this ship can be so great, escort movement and firepower with more defensive and support options
heres a bit more heavy offense or control. DEM with CRF is a beautiful thing, every shot will deal a bit more hull damage, this is devastating to sci ships and bops. every little bit helps when your trying to drop facings and deliver torps, killing that hull is the goal. you could drop the torps and use BO instead with the DEM doff. preload BO, and fire off 2 back to back in that 8 second window.
theres EWP too, an awesome zone control, DOT, and hold ability. you could use particle gens and plasma weapons with the plasma tac consoles to further buff EWP's damage too
for hanger pets, i just don't like them, but i do use them. i use the shield repair drones, at least they arent effecting my opponents at all. but, they are making me significantly tankier wile alive. if i was truly honorable, id use type 8 shuttles lol. there are of course the runabouts to spam holds and chrono pocs, deltas could potentially aid in your glider shield striping, and the fighters could add to the torpedo spam. keeping these pets on recall with the right flight deck doff will boast your defense score by up to 30. pure hax really, its all part of the power of this mostly overlooked by the pros ship.
I definitely can attest to the effectiveness of Drunks Armitage/Akira build. He pretty much dominated several C&H with it. All I'd see was a bunch of Reinforced Shield Repair Units drifting in and then the pain started.
In the right hands I'd say it's absolutely a killer.
I think it's time I wrote up my sci oddy pug healer; it's time we got some more healboats in the queues! This is a little different from Mav's sci oddy build; it focuses entirely on healing, almost to the detriment of everything else :P
Doffs: 2xShield Distribution Officers, 3xDamage Control Engineers (AtSIF variant)
Alternate: 3xShield Distribution Officers, 2x your choice. Nurses can be helpful.
Consoles: Engineering: 4x Neutronium Mk XI Science: Field Generator Mk XI, 3xEmitter Array Mk XI Tactical: Assimilated Module, Photonic Displacer
Power Settings:
25/65/25/85 (Nominal)
46/96/46/115 (With no buffs)
46/115/46/115 (With EPtS1)
56/125/56/125 (With EPtS1 + MACO boost)
Disclaimer: You will not do any damage in this setup. Your only job and the only thing you will be capable of doing is to try and save the puggers that have been blessed with you. If you do manage to score a kill, proclaim it far and wide in OPvP!
WARNING: Incoming wall 'o text!
This build pretty much stems from the observation that, due to the Engineer's built-in self heal abilities, the Engineer is naturally fit for the role of pug healer: sending out a lot of heals while expecting none in return. And that's exactly what this build does: be the (mostly?) invincible bastion of support, propping your team up and giving them a fighting chance in the arena.
Some key features:
1) Double Tactical Team
As a pug healer, you'll need to cover for silly puggers who don't know how to balance their shields. Oftentimes, your teammates have shields, but they can't use them effectively. That's what the double Tactical Team is for; you'll sending them out almost constantly to allies that are being focused to do their shield redistribution for them. This will make your shield heals far more effective, and help keep them alive.
Use TT whenever you or your wards need it; two copies ensures that you'll almost always have one to throw around.
2) AtSIF + HE, not ET
Given that you're going to be throwing TTs around as soon as they're available, you don't have much flexibility to run other team abilities. Hence, ET and ST (covered later) are less attractive, so much so that I've removed ET from my build entirely. Don't worry, you still have plenty of hull heals. At high aux power, your AtSIF3 is almost as powerful as an ET3 while also providing strong resistance for 10s; the damage control doffs can nearly double the total hull heals that AtSIF3 provide, if they proc. HE provides large hull healing over time, while also clearing DoTs and freeing teammates from warp plasma and Theta.
Toss AtSIFs around liberally to patch up holes and boosts resists in preparation for an incoming alpha, or to save an ally from imminent destruction; use the HE's for people who aren't in immediate danger and/or need DoTs cleared.
If you feel like you absolutely need an ET3, then swap the AtSIF1 for an ExS1, and swap the ExS2 for an ET3.
3) 2xEPtS1
You'll be cycling 2xEPtS1 for the strong shield resist bonus and extra power that it gives, as well as to keep your shields topped off when you're not under fire so that you won't need to waste team heals on yourself. Plus, it'll keep your shield power up, boosting the effectiveness of ExS.
Cycle EPtS to always keep it active. Unless you're under focused fire, you won't need another shield heal for yourself.
4) 2xTSS + ExS, but only ST1
Again, your TT cycle makes relying on ST for shield heals unattractive. However, you'll still need to carry ST1 in order to clear SNB debuffs on yourself or your allies. Instead of ST, you'll be cycling TSS as your major source of shield heals, and you have ExS in order to support a teammate under focused fire.
Stagger your EPtS and TSS activations (activate EPtS, 15s later throw a TSS, then 15s later activate the second EPtS, then 15s later use the other TSS). This will allow you to easily switch to an efficient self-heal cycle if you are focused. Use ExS to support allies who are being focused, or to keep shields strong on your secondary heal target.
Other Notes:
With these abilities, you should be able to keep your pug teammates alive under most conditions. Also, you'll be able to use almost all of these abilities on yourself if you do come under fire. Neutronium armor will increase the time you'll survive until you can use your heals on yourself, giving you added peace of mind. (If you're feeling particularly secure in your own survivability, you can swap the armor out for SIF generators.) You won't generally need to activate BFI or use RSF under most circumstances; you can keep those in reserve for emergencies -- or SNBs, as described below.
In addition, note that all of the resist skills have been maxed out. (Even Sensors!) This is so that you'll almost never have to waste a clear on yourself; for the most part, you can just sit still and tank any debuff thrown at you. (Grabbing an all-human bridge crew will be definitely helpful for keeping your subsystems up.) Combined with your massive self-healing ability, you won't need to carry many of the standard escape abilities (PH, AtID, PSW, etc.), allowing you to focus even more on healing yourself and your allies.
Surviving SNBs:
In pugs, you can't rely on heals from others, especially in the critical moments right after you've been SNB'ed. That's why this build is also set up for strong resilience, which will hopefully allow you to survive multiple SNBs without any backup.
First of all, note that the build has two copies of most healing abilities. I've found that this means that, even if you're SNB'ed in the middle of my heal cycle, you'll get at least one copy of EPtS, TSS, and HE that remains on the expected same-copy cooldown. (i.e. you'll have a shield heal in 15s or less, an HE within 30s, and perhaps an AtSIF sooner.) This means that you won't be dead in the water when an SNB hits; you just need to survive until these heals come off of cooldown.
Because you aren't using ST for your primary shield heals, you'll probably have it available when the 1st SNB hits. Hit it as soon as it comes off cooldown to bring your abilities back up to speed. Unfortunately, you likely won't have it available for the 2nd or following SNBs; the stealth abilities will be useful here to escape and wait out the cooldown delays.
Your major challenge will be to survive until your heals become available. This means activating one or more emergency heals to keep yourself going for a few moments. I've set up my build with four "oh TRIBBLE!" buttons; hopefully you won't need to activate more than one for each SNB, and they'll recharge before you're next SNB'ed.
1. BFI + RSF:
This is your primary go-to button, and the main reason why Engineer is one of the best classes to play the pug healer. BFI will usually instantly refill your shields, and RSF will keep the shields up. Your main challenge will be to distribute your shields fast enough so that no facing goes down.
2. MW + Eng Fleet:
This is your backup button, again courtesy of the Engineer class. Hopefully your enemies have blown most of their attack buffs by the time you have to hit this; this combo will give you a few extra seconds that could allow you to hit more of your heals if you have them.
3. Evasive Maneuvers + Engines Battery + Photonic Displacement:
If you don't feel like you can tank the incoming damage (or if ST is on extended cooldown), use this combo to run away. You can usually escape most tractor beams with EM + Eng battery to run out to 5km, and use Photonic Displacement to hide and wait out the remaining cooldowns on your heals. Remember that APB, FOMM, APD debuff, and Sensor Scan will keep you visible; run far enough away from pursuers so that they lose track of you.
4. Deuterium Surplus/Ramming Speed + Quantum Singularity Manipulation:
If you've hit all your other emergency buttons, this is your final hope. QSM has an incredibly long cooldown, but it'll provide a (almost?) perfect cloak. Make your getaway, and hope that you'll have heals by the time it wears off.
Usually these four emergency buttons help me survive one or two SNBs in a row. With luck, three SNBs are survivable by judicious use of Photonic Displacement; if you're hit with 4 chained SNBs, pop everything and pray that the RNG deems your life worth preserving.
Using your weapons:
Let me repeat this again: you will NOT do any significant damage in this setup. See those turrets? See the rainbow loadout? That should give you an idea of exactly how important DPS is to this build. :P
Your weapons will be useful primarily for dealing with mine and heavy torpedo spam. Set your weapons to autofire, allow targeting of NPCs, set your HUD options so that your weapons fire without having an enemy targeted, and that should cover most of what you'll be doing. If you're good at micromanaging, you can experiment with manually selecting mines/torpedoes/pets, but it's not anywhere close to a major focus of this build.
Concluding Thoughts:
Hopefully this write-up has detailed the main points of building a pug healboat, as well as some helpful ability combos that will allow you to survive with little to no outside assistance. Remember, this build is focused solely on healing your teammates, with particular focus on supporting pug teams. If you're planning on doing DPS or control, this isn't the build for you; however, if giving pugs a chance at surviving and needlessly prolonging matches while being an (almost) unbreakable tub is your idea of fun, this'll be perfect for you!
tl;dr: This build:
Heals? Yes!
Survivablity? Definitely!
Damage? Control? Blasphemy!
Annoying to go up against? Possibly.
Satisfying to do right? Incredibly.
I hope people find this build helpful! I look forward to hearing comments/suggestions if people have any!
I think it's time I wrote up my sci oddy pug healer; it's time we got some more healboats in the queues! This is a little different from Mav's sci oddy build; it focuses entirely on healing, almost to the detriment of everything else :P
........
I hope people find this build helpful! I look forward to hearing comments/suggestions if people have any!
You can also check my corsair build. it has the same boff setup, but instead of 2x TT1, 1x ST3 with lab doffs making it 2x ST3. Everybody runs TT, so better use ST. Doing that, makes your LT tac free for other things, like BFAW to clear spam (preventing damage is also "healing"). I use also 2x TB1 to slow escorts as means of crowd control.
ah, the classic shield stripper. had any luck with it? its pretty difficult to get shield striping to do a whole lot anymore. with TB doffs and tach mines, it might just work better then people give it credit for. try TB3 maybe, the doff drains more with higher grades of TB. i'll add to TOC
I think it's time I wrote up my sci oddy pug healer; it's time we got some more healboats in the queues! This is a little different from Mav's sci oddy build; it focuses entirely on healing, almost to the detriment of everything else :P
oh good! renims heal hax in print! proboly the best eng pug healer that still loges on anymore, if you want to be a good healer follow this advice
You can also check my corsair build. it has the same boff setup, but instead of 2x TT1, 1x ST3 with lab doffs making it 2x ST3. Everybody runs TT, so better use ST. Doing that, makes your LT tac free for other things, like BFAW to clear spam (preventing damage is also "healing"). I use also 2x TB1 to slow escorts as means of crowd control.
lol, its practically a meme at this point to suggest renim role a kdf and get a fleet corsair
ah, the classic shield stripper. had any luck with it? its pretty difficult to get shield striping to do a whole lot anymore. with TB doffs and tach mines, it might just work better then people give it credit for. try TB3 maybe, the doff drains more with higher grades of TB. i'll add to TOC
It's actually pretty fun to fly, and it strips off shields quite decently too. Switching tachyons for tractors is a good idea, gonna add that in as an Alt option.
Hey guys, a quick question for you all... I have a 2nd Science character that I use for fun and as a way to try interesting things. She acquired a JHEC recently. Would the double A2B build used for the Vet Destroyers work, or should I stick to being a Sci in my RSV?
Hey guys, a quick question for you all... I have a 2nd Science character that I use for fun and as a way to try interesting things. She acquired a JHEC recently. Would the double A2B build used for the Vet Destroyers work, or should I stick to being a Sci in my RSV?
Edit: Forgot about my DOffs; 3x Technician, 2x BFI (Purples)
Tim
It's not that putting your Sci guy in the JHEC is a problem, it's more that putting your Sci guy in a JHEC and tanking the usefulness of your main damage multiplier (Sensor Scan) and one of your main panic buttons (Scattering Field) is probably not a great idea. YMMV, I suppose, but it just seems to me that putting Aux2Bat on a carrier with a Sci Captain all together loses more than it gains in capability.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Hey guys, a quick question for you all... I have a 2nd Science character that I use for fun and as a way to try interesting things. She acquired a JHEC recently. Would the double A2B build used for the Vet Destroyers work, or should I stick to being a Sci in my RSV?
It's not that putting your Sci guy in the JHEC is a problem, it's more that putting your Sci guy in a JHEC and tanking the usefulness of your main damage multiplier (Sensor Scan) and one of your main panic buttons (Scattering Field) is probably not a great idea. YMMV, I suppose, but it just seems to me that putting Aux2Bat on a carrier with a Sci Captain all together loses more than it gains in capability.
You can do it, and do it well, potentially. A2B, pets, and Super Scans (125 aux Sensor Scans) all require micromanagement, so putting all 3 on 1 build is going to be demanding.
My personal opinion is that 2 purple technicians are enough. Shorter abilities like CRF will be a few seconds short of horizontal but the longer ones like RSP and DEM will get the same benefit from 2 purple tech doffs as they do from 3.
In the place of that 3rd tech doff slot a quartermaster battery cd doff. Blues are cheap after the last run on the doff pack and I think purple would be overkill anyway. This is going to give you the aux batt when you need it for SS and SF.
On your build in general, I've dropped EPTA on my double A2B builds, especially with a battery doff. EPTE or EPTW is up to you. Also I start with DEM (and Marion) and only switch RSP in if I can't stay alive.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
You can do it, and do it well, potentially. A2B, pets, and Super Scans (125 aux Sensor Scans) all require micromanagement, so putting all 3 on 1 build is going to be demanding.
My personal opinion is that 2 purple technicians are enough. Shorter abilities like CRF will be a few seconds short of horizontal but the longer ones like RSP and DEM will get the same benefit from 2 purple tech doffs as they do from 3.
In the place of that 3rd tech doff slot a quartermaster battery cd doff. Blues are cheap after the last run on the doff pack and I think purple would be overkill anyway. This is going to give you the aux batt when you need it for SS and SF.
On your build in general, I've dropped EPTA on my double A2B builds, especially with a battery doff. EPTE or EPTW is up to you. Also I start with DEM (and Marion) and only switch RSP in if I can't stay alive.
Ah cool, thanks RR! Was kinda hoping you'd give me some hints in the new and exciting world of A2B (I have read your post on it, which is where I got the thought for it).
Grim, I agree, it will take a lot of micromanagment to ensure that I'm getting everything done right. My main thought is that using Scattering Field and/or Sensor Scan before I hit A2B would be the way forward. If my aux is low at that point, then I can just slam in an aux battery to give it a temporary boost. As it is, the 'slosh' from the systems back to Aux is usually enough that I don't get an awkward 'Aux Offline' moment. I'm not the best with it at the moment (she's currently swanning about in her sci ship as I seem to be Pugging with no scis recently) but I'm hoping to use my Fleeties to practise on and make her better.
Thanks for the input guys! Now if I could just work out where my Bug build is failing me...
I don't know what it is, but I just seem to be failing with it at times, and seem to have a lower damage output compared to a few team mates. DOffs: 1x Hamlet, 2x Attack Pattern, 2x EPtX reduction (all purples)
Any suggestions as to where to improve for the full min/max potential?
I don't know what it is, but I just seem to be failing with it at times, and seem to have a lower damage output compared to a few team mates. DOffs: 1x Hamlet, 2x Attack Pattern, 2x EPtX reduction (all purples)
Any suggestions as to where to improve for the full min/max potential?
Tim
well, your station setup is as if you don't have any of the doffs you mentioned equipped at all. with 2 attack pattern, you just need APO3 and an APD, proboly version 1. with damage control doffs you only need 1 copy of EPtS, and for an escort a copy of EPtE1. you got EPtS doubled up too, like you have for APO. also, you got a torp equipped, but you don't have a single copy of THY. i guess before i go from here, tell me if your going to use a torp or not
well, your station setup is as if you don't have any of the doffs you mentioned equipped at all. with 2 attack pattern, you just need APO3 and an APD, proboly version 1. with damage control doffs you only need 1 copy of EPtS, and for an escort a copy of EPtE1. you got EPtS doubled up too, like you have for APO. also, you got a torp equipped, but you don't have a single copy of THY. i guess before i go from here, tell me if your going to use a torp or not
Gagh, obvious things that I'd kept on because I was too worried about taking them off... Fail on my part as I should take the training wheels off now. :rolleyes:
Anyway, took your immediate advice and took off the 2nd APO, put on THY2 (upped a CRF to CRF2), and replaced a copy of EPtS with EPtE.
In answer to your question, yes I intend to run a torp up front for that extra spike damage.
I am curious, how important is it for an escort to have points in Starship Hull Plating? Currently I have a build that has insulators/dampeners/sensors, but I was wondering whether it would be more useful to spec Hull Plating instead of Sensors/dampeners. It is a Sci Kumari by the way, I cant really afford to put armor consoles on it instead of RCS...
I currently fly a build that has DEM3, cannons and beam w/BOff and is fairly fun for shooting in PvP but in light of the current Tribble EPTx changes I'm curiuos about how to choose some traits and would appreciate seome input or ideas.
Should I support the DEM combo part of the build and choose?
RSE T4 20% placate
Borg T4 2.5%/ 5% passive proc for kinetic damage
or support the shield health and choose?
RSE T4 20% crit based self shield heal
Borg T4 Passive constant buffed shield regen rate.
WHich is more important for the changes possibly comming? Support damage or shield health? The build is average lets say on both in combat.
Just today, I was 1v1ing a bug in my scourge (same setup). I got absolutely owned... he was just going at a speed a little slower then me, and tanked my shots like crazy...after the fight was done, he still had 100%hull and about 25% of shields taken off on each side...im like wtf (normally at my speed, i tank ALOT more). people like you out there, please explain to me what you are doing? i know he prob had like 60 mil cred purple doff and XII accx3 weapons, but still...i kinda feel ashamed of my self on how easily he beat me. please give me some tips on making me a better pvper. thanks
dontdrunkimshoot can you please post a new defiant builds using the new gear / sets ?
thank you
defiant? well i can wip up something fast and real quick. might make a beter post for this later if i have time
fast and dirty would look something like this. substitute the torp and torp skills with a DBB and BO if you desire
3 DHC, 1 quant, 3 turrets
TT1, CRF1, CRF2, APO3
TT1, THY2, APO1
HY1
EPtE1, EPtS2 TSS1, HE2
damage control and BFI doffs
any combination of turn, armor, and universal consoles your comfortable with, and 5 energy damage consoles.
i like fleet elite shield or maco, with omega deflector and engine for high speed and a boost to acc. new sets as in rep stuff? not really a good fit, cant beat brute force spike, thats what the defiant does best
this is the part were i would write paragraphs about tactics, but its as simple as decloak and try to take them out in a single pass, speed tank and then try again when you get your second cannon and torp/beams skill cooled down. if you arent CRFing someone, just fly defensibly, dont stop moving. anyone else with cannons shooting at you, try to get directly above or below them.
nice and simple, ive been meaning to go back and write detailed posts on old favorites like this, but just haven't had the time.
I currently fly a build that has DEM3, cannons and beam w/BOff and is fairly fun for shooting in PvP but in light of the current Tribble EPTx changes I'm curiuos about how to choose some traits and would appreciate seome input or ideas.
Should I support the DEM combo part of the build and choose?
RSE T4 20% placate
Borg T4 2.5%/ 5% passive proc for kinetic damage
or support the shield health and choose?
RSE T4 20% crit based self shield heal
Borg T4 Passive constant buffed shield regen rate.
WHich is more important for the changes possibly comming? Support damage or shield health? The build is average lets say on both in combat.
Thought?
ATM on my sciship I mitigate damage by not letting them shoot at me. The rom passive placate is still appling far to much. Crit rate turrets plus rom boff and crit consoles plus APA and I dont fear going head to head vs a sci captain with every single buff going as I have watched a fleetmate smash his subnuke button to pieces and it just wont target.
Really needs fixing as that definitely not to design. But not being shot at makes you hella tankly.
Newbie here who has spent a long time studying sto mechanics and whatnot.
The below is my "end-game" *cough*dream*cough* ship, that basically is supposed to serve as a hybrid healer (both hull and shield), a somewhat capable debuff cleanser, and a tank (on occaision).
(Note: This was heavily inspired/influenced by Renimalt's healer oddy, so that's why some aspects will look similar. Thanks ren for posting that build!)
I know that the MACO set (excluding shields) isn't very good, but the Omega set seems more escort-oriented and I have......issues with the Borg set (mainly because of its appearance). Additonally, the weapons I intend to upgrade to fleet elite-spec (the BAs, at least), the ship itself to the fleet variant, and -once I actually have money - swap the plasma torp for a wide-angle quantum and the SFM for a Photonic Displacer. Finally, is it possible to get more "bang for my buck" with a different doff setup?
Sorry for the wall o' text and my adruptness - as I was typing this my semi-decent pc was downloading the f2p game client.... (now patching the game)
A star cruiser is a reasonable ship for healing. however, your setup has 2 major concerns.
You run TT1, TT2, ST1 and ET1. They have all a shared cooldown of 15 seconds. This means you can only use 2 of them. I would go for only ET3 (and maybe TT1 for certain moments). With 2 maintenance engineer doffs, you can reduce the ET3 to the global cooldown, having a massive hull heal every 15 seconds, and moreover, it removes disables from viral matrix. Very usefull. For tactical abilities you can think of fire at will and attack pattern delta. Delta is also good defensive ability which you can use on team mates.
Also, you use 2 damage control engineers. With 2 purple you can reduce a EptX ability to 30 seconds cooldown. Now you use 2x EptS, so your damage control engineers are obsolete. You should change EptS1 to EptW1 (more damage) or EptA1 (more healing). Or ditch the damage control engineers for other doffs, and keep EptS1 and 2.
One final tip: you can try my F-button key bind (see key bind topic) for easy and quick distribution of heals.
Comments
thats really the only use for PSW1. might as well jus use the shock wave torp console instead if you want that effect, the build uses a torp afterall. i haven't given it a too serious look, i should see if i can get it to stun well enough to help torps get through
i have a hard time recommending the 5 tac console ship. the rom torp is a dot spamer, not a spike weapon, you would be much better off with a HY omega, or good old quantums to go with that 4 cannon spike. id stick the universal consoles in the sci slots and load turn consoles in the eng, base 16 turn with no turn consoles will get owned in a dog fight.
i also wouldn't use tet weapons unless you also use tet glider, and have room for at least 2 flow console. if it were me, id use the sci version, slot 4 flow console, 2 turn consoles, and use 4 tet DHCs with 1 quantum. all those crit boosting consoles, useless toys vs turning better and more shield damgeing, and crit only seems to heal the shields of everyone who didn't take the placate passive.
'll drop someones shields with a single cycle of cannon alpha strike, see them take hull damage, and as soon as their shield are breached that proc all but completely fixes them, closing the hole i made for the torps. it happens really fast, if you fire a cycle and see hull damage, but their shields aren't all that damaged, but they have noticeable hull damage that couldn't just be bleed, you just triggered the heal proc. crit chance is the enemy now. my weapon mods of choice currently are the fleet acc2dam2 or acc2crtD.
Anyways thanks it's relatively easy to implement the changes you recommend. Sadly the Tet Purples are bound. I'd have switch them with the Phased Pol on my Sci but too late now so I'm stuck to using tets on this toon.
the TOC actually links to your single post, its not me re posting a build and linking that. i cant edit it, but you can as you wish, for as long as this thread exists.
if you really have purple mkXII tac consoles, by all means stick with tets. nothing else will deal as much damage for you.
FAE? fleet advanced escort? the fleet MVAM? for a sci, i would recommend the same build i just posted. sci cap debuffs plus cannon and torp spike will be what gets you kills. with to tac captain buffs, you need to hit as hard as posible, and thats the way to do it. when all their shield resistance is gone your non tac buffed shots should be as strong, or stronger then a tac shooting at an un nuked target.
it took a wile, but i finnaly got one. i am not a fan of pets and spam, so ive always been a bit put off by it. the ship itself though, being another more off beat escort, is extreamly awesome when you play to its strengths. of all the escorts, this is proboly on average the least well flown by the player base, don't let that fool you though, this is an extreamly solid ship. like other escorts with 3 ENS tac, this is not a 4 cannon ship, but THY1 is an extreamly good skill, it has the highest per hit torp damage, especially for crit
Weapons
3 DHC, 1 quantum/photon, 3 turrets
Stations
TT1, CRF1, CRF2, APO3
THY1, THY2
TT1
EPtE1, AtD1, EPtS3
TSS1, HE2
Equipment
omega deflector
omega engine
maco/fleet elite resistant
Consoles
2 turn, photon point defense
2, or 3 with fleet flowcap -th, shield heal proc
4 energy type damage
Doffs
2/3 EPtX cooldown damage control doffs, 2/3 shield distribution doffs, OR 3 +10 defense in recall mode flight deck doffs
this ship with the LTC eng has a ton of flexibility and potential. listed is my preferred standard layout. the akira like other escorts can dart around with the best of them with high engine power. EPtS3 with the right fleet elite shield will give you resistance levels in the mid 60% range. actual shield hitpoints start being pretty irreverent then, especially when backed up by shield repair drones. wile you dont have APO3 up, you can use AtD to help turn on a dime and continue to dog fight very well. the torp console is incredibly helpful during an alpha strike, it will fire 6 photons that the tool tip says deals about 2k damage each, to up to 8 targets. but all that really maters is the 6 heading to your target, along with 2 or 3 of you HY torps, you can deliver a brutal stream of kinetic damage to hull when well timed with an alpha strike. this has been the key to getting me a ton of kills.
theres several other ways to use that LTC eng too, hers a few variations
EPtE1, AtS1, EPtS3
HE1, TSS2
or
EPtE1, RSP1, EPtS3
HE1, TSS2
these focus a bit more on defense. try picking up the AtS doff, it can add a heal over time with AtS, very nice. people love the orange diaper, personally i don't on escorts, your not flying them right if you arent trying to avoid heavy damage rather then tanking. your other shield countermeasures should keep you covered with good pioleting
EPtE1, ES1, EPtS3
TSS1, HE2
or
EPtE1, EPtS2, ET3
HE1, TSS2
perfect for pugmades! support your team with almost no sacrifice to your own survivability. this is part of why this ship can be so great, escort movement and firepower with more defensive and support options
EPtE1, EPtS2, DEM2
TSS1, HE2
or
EPtE1, EPtS2, EWP1
TSS1, HE2
heres a bit more heavy offense or control. DEM with CRF is a beautiful thing, every shot will deal a bit more hull damage, this is devastating to sci ships and bops. every little bit helps when your trying to drop facings and deliver torps, killing that hull is the goal. you could drop the torps and use BO instead with the DEM doff. preload BO, and fire off 2 back to back in that 8 second window.
theres EWP too, an awesome zone control, DOT, and hold ability. you could use particle gens and plasma weapons with the plasma tac consoles to further buff EWP's damage too
for hanger pets, i just don't like them, but i do use them. i use the shield repair drones, at least they arent effecting my opponents at all. but, they are making me significantly tankier wile alive. if i was truly honorable, id use type 8 shuttles lol. there are of course the runabouts to spam holds and chrono pocs, deltas could potentially aid in your glider shield striping, and the fighters could add to the torpedo spam. keeping these pets on recall with the right flight deck doff will boast your defense score by up to 30. pure hax really, its all part of the power of this mostly overlooked by the pros ship.
In the right hands I'd say it's absolutely a killer.
Fleet Recon Sci
Fore: 3x Quantum Torps [Acc]x2 [CrtH]
Aft: 1x Phased Tetryon Beam [Acc]x2, 1x Quantum Torp [Acc]x2 [CrtH], 1x Tachyon Mines
Adapted MACO Deflector
Adapted MACO Engines
MACO Shields
Neutronium, Rule 62 Console
4x Flow Capacitors
3x Quantum Zero Point, 1x Warhead Yield
TT1, Dispersal Beta 1
TT1
EptS1, EptS2
TB1, TSS2, Tachyon3, CPB3
PH1, HE2, Tachyon3
Doffs : 3x Torps (recharge), 1x Tachyon Beam Doff (Turn rate debuff), 1x Tractor Beam Doff (drain shields)
Alt sci boff layout:
TSS1, TSS2, Tractor3, CPB3
PH1, HE2, Tractor 3
Alt doff layout:
3x Torp (recharge), 1x Tractor Beam doff (drain shields) , 1x _________
Here's the link, where you can also see skill point distribution: http://skillplanner.stoacademy.com/?build=engscioddypughealer_0. The important stuff's below.
Captain class: Engineer
Ship: Odyssey Science Cruiser
Bridge Officer Abilities:
TT1, TT2
EPtS1, AtSIF1 / ExS1, ExS2, AtSIF3
EPtS1
ST1, TSS2, TSS3
HE1, HE2
Shields: MACO
Deflector: Borg
Engines: Borg
Doffs: 2xShield Distribution Officers, 3xDamage Control Engineers (AtSIF variant)
Alternate: 3xShield Distribution Officers, 2x your choice. Nurses can be helpful.
Consoles:
Engineering: 4x Neutronium Mk XI
Science: Field Generator Mk XI, 3xEmitter Array Mk XI
Tactical: Assimilated Module, Photonic Displacer
Power Settings:
25/65/25/85 (Nominal)
46/96/46/115 (With no buffs)
46/115/46/115 (With EPtS1)
56/125/56/125 (With EPtS1 + MACO boost)
Disclaimer: You will not do any damage in this setup. Your only job and the only thing you will be capable of doing is to try and save the puggers that have been blessed with you. If you do manage to score a kill, proclaim it far and wide in OPvP!
WARNING: Incoming wall 'o text!
This build pretty much stems from the observation that, due to the Engineer's built-in self heal abilities, the Engineer is naturally fit for the role of pug healer: sending out a lot of heals while expecting none in return. And that's exactly what this build does: be the (mostly?) invincible bastion of support, propping your team up and giving them a fighting chance in the arena.
Some key features:
1) Double Tactical Team
As a pug healer, you'll need to cover for silly puggers who don't know how to balance their shields. Oftentimes, your teammates have shields, but they can't use them effectively. That's what the double Tactical Team is for; you'll sending them out almost constantly to allies that are being focused to do their shield redistribution for them. This will make your shield heals far more effective, and help keep them alive.
Use TT whenever you or your wards need it; two copies ensures that you'll almost always have one to throw around.
2) AtSIF + HE, not ET
Given that you're going to be throwing TTs around as soon as they're available, you don't have much flexibility to run other team abilities. Hence, ET and ST (covered later) are less attractive, so much so that I've removed ET from my build entirely. Don't worry, you still have plenty of hull heals. At high aux power, your AtSIF3 is almost as powerful as an ET3 while also providing strong resistance for 10s; the damage control doffs can nearly double the total hull heals that AtSIF3 provide, if they proc. HE provides large hull healing over time, while also clearing DoTs and freeing teammates from warp plasma and Theta.
Toss AtSIFs around liberally to patch up holes and boosts resists in preparation for an incoming alpha, or to save an ally from imminent destruction; use the HE's for people who aren't in immediate danger and/or need DoTs cleared.
If you feel like you absolutely need an ET3, then swap the AtSIF1 for an ExS1, and swap the ExS2 for an ET3.
3) 2xEPtS1
You'll be cycling 2xEPtS1 for the strong shield resist bonus and extra power that it gives, as well as to keep your shields topped off when you're not under fire so that you won't need to waste team heals on yourself. Plus, it'll keep your shield power up, boosting the effectiveness of ExS.
Cycle EPtS to always keep it active. Unless you're under focused fire, you won't need another shield heal for yourself.
4) 2xTSS + ExS, but only ST1
Again, your TT cycle makes relying on ST for shield heals unattractive. However, you'll still need to carry ST1 in order to clear SNB debuffs on yourself or your allies. Instead of ST, you'll be cycling TSS as your major source of shield heals, and you have ExS in order to support a teammate under focused fire.
Stagger your EPtS and TSS activations (activate EPtS, 15s later throw a TSS, then 15s later activate the second EPtS, then 15s later use the other TSS). This will allow you to easily switch to an efficient self-heal cycle if you are focused. Use ExS to support allies who are being focused, or to keep shields strong on your secondary heal target.
Other Notes:
With these abilities, you should be able to keep your pug teammates alive under most conditions. Also, you'll be able to use almost all of these abilities on yourself if you do come under fire. Neutronium armor will increase the time you'll survive until you can use your heals on yourself, giving you added peace of mind. (If you're feeling particularly secure in your own survivability, you can swap the armor out for SIF generators.) You won't generally need to activate BFI or use RSF under most circumstances; you can keep those in reserve for emergencies -- or SNBs, as described below.
In addition, note that all of the resist skills have been maxed out. (Even Sensors!) This is so that you'll almost never have to waste a clear on yourself; for the most part, you can just sit still and tank any debuff thrown at you. (Grabbing an all-human bridge crew will be definitely helpful for keeping your subsystems up.) Combined with your massive self-healing ability, you won't need to carry many of the standard escape abilities (PH, AtID, PSW, etc.), allowing you to focus even more on healing yourself and your allies.
Surviving SNBs:
In pugs, you can't rely on heals from others, especially in the critical moments right after you've been SNB'ed. That's why this build is also set up for strong resilience, which will hopefully allow you to survive multiple SNBs without any backup.
First of all, note that the build has two copies of most healing abilities. I've found that this means that, even if you're SNB'ed in the middle of my heal cycle, you'll get at least one copy of EPtS, TSS, and HE that remains on the expected same-copy cooldown. (i.e. you'll have a shield heal in 15s or less, an HE within 30s, and perhaps an AtSIF sooner.) This means that you won't be dead in the water when an SNB hits; you just need to survive until these heals come off of cooldown.
Because you aren't using ST for your primary shield heals, you'll probably have it available when the 1st SNB hits. Hit it as soon as it comes off cooldown to bring your abilities back up to speed. Unfortunately, you likely won't have it available for the 2nd or following SNBs; the stealth abilities will be useful here to escape and wait out the cooldown delays.
Your major challenge will be to survive until your heals become available. This means activating one or more emergency heals to keep yourself going for a few moments. I've set up my build with four "oh TRIBBLE!" buttons; hopefully you won't need to activate more than one for each SNB, and they'll recharge before you're next SNB'ed.
1. BFI + RSF:
This is your primary go-to button, and the main reason why Engineer is one of the best classes to play the pug healer. BFI will usually instantly refill your shields, and RSF will keep the shields up. Your main challenge will be to distribute your shields fast enough so that no facing goes down.
2. MW + Eng Fleet:
This is your backup button, again courtesy of the Engineer class. Hopefully your enemies have blown most of their attack buffs by the time you have to hit this; this combo will give you a few extra seconds that could allow you to hit more of your heals if you have them.
3. Evasive Maneuvers + Engines Battery + Photonic Displacement:
If you don't feel like you can tank the incoming damage (or if ST is on extended cooldown), use this combo to run away. You can usually escape most tractor beams with EM + Eng battery to run out to 5km, and use Photonic Displacement to hide and wait out the remaining cooldowns on your heals. Remember that APB, FOMM, APD debuff, and Sensor Scan will keep you visible; run far enough away from pursuers so that they lose track of you.
4. Deuterium Surplus/Ramming Speed + Quantum Singularity Manipulation:
If you've hit all your other emergency buttons, this is your final hope. QSM has an incredibly long cooldown, but it'll provide a (almost?) perfect cloak. Make your getaway, and hope that you'll have heals by the time it wears off.
Usually these four emergency buttons help me survive one or two SNBs in a row. With luck, three SNBs are survivable by judicious use of Photonic Displacement; if you're hit with 4 chained SNBs, pop everything and pray that the RNG deems your life worth preserving.
Using your weapons:
Let me repeat this again: you will NOT do any significant damage in this setup. See those turrets? See the rainbow loadout? That should give you an idea of exactly how important DPS is to this build. :P
Your weapons will be useful primarily for dealing with mine and heavy torpedo spam. Set your weapons to autofire, allow targeting of NPCs, set your HUD options so that your weapons fire without having an enemy targeted, and that should cover most of what you'll be doing. If you're good at micromanaging, you can experiment with manually selecting mines/torpedoes/pets, but it's not anywhere close to a major focus of this build.
Concluding Thoughts:
Hopefully this write-up has detailed the main points of building a pug healboat, as well as some helpful ability combos that will allow you to survive with little to no outside assistance. Remember, this build is focused solely on healing your teammates, with particular focus on supporting pug teams. If you're planning on doing DPS or control, this isn't the build for you; however, if giving pugs a chance at surviving and needlessly prolonging matches while being an (almost) unbreakable tub is your idea of fun, this'll be perfect for you!
tl;dr: This build:
I hope people find this build helpful! I look forward to hearing comments/suggestions if people have any!
You can also check my corsair build. it has the same boff setup, but instead of 2x TT1, 1x ST3 with lab doffs making it 2x ST3. Everybody runs TT, so better use ST. Doing that, makes your LT tac free for other things, like BFAW to clear spam (preventing damage is also "healing"). I use also 2x TB1 to slow escorts as means of crowd control.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
ah, the classic shield stripper. had any luck with it? its pretty difficult to get shield striping to do a whole lot anymore. with TB doffs and tach mines, it might just work better then people give it credit for. try TB3 maybe, the doff drains more with higher grades of TB. i'll add to TOC
oh good! renims heal hax in print! proboly the best eng pug healer that still loges on anymore, if you want to be a good healer follow this advice
lol, its practically a meme at this point to suggest renim role a kdf and get a fleet corsair
It's actually pretty fun to fly, and it strips off shields quite decently too. Switching tachyons for tractors is a good idea, gonna add that in as an Alt option.
Here's what I'm thinking as a build:
Skill Planner
Edit: Forgot about my DOffs; 3x Technician, 2x BFI (Purples)
Tim
It's not that putting your Sci guy in the JHEC is a problem, it's more that putting your Sci guy in a JHEC and tanking the usefulness of your main damage multiplier (Sensor Scan) and one of your main panic buttons (Scattering Field) is probably not a great idea. YMMV, I suppose, but it just seems to me that putting Aux2Bat on a carrier with a Sci Captain all together loses more than it gains in capability.
My personal opinion is that 2 purple technicians are enough. Shorter abilities like CRF will be a few seconds short of horizontal but the longer ones like RSP and DEM will get the same benefit from 2 purple tech doffs as they do from 3.
In the place of that 3rd tech doff slot a quartermaster battery cd doff. Blues are cheap after the last run on the doff pack and I think purple would be overkill anyway. This is going to give you the aux batt when you need it for SS and SF.
On your build in general, I've dropped EPTA on my double A2B builds, especially with a battery doff. EPTE or EPTW is up to you. Also I start with DEM (and Marion) and only switch RSP in if I can't stay alive.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Ah cool, thanks RR! Was kinda hoping you'd give me some hints in the new and exciting world of A2B (I have read your post on it, which is where I got the thought for it).
Grim, I agree, it will take a lot of micromanagment to ensure that I'm getting everything done right. My main thought is that using Scattering Field and/or Sensor Scan before I hit A2B would be the way forward. If my aux is low at that point, then I can just slam in an aux battery to give it a temporary boost. As it is, the 'slosh' from the systems back to Aux is usually enough that I don't get an awkward 'Aux Offline' moment. I'm not the best with it at the moment (she's currently swanning about in her sci ship as I seem to be Pugging with no scis recently) but I'm hoping to use my Fleeties to practise on and make her better.
Thanks for the input guys! Now if I could just work out where my Bug build is failing me...
The build in question: My main character
I don't know what it is, but I just seem to be failing with it at times, and seem to have a lower damage output compared to a few team mates. DOffs: 1x Hamlet, 2x Attack Pattern, 2x EPtX reduction (all purples)
Any suggestions as to where to improve for the full min/max potential?
Tim
well, your station setup is as if you don't have any of the doffs you mentioned equipped at all. with 2 attack pattern, you just need APO3 and an APD, proboly version 1. with damage control doffs you only need 1 copy of EPtS, and for an escort a copy of EPtE1. you got EPtS doubled up too, like you have for APO. also, you got a torp equipped, but you don't have a single copy of THY. i guess before i go from here, tell me if your going to use a torp or not
Gagh, obvious things that I'd kept on because I was too worried about taking them off... Fail on my part as I should take the training wheels off now. :rolleyes:
Anyway, took your immediate advice and took off the 2nd APO, put on THY2 (upped a CRF to CRF2), and replaced a copy of EPtS with EPtE.
In answer to your question, yes I intend to run a torp up front for that extra spike damage.
Tim
Should I support the DEM combo part of the build and choose?
RSE T4 20% placate
Borg T4 2.5%/ 5% passive proc for kinetic damage
or support the shield health and choose?
RSE T4 20% crit based self shield heal
Borg T4 Passive constant buffed shield regen rate.
WHich is more important for the changes possibly comming? Support damage or shield health? The build is average lets say on both in combat.
Thought?
R.I.P
-wuusta
R.I.P
thank you
defiant? well i can wip up something fast and real quick. might make a beter post for this later if i have time
fast and dirty would look something like this. substitute the torp and torp skills with a DBB and BO if you desire
3 DHC, 1 quant, 3 turrets
TT1, CRF1, CRF2, APO3
TT1, THY2, APO1
HY1
EPtE1, EPtS2
TSS1, HE2
damage control and BFI doffs
any combination of turn, armor, and universal consoles your comfortable with, and 5 energy damage consoles.
i like fleet elite shield or maco, with omega deflector and engine for high speed and a boost to acc. new sets as in rep stuff? not really a good fit, cant beat brute force spike, thats what the defiant does best
this is the part were i would write paragraphs about tactics, but its as simple as decloak and try to take them out in a single pass, speed tank and then try again when you get your second cannon and torp/beams skill cooled down. if you arent CRFing someone, just fly defensibly, dont stop moving. anyone else with cannons shooting at you, try to get directly above or below them.
nice and simple, ive been meaning to go back and write detailed posts on old favorites like this, but just haven't had the time.
ATM on my sciship I mitigate damage by not letting them shoot at me. The rom passive placate is still appling far to much. Crit rate turrets plus rom boff and crit consoles plus APA and I dont fear going head to head vs a sci captain with every single buff going as I have watched a fleetmate smash his subnuke button to pieces and it just wont target.
Really needs fixing as that definitely not to design. But not being shot at makes you hella tankly.
The below is my "end-game" *cough*dream*cough* ship, that basically is supposed to serve as a hybrid healer (both hull and shield), a somewhat capable debuff cleanser, and a tank (on occaision).
(Note: This was heavily inspired/influenced by Renimalt's healer oddy, so that's why some aspects will look similar. Thanks ren for posting that build!)
http://skillplanner.stoacademy.com/?build=supportcruiserrev01_0
Captain Class: Engineer
Rank: Vice Admiral
Ship: Star Cruiser
BOff Abilities:
Cmdr: EPtS 1, EPtS 2, AtSIF 2, ExtS 3
Lt. Cmdr: ET1, AtSIF 1, ExtS 2
Lt: TT 1, TT 2
Lt: HE 1, TranSS 2
Ens: ST 1
Shields: MACO
Engine: MACO
Deflector:MACO
DOffs:
x2 Damage Control Engineers (AtSIF form)
x3 Shield Distribution Officers
Weapons
Fore: x3 Phaser BAs, x1 Omega Plasma Torpedo
Aft: x3 Phaser BAs, x1 KCB
Items: Deuterium Surplus, Shield Batt, Aux Batt, Subspace Field Mod
Consoles
x2 Neutronium Alloy
x1 SIF Generator
x1 Field Generator
x2 Emitter Array
x1 Phaser Relay
x1 Assimilated Module
I know that the MACO set (excluding shields) isn't very good, but the Omega set seems more escort-oriented and I have......issues with the Borg set (mainly because of its appearance). Additonally, the weapons I intend to upgrade to fleet elite-spec (the BAs, at least), the ship itself to the fleet variant, and -once I actually have money - swap the plasma torp for a wide-angle quantum and the SFM for a Photonic Displacer. Finally, is it possible to get more "bang for my buck" with a different doff setup?
Sorry for the wall o' text and my adruptness - as I was typing this my semi-decent pc was downloading the f2p game client.... (now patching the game)
A star cruiser is a reasonable ship for healing. however, your setup has 2 major concerns.
You run TT1, TT2, ST1 and ET1. They have all a shared cooldown of 15 seconds. This means you can only use 2 of them. I would go for only ET3 (and maybe TT1 for certain moments). With 2 maintenance engineer doffs, you can reduce the ET3 to the global cooldown, having a massive hull heal every 15 seconds, and moreover, it removes disables from viral matrix. Very usefull. For tactical abilities you can think of fire at will and attack pattern delta. Delta is also good defensive ability which you can use on team mates.
Also, you use 2 damage control engineers. With 2 purple you can reduce a EptX ability to 30 seconds cooldown. Now you use 2x EptS, so your damage control engineers are obsolete. You should change EptS1 to EptW1 (more damage) or EptA1 (more healing). Or ditch the damage control engineers for other doffs, and keep EptS1 and 2.
One final tip: you can try my F-button key bind (see key bind topic) for easy and quick distribution of heals.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita