test content
What is the Arc Client?
Install Arc

My PVP Boot Camp Healer Build

queue38queue38 Member Posts: 158 Arc User
edited January 2013 in PvP Gameplay
Hi first I would just like to say that this is my opinion and that every person should play how they like to play and have fun. This is my build for the PVP Boot camp or just general PVP healer build.

A little about me I started playing STO at head start and am currently a life time member. I did take a break from the game around Seasons 3 and 4. From the start I have always played Engineer/Cruiser/Healers in PVP and few times as a Tactical/Escort but I like to stick with what I am good at. I also love min/max to get the most out of my builds.

Now before I tell what my build is I would like to explain how I think as a Healer.

First, Healer vs. Tank: I think there is a big difference between healers (counters damage) and tanks (takes damage). You can only take damage if you are being shot at which in PVP if someone has a chance to shot a cruiser or an escort/science they will go for the softer target escort/science. Think of it this way PVP=healer, PVE=tank.

Note: Great > Good > Ok > Poor > Bad

Second, Healer vs. dps: I think a cruiser can have a good dps build but it is because they can stay in the battle longer and more than likely they didn?t heal their escort friend which is now dead (dead people don?t do damage). A cruiser can never be a great dps build, because they can?t do as much spike damage. The damage a fully buffed great dps escort can do in a few seconds takes much much longer for a cruiser to do.

Third, jack of all trade master of none.

Now for the information.

This will be my build, I don?t have or can?t get all of these items yet but I will as soon as I can. A person can just match them as best as they can.

Ship, Science Odyssey

Bridge Officers
Commander Engineering, Emergency Power to Auxiliary I, Extend Shields I, Emergency Power to Shields III, Auxiliary to Structural III.
Lt. Commander Universal, Polarize Hull I, Hazard Emitters II, Transfer Shield Strength II.
Lieutenant Science, Hazard Emitters I, Transfer Shield Strength II.
Lieutenant Tactical, Tactical Team I, Attack Pattern Delta I.
Ensign Universal, Engineering Team I.

Duty Officers
Three Very Rare Damage Control Engineer, Chance to reduce the time for all Emergency Power to subsystem abilities to recharge after use. 35% chance: Recharge time reduced by 30%
Two Very Rare Projectile Weapons Officer, 20% chance: Improve recharge time by 5 sec

Skills, http://www.stoacademy.com/tools/skillplanner/index.php?build=LaBarge_0

Weapons
Front, Breen Transphasic Cluster Torpedo, Omega Plasma Torpedo, Transphasic Torpedo [Acc]x3, and Hyper-Plasma Torpedo.
Rear, Breen Transphasic Cluster Torpedo, Kinetic Cutting Beam, 2 Transphasic Torpedo [Acc]x3

Devices, Subspace Field Modulator, Prototype Ablative Jevonite Hardpoints, Large Shield Battery, any
Deflector, Positron Deflector best you can get with the modifiers EM and SIF. Note if you can get one that also has ShdS or Stl plus the first two do it.

Shields and Impulse Engines, Adapted MACO (Honor Guard)

Engineering Consoles, 4 Very Rare Mk XII SIF Generators.

Science Consoles, 4 Ultra Rare Emitter Array Mk XII. Two with the hull heal proc and 2 with the shield heal proc, all with increased threat generation

Tactical Consoles: Assimilated Module and Zero-Point Energy Conduit.

Ok now that you know how I build my ship let me explain why I set up my build up this way.

Some of the PVPers are going to say I should be using some Neutronium Alloy Engineering console and some Field generator science console. They are tank console and I use them in PVE all the time but they don?t do anything for me if I am not being shot at. Also my SIF generators boost my heal powers which also have damage resistance in them. For a test I had on 4 Very Rare Mk XII SIF Generators then I use all of my skill that give damage resistance I got about 62%, then I put on 3 Rare Mk XI Neutronium alloy and one very rare Mk XII used all my power and I got 65%. So I got more resistance but I gave up 1000?s of points for healing. One other nice thing about having resistance in your powers is you can share with a friend (the one being shot at).

Power levels for Shields and Aux must be at 125. That?s why I have EPtS III and EPtA I but I only run one of each that is why I have the 3 Damage control engineers. With 3 it should give you almost 100% up time. You will end up a gap on and then but doing this opens up two boff slots. A note don?t waste power, the cap is 125 so if you 40 or 50 bonus power you don?t need it set to 100.

TT I and APD I are heals in this build. Give them out to others just as you would any other heal.

So let?s go over play style. First thing if you don?t have keybinds set up do so. It is too hard and slow to click with the mouse. I have my two EPtX powers and shield distribution on one keybind, all my team heals on other, all damage resistance and my team abilities on other, lastly I have MW, RSF, batteries, etc. on a fourth. I use the 3 row tray. Now put the pictures of your teammate almost in the middle of your screen so they are easy to see.

Finally after all the text I am going to give a few tips on playing PVP.

You will lose and die. You will win and die. You will die so fast sometimes you?re not even sure someone was shooting at you. Sometimes you will have 5 people attacking you and you will live.

When you start a match be the first one into to battle and try to go the enemy to wastes some damage buffs on you.

Tell your team that you are a healer and to stay close to you.

You can?t save everyone but you can sure try.

If a team mate has 3 full shields and one that is down with the hull dropping fast they don?t need shield heals they need TT and some hull heals.

Even if you use keybinds you can micro manage your powers if you have time
.
Healers aren?t for doing damage and you will most of the time do the smallest amount on your team. Just look at you heals it will make you feel better.

You have a big boat if you can run people over (ramming speed):D

Never forget the people in PVP are trying to kill you and they might not be nice all the time, they are also good at team building and teaching.

I am sure I have missed a million things but never be afraid to ask questions.

also a small note NEVER fly a ship like this in PVE it would take forever to kill stuff.
I am @allenlabarge in game :D
Post edited by queue38 on

Comments

  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited December 2012
    Very good information there :)

    Have you registered on the site? Once you have please feel free to post this there.
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    Very good information there :)

    Have you registered on the site? Once you have please feel free to post this there.

    I have but i can't add a thread. not sure why i can on areas that don't have any threads just not that one.
    I am @allenlabarge in game :D
  • aetam1aetam1 Member Posts: 228 Arc User
    edited December 2012
    I would consider using ST1 instead of PH1. Being able to clear a subnuc, SS or AMS can be pretty important.

    My stomach is clear and my mind is full of bacon!
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    aetam1 wrote: »
    I would consider using ST1 instead of PH1. Being able to clear a subnuc, SS or AMS can be pretty important.

    It is a good idea but maybe drop the ET I and get the ST I that way there wouldn?t be 3 Team powers and you can keep the tractor beam immunity and the very large damage resistance.
    I am @allenlabarge in game :D
  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited December 2012
    queue38 wrote: »
    I have but i can't add a thread. not sure why i can on areas that don't have any threads just not that one.

    You should be good to go :)
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    You should be good to go :)

    Thank you and done.
    I am @allenlabarge in game :D
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    queue38 wrote: »
    It is a good idea but maybe drop the ET I and get the ST I that way there wouldn?t be 3 Team powers and you can keep the tractor beam immunity and the very large damage resistance.

    The "Teams" are definitely getting into a team thing at this point. With what each clears, it definitely gets into spreading it amongst more than one ship.

    With the Uni En, it gives you the option of switching between them depending on what the rest of the guys have and what you are facing.

    Course, that's going to require communication.
  • gradstudent1gradstudent1 Member Posts: 633 Arc User
    edited December 2012
    Thanks for sharing both the details of your build and the philosophy behind your player. I look forward to encountering this heal-build in the ques.=)
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    great healer build, thats how i would set up a dedicates healer as well. in a eng/sci cruiser, i find tranny torps more useful at dealing damage then any energy weapon you could use. they cant do energy damage without cutting deep into their healing potential, and when they do their damage will be pitiful anyways.
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited December 2012
    With both EPtS and EPtA running, you can afford to have 100 weapons power with ~6 beams. Sure, you'll lose a bit on your heals, but the extra damage potential you have will make up for that loss. And if stuff really starts to overcome your defenses and/or healing, just pop into a defensive power setting.

    Should anyone care for a Sci-based healBoat, this is what I run:

    - Lt Tac: TS1/FAW 1, TS 2/AP: Delta
    - Lt Eng: EPtS 1, A2SIF 1/Extend 1
    - Ens Sci: Tractor Beam 1
    - LtC Sci: HE 1, SciTeam 2, TSS 3
    - Cmdr Sci: HE 1, SciTeam 2, TSS 3, Scramble 3

    - Additional support: Fermion Field (this thing really works magic with a few Shield Emitter consoles), Shield Repair Drones.

    Some may feel that it's better to run TSS 2 with SciTeam 3 (ST 3 has massive burst healing potential), but I believe that the extra resist from TSS 3 is worth it.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited December 2012
    You might like the EPTA doff, it makes heals even healier.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    praxi5 wrote: »
    With both EPtS and EPtA running, you can afford to have 100 weapons power with ~6 beams. Sure, you'll lose a bit on your heals, but the extra damage potential you have will make up for that loss. And if stuff really starts to overcome your defenses and/or healing, just pop into a defensive power setting.

    Should anyone care for a Sci-based healBoat, this is what I run:

    - Lt Tac: TS1/FAW 1, TS 2/AP: Delta
    - Lt Eng: EPtS 1, A2SIF 1/Extend 1
    - Ens Sci: Tractor Beam 1
    - LtC Sci: HE 1, SciTeam 2, TSS 3
    - Cmdr Sci: HE 1, SciTeam 2, TSS 3, Scramble 3

    - Additional support: Fermion Field (this thing really works magic with a few Shield Emitter consoles), Shield Repair Drones.

    Some may feel that it's better to run TSS 2 with SciTeam 3 (ST 3 has massive burst healing potential), but I believe that the extra resist from TSS 3 is worth it.

    Yes you can do a lot of things to improve the damage of my build but that?s not the point. This is meant to be a pure healer to keep the people that do good damage alive.
    If a person wanted to run energy weapons on this build. I would replace the two of the projectile doffs with a warp core engineer (power boost) and a Energy Weapons office that reduces cannon abilities. Replace APD I with a CRF I. replace all the weapons (keep one of the borg weapons for the 2 piece set bonus. I would put all turrets so you will get more proc.

    You can use your captain skills like EPS power transfer and Nadion Inversion to help with power also.

    With this build and keeping shield and aux power at 125 you will still have weapons power around 100 if not over it.
    I am @allenlabarge in game :D
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    redricky wrote: »
    You might like the EPTA doff, it makes heals even healier.

    which doff is that?
    I am @allenlabarge in game :D
  • rudiefix1rudiefix1 Member Posts: 420
    edited December 2012
    That cruiser has a very low turnrate, even for using torpedos in effective way.

    Better is to get a bunch of beams and use FAW.

    That way you clear spam, and in a way preventing is also a kind of healing.
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
  • redrickyredricky Member Posts: 1,004 Arc User
    edited December 2012
    queue38 wrote: »
    which doff is that?
    It's the Maintenance Engineer from the Fleet Support Duty officer pack. Boosts Shield Emitters and Hull Repair 10/15/20/25 when EPTA is used.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited December 2012
    queue38 wrote: »
    Yes you can do a lot of things to improve the damage of my build but that?s not the point. This is meant to be a pure healer to keep the people that do good damage alive.

    To think of it another way, the more pressure damage you put out, the less damage your enemy can effectively deal (because you're forcing them to break off/assume defensive maneuvers early).

    I'm not saying you should focus too much on damage-dealing but I think there's generally a point of diminishing returns when building a "pure" healboat, and power levels are so easy to manage that there's really no reason not to prepare for your tactical side.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    To think of it another way, the more pressure damage you put out, the less damage your enemy can effectively deal (because you're forcing them to break off/assume defensive maneuvers early).

    I'm not saying you should focus too much on damage-dealing but I think there's generally a point of diminishing returns when building a "pure" healboat, and power levels are so easy to manage that there's really no reason not to prepare for your tactical side.

    Something I've wondered about in regard to Healboats - for folks that are more comfortable just switching between Aux and Shields; would be the use of beams for procs rather than for damage.

    Say you were using Polarized Disruptor Beam Arrays [Acc]x2.
    You've got the 2.5% Disruptor proc. You've got the 2.5% Polaron Proc.
    Now say you took the 2.5% Kinetic proc passive.
    And say as part of your healing build, you took one of the [Pla] consoles instead of a shield/heal.

    So that's:
    2.5% -x Damage Resistance
    2.5% -x Power
    2.5% +Kinetic Damage
    2.5% +Plasma DoT

    Given the way that arrays fire in pulses - enemy target, fire - friendly target, heal - enemy target, fire - friendly target, heal...

    ...while you just switch Shield/Aux as necessary.

    You're not really worried about doing damage, you're focused on the healing, but not only are you keeping your guys alive - you're potentially making it easier for them kill their targets as well.

    They may also end up wasting HEs thinking it's more than it is - they may find hull being eaten away...etc, etc, etc.

    Was just something I was wondering - and - it could be way out there in left field. I couldn't really imagine running a dedicated healer in PvP; and I definitely give props to those that even try.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited December 2012
    Something I've wondered about in regard to Healboats - for folks that are more comfortable just switching between Aux and Shields; would be the use of beams for procs rather than for damage.

    It's completely legit, if you have no scruples then phasers are still TRIBBLE strong. Procs are one of the reasons FAW is still a somewhat viable skill.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    The point of my build write up was to try and get the people that want to be healers to focus and do the most they can to improve their healing. I think a new PVP player will have their hands full just with that. A escort wouldn?t run anything less than max weapons power for attacks and I think a healer shouldn?t run anything less than max shield and aux power.

    I am also trying to teach a mindset of a healer. Now after saying that, I run with many extra consoles and weapons to switch up my build when needed. I like to run 6 to 8 phaser turrets and a CRF for the proc. Right now my skills are even spec for energy weapons (PVE grind).

    For the people that want to be a great healer, just focus on healing first. Once a person starts playing they will find the things they don?t like or don?t work well and they can adjust to their needs. Just start with baby steps.
    I am @allenlabarge in game :D
  • rudiefix1rudiefix1 Member Posts: 420
    edited December 2012
    For healers, key binds are an effective way to distribute heals on team mates... See my post and downloadable file at:

    http://sto-forum.perfectworld.com/showpost.php?p=6562941&postcount=197
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    redricky wrote: »
    It's the Maintenance Engineer from the Fleet Support Duty officer pack. Boosts Shield Emitters and Hull Repair 10/15/20/25 when EPTA is used.

    Oh I want!
    How many can you use at once?
    I am @allenlabarge in game :D
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    Bad info sorry. i am home now and will have the correct info soon.
    I am @allenlabarge in game :D
  • redrickyredricky Member Posts: 1,004 Arc User
    edited December 2012
    queue38 wrote: »
    Oh I want!
    How many can you use at once?
    I think that one is limited to one. There's also an Aux2Sif doff from the same pack that adds a chance at a HoT. You can stack 3 of those, Damage Control Engineers.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    Ok here is my current and correct info.
    +240 Starship Shield Emitters total bonuses
    +194 Starship Hull Repair total bonuses

    HE II, +22,062.1 hull, +31 all damage resistance
    HE I, +16,546.6 hull, +23.3 all damage resistance
    ES I, +165.1 per sec/per shield side, +26.5 shield damage reduction
    AtSIF III, +10,341.6 hull, +55.2 all damage resistance
    TSS III, +1,925.5 once to each shield side, +548.8 per sec/per shield side, +22.5 shield damage reduction
    TSS II, +1,540.4 once to each shield side, +439 per sec/per shield side, +18.5 shield damage reduction
    MW III, +17,733.5 hull, +6,603.8 once to each shield side
    RSF III, +246.7 per sec/per shield side, +42.5 shield damage reduction
    ET I, +7,980.1 hull
    PH I, +64.1 all damage resistance
    EPtS III, +3,301.9 once to each shield side, +30 shield damage reduction
    Shield Battery - Large, +1,207.5 once to each shield side
    I am @allenlabarge in game :D
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited December 2012
    redricky wrote: »
    I think that one is limited to one. There's also an Aux2Sif doff from the same pack that adds a chance at a HoT. You can stack 3 of those, Damage Control Engineers.

    Oh say what?

    Have any further details about this A2SIF Doff?
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    praxi5 wrote: »
    Oh say what?

    Have any further details about this A2SIF Doff?



    On the ground a common doff had +.67 hull per sec for 10 sec with a 10% chance. In space the heal was 100, Very rare is 40% chance and +.73 hull per sec for 10 sec.

    Also you can have 3 Maintenance Engineers!!! Now I just need 100 million plus so I can get 3 very rare.
    I am @allenlabarge in game :D
  • queue38queue38 Member Posts: 158 Arc User
    edited December 2012
    queue38 wrote: »
    Ok here is my current and correct info.
    +240 Starship Shield Emitters total bonuses
    +194 Starship Hull Repair total bonuses

    HE II, +22,062.1 hull, +31 all damage resistance
    HE I, +16,546.6 hull, +23.3 all damage resistance
    ES I, +165.1 per sec/per shield side, +26.5 shield damage reduction
    AtSIF III, +10,341.6 hull, +55.2 all damage resistance
    TSS III, +1,925.5 once to each shield side, +548.8 per sec/per shield side, +22.5 shield damage reduction
    TSS II, +1,540.4 once to each shield side, +439 per sec/per shield side, +18.5 shield damage reduction
    MW III, +17,733.5 hull, +6,603.8 once to each shield side
    RSF III, +246.7 per sec/per shield side, +42.5 shield damage reduction
    ET I, +7,980.1 hull
    PH I, +64.1 all damage resistance
    EPtS III, +3,301.9 once to each shield side, +30 shield damage reduction
    Shield Battery - Large, +1,207.5 once to each shield side

    This is what my Build will be like as far as Emitter bonuses and Starship Hull Repair bonuses.
    Total +452.8 Emitters :eek:
    Total +269.1 Starship Hull Repair

    +75 Emitters for 3 Very Rare Maintenance Engineer
    +127.6 Emitters for 4 Ultra Rare Science Consoles
    +99 Emitters for max skill points
    +25 Emitters for Duty officer assignment
    +26.2 Emitters for Very Rare Positron Deflector Array Mk XII [EM]
    +100 Emitters for Tier V Captain Ability

    +75 Starship Hull Repair for 3 Very Rare Maintenance Engineer
    +99 Starship Hull Repair for max skill points
    +80 Starship Hull Repair for 4 Very Rare SIF Generators MK XII
    +10 Starship Hull Repair for Techie Trait
    +5.1 Starship Hull Repair for Assimilated Module

    I am sure I missed one or two thing. (can anyone think of anymore?)

    With bonuses this high I should be able to keep myself and two other people in good health. I can use AtSIF and ES on one person and HE and TSS on another. While keeping RSF, MW, EPtS, and all the passive heals for myself.

    I am hope I can get my HE II over 30k hull heal. It will be cool to see the 2k per tick. :D
    I am @allenlabarge in game :D
  • bareelbareel Member Posts: 3 Arc User
    edited January 2013
    Could you use one of the fleet store +x to science/engineering skill consumables to boost that a bit higher?
  • queue38queue38 Member Posts: 158 Arc User
    edited January 2013
    bareel wrote: »
    Could you use one of the fleet store +x to science/engineering skill consumables to boost that a bit higher?

    Yes I forgot about those. I don't think they are very much but I should pick some up.
    I am @allenlabarge in game :D
  • ilhanskilhansk Member Posts: 620 Arc User
    edited January 2013
    People who are interested in flying a heal boat should also read this excellent Compendium.
    Visit the Inner Circle YouTube Channel to watch some STO pew pew PVP action!

Sign In or Register to comment.