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.
Comments
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.
My stomach is clear and my mind is full of bacon!
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.
You should be good to go
Thank you and done.
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.
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.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
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.
which doff is that?
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.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
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.
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
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.
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.
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
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.
http://sto-forum.perfectworld.com/showpost.php?p=6562941&postcount=197
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Oh I want!
How many can you use at once?
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
+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
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.
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.
Yes I forgot about those. I don't think they are very much but I should pick some up.