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Omega T4 shield regen (Superior Shield Repair)

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  • dareaudareau Member Posts: 2,390 Arc User
    edited December 2012
    All they say is "drastically reduced the healing of superior shield repair". This could mean that they just dropped the regen from every second to every 6 seconds, and it could mean that they are both fixing the frequency of regen 6 sec vs 1) and dropping the amount of repair per tick.

    Sadly, we won't know until such time as the post is released.
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • defalusdefalus Member Posts: 4 Arc User
    edited December 2012
    dareau wrote: »
    All they say is "drastically reduced the healing of superior shield repair". This could mean that they just dropped the regen from every second to every 6 seconds, and it could mean that they are both fixing the frequency of regen 6 sec vs 1) and dropping the amount of repair per tick.

    Sadly, we won't know until such time as the post is released.

    From tribble:

    http://img405.imageshack.us/img405/7108/screenshot2012121912041.jpg

    I haven't picked any of my t4 traits on holodeck yet and that character in the screenie was only t3 when she was copied so I can't test it for myself.

    Hopefully when I get back home I can drag a friend to tribble who has it and see how it changed first hand.
    __________________________________________________
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    I just don't get why they didn't just fix the bug and take it from there.

    Nobody was complaining or considering the ~1050/6s a bug. Because nobody had the opportunity to experience what ~1050/6s was... since it was doing it every second. There's a world of difference between ~1050/s and ~1050/s (~1050/6s is 175/s... so 1050 vs. 175).

    This ~250/6s is ~42/s.

    So I guess we at least know what they mean by drastically for when it shows up in patch notes again... a 96% reduction.

    There should have been no actual reduction...just the bug fixed. ~1050/6s as the tooltip said.

    Then people could have complained that it was too high or too low and it might have been adjusted.

    The combination of the bug fix and the nerf... mind boggling.

    It makes my 751.4 proc look pretty good. Why do I call it a 751.4 proc? Because nothing affects it. Not buffs, not debuffs, not resists, not a bad hair day, not what I had for breakfast, not planetary alignment... it's 751.4 each and every time... 2.5% with energy and 5% with torps/mines.
  • captainmerzancaptainmerzan Member Posts: 52 Arc User
    edited December 2012
    dareau wrote: »
    All they say is "drastically reduced the healing of superior shield repair". This could mean that they just dropped the regen from every second to every 6 seconds, and it could mean that they are both fixing the frequency of regen 6 sec vs 1) and dropping the amount of repair per tick.

    Sadly, we won't know until such time as the post is released.

    Nope read what the last guy posted and go read the tribble last patch notes where people tested it and they tell you how much it was nerfed, please dont make such assumptions if you havent looked it up or tested it yourself, the logical thing for them to had done was first fixed the bug from every second to every 6 second tried that first then, if it was op start reducing it, ya dont just up and fix the bug and nerf the heck out of it before it's tested.
  • lostusthornlostusthorn Member Posts: 844
    edited December 2012
    hrm, the exact amount of the heal seem to be varying by some degree. When i looked at mine it was 288.8/6 seconds. Choosing different shields made no difference at all. So, i guess it depends on your shield skills for the difference.
  • mastershimastershi Member Posts: 15 Arc User
    edited December 2012
    momaw wrote: »
    For those who didn't know, when you reach Omega tier 4 reputation, one of your two upgrade choices is "superior shield repair". It's supposed to give you a chunk of shield regen every 6 seconds, effectively stacking with your shield's natural regeneration. But due to a bug, it's being added every second, making your shields regenerate at a fairly crazy rate. On Mirror Invasion, my entire team bailed out after they killed the Stadi, and I was tanking the 20-ish ships that were left behind without any trouble. I wasn't killing them quickly, but they weren't wiping the floor with me either. "Inevitable" and "relentless" spring to mind.

    I know it's a bug. But.

    I have to say that this is really the first time I've had my cruiser feel like a cruiser. That is, pinning down the center of a formation, shrugging off incoming fire, throwing heals at my allies. If my cruiser were this durable by design, I'd say "Hell yea I'm the tank! All aggro belongs to me! Do your worst puny man" and charge into hordes of enemies like the escort guys want cruiser guys to do.

    Thing is, ordinarily, to have a cruiser that survives this well you have to be selfish with your heals. I'm sure there's somebody that is using the ridiculously exploitive thing where you have Reverse Polarity running all the time by using aux2batt and dark magic who is about to say "L2P noob", but that's not how the game is meant to work. Ordinarily I have to keep all my TSS and aux2sif and emergency power for my own benefit, and be rippling through all my stuff to make sure the cooldowns don't get out of sync and stuff. It's keeps me alive through a lot, but it forces me to be selfish.

    But with this omega bug, now I can take a huge chunk of attention away from my own survive and focus on how my TEAM is doing, because my own survival doesn't require second by second adjustment and selfishness. In the last few missions I played on that ship, I've probably kept more team mates alive, thrown more support at allies, than I have in the last week combined. My personal DPS is still mediocre-to-terrible but my team's average survival rate has gone up a ton simply because I can be a more effective cruiser for them. I feel USEFUL. I feel like I am being adequately compensated for poor agility and poor tactical options with truly superior tankiness and healing, not the paltry +10% hull and shield strength that usually passes for cruiser durability.

    So now I can look forward to this bug being fixed, and realizing that this new ship isn't actually anywhere near as durable as it felt at first, and going back to having to be twitchy to stay alive and being selfish with my heals. But it makes me sad because I really like this new gameplay of being the formation anchor and compensating for my low damage contribution with high support contribution. And it makes me wish that cruisers in general could get some kind of love toward this goal. If they choose to play this way.

    Anyway. I like being uber-tank. Gonna miss it.


    Why bring this up in first place! they need to fix other stuff to that havent been fixed
  • mastershimastershi Member Posts: 15 Arc User
    edited December 2012
    i dont want this no more since its a puny shield repair now WTF! stupid cry babies lol
  • captainmerzancaptainmerzan Member Posts: 52 Arc User
    edited December 2012
    mastershi wrote: »
    i dont want this no more since its a puny shield repair now WTF! stupid cry babies lol

    Troller guess you dont have anything better to do
  • mastershimastershi Member Posts: 15 Arc User
    edited December 2012
    Troller guess you dont have anything better to do

    i have already picked this t4 option like so many others you feel my pain now? thx for reply you doob
  • jexsamxjexsamx Member Posts: 2,803 Arc User
    edited December 2012
    Okay so.

    As it stands now; Shield Heal or Kinetic Proc? I still haven't chosen and would like advice.
  • wackywombatwackywombat Member Posts: 1 Arc User
    edited December 2012
    mastershi wrote: »
    i have already picked this t4 option like so many others you feel my pain now? thx for reply you doob

    I really don't feel sorry for you, or anyone else that already chose the shield regen pre-nerf. It gave you, just based on the numbers, more then 5x regen/5 than most tier XII shields. If that didn't raise any alarm bells...

    I got the skill completely expecting it to get nerfed to the level it showed on the ground, 50/5sec. Even in the current form it provides the same as a regenerative shield array for free, if you cant work with that you need a reality check.
  • wackywombatwackywombat Member Posts: 1 Arc User
    edited December 2012
    jexsamx wrote: »
    Okay so.

    As it stands now; Shield Heal or Kinetic Proc? I still haven't chosen and would like advice.

    TBH, it depends on your focus. The shields really benefit more of a tank build that relies on sustain, but it will still require skills to boost shield resistance and augment the heal. It won't do much against heavy alpha damage, like the invisible borg attacks, but it will help you recover faster if you dont have many self heals.

    The Kinetic proc is a straight damage booster. It may result in you pulling more aggro, and I do expect the proc to get toned down a little (but not to the extent of the shields), but it could provide a fairly significant boost to your sustained DPS levels.

    Does that help at all?
  • glassguitarglassguitar Member Posts: 427 Arc User
    edited December 2012
    I can agree that it would be nice to keep it the way it is, this game makes for too much click and heal click and heal that eng and sci captains don't really get the full use of their team helping abilities and have to rely more on keeping themselves alive. I mean with my eng captain and my tac I find my eng having to rely on boff heals just as much as my tac limiting me how often I can contribute my boff healing towards others considering my miracle worker skill has a cool down of 5 mins, making it a lengthy wait still having to make you dependant on boffs to heal you. Don't get me wrong I build beefy cruisers that survive even most of the worst punishment a boss can throw at it, but having to always rely on boffs and boffs alone to help you survive makes for a poor fun factor and selfish gameplay saying "woops sorry for your luck there team, but i'm still alive."

    Clearly not someone who does PvP. Thank god they are fixing this with tomorrows patch. As it stands right now it completely unbalances player -vs- player gameplay.

    Also ... if you actually NEED this skill to effectively heal and tank in a cruiser, you should consult the Hilbert Guide (hilbertguide.com) and take a long look at your build. You are definitely doing something wrong if anything in PvE can take down your cruiser while you are tanking, since most good PvP escort pilots can tank without any extra shield heal procs right up until they finally burn to death from borg plasma due to the fact that no-one sends them a Hazard Emitters.

    FYI, I don;t mean to sound like some e-peen waving 1337, but I can definitely say that PvE in this game is faceroll easy, and when I can take more pounding in a bird of prey that doesn't even have an engineer slotted than most of the cruiser I see in STFs, it means that the cruiser pilots in question don't have clue.

    If you want to play a tank/healer cruiser, start by respeccing as one, including maxing threat control and learn to use a couple skills in rotation with the hilbert spacebar bind, freeing up your important transferable healing skills to be used on your teammates. Again, even though it's designed for PvP, the Hilbert Guide (hilbertguide.com) is a great starting place.
  • glassguitarglassguitar Member Posts: 427 Arc User
    edited December 2012
    TBH, it depends on your focus. The shields really benefit more of a tank build that relies on sustain, but it will still require skills to boost shield resistance and augment the heal. It won't do much against heavy alpha damage, like the invisible borg attacks, but it will help you recover faster if you dont have many self heals.

    The Kinetic proc is a straight damage booster. It may result in you pulling more aggro, and I do expect the proc to get toned down a little (but not to the extent of the shields), but it could provide a fairly significant boost to your sustained DPS levels.

    Does that help at all?


    Testing with a parser, the % of my total damage coming from the Kinteic PRoc over several days of testing averages out to 4%. This is exactly the same as the % I get from DEM2. Seems perfectly balanced at this time.

    IMO, take kinetic proc for Damage Dealer roles, take shield heal for tank and healers.
  • hartzillahartzilla Member Posts: 1,177 Arc User
    edited December 2012
    Clearly not someone who does PvP.

    :confused:

    Wait there are still people who PVP? ;)
  • jexsamxjexsamx Member Posts: 2,803 Arc User
    edited December 2012
    TBH, it depends on your focus. The shields really benefit more of a tank build that relies on sustain, but it will still require skills to boost shield resistance and augment the heal. It won't do much against heavy alpha damage, like the invisible borg attacks, but it will help you recover faster if you dont have many self heals.

    The Kinetic proc is a straight damage booster. It may result in you pulling more aggro, and I do expect the proc to get toned down a little (but not to the extent of the shields), but it could provide a fairly significant boost to your sustained DPS levels.

    Does that help at all?

    It reaffirms my current belief, yes. It actually helps a bit. But I'm still a bit torn.

    What I'm seeing here is four possible outcomes:
    1. I give my offensive-based toons the Kineti-proc for increased DPS
    2. I give my offensive-based toons the shield heal for survivability
    3. I give my non-DPS toons the Kineti-proc for increased DPS
    4. I give my non-DPS toons the shield heal for greater survivability

    As much as I love that the T4 powers aren't a "well duh" choice like all the previous tiers, it's kind of a pain to pick how to spread these. And without a respec currently available, it's actually a bit stressful.

    I guess what I'm asking is, is it smarter to use these passives to cover shortfallings, or to boost what they're already good at?

    Would it be easier to give opinions if I list the toons, ships, and layouts I'm considering applying these to?

    Or am I overthinking this?
  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited December 2012
    Now we all knew this was going to get changed.


    However a DRASTIC change and is in no way "superior".



    1k repair every 6 seconds was broken, I agree. When My Tactical vessel is taking a beating and my shields are healing faster than they can be brought down, yeah, it's too much.



    THats a rip off. I feel like I would have been better off with the Graviton enhancment.



    They need to either boost the repair (not to the 1k but into the 2-300 range) or give us a redo.






    EDIT: I was looking at it on the ground.


    Still my point is valid. We're going to be punished because there was no testing done on the ability before it was placed on the main server.


    MANY players are nearing tier 5 completion. Most of those chose the Superior SHield Repair skill.


    If that goes below 300 or so, I can safely say that I want a chance to change my mind on the ability.



    It's like selling someone a car with 600 Horse Power and three weeks later the dealer tells you tat they're going to pick the car up for a few hours and when you get it back it's going to have "Drastically reduced" horse power.
  • wackywombatwackywombat Member Posts: 1 Arc User
    edited December 2012
    Testing with a parser, the % of my total damage coming from the Kinteic PRoc over several days of testing averages out to 4%. This is exactly the same as the % I get from DEM2. Seems perfectly balanced at this time.

    IMO, take kinetic proc for Damage Dealer roles, take shield heal for tank and healers.

    Hmmm... I thought it would have been higher then that, but then again, I was guessing based on the completely broken ability descriptions. Thanks for letting me know, that's one less thing to worry about.
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited December 2012
    i am primarily a pvp player. i am a tac and fly an escort.
    i actually like the super shield passive being available. it might encourage a bit more teamplay as support craft can now afford to give out heals rather than self-consuming in an effort to stay barely-alive.
    imo, junk weapons should feel junky. if you want to drop the super shields get better weapons. im tired of all the nerfing to accommodate players that use TRIBBLE gear and dont know how to setup boffs and kit their ship.
  • skurfskurf Member Posts: 1,071 Arc User
    edited December 2012
    i am primarily a pvp player. i am a tac and fly an escort.
    i actually like the super shield passive being available. it might encourage a bit more teamplay as support craft can now afford to give out heals rather than self-consuming in an effort to stay barely-alive.
    imo, junk weapons should feel junky. if you want to drop the super shields get better weapons. im tired of all the nerfing to accommodate players that use TRIBBLE gear and dont know how to setup boffs and kit their ship.

    You are not a pvp'er if you think this shield passive is good.
  • defcon1776defcon1776 Member Posts: 313 Arc User
    edited December 2012
    I went with the Gravaton myself because in my FPE, I'll prolly blow up anyway, so I figured I'd take as many enemies with me before I 'splode.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." Q
    Join the 44th Fleet. [FED and KDF] Apply Online: startrek.44thfleet.com
  • kamiyama317kamiyama317 Member Posts: 1,295 Arc User
    edited December 2012
    Does it scale with your shield power setting? Every point over 50 increases shield regeneration by 4%. So if you are running at 100 shield power you get a 200% bonus to shield regeneration.

    It would be interesting to find out if this reputation perk is added to your shield regeneration rate before or after subsystem power level is factored in to the mix.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited December 2012
    The maps were balanced for post reputation system. And since nothing has an animation it's difficult if not impossible to tell a difference.

    I simple don't have a build that makes or breaks with the shield regen and I haven't been able to tell a difference on any of my characters with any of the passives.

    But I giess it's fair if they plan to add a block of new passives in future reputations.

    And of course it would be game breaking if anyone could simply get this passive and then magically tank everything in the game.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited December 2012
    I heard that a regular skill respec allows you to re-select Rep Skills, but you must use the "Reset All" option for it to work.
  • wackywombatwackywombat Member Posts: 1 Arc User
    edited December 2012
    jexsamx wrote: »
    It reaffirms my current belief, yes. It actually helps a bit. But I'm still a bit torn.

    What I'm seeing here is four possible outcomes:
    1. I give my offensive-based toons the Kineti-proc for increased DPS
    2. I give my offensive-based toons the shield heal for survivability
    3. I give my non-DPS toons the Kineti-proc for increased DPS
    4. I give my non-DPS toons the shield heal for greater survivability

    As much as I love that the T4 powers aren't a "well duh" choice like all the previous tiers, it's kind of a pain to pick how to spread these. And without a respec currently available, it's actually a bit stressful.

    I guess what I'm asking is, is it smarter to use these passives to cover shortfallings, or to boost what they're already good at?

    Would it be easier to give opinions if I list the toons, ships, and layouts I'm considering applying these to?

    Or am I overthinking this?

    There's no simple way to answer that unfortunately.

    It's my opinion that unless your character has an extremely serious shortfall, think long term and play up the strengths. Other people may disagree with me and suggest a more well rounded play style, but it's really personal preference.

    For your non-dps/non-tank toons the question really becomes "Are you currently worried about surviving? Do you NEED the shield regen?"

    If you manage to survive without the regen now, I don't see a reason to pick it over the increased DPS in most cases. There are caveats, like if you're building a full tank build, but in most builds the passive shield regen isn't going to make as much of a difference as the DPS.
  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited December 2012
    I chose the shield ability for my Tactical officer simply because I want anyone I team with to be able to breath as I aggro pretty much any enemy group.


    THe shield bump helps keep me alive longer allowing for more over all DPS.
  • jexsamxjexsamx Member Posts: 2,803 Arc User
    edited December 2012
    There's no simple way to answer that unfortunately.

    It's my opinion that unless your character has an extremely serious shortfall, think long term and play up the strengths. Other people may disagree with me and suggest a more well rounded play style, but it's really personal preference.

    For your non-dps/non-tank toons the question really becomes "Are you currently worried about surviving? Do you NEED the shield regen?"

    If you manage to survive without the regen now, I don't see a reason to pick it over the increased DPS in most cases. There are caveats, like if you're building a full tank build, but in most builds the passive shield regen isn't going to make as much of a difference as the DPS.

    Well here's what I'll probably go with.

    Tac/MVAE beam-scort, probably going with shield regen. If DPS was my main concern I wouldn't have gone beams. I run it as a moderate-damage AoE/CC ship, comboing Gravity Well 1 and FAW1 with APB3 and Spread 1, with APA sprinkled on for good measure. This is pretty much an STF build. But ever since S7 went live, the damned ship has been popping like crazy, moreso than any of my others. With Shield Regen I should be able to keep doing my job a little longer.

    Sci/Escort Carrier beam-boat with a build almost identical to the MVAE above. Uses Warp Plasma instead of Gravity Well. Seems to tank a little better. This is the only one that I could go either way on, but I think since it's so similar to the above, shield regen would be the safer pick.

    Sci/Sci Oddy support with light CC. Shield regen, duh. Healer's no use if it doesn't live long enough to heal.

    Sci/Marauder. Probably shield regen. This one concerns me a bit since I'll be dialing back the support a little when I can finally get my hands on a Fleet Corsair (my KDF-side fleet is slow going to T3...), but ultimately it's doing the same thing as the Oddy.

    Tac/Peghqu'. Yeah, this one is definitely kinetic proc. 2x DHC, 1x Quad, 2x turret, 2x photon torpedo with HY3. That's more than enough projectile density to make me fairly confident that the proc will serve me well.
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited December 2012
    skurf wrote: »
    You are not a pvp'er if you think this shield passive is good.

    say it as many times as you wish, but that wont make it true.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited December 2012
    i am primarily a pvp player. i am a tac and fly an escort.
    i actually like the super shield passive being available. it might encourage a bit more teamplay as support craft can now afford to give out heals rather than self-consuming in an effort to stay barely-alive.
    imo, junk weapons should feel junky. if you want to drop the super shields get better weapons. im tired of all the nerfing to accommodate players that use TRIBBLE gear and dont know how to setup boffs and kit their ship.

    Try telling that to the top PvP escorts that dole out Tac Team, and their sci heals to their teammates all the time. They were doing that before the passives and will do so after the passives. Get a proper team, then you don't have to worry about playing too selfishly or about having selfish teammates.

    In a joke pug, like the majority of random queued garbage PvP, you will have little to no coordination or support. It's not really an accurate picture of how the game plays out at all. Adding a stupidly broken passive just makes the games take longer in PuGs or in premade settings for no good reason. The nerf was needed to preserve balance.

    Clueless PvEers are the only people who are served by the unpatched broken passive. None of the PvPers (who aren't ignorant of the gametype) wanted it in its broken state.
    [SIGPIC][/SIGPIC]
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited December 2012
    say it as many times as you wish, but that wont make it true.

    You're certainly not an OPvPer. You're just another dilithium farmer I bet. You don't care if the gametype gets screwed by a broken passive at all, so you're not an OPvPer. OPvPers are unanimous in their support of the nerf/bugfix of the shield passive.
    [SIGPIC][/SIGPIC]
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