I'm in the process of switching over to a heal build on my sci toon in a time ship. There are no heals that I know of for the Commander Sci slot, so I was thinking about using PSW3, and if I'm going to use it, I would like to know all of its uses. So far I know that it can be used to break off extend shields and temporal inversion field. What else can it be used for?
it can stop HY and destructible torps, tractor beams, hmmm cant think of anything else..its pretty useless unless you are 3km or closer to a target and only want to disable...as damage wise it sucks
The 3KM range is kind of limiting, but with 2 Blue (or is it Purple?) Doffs, you can have a 60% chance to spawn an aftershock off of everyone that was effected by the original. The aftershocks won't do damage, but they have the stun/disable component. That REALLY extends it's range.
It interrupts abilities which are "maintained" over a period of time. (i.e. you hit the ability's button, and the box lights up and shows a ticking countdown of how long the abliity will remain active for.)
Common boff abilities affected include EWP, Tractor Beam, Tachyon Beam, TBR, and Extend Shields.
Common captain abilities that are affected include Evasive Maneuvers and Scattering Field. (I think it'll knock out EM if it's being used; I haven't actually seen this happen though.)
Essentially, any ability that lights up and shows how long the effect will last can be interrupted by PSW. It'll also do kinetic damage and push enemies back; with heavy investment in graviton generators, you can use it to instantly shove annoying pets/bops out to 5km or more.
The 3KM range is kind of limiting, but with 2 Blue (or is it Purple?) Doffs, you can have a 60% chance to spawn an aftershock off of everyone that was effected by the original. The aftershocks won't do damage, but they have the stun/disable component. That REALLY extends it's range.
Which doffs are those? I saw the Photonic Science Officer has a reduction to the cooldown of it. Is it the same one or a different doff for the aftershock?
The 3KM range is kind of limiting, but with 2 Blue (or is it Purple?) Doffs, you can have a 60% chance to spawn an aftershock off of everyone that was effected by the original. The aftershocks won't do damage, but they have the stun/disable component. That REALLY extends it's range.
Which doffs are those? I saw the Photonic Science Officer has a reduction to the cooldown of it. Is it the same one or a different doff for the aftershock?
Will it stop RSP, EPtX, or TSS?
IIRC, it's a different variant of the Photonic Science Officer. They're probably quite expensive though.
It won't stop RSP, EPtX, or TSS; those aren't duration-based. (When you hit RSP, EPtX, or TSS, the ability's icon instantly changes to show the cooldown on the ability; the duration of the ability is stored in the buff that you receive.)
Shooky and Cynder, what do y'all think would be a better Sci Commander power to use in combination with a healer build.
Feedback Pulse (I have killed myself against this several times), Tractor Beam Repulsors, Scramble Sensors (with the cooldown increase DOFF), and Viral Matrix would be my suggestions.
I'm not a fan of Viral Matrix, but it seems to work pretty well for some folks. Lately, I've been using the Scramble Sensors + DOFF on my B'rel torpedo boat (Lt. Commander level science abilities).
Scramble Sensors (with the cooldown increase DOFF)
Nooo don't turn to the dark side!
Lately I've been using PSW3 and I love it. It needs one purple doff and one blue doff to reduce its cooldown to global, and one purple aftershock doff procs plenty enough considering how many targets you can hit with the initial shockwave.
FBP3 is ok but you have to spec heavily into particle generators to be effective with it, and for the most part it only does noticeable damage against cannon escorts. It also has a 1 min cooldown so it's not very consistent. It's most effective when coupled with damage buffs.
TBR3 is good but its hard to use properly, and if you want to do any practical damage with it you need to spec into particle generators. If you're at low aux (for minimal repel) and spec'd into PG you can kill pets pretty easily. It's especially useful against interceptors because of the way they fly circles around you at close range.
VM3 is useful but it's kinda OP if you add doffs and spec into subspace decompiler. The vanilla version works just fine if you can get arc on it. You'll TRIBBLE off a bunch of people if you use it though.
GW3? Mines, Heavy Torps, Hyper Torps, basically targetables...if you blow them up with a GW - you don't need to heal the damage they would have done otherwise.
edit: By the way, it's not for a hold - it's literally just for clearing some of the targetable spam from the field so you don't have to worry about the damage from it (or any of the special effects that some of them have).
Well, right now I am spec'ed into decompiler (I used to run viral way back) and particle gen cause I've been running TBR3 on low auxiliary for the damage. Now that I'm going to a heal build I'm going to be running higher auxiliary so I don't think I want to run TBR3. Gravity well could be a decent option, but I have no points in graviton gen. so it won't hold anything except for maybe pets.
FBP and PSW are looking like the best options. I don't think I'm going to be running tac team so FBP could not only do damage, but be a pretty good deterrent from getting focused on. Are there any doffs that help FBP in any way? Then again, PSW may be better for the team, especially going up against a team with lots of healers.
if you have points in decompiler it can be useful.
its 360 effect makes it a decent ability for cruisers & other fat ships.
outside that, there are better powers.
imo its not worth the PSW3 if you dont plan on speccing up SubD all the way to 6-9
Just use PSW1 or a shockwave torp instead if one simply wants to break extends etc.
As a healing sci you have 3 options.... I would keep 2 ready to go by swapping your boffs around.
VM - good standard annoying skill... throw it on the other guys escorts... and continue healing.
Shockwave - Hold it for when you see an extend... then go and bump the extending cruiser.
Gravity Well - The most underrated good skill in the sci arsenal. Myself I would go with this one... its fire and forget. Yes yes most escorts will ignore it... who cares it controls pets and removes ALL mines and HY torps that come anywhere near it. Fire this one on the mine laying annoyances and continue healing. Get the doff and you will likely have a GW out in the scrum 90% of the time making the other teams mine laying attempts pointless.
Which doffs are those? I saw the Photonic Science Officer has a reduction to the cooldown of it. Is it the same one or a different doff for the aftershock?
Will it stop RSP, EPtX, or TSS?
I forget exactly, I'll double check when I next log in. And I'm 99% sure that it's a different DOff than the after shock. A Fleet Deflector and a blue PSW CD reduction DOff will have you at the PSW GCD. The DOffs aren't overly expensive, I think it's like 2 mil EC tops.
It not stop any of the 3 abilities you listed, you need a shield proc or SNB to get rid of those.
With my sci-sci wells healboat I use only PSW1. To clear mines, control pets, protect someone from slow torps (preventing damage is also kind of healing), or to give a final kinetic blow. The disable time is just too short, even when specced into decompiler. For the commander ability I use VM3 (when there are lots of escorts) or GW3 (when there are lots of cruisers or cariers).
So I also use PSW more as a defense, and therefore the LTC version is enough.
Common captain abilities that are affected include Evasive Maneuvers and Scattering Field. (I think it'll knock out EM if it's being used; I haven't actually seen this happen though.)
I can confirm this. Usually in kerrat I pop an engine batt and try to EM away from spawn after reset asap, but sometimes some jackdonkey PSWs it off. Not that I mind what happens after that, though.
There's just no good Lt. Commander sci abilities for a B'rel Torpedo boat. Tractors keep me decloaked with no shields. GW1 and PSW1 does absolutely nothing. Don't need shield heals.
That pretty much just leaves me Viral Matrix and Scramble Sensors. Wasn't too impressed with VM when I tried it.
There's just no good Lt. Commander sci abilities for a B'rel Torpedo boat. Tractors keep me decloaked with no shields. GW1 and PSW1 does absolutely nothing. Don't need shield heals.
That pretty much just leaves me Viral Matrix and Scramble Sensors. Wasn't too impressed with VM when I tried it.
Have you tried it spec'd with SubD and DOffs? It's something like 7.3 seconds + however many DOffs you put on. It's going to be awesome (again) once LoR hits and Leadership gets nerfed.
Have you tried it spec'd with SubD and DOffs? It's something like 7.3 seconds + however many DOffs you put on. It's going to be awesome (again) once LoR hits and Leadership gets nerfed.
"It" being Viral Matrix? 7.3 seconds with a level 1 ability?
What DOFFs are you referring to? The one that jumps?
What is the difference between PSW1 and PSW3 and the PSW torp?
Also, how much does spec'ing into graviton help with the push effect of PSW? Can you push healers out of the battle without any graviton points...what about with 6 points?
"It" being Viral Matrix? 7.3 seconds with a level 1 ability?
What DOFFs are you referring to? The one that jumps?
Yep. VM 1 is like 7 seconds, 3 is 13.
There's 2 DOffs for it. One is the jump, the other gives it 25% chance to run it's disable cycle again for X seconds after so many seconds have passed.
There's just no good Lt. Commander sci abilities for a B'rel Torpedo boat. Tractors keep me decloaked with no shields. GW1 and PSW1 does absolutely nothing. Don't need shield heals.
That pretty much just leaves me Viral Matrix and Scramble Sensors. Wasn't too impressed with VM when I tried it.
PSW1 is useful for a torp boat. If nothing else you can stun someone into the on coming torps/mines if you get to the other side of them. It's good for knocking out evasives and ES, clear some spam and TB holds. Speaking of which Tykens 1 is surprisingly good for clearing mines as a lt boff power. Then again, I use SS3/VM1 too, and use my torps as something to do until my Sci spam comes cycle comes back around instead of dps kill oriented build.
OT, kinda odd i can pop VM/SS/PSW/Tykens/JS/TB w/o any shared cooldowns.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
There's 2 DOffs for it. One is the jump, the other gives it 25% chance to run it's disable cycle again for X seconds after so many seconds have passed.
I'll have to give it a try again, I suppose. Though, I would have to respec into Decompiler.
PSW1 is useful for a torp boat. If nothing else you can stun someone into the on coming torps/mines if you get to the other side of them. It's good for knocking out evasives and ES, clear some spam and TB holds. Speaking of which Tykens 1 is surprisingly good for clearing mines as a lt boff power. Then again, I use SS3/VM1 too, and use my torps as something to do until my Sci spam comes cycle comes back around instead of dps kill oriented build.
OT, kinda odd i can pop VM/SS/PSW/Tykens/JS/TB w/o any shared cooldowns.
I gave it a shot and I just wasn't impressed with it. Fast moving targets could fly out of the 3km range if I don't press it fast enough.
The the tractor break only works when they are within 3km. When I tested it, I was getting tractored outside of that range in a 1on1.
Comments
But, with the 3km range really sucks.
www.divisionhispana.com
@DevolvedOne
The 3KM range is kind of limiting, but with 2 Blue (or is it Purple?) Doffs, you can have a 60% chance to spawn an aftershock off of everyone that was effected by the original. The aftershocks won't do damage, but they have the stun/disable component. That REALLY extends it's range.
Common boff abilities affected include EWP, Tractor Beam, Tachyon Beam, TBR, and Extend Shields.
Common captain abilities that are affected include Evasive Maneuvers and Scattering Field. (I think it'll knock out EM if it's being used; I haven't actually seen this happen though.)
Console abilities affected include Temporal Inversion Field, Multidimensional Graviton Shield, Sympathetic Fermion Field.
Essentially, any ability that lights up and shows how long the effect will last can be interrupted by PSW. It'll also do kinetic damage and push enemies back; with heavy investment in graviton generators, you can use it to instantly shove annoying pets/bops out to 5km or more.
Which doffs are those? I saw the Photonic Science Officer has a reduction to the cooldown of it. Is it the same one or a different doff for the aftershock?
Will it stop RSP, EPtX, or TSS?
@DevolvedOne
Which can chain to the guy running TIF, right?
IIRC, it's a different variant of the Photonic Science Officer. They're probably quite expensive though.
It won't stop RSP, EPtX, or TSS; those aren't duration-based. (When you hit RSP, EPtX, or TSS, the ability's icon instantly changes to show the cooldown on the ability; the duration of the ability is stored in the buff that you receive.)
I'm not a fan of Viral Matrix, but it seems to work pretty well for some folks. Lately, I've been using the Scramble Sensors + DOFF on my B'rel torpedo boat (Lt. Commander level science abilities).
Nooo don't turn to the dark side!
Lately I've been using PSW3 and I love it. It needs one purple doff and one blue doff to reduce its cooldown to global, and one purple aftershock doff procs plenty enough considering how many targets you can hit with the initial shockwave.
FBP3 is ok but you have to spec heavily into particle generators to be effective with it, and for the most part it only does noticeable damage against cannon escorts. It also has a 1 min cooldown so it's not very consistent. It's most effective when coupled with damage buffs.
TBR3 is good but its hard to use properly, and if you want to do any practical damage with it you need to spec into particle generators. If you're at low aux (for minimal repel) and spec'd into PG you can kill pets pretty easily. It's especially useful against interceptors because of the way they fly circles around you at close range.
VM3 is useful but it's kinda OP if you add doffs and spec into subspace decompiler. The vanilla version works just fine if you can get arc on it. You'll TRIBBLE off a bunch of people if you use it though.
edit: By the way, it's not for a hold - it's literally just for clearing some of the targetable spam from the field so you don't have to worry about the damage from it (or any of the special effects that some of them have).
FBP and PSW are looking like the best options. I don't think I'm going to be running tac team so FBP could not only do damage, but be a pretty good deterrent from getting focused on. Are there any doffs that help FBP in any way? Then again, PSW may be better for the team, especially going up against a team with lots of healers.
How do I obtain FBP3?
@DevolvedOne
imo its not worth the PSW3 if you dont plan on speccing up SubD all the way to 6-9
Just use PSW1 or a shockwave torp instead if one simply wants to break extends etc.
VM - good standard annoying skill... throw it on the other guys escorts... and continue healing.
Shockwave - Hold it for when you see an extend... then go and bump the extending cruiser.
Gravity Well - The most underrated good skill in the sci arsenal. Myself I would go with this one... its fire and forget. Yes yes most escorts will ignore it... who cares it controls pets and removes ALL mines and HY torps that come anywhere near it. Fire this one on the mine laying annoyances and continue healing. Get the doff and you will likely have a GW out in the scrum 90% of the time making the other teams mine laying attempts pointless.
I forget exactly, I'll double check when I next log in. And I'm 99% sure that it's a different DOff than the after shock. A Fleet Deflector and a blue PSW CD reduction DOff will have you at the PSW GCD. The DOffs aren't overly expensive, I think it's like 2 mil EC tops.
It not stop any of the 3 abilities you listed, you need a shield proc or SNB to get rid of those.
Yep. TIF is only a 5KM range, though, right? You should be able to make it in to him on your own. It's only a 2KM difference :P
Meh, it has a good chance to cause me to desync. I bit...er...complained about it here in Gameplay Bugs: http://sto-forum.perfectworld.com/showthread.php?t=511221
So I also use PSW more as a defense, and therefore the LTC version is enough.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
I can confirm this. Usually in kerrat I pop an engine batt and try to EM away from spawn after reset asap, but sometimes some jackdonkey PSWs it off. Not that I mind what happens after that, though.
Elite Defense Stovokor
That pretty much just leaves me Viral Matrix and Scramble Sensors. Wasn't too impressed with VM when I tried it.
Have you tried it spec'd with SubD and DOffs? It's something like 7.3 seconds + however many DOffs you put on. It's going to be awesome (again) once LoR hits and Leadership gets nerfed.
What DOFFs are you referring to? The one that jumps?
Also, how much does spec'ing into graviton help with the push effect of PSW? Can you push healers out of the battle without any graviton points...what about with 6 points?
@DevolvedOne
Yep. VM 1 is like 7 seconds, 3 is 13.
There's 2 DOffs for it. One is the jump, the other gives it 25% chance to run it's disable cycle again for X seconds after so many seconds have passed.
PSW1 is useful for a torp boat. If nothing else you can stun someone into the on coming torps/mines if you get to the other side of them. It's good for knocking out evasives and ES, clear some spam and TB holds. Speaking of which Tykens 1 is surprisingly good for clearing mines as a lt boff power. Then again, I use SS3/VM1 too, and use my torps as something to do until my Sci spam comes cycle comes back around instead of dps kill oriented build.
OT, kinda odd i can pop VM/SS/PSW/Tykens/JS/TB w/o any shared cooldowns.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
I gave it a shot and I just wasn't impressed with it. Fast moving targets could fly out of the 3km range if I don't press it fast enough.
The the tractor break only works when they are within 3km. When I tested it, I was getting tractored outside of that range in a 1on1.
A. Longer stun
B. It doesn't take up a valuable ability like tss3 or sci team 3 in the lt. cmdr slot.
It breaks
Tractor beam
Tachyon beam
Extends
Aoe scattering field
Fbp-sometimes
Temporal inversion fields
And if timed right can set, say an alpha or subnuke on cd if the person in question hits that ability as soon as they get shocked.
Cd doffs are a waste really...the spread doffs are the way to go 2 rares will make your enemies graphics card pay if they're running carrier spam.
Always a fun video to show.
https://www.youtube.com/watch?v=Ad1Dp6v0JUc