There's a rumor running rampant that aux2batt will share its cooldown with EPtX abilities. It's not documented anywhere and aux2batt cruiser pilots are freaking out especially myself, so someone please confirm if this is coming or not and we can put it to rest.
Personally I pretty much fly only aux2batt cruiser builds and am not happy considering the prospect of all my builds becoming nonviable for PvP. I run my 2 aux2batts on keybinds, so if this change occurs it would mean having to keep track of an extra 2 abilities while deciding if I will need EPtS in the next few seconds, thats just ridiculous, and really not necessary considering the state of cruisers. What does the auxiliary system have to do with emergency power that it would require a shared cooldown? It doesn't make sense so I think its just a BS rumor, but if its true...:mad:
There's a rumor running rampant that aux2batt will share its cooldown with EPtX abilities. It's not documented anywhere and aux2batt cruiser pilots are freaking out especially myself, so someone please confirm if this is coming or not and we can put it to rest.
Personally I pretty much fly only aux2batt cruiser builds and am not happy considering the prospect of all my builds becoming nonviable for PvP. I run my 2 aux2batts on keybinds, so if this change occurs it would mean having to keep track of an extra 2 abilities while deciding if I will need EPtS in the next few seconds, thats just ridiculous, and really not necessary considering the state of cruisers. What does the auxiliary system have to do with emergency power that it would require a shared cooldown? It doesn't make sense so I think its just a BS rumor, but if its true...:mad:
This isn't the case on tribble, and Aux to batts already shares CD with Aux to Damps and Aux to SIF. (And if you run 2x Aux to Damps you can't realistically use either of these at all)
It also means you have by and large, really poor healing for yourself.
It can be very powerful, but it's definitely not without its downsides.
This isn't the case on tribble, and Aux to batts already shares CD with Aux to Damps and Aux to SIF. (And if you run 2x Aux to Damps you can't realistically use either of these at all)
It also means you have by and large, really poor healing for yourself.
It can be very powerful, but it's definitely not without its downsides.
Indeed. I vaguely remember before I switched to a A2B build, it used to be that it shared a CD with EPtS and EPtW. I don't remember what the shared CD was, but it was enough for me to determine that at the time, A2B wasn't viable in my build (at the time).
However currently, A2B only shares cooldown with Aux2SIF and Aux2Damp. If they change it back to it's original state, it would be devastating to both my Assault Cruiser Refit and JHEC. Not only that, but people have invested EC in the millions just to make the A2B build effective (3 rare/very rare Technicians).
Amongst the 3 departments, Engi boff abilities trip over each other the most. Tact. Boffs could stack torpedo buffs on top of beam buffs and maneuver buffs effortlessly. Almost all Sci abilities operate side by side. But when you use Engi skills, all EPtX abilties trip over each other and Aux abilities trip over each other.
If EPtX and Aux abilities all trip over each other, everyone in a cruiser would have to resort back to double-double stacking abilities (already ineffective by itself now) and other ways to survive a tacscort alpha strike - thus effectively TRIBBLE over all cruisers.
Aceton Beams have too long of a CD to be effective and is only single target, 130 degree arc (90 on holodeck). Warp Plasma is no good, as it is hard to land. Even if it does hit, everyone trolls all over it with APO and/or HE. Boarding Parties are too slow and are easily removed by Tac. Team...not to mention a 1:30 base CD (so a shut-down cruiser is not effective either). RSP is an "oh sh*t" ability that only works every 2:45. DEM doesn't help survivability. Engi team has no synergy in the place of the double tact team builds.
Bottom line: All tanking cruisers are getting nerfed with no way to compensate, should the Aux2Bat nerf come to pass.
[Continued...]
Okay. Fine. Let's think outside the box. If we can't hull/shield tank with a cruiser, can we make it a DPS/speed tanking cruiser like an escort? Let's take 2 copies of EPtW and a copy of APB. Because EPtW will interfere with all other EPtX abilities, we can't use EPtEngines to do damage and run around at the same time. So our other option is Aux2Damp. However, it would share a 10 second CD with other copies of Aux2X. So we have speed and damage...and some healing if we throw in Aux2SIF. So far so good. However, our tanking would truly suffer since we can no longer rely on EPtS. HE and TSS would have to suffice for this build (and Tact. Team).
However, is this build effective? Cruisers don't exactly have the same defense rating as an escort, nor the means to do as much damage. Without EPtS, I'm feeling a bit naked here...
Okay. So let's say I'm uncomfortable with the idea of a speedy DPS cruiser. Is it possible to build a sheer crowd control cruiser? As the saying goes: "If I can't have [speed, DPS, etc.], they can't have it either!"
Let me just say right now that I have indeed tried out this build before. A cruiser dedicated to double Warp Plasma and tractor beaming in between. It was amazing because during the initial tests, it caught my fleetmates by utter surprise. Their escorts were completely immobilized by the warp plasma over and over again. A tractor beam in between the warp plasma gave me the opportunity to chain these abilities together to devastating effect.
However, like all good things, it didn't last. Soon, the escorts fell in line with abilities such as APO and HE. Some even gravitated towards Polarize Hulls...all of which made them immune to movement control effects...following which (luckily), I only had my tanking abilities to fall back to. Other than that, there was no way I could kill them.
I suppose the second bottom line is that: we're all complaining about these Engi Boff changes because the ships that use Engi boffs (namely cruisers) have nothing to fall back on after tanking. Optimizing weapons sacrifices too much survivability and crowd control for powers nowhere near escort levels. Optimizing movement crowd control sacrifices damage, speed, and now, tanking as well, for some holds once in a blue moon. Not worth it imo.
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All hands! Prepare the popcorn and tinfoil hats!
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I think the "nerf" is that Tholian T4 powers give you bonuses from aux power. It' like extra tac console,maybe two if you have high aux. So A2B user won't benefit from that.
And indeed, original A2B shared cooldown with Emergency powers, because they all were "battery subsystem". But now it does share cooldown with auxiliary powers.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I use aux to bat and tech doffs... still I have to honestly say there sort of bs.
Tech doffs should probaly give about half what they do if they give anything frankly.
If things like DEM is terrible because it has a overly long cool down for the only so so dmg it provides... perhaps its time to give it a 15s up time and 45s cool down or some such similer thing... of course then you have to remove or nerf the also broken francis doff.
In any event... it does really suck imo that Cryptics balance for cruisers involves doffs.
I think the "nerf" is that Tholian T4 powers give you bonuses from aux power. It' like extra tac console,maybe two if you have high aux. So A2B user won't benefit from that.
And indeed, original A2B shared cooldown with Emergency powers, because they all were "battery subsystem". But now it does share cooldown with auxiliary powers.
It really depends on how they implement the T4 powers. If it takes an instance of the Aux power levels and uses that for the duration of the skill, then A2B users would have no problem bumping up their Aux powers for that moment to utilize that power and then drain it all down when it's done. (Hazard emitters are a good example of this)
If they're powers that persistently check back at the Aux power rating to reflect benefits, then A2B users will have trouble utilizing the benefits (TSS is a good example of this).
I use aux to bat and tech doffs... still I have to honestly say there sort of bs.
Tech doffs should probaly give about half what they do if they give anything frankly.
If things like DEM is terrible because it has a overly long cool down for the only so so dmg it provides... perhaps its time to give it a 15s up time and 45s cool down or some such similer thing... of course then you have to remove or nerf the also broken francis doff.
In any event... it does really suck imo that Cryptics balance for cruisers involves doffs.
Well, I can't say my build isn't exactly...broken or anything. I mean...every skill I have is as if I have 2 copies of them. I mean like...I have 1 minute CD on RSP...30 second CD on EPtS3...15s on TT. Haz emits every 20s? Maybe I'll throw in a APO every 30 seconds just for kicks.
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All hands! Prepare the popcorn and tinfoil hats!
As for this possible rumor, I hope not. My D'kora has never been effective than it has since I switched to that build.
Mine has been effective before. To be serious, with aux to bat I feel a bit like cheating (at least in PvE, never tried it in PvP). Its insane what I can do with the D'kora. I even outdamage my beloved Guramba sometimes with spamming that DEM3, cycling EptW, Omega and CRF1. Additional I have a lot more resistance due to being able using RSP and Hazard Emitters more often. Rest of healing comes from the Borg set. I could even tank Donatra until she died before the cloaking buff.
At the moment I see not point in flying escorts as long as I have a D'kora. The damage with the build above is in range of top tier escorts, just the turning is sometimes a problem. But as I heard from tribble, they buff rcs consoles...
Of course D'kora and JHEC are special cruiser, but they are showing how imbalanced cruisers can become with aux to bat.
It really depends on how they implement the T4 powers. If it takes an instance of the Aux power levels and uses that for the duration of the skill, then A2B users would have no problem bumping up their Aux powers for that moment to utilize that power and then drain it all down when it's done. (Hazard emitters are a good example of this)
If they're powers that persistently check back at the Aux power rating to reflect benefits, then A2B users will have trouble utilizing the benefits (TSS is a good example of this).
The current version just gives you stat bonus scaled for you aux power. It's passive bonus to weapon training / energy weapon training/ projectile training. So obviously a ship that sits on 5-10 aux whole time won't get much out of it.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
The current version just gives you stat bonus scaled for you aux power. It's passive bonus to weapon training / energy weapon training/ projectile training. So obviously a ship that sits on 5-10 aux whole time won't get much out of it.
Oo! That's interesting. This would help out Sci officers that go in with full Aux powers. I wonder how much it scales though. I might just run a cruiser with EPtAux :rolleyes:
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Mine has been effective before. To be serious, with aux to bat I feel a bit like cheating (at least in PvE, never tried it in PvP). Its insane what I can do with the D'kora. I even outdamage my beloved Guramba sometimes with spamming that DEM3, cycling EptW, Omega and CRF1. Additional I have a lot more resistance due to being able using RSP and Hazard Emitters more often. Rest of healing comes from the Borg set. I could even tank Donatra until she died before the cloaking buff.
At the moment I see not point in flying escorts as long as I have a D'kora. The damage with the build above is in range of top tier escorts, just the turning is sometimes a problem. But as I heard from tribble, they buff rcs consoles...
Of course D'kora and JHEC are special cruiser, but they are showing how imbalanced cruisers can become with aux to bat.
Ok, I guess my wording was kind of off.
My D'kora was effective before. But I've found that with an A2B build, once I got used to it, has put it at a whole new level. Be it at my normal, AoE, aggro-pulling PvE build, or my more defensive, focus-firing and healing PvP build.
It's made a surprising amount of difference, and I really hope that isn't all killed with the new changes, or this rumored nerf.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
This isn't the case on tribble, and Aux to batts already shares CD with Aux to Damps and Aux to SIF. (And if you run 2x Aux to Damps you can't realistically use either of these at all)
It also means you have by and large, really poor healing for yourself.
It can be very powerful, but it's definitely not without its downsides.
Im personally still not fully convinced of aux2bat builds, not sure why.
There are certainly pro's to using it, but there are just as much con's as well.
Advantages:
- You can run 2 EptX abilities with 100% succession pretty much full uptime.
- You can use either one or two engi powers on super fast cooldowns, DEM, RSP.
- You only need 1 Commander tac to get most things rolling for basically the effect of two
- High engine/shield thus more resistant to holds (Bonus defense matter) and Shield regen/resist
Cons:
- Pretty much all aux based abiliites are useless, or only still viable for the cleanse/immunity
- Requires 3 full doff slots for full effect.
- Running both 2 copies of EptX, and using 2 aux2bat versions begin to interfere with throwing out/activating abilities in my personal experience because of activating times. Abilities begin to fight each other. Even distribute shields is somewhat effected or has more delays because of it.
- having an RSP every minute is cool, but also in my personal experience with the matches i did in aux2bat builds in a good 5v5 premade is that its still too situational and hardly if ever taken advantage of a 1m RSP diaper vs 2 minutes. So i still put it in the disadvantage corner.
- No additional full aux backup healing with Hazard/TSS for your teammates, so its quite selfish. Requires additional compensation of healing in your team from other sources.
- Powerlevels fluctiate a bit, i guess thats not much of a problem, its kinda tricky to get the optimal balance.
- Only viable on most Cruiser-type ships with sufficient engi slots, thus most of the time you need to compensate turn rate with alot of RCS consoles thus removing any kind of hull plating etc. otherwise you do no real pressure dmg in the meanwhile because of arc issues. Not that much of a problem tho but still important to note. Although i must say it was kind of lolzy having a 40-44 turnrate on my JHEC (Without omega) its just that i didnt like the ship
Oh well, if it gets nerfed again the whole aux2bat will be total lulz again.
for how powerful it can be, its surprisingly balanced with downsides. every time i die its at least partly because of an aux deficiency. its only really usable on ships that are other wise sub par anyway, or cant be tactically dangerous at all without it. thats all its good for, helping cruisers be more like something they are not. it does not make what they are good at, better.
the rumor is not true, sounds like someone is confused. AtB used to be on the EPt cooldown system, and got moved to the AtS/AtD system. at that moment 2 AtB builds because possible, and the rest is history
the rumor is not true, sounds like someone is confused. AtB used to be on the EPt cooldown system, and got moved to the AtS/AtD system. at that moment 2 AtB builds because possible, and the rest is history
Thanks for clearing that up, I hope I dont hear anything else about it in game, it was a nasty rumor...
Just picked up my fleet sovvie and have 2XAux2Bat on it. Managed to get an hour of game time in (lag was terrible since the last patch) and despite the teething issues that come with any new ship, let alone build, I have to confess its working a treat. The ship is very resilient though I have noticed something interesting: When I use one of the Aux2Bat the second goes on a cool down for only 10 seconds whilst the one used is out for 30 second or more.
Admittedly, I do not have three Technician Doffs, only three Purprle Conn Officer Doffs (two the same skill whilst the third in evasive manuvers) yet so far so good, I cant complain just yet. What type of Technicians does one need in order to make the Aux2Bat even more useful?
Thanks.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Just picked up my fleet sovvie and have 2XAux2Bat on it. Managed to get an hour of game time in (lag was terrible since the last patch) and despite the teething issues that come with any new ship, let alone build, I have to confess its working a treat. The ship is very resilient though I have noticed something interesting: When I use one of the Aux2Bat the second goes on a cool down for only 10 seconds whilst the one used is out for 30 second or more.
Admittedly, I do not have three Technician Doffs, only three Purprle Conn Officer Doffs (two the same skill whilst the third in evasive manuvers) yet so far so good, I cant complain just yet. What type of Technicians does one need in order to make the Aux2Bat even more useful?
Thanks.
Ugh, you understand that the build does not have the effect without those three/two technicians aye ? Because these are what makes the build great...
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Ugh, you understand that the build does not have the effect without those three/two technicians aye ? Because these are what makes the build great...
Yes, I do understand that. Hence why I am asking what three technicians are people generally referring too. As I stated, I just picked up the ship. I am trying to build it properly but have never done an Aux2Battery build before.
With regards to the technicians, I realize at first it may sound like a stupid question, but as I mentioned in my original post, I have three conn officers but only two share the same skills whilst the third as stated - lowers evasive manuvers cd time.
So my question again is, what three technicians would be best, other than purple quality of course. Thanks.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Well those technicians that reduce the cooldown of abilities when A2B ability is used. Those one you get from nebulae doffin
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Not all A2B builds are completely selfish. Because of the sufficiency of one copy of EPtS3, I was able to use the Commander Engi slot for extend shields or anything else for the team. Because you run with high shields power, you're granting a buddy of your choice more than 50% damage resistance to everything.
Indeed, we are unable to heal people using Aux abilities. However, that is the reason I also carry around an Engi Team and Sci Team. Sure, they don't work all at the same time, but every 15 seconds, we have a choice between the 3. Also, with a bit of power manipulation, remember that Hazard Emitters are also still effective as long as you cast with a high aux power that instance. After the cast, feel free to drain aux2bat anytime.
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All hands! Prepare the popcorn and tinfoil hats!
Not all A2B builds are completely selfish. Because of the sufficiency of one copy of EPtS3, I was able to use the Commander Engi slot for extend shields or anything else for the team. Because you run with high shields power, you're granting a buddy of your choice more than 50% damage resistance to everything.
Indeed, we are unable to heal people using Aux abilities. However, that is the reason I also carry around an Engi Team and Sci Team. Sure, they don't work all at the same time, but every 15 seconds, we have a choice between the 3. Also, with a bit of power manipulation, remember that Hazard Emitters are also still effective as long as you cast with a high aux power that instance. After the cast, feel free to drain aux2bat anytime.
Battery cd quartermaster doff makes sure an Aux batt is up on the regular. Another few million for a blue on an already potentially pricey doff roster, and yet another doff slot, so YMMV.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Well those technicians that reduce the cooldown of abilities when A2B ability is used. Those one you get from nebulae doffin
Where is nebulae doffin? I thought the exchange was where you purchased all Doffs? Thanks in advance.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Where is nebulae doffin? I thought the exchange was where you purchased all Doffs? Thanks in advance.
It's the result of running the colonial chain doff missions through to completion in the several exploration clusters. You end up with a final repeatable doff mission known as 'Support' (Support Colonial Efforts in ...) that on a critical success gives you a specific bound purple doff for each faction/cluster. It's one of the cheaper ways to grind out several of the more useful legacy doffs.
Where is nebulae doffin? I thought the exchange was where you purchased all Doffs? Thanks in advance.
Nebula doffing is where you complete all of the colonization chains to get the Very Rare doffs (and an army of refugees) from a critical success on the repeatable. The doff in B'Tran is a Liberated Borg (Caitian for Fed, Gorn for KDF) Technician with the Aux2Batt active ability (and, in the Caitian's case, fairly nice traits all around). Thus saving you millions of EC for your builds.
Battery cd quartermaster doff makes sure an Aux batt is up on the regular. Another few million for a blue on an already potentially pricey doff roster, and yet another doff slot, so YMMV.
Wow! Good tip! :cool:
Further analysis: So with this Doff setup, it's possible for almost any ship to run the A2B setup...and I fear the implications. However, it also means that ships that have a variety of doff seating will benefit from this more than those that have a 3 doff setup in one expertise. Also, we'll be running with low Aux power, so science officers need to be wary of which skills rely on aux power(HE/TSS) and which ones don't (Viral Matrix/Sci Team).
EDIT: Okay so apparently I read wrong. I just tested the Quartermaster doff and it does not reduce the CD of Aux2Bat. However, if you are carrying Aux batteries, you'll be able to use them more often for Aux2Bat.
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All hands! Prepare the popcorn and tinfoil hats!
on fed side, you can get a tech doff from the tier 4 eng doff store. if you ever plan on using an AtB build, start grinding btran now. the exchange is pricy
Comments
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This isn't the case on tribble, and Aux to batts already shares CD with Aux to Damps and Aux to SIF. (And if you run 2x Aux to Damps you can't realistically use either of these at all)
It also means you have by and large, really poor healing for yourself.
It can be very powerful, but it's definitely not without its downsides.
Indeed. I vaguely remember before I switched to a A2B build, it used to be that it shared a CD with EPtS and EPtW. I don't remember what the shared CD was, but it was enough for me to determine that at the time, A2B wasn't viable in my build (at the time).
However currently, A2B only shares cooldown with Aux2SIF and Aux2Damp. If they change it back to it's original state, it would be devastating to both my Assault Cruiser Refit and JHEC. Not only that, but people have invested EC in the millions just to make the A2B build effective (3 rare/very rare Technicians).
Amongst the 3 departments, Engi boff abilities trip over each other the most. Tact. Boffs could stack torpedo buffs on top of beam buffs and maneuver buffs effortlessly. Almost all Sci abilities operate side by side. But when you use Engi skills, all EPtX abilties trip over each other and Aux abilities trip over each other.
If EPtX and Aux abilities all trip over each other, everyone in a cruiser would have to resort back to double-double stacking abilities (already ineffective by itself now) and other ways to survive a tacscort alpha strike - thus effectively TRIBBLE over all cruisers.
Aceton Beams have too long of a CD to be effective and is only single target, 130 degree arc (90 on holodeck). Warp Plasma is no good, as it is hard to land. Even if it does hit, everyone trolls all over it with APO and/or HE. Boarding Parties are too slow and are easily removed by Tac. Team...not to mention a 1:30 base CD (so a shut-down cruiser is not effective either). RSP is an "oh sh*t" ability that only works every 2:45. DEM doesn't help survivability. Engi team has no synergy in the place of the double tact team builds.
Bottom line: All tanking cruisers are getting nerfed with no way to compensate, should the Aux2Bat nerf come to pass.
[Continued...]
Okay. Fine. Let's think outside the box. If we can't hull/shield tank with a cruiser, can we make it a DPS/speed tanking cruiser like an escort? Let's take 2 copies of EPtW and a copy of APB. Because EPtW will interfere with all other EPtX abilities, we can't use EPtEngines to do damage and run around at the same time. So our other option is Aux2Damp. However, it would share a 10 second CD with other copies of Aux2X. So we have speed and damage...and some healing if we throw in Aux2SIF. So far so good. However, our tanking would truly suffer since we can no longer rely on EPtS. HE and TSS would have to suffice for this build (and Tact. Team).
However, is this build effective? Cruisers don't exactly have the same defense rating as an escort, nor the means to do as much damage. Without EPtS, I'm feeling a bit naked here...
Okay. So let's say I'm uncomfortable with the idea of a speedy DPS cruiser. Is it possible to build a sheer crowd control cruiser? As the saying goes: "If I can't have [speed, DPS, etc.], they can't have it either!"
Let me just say right now that I have indeed tried out this build before. A cruiser dedicated to double Warp Plasma and tractor beaming in between. It was amazing because during the initial tests, it caught my fleetmates by utter surprise. Their escorts were completely immobilized by the warp plasma over and over again. A tractor beam in between the warp plasma gave me the opportunity to chain these abilities together to devastating effect.
However, like all good things, it didn't last. Soon, the escorts fell in line with abilities such as APO and HE. Some even gravitated towards Polarize Hulls...all of which made them immune to movement control effects...following which (luckily), I only had my tanking abilities to fall back to. Other than that, there was no way I could kill them.
I suppose the second bottom line is that: we're all complaining about these Engi Boff changes because the ships that use Engi boffs (namely cruisers) have nothing to fall back on after tanking. Optimizing weapons sacrifices too much survivability and crowd control for powers nowhere near escort levels. Optimizing movement crowd control sacrifices damage, speed, and now, tanking as well, for some holds once in a blue moon. Not worth it imo.
All hands! Prepare the popcorn and tinfoil hats!
As for this possible rumor, I hope not. My D'kora has never been effective than it has since I switched to that build.
And indeed, original A2B shared cooldown with Emergency powers, because they all were "battery subsystem". But now it does share cooldown with auxiliary powers.
Tech doffs should probaly give about half what they do if they give anything frankly.
If things like DEM is terrible because it has a overly long cool down for the only so so dmg it provides... perhaps its time to give it a 15s up time and 45s cool down or some such similer thing... of course then you have to remove or nerf the also broken francis doff.
In any event... it does really suck imo that Cryptics balance for cruisers involves doffs.
It really depends on how they implement the T4 powers. If it takes an instance of the Aux power levels and uses that for the duration of the skill, then A2B users would have no problem bumping up their Aux powers for that moment to utilize that power and then drain it all down when it's done. (Hazard emitters are a good example of this)
If they're powers that persistently check back at the Aux power rating to reflect benefits, then A2B users will have trouble utilizing the benefits (TSS is a good example of this).
Well, I can't say my build isn't exactly...broken or anything. I mean...every skill I have is as if I have 2 copies of them. I mean like...I have 1 minute CD on RSP...30 second CD on EPtS3...15s on TT. Haz emits every 20s?
All hands! Prepare the popcorn and tinfoil hats!
Mine has been effective before. To be serious, with aux to bat I feel a bit like cheating (at least in PvE, never tried it in PvP). Its insane what I can do with the D'kora. I even outdamage my beloved Guramba sometimes with spamming that DEM3, cycling EptW, Omega and CRF1. Additional I have a lot more resistance due to being able using RSP and Hazard Emitters more often. Rest of healing comes from the Borg set. I could even tank Donatra until she died before the cloaking buff.
At the moment I see not point in flying escorts as long as I have a D'kora. The damage with the build above is in range of top tier escorts, just the turning is sometimes a problem. But as I heard from tribble, they buff rcs consoles...
Of course D'kora and JHEC are special cruiser, but they are showing how imbalanced cruisers can become with aux to bat.
The current version just gives you stat bonus scaled for you aux power. It's passive bonus to weapon training / energy weapon training/ projectile training. So obviously a ship that sits on 5-10 aux whole time won't get much out of it.
Oo! That's interesting. This would help out Sci officers that go in with full Aux powers. I wonder how much it scales though. I might just run a cruiser with EPtAux :rolleyes:
All hands! Prepare the popcorn and tinfoil hats!
Ok, I guess my wording was kind of off.
My D'kora was effective before. But I've found that with an A2B build, once I got used to it, has put it at a whole new level. Be it at my normal, AoE, aggro-pulling PvE build, or my more defensive, focus-firing and healing PvP build.
It's made a surprising amount of difference, and I really hope that isn't all killed with the new changes, or this rumored nerf.
Im personally still not fully convinced of aux2bat builds, not sure why.
There are certainly pro's to using it, but there are just as much con's as well.
Advantages:
- You can run 2 EptX abilities with 100% succession pretty much full uptime.
- You can use either one or two engi powers on super fast cooldowns, DEM, RSP.
- You only need 1 Commander tac to get most things rolling for basically the effect of two
- High engine/shield thus more resistant to holds (Bonus defense matter) and Shield regen/resist
Cons:
- Pretty much all aux based abiliites are useless, or only still viable for the cleanse/immunity
- Requires 3 full doff slots for full effect.
- Running both 2 copies of EptX, and using 2 aux2bat versions begin to interfere with throwing out/activating abilities in my personal experience because of activating times. Abilities begin to fight each other. Even distribute shields is somewhat effected or has more delays because of it.
- having an RSP every minute is cool, but also in my personal experience with the matches i did in aux2bat builds in a good 5v5 premade is that its still too situational and hardly if ever taken advantage of a 1m RSP diaper vs 2 minutes. So i still put it in the disadvantage corner.
- No additional full aux backup healing with Hazard/TSS for your teammates, so its quite selfish. Requires additional compensation of healing in your team from other sources.
- Powerlevels fluctiate a bit, i guess thats not much of a problem, its kinda tricky to get the optimal balance.
- Only viable on most Cruiser-type ships with sufficient engi slots, thus most of the time you need to compensate turn rate with alot of RCS consoles thus removing any kind of hull plating etc. otherwise you do no real pressure dmg in the meanwhile because of arc issues. Not that much of a problem tho but still important to note. Although i must say it was kind of lolzy having a 40-44 turnrate on my JHEC (Without omega) its just that i didnt like the ship
Oh well, if it gets nerfed again the whole aux2bat will be total lulz again.
the rumor is not true, sounds like someone is confused. AtB used to be on the EPt cooldown system, and got moved to the AtS/AtD system. at that moment 2 AtB builds because possible, and the rest is history
Thanks for clearing that up, I hope I dont hear anything else about it in game, it was a nasty rumor...
Admittedly, I do not have three Technician Doffs, only three Purprle Conn Officer Doffs (two the same skill whilst the third in evasive manuvers) yet so far so good, I cant complain just yet. What type of Technicians does one need in order to make the Aux2Bat even more useful?
Thanks.
Ugh, you understand that the build does not have the effect without those three/two technicians aye ? Because these are what makes the build great...
Yes, I do understand that. Hence why I am asking what three technicians are people generally referring too. As I stated, I just picked up the ship. I am trying to build it properly but have never done an Aux2Battery build before.
With regards to the technicians, I realize at first it may sound like a stupid question, but as I mentioned in my original post, I have three conn officers but only two share the same skills whilst the third as stated - lowers evasive manuvers cd time.
So my question again is, what three technicians would be best, other than purple quality of course. Thanks.
A crit on B'Tran gets you the purple.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Indeed, we are unable to heal people using Aux abilities. However, that is the reason I also carry around an Engi Team and Sci Team. Sure, they don't work all at the same time, but every 15 seconds, we have a choice between the 3. Also, with a bit of power manipulation, remember that Hazard Emitters are also still effective as long as you cast with a high aux power that instance. After the cast, feel free to drain aux2bat anytime.
All hands! Prepare the popcorn and tinfoil hats!
Battery cd quartermaster doff makes sure an Aux batt is up on the regular. Another few million for a blue on an already potentially pricey doff roster, and yet another doff slot, so YMMV.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Where is nebulae doffin? I thought the exchange was where you purchased all Doffs? Thanks in advance.
It's the result of running the colonial chain doff missions through to completion in the several exploration clusters. You end up with a final repeatable doff mission known as 'Support' (Support Colonial Efforts in ...) that on a critical success gives you a specific bound purple doff for each faction/cluster. It's one of the cheaper ways to grind out several of the more useful legacy doffs.
http://www.stowiki.org/Assignment_chain:_Colonization
Nebula doffing is where you complete all of the colonization chains to get the Very Rare doffs (and an army of refugees) from a critical success on the repeatable. The doff in B'Tran is a Liberated Borg (Caitian for Fed, Gorn for KDF) Technician with the Aux2Batt active ability (and, in the Caitian's case, fairly nice traits all around). Thus saving you millions of EC for your builds.
Wow! Good tip! :cool:
Further analysis: So with this Doff setup, it's possible for almost any ship to run the A2B setup...and I fear the implications. However, it also means that ships that have a variety of doff seating will benefit from this more than those that have a 3 doff setup in one expertise. Also, we'll be running with low Aux power, so science officers need to be wary of which skills rely on aux power(HE/TSS) and which ones don't (Viral Matrix/Sci Team).
EDIT: Okay so apparently I read wrong. I just tested the Quartermaster doff and it does not reduce the CD of Aux2Bat. However, if you are carrying Aux batteries, you'll be able to use them more often for Aux2Bat.
All hands! Prepare the popcorn and tinfoil hats!