After having played all three careers, i noticed that some of the sci and eng powers have a 1 minute cooldown, compared to 30/45 seconds tactical side.
For instance, GW and DEM have 1 minute. When i'm doing solo missions, or even stf's, i find myself sometimes just going pew pew, waiting for the cooldowns or just killing enemies without those abilities (solo) in between the cooldowns. Whereas when on my tac, at times i wish i had more than 2 hands because of all the abilities to fire.
Any of you have the same feeling about this ? Or am i doing something wrong ?
Just checked on my sci toon to see whether skills tree points may have something to do with it but no, skills with same points in them render different tac and sci/eng cooldowns.
However, as I've got multiples of sci skills in that toon, the effective cooldown is 30 seconds toggling between the two... means using two slots rather than one. But with some of the endgame skills having cooldowns of up to three minutes I never really noticed before.
This does raise some awkward questions though: is the cooldown meant to represent effectiveness? If so, then shouldn't some of those offensive sci skills (e.g. Grav Well 3) deal more damage than their tac Cmdr counterparts? And is this another part of why people don't like to do sci builds, because not only it does less damage per 'use' but also takes longer to use again?
Yea i was thinking something along that line too. Or reduce cooldown (which would probably entail reducing the duration of the effect). This way you get to use them more often, and probably be able to time them better i guess.
Also, i hadn't thought of having 2 copies of these abilities, so i think i'll try that, see how that works out. Thanks.
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Just checked on my sci toon to see whether skills tree points may have something to do with it but no, skills with same points in them render different tac and sci/eng cooldowns.
However, as I've got multiples of sci skills in that toon, the effective cooldown is 30 seconds toggling between the two... means using two slots rather than one. But with some of the endgame skills having cooldowns of up to three minutes I never really noticed before.
This does raise some awkward questions though: is the cooldown meant to represent effectiveness? If so, then shouldn't some of those offensive sci skills (e.g. Grav Well 3) deal more damage than their tac Cmdr counterparts? And is this another part of why people don't like to do sci builds, because not only it does less damage per 'use' but also takes longer to use again?
Yea i was thinking something along that line too. Or reduce cooldown (which would probably entail reducing the duration of the effect). This way you get to use them more often, and probably be able to time them better i guess.
Also, i hadn't thought of having 2 copies of these abilities, so i think i'll try that, see how that works out. Thanks.