I'm not sure how to best phrase my question...but I hope the idea gets across well.
I just came back to the game; pve has long since been conquered to my satisfaction...30k ise with cannons, and pvp was where I left off.
I flew a Plesh brek whose out heals were aux2sif, tactical team and hazard emitters. My internal heals were the aforementioned. Plus rsp, emergency power to shields and 2p borg set.
It did pretty fair, but upon returning I felt more like a liability without much to give my team. I came back with just enough zen/ec to pick up an avenger.
The avenger went the aux2bat route with the external heals tactical team, hazard emitters and engineering team. Internal being rsp, epts, and 2p borg. The ship could do some spot heals, take huge punishment and keep up with average to poor players, but again I felt like I wasn't contributing enough to my team
Last ship I was flying was a fully loaded wells. 2p and 3p complete with full heals. Aux2sif with doffs, sci teamx2 engineering teamx2, extend shield, hazard emitters, tactical team.
The problem is that my teammates lack the firepower to capitalize or I'd be paired with another healer. Healers make or break matches. But a match cannot be one without dps
I always pug my games, sometimes I lose, sometimes I win...i have fun regardless. I'm wondering if I should play selfishly and keep my heals to myself for when I get those all so fun 1v1 dog fights (so tempting to use a tbr separation strategy, for more of those). Or there is some unwritten rule that the pros abide by when playing with pugs?
Also, when running an aux2dampener build, what heals matter most to you?
if im not being shot at i throw heals as often as possible, no mater what im in. if i don't need them, and it looks relatively likely im not going to need them in the next 15 seconds, they are more helpful being used on someone else then sitting there.
if im not being shot at i throw heals as often as possible, no mater what im in. if i don't need them, and it looks relatively likely im not going to need them in the next 15 seconds, they are more helpful being used on someone else then sitting there.
When doing DPS it's harder bc you have to chose when to be selfish and when to not be. Sometimes its as easy as following a teammates target. Other times its about tossing what little heals you have and watching your back as you're now vonerable
^ And this
As a damage dealer, I try to choose my heals/resists carefully when tossing them. Like DDIS said, if I don't need them in the next few seconds, I'll toss them to someone who does. But I have to be smart about it. If a guy is at 85% hull, but failing shields, I'm probably not going to toss a hazards; I'll switch power to aux and throw my TSS. Maybe a tac team, if theirs has just gone away. That let's me save the hazard for another teammate, or myself if I suddenly get switch-targeted. I'll even toss a Tactical Initiative to a teammate if they have been subnuked and it hasn't been cleared in a couple seconds by a sci team; that at least helps the cooldowns of their own Tac teams, Omegas, Deltas so they can keep their resists/shields up and rotating.
You can also help a teammate both offensively and defensively, like tac team or Delta. If you're focusing an enemy and notice them shooting at a specific teammate, toss a Delta to that teammate. They get a nice resist, and between tac teams your enemy will be majorly debuffed, for your whole team to shoot at and make nice 'splosions in space.
So in short, if I think it will help and I don't need it immediately, I'll toss it.
Personally, I find that I don't like to throw my Hazard Emitter in PUGs because it's too flashy. It immediately advertises to the enemy, "Look, that guy just blew his HE!". My ship will inevitably be engulfed in 80 plasma fires 10 seconds later and the PUGs will almost certainly not return the favor. And nobody was even using any plasma or warp poo. Frikken plasma fires.
A long time ago there was a function called "assist targets target" or something like that (in fact the option is stil there, it just doesn't work any more since season 2 I believe).
With that active every heal that could be casted at another ship would go to your targets target. That helped a lot.
But someone broke it... Or it was considered op I don't know, I really want that back....
Comments
^ This
^ And this
As a damage dealer, I try to choose my heals/resists carefully when tossing them. Like DDIS said, if I don't need them in the next few seconds, I'll toss them to someone who does. But I have to be smart about it. If a guy is at 85% hull, but failing shields, I'm probably not going to toss a hazards; I'll switch power to aux and throw my TSS. Maybe a tac team, if theirs has just gone away. That let's me save the hazard for another teammate, or myself if I suddenly get switch-targeted. I'll even toss a Tactical Initiative to a teammate if they have been subnuked and it hasn't been cleared in a couple seconds by a sci team; that at least helps the cooldowns of their own Tac teams, Omegas, Deltas so they can keep their resists/shields up and rotating.
You can also help a teammate both offensively and defensively, like tac team or Delta. If you're focusing an enemy and notice them shooting at a specific teammate, toss a Delta to that teammate. They get a nice resist, and between tac teams your enemy will be majorly debuffed, for your whole team to shoot at and make nice 'splosions in space.
So in short, if I think it will help and I don't need it immediately, I'll toss it.
With that active every heal that could be casted at another ship would go to your targets target. That helped a lot.
But someone broke it... Or it was considered op I don't know, I really want that back....