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A2B and Tac Team not working properly?

ryakidrysryakidrys Member Posts: 830 Arc User
edited July 2014 in Federation Discussion
I long absent fleetmate returned to the game recently. He was struggling with one of his ships builds and it was suggested he explore using A2B. Last night, he told us that something was wrong with A2B. I went to check it out. The one skill I depend upon more than anything else is tactical team. So, I hopped on a toon with a ship using an A2B setup. The tactical team seemed to be running fine, but only when tactical initiative was running. When it stopped running, tac team recharge was being reduced by about a total of 10 seconds, about 5 seconds per A2B activation. Usually, tac team is active for about 10 seonds. Global cooldown, the minimum you can achieve is 15 seconds after activation before it can be activated again. That leaves 5 seconds with tac team not running out of 15, but still cooling down, if A2B is working properly. Previously, this did function that way with A2B. I had been wanting to try switching away from A2B on both of the ship builds, and this helped spurr me to do that for one toon, but I have yet to collect the needed DOFFs for the other toon to properly switch. I slotted a conn officer for now to make up the difference.
I did not take the time to see if anything else was affected similarly.
I checked this on a tac kilingon and a Fed engineer, and was able to replicate the symptoms on both toons.

Has anyone else seen that tac team cooldown is reduced by only 5 seconds per A2B activation giving it about a 20 second cooldown using A2B? Is it just Tac Team that is affected?
Post edited by ryakidrys on

Comments

  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited July 2014
    Never seen that before. Are you sure both A2B and TT have full skill points put into them?
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  • ddemlongddemlong Member Posts: 294
    edited July 2014
    Its been that way for a while now. If you do not have a Conn Ofc equipped TT will cool staggered. Approximately 5 seconds apart from one another once you have the A2B cycling.
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  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited July 2014
    ddemlong wrote: »
    Its been that way for a while now. If you do not have a Conn Ofc equipped TT will cool staggered. Approximately 5 seconds apart from one another once you have the A2B cycling.

    Is anything else affected similarly, not reaching global cooldown after 2 activations of A2Bx?
  • edited July 2014
    This content has been removed.
  • hyefatherhyefather Member Posts: 1,286 Arc User
    edited July 2014
    ryakidrys wrote: »
    Is anything else affected similarly, not reaching global cooldown after 2 activations of A2Bx?

    Yeap, I believe its been this way before even the Risa event.
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Double aux2bat will always trigger global cooldowns on abilities with cool downs 45 seconds or greater.

    When you try to "double aux2bat" 30 second cooldowns you will make the global up to the third rotation then it begins to desync and all 30 second cooldowns will be delayed to their global cool down by about 5 seconds.

    This is how it's always been...most people don't realize there is this desyncing and assume aux2bat=global for everything all the time.

    Anyways, cheers
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  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited July 2014
    I guess I had never fully noticed that tac team would only get about 10 seconds reduced from it's cooldown with A2B setups. That significantly affects my thinking with concern to setting up ship builds, especially for tanking builds.

    Thanks for the replies everyone!
  • edited July 2014
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