...even if it might offer an alternative or make something else better too. :P
Since there seems to be a necro'd thread gaining new life, I decided to make a new thread for the typical back and forth about Aux2Batt w/Technicians... I specify "w/Technicians" as none of us are actually discussing the power itself, since the power itself is mediocre at best and a self-inflicted debuff as worst.
So here are you prompts:
- Aux2Batt w/Technicians is OP because nothing else is more powerful/effective, and/or the new thing makes it moreso.
- Aux2Batt w/Technicians is OP because there are no counters to Aux2Batt w/Technicians, and/or the new thing removes a counter.
- Aux2Batt w/Technicians is OP because there is no downside to using Aux2Batt w/Technicians, and/or the new thing removes the downside.
- New things that add cooldown reduction just make Aux2Batt w/Technicians worse, because it makes cooldowns shorter.
- New things that make Engineering powers better make Aux2Batt w/Technicians worse, because it's an Engineering power.
Have fun, but please stick to discussing only things that are new at the time of posting... this is Tribble, and our General Discussion and Feedback needs to stay related to what's being tested so that we are providing useful information. Thanks all.
Comments
1. Aux2Battery cripples your Nukara T5 traits and costs you the 4th [Amp] Bonus thus decreasing your DPS / Burst damage, unless you run Aux Batteries or the like.
2. Subnuke + DOFF, TIF, Target Aux, Drain... there's a reason why Aux2Bat builds are rarely seen in Premade PvP teams.
3. See 1. And you can't use Aux2Id / Aux2Sif on a dual Aux2Bat build. Most Aux related science skills will suffer, too.
4. There is a global CD. You may spare your 3rd technican, ofc. But Non-Aux2Bat builds profit, too.
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As per last time:
Sorry, but I disagree. Aux2Bat makes engineering-heavy ships bearable. If you already have a ship with 5 tactical boff abilities you won't need it, but if you have 2-3 Aux2Bat is a huge boost.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Last sentence of first paragraph - don't worry, someone missed it last time as well.
Well everyone is entitled to their opinion. My is if you want to fly or have the damage of an escort, fly an escort. The problem with cruiser is not cruiser, it is game mechanics. If NPCs hit hard and cruiser had built in threat mechanic and were player as tanks as they should be, the mechanic would be fixed. Now I am not saying people have to be tanks in a cruiser, but let's face it every mom with character with high resistance and high bit points are tanks, this really needs to be fixed in this game.
Theres no point in flying a cruiser to " tank " the damage when an escort can tank all the damage just as well as a cruiser can. When its at the point a escort can tank just as much as a crusier but output more damage than a crusier cause of 1 - 2 tact abilities only, then an entire class of ships is rendered useless.
A2B+Doffs is fine. It makes low tact crusiers usable in dps race PVE and if you want min-max dps you'll use a heavy tact ability ship, like a scim, without a2b+doffs.
You have to pick and choose. I run my Mirror Voquv with a2b+doffs. But my Bortas is an all beam DCE doff beamboat.
Some things work for specific things. If people want to shoot themselves in the foot by applying a build thats subpar on a specific ship over a more optimal build. Well thats their fault.
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1. I t has been proven that dual aux2bat lets your aux power float up, and frankly, a 3.3% loss of damage bonus is TRIBBLE.
2. I run a very heavy drain build, and, even if I go for a crippling aux combination, it's hard to pull off because the constant globals on ET/ST/TT clear subnuke and drains.
3. But you can run all sorts of heals left and right at global CD, and some other abilities to survive.
Frankly, it about time to put the aux2bat+technician problem to rest because the ships that can use it double their boff abilites. It's already on a couple of dev's sights to be dealt with, so its days are counted.
I do have to ask, is the threat skill in the skill tree broken or something? Doesn't it increase threat while improving damage resistance or is it so pitiful no one bothers to spend skill points in it?
Granted the dev comment on it said they have their eye on it and they dislike it, but he also said they won't do anything to it until they have the " right fix to it. " Dev's own words. Please don't make me dig through threads to find it again. I just recall every response to the post in the thread was people misreading his comment and freaking out. When he said, " The right fix to it. " and they misread it to, " The right to fix it. "
I'm pretty confident they won't alter it until they manage to do something to make low tact slot cruisers more desirable as a2b+doffs helps these ships out the most. Its not as much as keeping everything on global for this as much as it lets low tact slot ships like Gal-X etc not be useless in a ton of content.
EDIT: Found it.
Originally Posted by adjudicatorhawk View Post
We actually really don't like A2B, but it's a bit of a "third rail" situation. When we have the right fix to it, someday, we'll probably possibly maybe make it.
Yes, I did notice the console on tribble to reduce the cd even further. I want it, but I also see that it would abuse the CD even further.
Personally I think the doffs should only effect tactical slots. Because there comes a point when having too many tactical slots on gcd it becomes redundant. Alot of people's issues is it sets everything on gcd. Sci and Eng skills alike. The entire point for alot of people to use this is to make older cruisers more viable by giving more tactical slots for abilities; Which only have sometimes a lt. Tactical and thats it, if you're lucky a universal ensign as well. It'd be less desirable on a ship like the scim if it only reduced CDs on tact abilities. Because you really don't need more than tactical team, cannon/beam power of your choice, and an attack pattern and you'd be giving up 2x Lt. Engineer slots just to do it only for tactical slots. It makes it less tasty.
And yeah, that consoles will be nice. I'll slap it on my 3x DCE Doff bort beam boat and make sure theres no couple of second overlap on EptW3 and EptS2. ;p