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Krenim bridge officer traits, good, bad or OP

What do you think about these new boffs? I've been looking at thier traits and seems we finally have a way to lower Engineering abilitys now, not a huge cd but a cd none the less. For a federation Tac character flying a escort I was thinking about using 2 Romulan boffs from the embassy and 3 of the new Krenim boffs, 2 engineer and 1 science. As far as I can tell on paper it looks like the new krenim boffs are second best in the game atm right behind the Embassy boffs.

Now its no secret that I'm not the best at STO when it comes to data analysis. Thats why I have you guys. So what is the final word on these new boffs. They good or what? 480,000 Fleet credits and 96,000 dil isn't something I can replace overnight.

P.S. Ty again, you guys have no idea how much I rely on your info to help me with my builds. Sometimes its pure gold.

Comments

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    salazarrazesalazarraze Member Posts: 3,794 Arc User
    I plan on trying them out. I already have a ton invested in my SRO's so they aren't worth replacing. However, replacing my Humans and Saurians is worth it.
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
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    hyefatherhyefather Member Posts: 1,286 Arc User
    I plan on trying them out. I already have a ton invested in my SRO's so they aren't worth replacing. However, replacing my Humans and Saurians is worth it.

    I know exactly what you mean, I have a ton also invested in my boffs as well. Anyways we needed something that would help lower engineering abilitys. I don't like the idea of having to use 3 doffs just for my Emergency power abilitys. With these they lower all engineering abilitys though so I guess its a win win.

    Am I right to assume A2B is dead now.??????
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    nucasternucaster Member Posts: 22 Arc User
    It's not as good as you think, the reduction isn't "10%" as it states, and you get a diminishing return the more boffs you use, and it only works on the skills that you have clicked (so the second copy of something doesn't get the reduction). That said though it does help with A2D and the doff for it, it's like a 2 second down time vs a 7 second down time if you run 2 krenim engineer boffs. So I guess to answer your question, they are ok, not OP, and not completely worthless.
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    hyefatherhyefather Member Posts: 1,286 Arc User
    nucaster wrote: »
    It's not as good as you think, the reduction isn't "10%" as it states, and you get a diminishing return the more boffs you use, and it only works on the skills that you have clicked (so the second copy of something doesn't get the reduction).


    That changes everything.
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    kostamojenxkostamojenx Member Posts: 251 Arc User
    I'm going to use them to reduce Science cooldowns, since thats my biggest issue with cooldowns currently.

    Plus, the new trait from the Terran rep tree that reduces Sci cooldowns when using a Torpedo skill will add onto that, and hopefully get my science skills to global. If not, use the starship trait from the Presidio and a Fleet Deflector to finish the job.
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    farshorefarshore Member Posts: 353 Arc User
    edited October 2015
    nucaster wrote: »
    It's not as good as you think, the reduction isn't "10%" as it states, and you get a diminishing return the more boffs you use, and it only works on the skills that you have clicked (so the second copy of something doesn't get the reduction). That said though it does help with A2D and the doff for it, it's like a 2 second down time vs a 7 second down time if you run 2 krenim engineer boffs. So I guess to answer your question, they are ok, not OP, and not completely worthless.

    https://www.reddit.com/r/sto/comments/3dbpd4/krenim_boffs_so_uh_how_about_dem_3x_stacks_of_10/

    Care to clarify? Someone said there aren't diminishing returns. Someone else said they were getting flat reductions by stacking. Someone else said it was haste based that was as effective. I'm just a bit confused as to what should really be expected.
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    gradiigradii Member Posts: 2,824 Arc User
    I don't care since I don't bother stacking things like SROs on a fed captain or Krenim on a Romulan etc.

    I try and have my BoFFs make some kind of sense.

    "He shall be my finest warrior, this generic man who was forced upon me.
    Like a badass I shall make him look, and in the furnace of war I shall forge him.
    he shall be of iron will and steely sinew.
    In great armour I shall clad him and with the mightiest weapons he shall be armed.
    He will be untouched by plague or disease; no sickness shall blight him.
    He shall have such tactics, strategies and machines that no foe will best him in battle.
    He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
    He is Tovan Khev... and he shall know no fear."
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    fatman592fatman592 Member Posts: 1,207 Arc User
    gradii wrote: »
    I don't care since I don't bother stacking things like SROs on a fed captain or Krenim on a Romulan etc.

    I try and have my BoFFs make some kind of sense.

    2245492.jpg

    Got to love STO hipsters.

    Joking.

    Anywho, the price is pretty steep for what seems to be a slight improvement in build efficency. I'd take Embassy defense or a Nausicaan/Saurian/Lethian/Human trait. Stick with DCEs and wait for the inevitable Reciprocity/AHOD level engineering boff cooldown starship trait.
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    nucasternucaster Member Posts: 22 Arc User
    I went ahead and got 2 of each boff to do testing to see the viability of it.
    Someone posted the math as (time) x (1/ [1.1 one boff (.9090), 1.2 two boffs(.8333), 1.3 three boffs(.7692)])
    Which works when I tested

    Example: A 45 second cool down the actual time it takes to get done is 40.90 secs(1 boff), 37.50 secs(2 boff), and 34.62 secs(3 boff).
    It calculated the reduction immediately, and would still countdown the rest in normal seconds.

    I personally like them, and have replaced my 2 engineers and science boffs for them.
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    nucasternucaster Member Posts: 22 Arc User
    ruinthefun wrote: »
    The problem comes when you figure what you need to do to, say, run EPTX on your ship. There's simply no way to do this on Krenims. You're going to have to go back to using whatever solution you were using before, which was already capable of doing the job, thus eliminating the need for Krenims at all and allowing you to use the otherwise superior Roms, Nausicaans, or even Humans. It simply doesn't resolve the issue of "how do I use this as a replacement to an existing solution"? If it doesn't replace an existing solution, what good is it?

    Your example is specific to EPTX. Using DCE's isn't guaranteed to reduce cooldowns, so if you get unlucky you have to take the full cool down. (but Krenims can help so the full cool down isn't that bad)

    Using Aux to Damp with the matter-antimatter doff will change the down time from 7 seconds to 2 seconds using 2 krenim boffs.

    Longer cool downs gets a benefits too

    So you are right that it is not a replacement for some ability cool down reductions, but it does help in others.
    It's just a choice Captains need to make for their crew. Is it worth it to drop saurian/human/nausican/romulan for a krenim? At least the OP can get the info and make a decision.
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    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    farshore wrote: »
    nucaster wrote: »
    It's not as good as you think, the reduction isn't "10%" as it states, and you get a diminishing return the more boffs you use, and it only works on the skills that you have clicked (so the second copy of something doesn't get the reduction). That said though it does help with A2D and the doff for it, it's like a 2 second down time vs a 7 second down time if you run 2 krenim engineer boffs. So I guess to answer your question, they are ok, not OP, and not completely worthless.

    https://www.reddit.com/r/sto/comments/3dbpd4/krenim_boffs_so_uh_how_about_dem_3x_stacks_of_10/

    Care to clarify? Someone said there aren't diminishing returns. Someone else said they were getting flat reductions by stacking. Someone else said it was haste based that was as effective. I'm just a bit confused as to what should really be expected.

    It's not diminishing returns per se. It is a recharge rate increase rather than a recharge time reduction.

    130% rate with 3, right?

    So that means the recharge TIME is 1/130%.

    Recharge time on three for a 30 second ability: 23 seconds
    Recharge time on two for a 30 second ability: 25 seconds
    Recharge time on one for a 30 second ability: 27 seconds

    Ordinarily the game operates with one tick per second. These increase the number of ticks per second. They are not a recharge reduction, off the top. They are a rate of recharge increase.

    So you have EFFECTIVE diminishing returns but there's no artificial diminishing returns.

    Some people have a real problem with the idea of increasing the speed of seconds which is why I think it's more helpful to think of game seconds as ticks. They're usually one tick (or game second) per real second. This speeds up the number of ticks per second.

    I initially thought you could bypass the Global Cooldown (which is a lousy term the community invented, STO doesn't use a global cooldown; WoW has a global cooldown but calling STO's lockout a "global cooldown" is a misunderstanding of the mechanic behind it) with these because other recharge rate enhancements like the T-Core completely cut through that. If so, it's a small reduction, less than a second for 3 BOffs.

    Two of these on Tac stations might let you drop one Zemok but you're missing out on the benefits you'd get from two Romulan Embassy BOffs then.

    They would be a fine addition IF Embassy BOffs didn't exist or if the recharge rate applied to shared ability cooldowns. As it stands... You're giving up something by using these in place of SRO Embassy BOffs, Romulan SROs, Potatoheads or Nausicaans. If you could use any of these at a station, you'd be better off using them. Krenim really only make sense on stations where you have none of the mentioned things and even then probably won't help if you carefully manage cooldowns for precise timing (but if you randomly mash buttons and don't manage cooldown timing, Krenim will be nice for stations where you can't have an SRO or Pirate).
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    gradiigradii Member Posts: 2,824 Arc User
    edited October 2015
    Got to love STO hipsters.

    b7c110e83745cb565587cd88d23ca3ed.jpg





    "He shall be my finest warrior, this generic man who was forced upon me.
    Like a badass I shall make him look, and in the furnace of war I shall forge him.
    he shall be of iron will and steely sinew.
    In great armour I shall clad him and with the mightiest weapons he shall be armed.
    He will be untouched by plague or disease; no sickness shall blight him.
    He shall have such tactics, strategies and machines that no foe will best him in battle.
    He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
    He is Tovan Khev... and he shall know no fear."
  • Options
    hyefatherhyefather Member Posts: 1,286 Arc User
    farshore wrote: »
    nucaster wrote: »
    It's not as good as you think, the reduction isn't "10%" as it states, and you get a diminishing return the more boffs you use, and it only works on the skills that you have clicked (so the second copy of something doesn't get the reduction). That said though it does help with A2D and the doff for it, it's like a 2 second down time vs a 7 second down time if you run 2 krenim engineer boffs. So I guess to answer your question, they are ok, not OP, and not completely worthless.

    https://www.reddit.com/r/sto/comments/3dbpd4/krenim_boffs_so_uh_how_about_dem_3x_stacks_of_10/

    Care to clarify? Someone said there aren't diminishing returns. Someone else said they were getting flat reductions by stacking. Someone else said it was haste based that was as effective. I'm just a bit confused as to what should really be expected.

    It's not diminishing returns per se. It is a recharge rate increase rather than a recharge time reduction.

    130% rate with 3, right?

    So that means the recharge TIME is 1/130%.

    Recharge time on three for a 30 second ability: 23 seconds
    Recharge time on two for a 30 second ability: 25 seconds
    Recharge time on one for a 30 second ability: 27 seconds

    Ordinarily the game operates with one tick per second. These increase the number of ticks per second. They are not a recharge reduction, off the top. They are a rate of recharge increase.

    So you have EFFECTIVE diminishing returns but there's no artificial diminishing returns.

    Some people have a real problem with the idea of increasing the speed of seconds which is why I think it's more helpful to think of game seconds as ticks. They're usually one tick (or game second) per real second. This speeds up the number of ticks per second.

    I initially thought you could bypass the Global Cooldown (which is a lousy term the community invented, STO doesn't use a global cooldown; WoW has a global cooldown but calling STO's lockout a "global cooldown" is a misunderstanding of the mechanic behind it) with these because other recharge rate enhancements like the T-Core completely cut through that. If so, it's a small reduction, less than a second for 3 BOffs.

    Two of these on Tac stations might let you drop one Zemok but you're missing out on the benefits you'd get from two Romulan Embassy BOffs then.

    They would be a fine addition IF Embassy BOffs didn't exist or if the recharge rate applied to shared ability cooldowns. As it stands... You're giving up something by using these in place of SRO Embassy BOffs, Romulan SROs, Potatoheads or Nausicaans. If you could use any of these at a station, you'd be better off using them. Krenim really only make sense on stations where you have none of the mentioned things and even then probably won't help if you carefully manage cooldowns for precise timing (but if you randomly mash buttons and don't manage cooldown timing, Krenim will be nice for stations where you can't have an SRO or Pirate).

    This makes alot of sense. Because Feds can only get tactical SRO the krenim engineers and science officers may offer the better traits for my build. Still I think there is 1 boff awarded for a mission in the delta quadrant that has the traits Pirate and Efficency. Ty for your thread it was most helpfull for me.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    As a Fed, I am using 2 Sci Krenim Officers (replaced Potatohead), Temporal Negotiator, the Temporal Warp Core, AHOD and Reciprocity to bring my CDs down. On a 2:30sec ISA run I can fire my DRB on both Nanite Sphere clusters and the final Tac Cube. Prior to that, I could only fire DRB on the 2 Nanite Spheres (where the Temporal Negotiator helps) but fail to fire on the final Tac Cube by seconds.

    IMO, being able to fire DRB 3x vs 2x as well as multiple GWs (without Deflector DOffs), faster heals and more TBRs is a better DPS and defensive gain than the Pirate and Leadership traits from my former BOffs.

    On my more tac-oriented Phantom, Pirate and Leadership is more usable though.
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