Evasive Maneuvers has a 60 second cool down. Since it is a captain ability there no way to really improve the cool down unless you have the All Hands On Deck trait from the appropriate T6 C-Store ship which reduces the cool down of all captain ability by 5% or 3 seconds.
EptE has a 45 second cool down. A duplicate of it will have a 30 second cool down. Slotting in a Damage Control Engineer can improve the cool down time as well. A purple DCE has a 35% chance of reducing the cool down by 30%. It should be possible to slot up to 3 DCE which means you have 3 chances to "roll 35% or less".
The Bio Neural Gel Pack from the Delta Alliance reputation system give a 7% cool down on all Boff abilities (as well as +2 power to all subsystems). So just relying on that console and a single EptE ability means you can use EptE every 41.85 seconds as opposed to every 60 seconds with Evasive Maneuvers. Or 57 seconds if you have the All Hands on Deck ship trait from the T6 Presido or it's KDF / Romulan equivalent for 3,000 Zen or 2,400 Zen per ship during a sale.
Why just one or the other? Whenever I can, I actually try and add EPtE into my build, fire EM & nitro mode with EPtE if required. There is also a doff which resets cooldown to 0, but I can't remember which way around it was though
EPE lasts longer, for one. Evasives is meant more as a defensive maneuver to escape a bad situation. EPE is better for combat. When I use evasives with my raider with cannons it's almost impossible to aim and hit anything when you're going so fast.
Evasive Maneuvers has a 60 second cool down. Since it is a captain ability there no way to really improve the cool down unless you have the All Hands On Deck trait from the appropriate T6 C-Store ship which reduces the cool down of all captain ability by 5% or 3 seconds.
EptE has a 45 second cool down. A duplicate of it will have a 30 second cool down. Slotting in a Damage Control Engineer can improve the cool down time as well. A purple DCE has a 35% chance of reducing the cool down by 30%. It should be possible to slot up to 3 DCE which means you have 3 chances to "roll 35% or less".
The Bio Neural Gel Pack from the Delta Alliance reputation system give a 7% cool down on all Boff abilities (as well as +2 power to all subsystems). So just relying on that console and a single EptE ability means you can use EptE every 41.85 seconds as opposed to every 60 seconds with Evasive Maneuvers. Or 57 seconds if you have the All Hands on Deck ship trait from the T6 Presido or it's KDF / Romulan equivalent for 3,000 Zen or 2,400 Zen per ship during a sale.
Why would you want to base your entire build on lowering the cooldown for EPE? And there is a doff that lowers cooldown for EM - the conn officer from Risa.
Why would you want to base your entire build on lowering the cooldown for EPE? And there is a doff that lowers cooldown for EM - the conn officer from Risa.
That's just a possibility and it is not an "entire build on lowering cooldown for EPE".
The DCEs lowers the cooldown on all emergency power Boff abilities, not just for EptE. Those Doffs can be very handy for players using the Emergency Weapon Cycle ship trait. As for the Bio Neural Gel Pack... if it only provided a 7% cooldown of Boff abilities, then yeah... it would rather worthless, but it also provides +2 power to all subsystems; +8 power in total.
As for the Risa conn officer... I didn't know about that. I never really bother looking at those Doffs before.
Personally, I never used EtpE. If I needed to get away from something I could always allocate power to engines instead of weapons, use an engine battery, use deuterium surplus, or if necessary use Evasive Maneuvers.
Why would you want to base your entire build on lowering the cooldown for EPE? And there is a doff that lowers cooldown for EM - the conn officer from Risa.
Those doffs and console also lower cooldown for other EPtX powers and the family seems quite popular, especially EPtS and EPtW. And there are ways to make one power boost multiple systems: an Engineering profession trait grants an increase to all power levels when an emergency power ability is slotted, and a Warp Core Engineer doff adds a chance to do the same (only one can be slotted). Combine that and having two different EPtX powers makes a lot of sense.
I run EP2Engines on everything, with cool down reduction I get 100% uptime on it and another EP2 ability.
I see emergency power to engines as an offensive ability. My builds, and those of others at the high end of the gear spectrum typically chew through enemies so quickly that in much content we would spend more time getting to the next group of enemies then shooting them, in that time our DPS is dropping. EP2E reduces this DPS drain. All the damage buffs in the world are useless if there is nothing to shoot within 10km.
Also Evasive is not a 'get out of dodge' ability, its a 'get to the choppy' ability. Full impulse takes time while you wait to be out of combat, and it drains subsystem power. Using evasive while under the effect of EP2E moves you faster then full impulse and drains no power, so you can enter thee next fight weapons hot.
I try to keep at least two "bug out" abilities slotted on any build. If it's an account without the Impulse Capacitance Cell, and I haven't unlocked Rock 'N Roll yet, I would at least consider EPtE.
Also Evasive is not a 'get out of dodge' ability, its a 'get to the choppy' ability.
It's both. What you use it for depends on the situation. It's good for getting out of tractor beams and gravity wells. For a small ship it can be vital to escape when you're surrounded.
Comments
Evasive Maneuvers has a 60 second cool down. Since it is a captain ability there no way to really improve the cool down unless you have the All Hands On Deck trait from the appropriate T6 C-Store ship which reduces the cool down of all captain ability by 5% or 3 seconds.
EptE has a 45 second cool down. A duplicate of it will have a 30 second cool down. Slotting in a Damage Control Engineer can improve the cool down time as well. A purple DCE has a 35% chance of reducing the cool down by 30%. It should be possible to slot up to 3 DCE which means you have 3 chances to "roll 35% or less".
The Bio Neural Gel Pack from the Delta Alliance reputation system give a 7% cool down on all Boff abilities (as well as +2 power to all subsystems). So just relying on that console and a single EptE ability means you can use EptE every 41.85 seconds as opposed to every 60 seconds with Evasive Maneuvers. Or 57 seconds if you have the All Hands on Deck ship trait from the T6 Presido or it's KDF / Romulan equivalent for 3,000 Zen or 2,400 Zen per ship during a sale.
Why would you want to base your entire build on lowering the cooldown for EPE? And there is a doff that lowers cooldown for EM - the conn officer from Risa.
That's just a possibility and it is not an "entire build on lowering cooldown for EPE".
The DCEs lowers the cooldown on all emergency power Boff abilities, not just for EptE. Those Doffs can be very handy for players using the Emergency Weapon Cycle ship trait. As for the Bio Neural Gel Pack... if it only provided a 7% cooldown of Boff abilities, then yeah... it would rather worthless, but it also provides +2 power to all subsystems; +8 power in total.
As for the Risa conn officer... I didn't know about that. I never really bother looking at those Doffs before.
Personally, I never used EtpE. If I needed to get away from something I could always allocate power to engines instead of weapons, use an engine battery, use deuterium surplus, or if necessary use Evasive Maneuvers.
Those doffs and console also lower cooldown for other EPtX powers and the family seems quite popular, especially EPtS and EPtW. And there are ways to make one power boost multiple systems: an Engineering profession trait grants an increase to all power levels when an emergency power ability is slotted, and a Warp Core Engineer doff adds a chance to do the same (only one can be slotted). Combine that and having two different EPtX powers makes a lot of sense.
SO MUCH SPEED!
I see emergency power to engines as an offensive ability. My builds, and those of others at the high end of the gear spectrum typically chew through enemies so quickly that in much content we would spend more time getting to the next group of enemies then shooting them, in that time our DPS is dropping. EP2E reduces this DPS drain. All the damage buffs in the world are useless if there is nothing to shoot within 10km.
Also Evasive is not a 'get out of dodge' ability, its a 'get to the choppy' ability. Full impulse takes time while you wait to be out of combat, and it drains subsystem power. Using evasive while under the effect of EP2E moves you faster then full impulse and drains no power, so you can enter thee next fight weapons hot.
Because EM is more effective at higher engine power. It's always EPTE or engine battery or engine capacitor or whatever THEN EM.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
It's both. What you use it for depends on the situation. It's good for getting out of tractor beams and gravity wells. For a small ship it can be vital to escape when you're surrounded.