I'm about to make a brand new Klingon character dedicated solely for PvP. At first I thought I would just be a tactical officer because that made the most sense for a Klingon. But now I'm leaning towards making a liberated Klingon Borg Science officer - just because Borgs are available to me and I haven't used it yet.
Anyhow, my real question is that for a character that is solely going to PvP for the Klingon faction in a Bird of Prey, which kind of officer is the stronger choice for ground and space combat: Science or Tactical?
I'm about to make a brand new Klingon character dedicated solely for PvP. At first I thought I would just be a tactical officer because that made the most sense for a Klingon. But now I'm leaning towards making a liberated Klingon Borg Science officer - just because Borgs are available to me and I haven't used it yet.
Anyhow, my real question is that for a character that is solely going to PvP for the Klingon faction in a Bird of Prey, which kind of officer is the stronger choice for ground and space combat: Science or Tactical?
Well if I was you I'd go science since SNB is still OPed and not much talk of a fix or nerf (Im guessing someone high up on the Dev teams favorite toon is a science officer, and isnt good at the game he helped develop and needs his "I win" button). I am Tact and I heard we were getting some love.
And really the fed teams that have been comming into matches seem to be PvEers who just want to get the matches over with ASAP.
I'm about to make a brand new Klingon character dedicated solely for PvP. At first I thought I would just be a tactical officer because that made the most sense for a Klingon. But now I'm leaning towards making a liberated Klingon Borg Science officer - just because Borgs are available to me and I haven't used it yet.
Anyhow, my real question is that for a character that is solely going to PvP for the Klingon faction in a Bird of Prey, which kind of officer is the stronger choice for ground and space combat: Science or Tactical?
Your best bet over the long-term is tactical; over the short-termscience. SN will be nerfed; it's only a matter of time. When that happens, tactical will be the next hugely op choice. I leveled up a tactical guy to go with my science main, just in case. If you're only going to level one Klingon, I'd say tactical is your best bet. When science's day in the sun is over (which will probably come soon), I suspect that tactical will reign supreme as the op class for quite a long time.
Yes, for now Science characters in an Escort are easily the deadliest in single space combat. You put SNB on your target which disables literally everything -- they can't use any powers, they can't fire back at you and they can't balance shields because everything is on cooldown -- and then you hit them with either a tractor beam or a Viral Matrix (science boff skills) and then you do Cannon: Rapid Fire, High Yield Torp and blamo. Free kill. The only way the target can survive is with rapid assistance from teammates.
I think they'll nerf it though. They pretty much have to. I also suspect that Tacticals will be getting a buff eventually.
So rather than pick the "flavor of the month", just as yourself which style you like more, pick that and wait for Cryptic to balance it out. Tacticals are supposed to be DPSers and Science are supposed to basically TRIBBLE up opponents and buff allies in ways which are not directly lethal. That's not the way it's working out right now but I'm sure they'll get around to fixing it.
For ground combat, science gets the big AE crowd control stuff and thus a lot of good ways to expose people or otherwise hold them so allies can kill them. Tacticals do well in ground combat, though, because their skill points increase their weapon damage fairly substantially. As Tactical I always out-DPS everyone else. Even when I'm slacking and using my bat'leth for fun I still out-DPS most people.
As soon as SNB is nerfed, the next big OP FOM combo will be BTS + HYT; tactical will have a large advantage in this area, plus the large overall advantage Tac gets in dmg to begin with.
Tactical is the best bet for long-term power gaming. Science will eventually get nerfed into a semi-useful support class for tactical captains.
If science gets nerfed, I do not believe for a second that tactical will become OP. With removal of the CC abilities the survavivability of ships will increase greatly. That being said, Engineers with miracle worker+RSP stacks will be the new class to have. As it stands, my tactical flying a cruiser can tank 5 people without being hit by VM+SNB simply by hitting all of his defensive abilities: ST2=40% damage reduction to shields for 30 seconds, EPS another 10% reduction, RSPx4. And I don't have miracle worker, with MW I could just park myself in battle and pop heals.
As soon as SNB is nerfed, the next big OP FOM combo will be BTS + HYT; tactical will have a large advantage in this area, plus the large overall advantage Tac gets in dmg to begin with.
I don't see why you think Tacticals have an advantage there.
Maybe you mean Escorts, as in the ship type. Science officers flying Escorts are the most lethal combo right now (at least in 1 on 1 combat). Engineers in Escorts can be good too. I always suggest Tacticals to avoid flying Escorts because they have such terrible survivability.
I mean, lets look at Tactical space abilities:
Attack Pattern Alpha -- self DPS + turn speed buff. This is a good one and is part of why I suggest Tacticals fly cruisers. The turn speed buff helps make the slower turning ships more viable.
Fire On My Mark -- this is a target debuff that helps everyone do more damage. So a nearby science officer benefits just as much from this as the tactical.
Tactical Initiative -- this ability is complete TRIBBLE. Long cooldown. It reduces cooldowns on tactical boff abilities by a short time, which IMO just isn't that useful anyway. Tactical boff abilities are not what wins games.
Go Down Fighting -- a DPS buff that gets better as you get closer to blowing up. This is another good reason to fly a cruiser. If you're an Escort with 20% health this buff isn't going to help you much because you're about 1 shot away from blowing up anyway. A cruiser with 20% health has a chance to hold out and get some use out of the buff.
Basically, tacticals are the low man on the totem pole in space right now because their abilities are pretty mediocre compared to eng/sci abilities.
I'm leveling up a Fed science officer via PvP right now, in fact.
You neglect one of the tactical captain's most significant advantages: the ability to train skills such as HYTIII. When SN is nerfed, it's going to come down to BTS + HYT, which in turn comes down to packing as much quick DPS as possible into a short strike.
Hey guys: Thanks for all the replies so far! They've given me plenty to think about.
I think what I primarily want to do in PvP is lots of damage, so when the match ends I can finish near the top of the list in terms of total amount of damage done. On the fed side, I already have an Engineer who flies a Star Cruiser around with lots of "healing" dedicated powers I use to support a team for PvE. So now I guess I just want to kick lots of TRIBBLE$.
I don't feel bad whenever I blow up, but since PvP games are won and lost depending on how many guys blew up on your side I don't want to be "that guy" who handed the other team victory on a platter.
Comments
Well if I was you I'd go science since SNB is still OPed and not much talk of a fix or nerf (Im guessing someone high up on the Dev teams favorite toon is a science officer, and isnt good at the game he helped develop and needs his "I win" button). I am Tact and I heard we were getting some love.
And really the fed teams that have been comming into matches seem to be PvEers who just want to get the matches over with ASAP.
Also found people who self destruct as soon as you target them? "HEY WAIT! I didnt spam space bar yet
What's SNB?
Increases recharge time of target's powers.
Ah, I can see why that would be a powerful skill to have. I can immediately imagine using it to reduce the cooldown on Reverse Shield Polarity. :cool:
Your best bet over the long-term is tactical; over the short-termscience. SN will be nerfed; it's only a matter of time. When that happens, tactical will be the next hugely op choice. I leveled up a tactical guy to go with my science main, just in case. If you're only going to level one Klingon, I'd say tactical is your best bet. When science's day in the sun is over (which will probably come soon), I suspect that tactical will reign supreme as the op class for quite a long time.
I think they'll nerf it though. They pretty much have to. I also suspect that Tacticals will be getting a buff eventually.
So rather than pick the "flavor of the month", just as yourself which style you like more, pick that and wait for Cryptic to balance it out. Tacticals are supposed to be DPSers and Science are supposed to basically TRIBBLE up opponents and buff allies in ways which are not directly lethal. That's not the way it's working out right now but I'm sure they'll get around to fixing it.
For ground combat, science gets the big AE crowd control stuff and thus a lot of good ways to expose people or otherwise hold them so allies can kill them. Tacticals do well in ground combat, though, because their skill points increase their weapon damage fairly substantially. As Tactical I always out-DPS everyone else. Even when I'm slacking and using my bat'leth for fun I still out-DPS most people.
So I wouldn't ask which is better.
That will change.
I'd ask which style you prefer.
Tactical is the best bet for long-term power gaming. Science will eventually get nerfed into a semi-useful support class for tactical captains.
Maybe you mean Escorts, as in the ship type. Science officers flying Escorts are the most lethal combo right now (at least in 1 on 1 combat). Engineers in Escorts can be good too. I always suggest Tacticals to avoid flying Escorts because they have such terrible survivability.
I mean, lets look at Tactical space abilities:
Basically, tacticals are the low man on the totem pole in space right now because their abilities are pretty mediocre compared to eng/sci abilities.
I'm leveling up a Fed science officer via PvP right now, in fact.
I think what I primarily want to do in PvP is lots of damage, so when the match ends I can finish near the top of the list in terms of total amount of damage done. On the fed side, I already have an Engineer who flies a Star Cruiser around with lots of "healing" dedicated powers I use to support a team for PvE. So now I guess I just want to kick lots of TRIBBLE$.
I don't feel bad whenever I blow up, but since PvP games are won and lost depending on how many guys blew up on your side I don't want to be "that guy" who handed the other team victory on a platter.