I run and Noble Assault Cruiser. My ship is equipped with Purple Mk X Plasma Weapons. A dual and two beam arrays with a Quantum torp in my forward array. I have three plasma and a plasma torp in the rear.
For shields I am using the purple MK X Corvarent Cap 3 that gives cruisers 8400 shield strength.
Consoles.
I am running two Mk XI blue +18 Kinetic and +18 all energy weapons resistance . One +90 EPS power regulator and the Mk XI blue +35% shield capacity.
I am running 2 Mk X green +15 deflector to help transfer shield strength 2
I am running 2 Mk XI green +24 plasma weapons and one MK XI green +24 Torp Weapons.
My current BOF powers
Tac Ens: High Yield 1,
Tac Lieutenant: Beam Overload 1, High Yield 2
Eng Commander: Emg Power to Shields1, Eng Team 2, Emer Power to Shields 3 and Aceton Field 3
Eng Lieut Commander: Emg Power to Weapons 1, Eng Team 2, and Reverse Shield Polarity 2
Sci Lieutenant: Sci Team 1 and Transfer Shield Strength 2.
My Powers
Evasive Maneuvers 3, Rotate Shield Frequency 3, Miracle Worker 3, Brace for Impact 3, EPS power transfer 3, Nadion Inversion 3,
Weapon Wise you seem to be in good shape. And it's interesting you are using a Plasma build.
Consoles, you appear to be okay.
Tac BO: Beam Overload 2 is good, but you could exchange that LT slot for Target Shield Subsystems, which could lead to a deadly combo with a High Yield Plasma Torp.
Sci BO: Sounds good to have to counter Sci Debuffs and TSS for shield resist boosts with your second EptS.
Engineering BO: I'd replace RSP2 with Engineering Team 3 and replace one of the Eng Team 2 with RSP1.
You could also switch out EptW1 with ET1 (ET1's cooldown is faster than ET3, which can help out in pinches). And replace the second ET2 with EptW2.
make sure your captain skills support your Captain and BOff abilites by checking in the character skills UI window. (use the pulldown menu in the upper corner to see which skills you have that affect the abilites you can use)
It helps.
I run and Noble Assault Cruiser. My ship is equipped with Purple Mk X Plasma Weapons. A dual and two beam arrays with a Quantum torp in my forward array. I have three plasma and a plasma torp in the rear.
For shields I am using the purple MK X Corvarent Cap 3 that gives cruisers 8400 shield strength.
Consoles.
I am running two Mk XI blue +18 Kinetic and +18 all energy weapons resistance . One +90 EPS power regulator and the Mk XI blue +35% shield capacity.
I am running 2 Mk X green +15 deflector to help transfer shield strength 2
I am running 2 Mk XI green +24 plasma weapons and one MK XI green +24 Torp Weapons.
My current BOF powers
Tac Ens: High Yield 1,
Tac Lieutenant: Beam Overload 1, High Yield 2
Eng Commander: Emg Power to Shields1, Eng Team 2, Emer Power to Shields 3 and Aceton Field 3
Eng Lieut Commander: Emg Power to Weapons 1, Eng Team 2, and Reverse Shield Polarity 2
Sci Lieutenant: Sci Team 1 and Transfer Shield Strength 2.
My Powers
Evasive Maneuvers 3, Rotate Shield Frequency 3, Miracle Worker 3, Brace for Impact 3, EPS power transfer 3, Nadion Inversion 3,
RSP has the same effect at all tiers. At the risk of people hating you, (and me for suggesting it) just run 2 x RSP1 so you have 2 x 15 seconds of peace and quiet (until it gets stripped, tip: keep shield power UP!)
Also, keep spamming (make a hotkey!) rebalance shields.
Also, try to get your hands on power to the the structural integrity field, (SIF), ideally SIF3, but that's expensive as heck so you may have to make do with SIF2. It's quite possibly the best hull heal in the game.
Don't discount speed, you get a defencive bonus the faster you travel (caps at 65%) so try to squeeze that in if/when you can.
High yield 2 is a horrible, horrible power. Choose either Beam overload 2, or an Attack Pattern to boost your DPS. I think Delta works very well with a cruiser: Grants you extra defence and more damage against anything attacking you. Otherwise, Beta is a good choice. But beam overload2 will also work - play around with what you like best.
This is how high yield works:
Base Quantum Torp: 4.5k
high yield 1: 5k x 2 = 10k (+120%)
high yield 2: 3.8k x 3 = 11.4k (+155%) (+14% vs 1 - IF all 3 hit)
Notice how the base damage DROPS for high yield 2.
Aceton Field is, imho, lacking. Even Vent Warp Plasma is better when you have an escort sniffing your derri
Granted I fly a star cruiser for healing/support pewpew, but this would be my suggestions if you're going for a pew pew role on an assault cruiser. I don't actually fly this loadout, but if I did switch to an assault cruiser, this is how I'd fly it:
BO Powers:
Engi Com: EPtW 1 or EPtS 1, RSP 1, Engineering Team III, Aux to SIF III
Engi Lt Com: EPtW or EPtS 1 (copy the power from the other Engi), Aux to Dampeners or Aux to Battery (haven't tried either though), Engineering Team III
Sci Lt: Hazard Emitters I and TSS 2
Tac Lt: Beam Overload I, Attack Pattern Beta I
Tac Ensign: T:HY 1
Engineering explanation: You want 2x ET III (put 9 in technician to unlock) for the hull healing. Aux to SIF III is your staple heal, with hull resist buffing. The Ensign powers is more a "pick your poison" on the EPtX side. You can use EPtW to keep your weapons from dropping much lower than 100 on a broadside, or EPtS for shield tanking. Both have their merits.
RSP I is there just to buy you time for a heal, and is a buffer power. It's not a "keep me alive" power because the RSP glow is pretty much a "SNB me" cry to opposing science, and if your hull is low you'll die from bleedthrough anyways.
The only variable power is the LtCom slot. Me, I run Extend Shield I for support. If I wasn't either Aux to Damp for anti-CC, maybe Aux to Battery for boosts, or some other power to up your damage.
Science Explanation: TSS 2 is your shield heal and resist power that helps you, and can also let you support an ally in need. It's your shield tanking power. Generally, you should be popping RSP, then EPtS, then TSS in sequence to help harden and regen your shields. As for the Ensign power, I'd have 2 science BOs. One with HE1 for your primary power, which gives a heal over time and more importantly a hull resist. But I'd have a backup BO with Science Team in case the SNB is flying around too much.
Tactical Explanation:: BO1 and T:HY 1 are there for boosting your weapons, and APB to increase the damage they deal. Pretty basic.
Weapons: I'm partial to the 6 beams/2 torps loadout. your call if you want to mix dual beams on the front. I do 2 dual banks, and either 2 arrays or 1 torp and an array in the front, and then 3 arrays and a torp in the rear. As for types, pick your poison. I prefer the phaser proc and quantums for the recharge/damage ratio. Sometimes I drop a tricobalt in the back though.
Ship Gear: Covariant shields with high cap bonus, deflectors that boost [HS] for hazard emitters. Then Efficient Enginers if you have them for the +5s, if not hard to say which is best given your skills and engine settings.
Consoles: For science, all Halon consoles to bump Hazard Emitters. For Engineering, 1 EPS console, 2 SIF consoles for Engineering Team, and either a 3rd SIF or a console to boost your desired power level (aux or shields or weapons). For tactical, all beam boosting consoles.
As for power levels, I'd suggest 100/50/25/25 and then dump skill points into Efficiency for Engines and Aux, and Performance for Weapons and Shields. You'll get in the 70s on shields that way, and your 25 settings will be above 50 most likely.
Tactics wise, you're a pew pew ship and your heals are primarily meant for you to tank incoming damage while you shoot stuff. My first suggestion would be to move the balance shields power to the last slot in your tray (the 0 key) and then use this bind, which will balance your shields every time you fire a phaser: /bind space "GenSendMessage HUD_Root FirePhasers $$ +TrayExecByTray 0 9"
Self- heal triaging is kind of self evident, but a few tips would be to save RSP for the "oh TRIBBLE" situations, and/or when heals are on cooldown. It'll most likely only be up for a few seconds unless the opposing team has no SNB available to use on you. RSP is just a delaying tactic to give you time to harden your shields, regen your hull, add resists, etc. ET III is there for the spike damage, and to give you time to pop SIF or HE. It's also there to heal up when not the focus of the enemy attacks. HE 1 and SIF have resist bonuses, so thats why they're useful beyond just the heal.
Also, since all of those heals are self or ally target able, you can also help our your teammates as a backup healer in case say the primary healer is going down, or the primary healer's heals are on cooldown. Your healer will appreciate the assists.
Everytime you use the spacebar, this KB will activate the abilites that you have put in slots 1-5 of Tray one ( I suggest your attack buffs like CRF,etc), plus Fire all weapons, plus Disribute all shields. You can tweak it to your own needs as you see fit.
I have even heard that some players will use two EPtS1's in a Keybind to spam those shield heals as the go into combat. You could try that as well.
RSP doesn't help It merely prolongs the encounter by 15 seconds unless its removed first :cool:
Every time I have used RSP 1 either be it lag or a time delay I have died. It doesn't charge my shields at all and thats when I'm in pve, pvp is the same. When i use RVP1 my hull is at 80% so I'm not throwing my buff to late.
Granted I fly a star cruiser for healing/support pewpew, but this would be my suggestions if you're going for a pew pew role on an assault cruiser. I don't actually fly this loadout, but if I did switch to an assault cruiser, this is how I'd fly it:
BO Powers:
Engi Com: EPtW 1 or EPtS 1, RSP 1, Engineering Team III, Aux to SIF III
Engi Lt Com: EPtW or EPtS 1 (copy the power from the other Engi), Aux to Dampeners or Aux to Battery (haven't tried either though), Engineering Team III
Sci Lt: Hazard Emitters I and TSS 2
Tac Lt: Beam Overload I, Attack Pattern Beta I
Tac Ensign: T:HY 1
Engineering explanation: You want 2x ET III (put 9 in technician to unlock) for the hull healing. Aux to SIF III is your staple heal, with hull resist buffing. The Ensign powers is more a "pick your poison" on the EPtX side. You can use EPtW to keep your weapons from dropping much lower than 100 on a broadside, or EPtS for shield tanking. Both have their merits.
RSP I is there just to buy you time for a heal, and is a buffer power. It's not a "keep me alive" power because the RSP glow is pretty much a "SNB me" cry to opposing science, and if your hull is low you'll die from bleedthrough anyways.
The only variable power is the LtCom slot. Me, I run Extend Shield I for support. If I wasn't either Aux to Damp for anti-CC, maybe Aux to Battery for boosts, or some other power to up your damage.
Science Explanation: TSS 2 is your shield heal and resist power that helps you, and can also let you support an ally in need. It's your shield tanking power. Generally, you should be popping RSP, then EPtS, then TSS in sequence to help harden and regen your shields. As for the Ensign power, I'd have 2 science BOs. One with HE1 for your primary power, which gives a heal over time and more importantly a hull resist. But I'd have a backup BO with Science Team in case the SNB is flying around too much.
Tactical Explanation:: BO1 and T:HY 1 are there for boosting your weapons, and APB to increase the damage they deal. Pretty basic.
Weapons: I'm partial to the 6 beams/2 torps loadout. your call if you want to mix dual beams on the front. I do 2 dual banks, and either 2 arrays or 1 torp and an array in the front, and then 3 arrays and a torp in the rear. As for types, pick your poison. I prefer the phaser proc and quantums for the recharge/damage ratio. Sometimes I drop a tricobalt in the back though.
Ship Gear: Covariant shields with high cap bonus, deflectors that boost [HS] for hazard emitters. Then Efficient Enginers if you have them for the +5s, if not hard to say which is best given your skills and engine settings.
Consoles: For science, all Halon consoles to bump Hazard Emitters. For Engineering, 1 EPS console, 2 SIF consoles for Engineering Team, and either a 3rd SIF or a console to boost your desired power level (aux or shields or weapons). For tactical, all beam boosting consoles.
As for power levels, I'd suggest 100/50/25/25 and then dump skill points into Efficiency for Engines and Aux, and Performance for Weapons and Shields. You'll get in the 70s on shields that way, and your 25 settings will be above 50 most likely.
Tactics wise, you're a pew pew ship and your heals are primarily meant for you to tank incoming damage while you shoot stuff. My first suggestion would be to move the balance shields power to the last slot in your tray (the 0 key) and then use this bind, which will balance your shields every time you fire a phaser: /bind space "GenSendMessage HUD_Root FirePhasers $$ +TrayExecByTray 0 9"
Self- heal triaging is kind of self evident, but a few tips would be to save RSP for the "oh TRIBBLE" situations, and/or when heals are on cooldown. It'll most likely only be up for a few seconds unless the opposing team has no SNB available to use on you. RSP is just a delaying tactic to give you time to harden your shields, regen your hull, add resists, etc. ET III is there for the spike damage, and to give you time to pop SIF or HE. It's also there to heal up when not the focus of the enemy attacks. HE 1 and SIF have resist bonuses, so thats why they're useful beyond just the heal.
Also, since all of those heals are self or ally target able, you can also help our your teammates as a backup healer in case say the primary healer is going down, or the primary healer's heals are on cooldown. Your healer will appreciate the assists.
Granted I fly a star cruiser for healing/support pewpew, but this would be my suggestions if you're going for a pew pew role on an assault cruiser. I don't actually fly this loadout, but if I did switch to an assault cruiser, this is how I'd fly it:
BO Powers:
Engi Com: EPtW 1 or EPtS 1, RSP 1, Engineering Team III, Aux to SIF III
Engi Lt Com: EPtW or EPtS 1 (copy the power from the other Engi), Aux to Dampeners or Aux to Battery (haven't tried either though), Engineering Team III
Sci Lt: Hazard Emitters I and TSS 2
Tac Lt: Beam Overload I, Attack Pattern Beta I
Tac Ensign: T:HY 1
Engineering explanation: You want 2x ET III (put 9 in technician to unlock) for the hull healing. Aux to SIF III is your staple heal, with hull resist buffing. The Ensign powers is more a "pick your poison" on the EPtX side. You can use EPtW to keep your weapons from dropping much lower than 100 on a broadside, or EPtS for shield tanking. Both have their merits.
RSP I is there just to buy you time for a heal, and is a buffer power. It's not a "keep me alive" power because the RSP glow is pretty much a "SNB me" cry to opposing science, and if your hull is low you'll die from bleedthrough anyways.
The only variable power is the LtCom slot. Me, I run Extend Shield I for support. If I wasn't either Aux to Damp for anti-CC, maybe Aux to Battery for boosts, or some other power to up your damage.
Science Explanation: TSS 2 is your shield heal and resist power that helps you, and can also let you support an ally in need. It's your shield tanking power. Generally, you should be popping RSP, then EPtS, then TSS in sequence to help harden and regen your shields. As for the Ensign power, I'd have 2 science BOs. One with HE1 for your primary power, which gives a heal over time and more importantly a hull resist. But I'd have a backup BO with Science Team in case the SNB is flying around too much.
Tactical Explanation:: BO1 and T:HY 1 are there for boosting your weapons, and APB to increase the damage they deal. Pretty basic.
Weapons: I'm partial to the 6 beams/2 torps loadout. your call if you want to mix dual beams on the front. I do 2 dual banks, and either 2 arrays or 1 torp and an array in the front, and then 3 arrays and a torp in the rear. As for types, pick your poison. I prefer the phaser proc and quantums for the recharge/damage ratio. Sometimes I drop a tricobalt in the back though.
Ship Gear: Covariant shields with high cap bonus, deflectors that boost [HS] for hazard emitters. Then Efficient Enginers if you have them for the +5s, if not hard to say which is best given your skills and engine settings.
Consoles: For science, all Halon consoles to bump Hazard Emitters. For Engineering, 1 EPS console, 2 SIF consoles for Engineering Team, and either a 3rd SIF or a console to boost your desired power level (aux or shields or weapons). For tactical, all beam boosting consoles.
As for power levels, I'd suggest 100/50/25/25 and then dump skill points into Efficiency for Engines and Aux, and Performance for Weapons and Shields. You'll get in the 70s on shields that way, and your 25 settings will be above 50 most likely.
Tactics wise, you're a pew pew ship and your heals are primarily meant for you to tank incoming damage while you shoot stuff. My first suggestion would be to move the balance shields power to the last slot in your tray (the 0 key) and then use this bind, which will balance your shields every time you fire a phaser: /bind space "GenSendMessage HUD_Root FirePhasers $$ +TrayExecByTray 0 9"
Self- heal triaging is kind of self evident, but a few tips would be to save RSP for the "oh TRIBBLE" situations, and/or when heals are on cooldown. It'll most likely only be up for a few seconds unless the opposing team has no SNB available to use on you. RSP is just a delaying tactic to give you time to harden your shields, regen your hull, add resists, etc. ET III is there for the spike damage, and to give you time to pop SIF or HE. It's also there to heal up when not the focus of the enemy attacks. HE 1 and SIF have resist bonuses, so thats why they're useful beyond just the heal.
Also, since all of those heals are self or ally target able, you can also help our your teammates as a backup healer in case say the primary healer is going down, or the primary healer's heals are on cooldown. Your healer will appreciate the assists.
Good build.. I swear to EP2S 3 in the LtC slot though.. 40% resist, great heal and long duration.. TSS is also a good shieldheal, but I use EP2S3 as my primary.. Mainly because TSS is auxbased.
Good build.. I swear to EP2S 3 in the LtC slot though.. 40% resist, great heal and long duration.. TSS is also a good shieldheal, but I use EP2S3 as my primary.. Mainly because TSS is auxbased.
True, the only downside would be what you can drop in the Ensign slot after to replace one of the rank I EPtX powers. A 3rd EPtX isn't really usable since the cooldowns would mean it's never really usable, and a 3rd Engineering team would hit the same issue. That's one of the downsides of the Engineering tree; a lack of good ensign level powers.
As for aux based, dropping points into Aux Efficiency and Performance coupled with efficient engines should get you past 50, so that should be pretty decent to work with. When I run my star cruiser in greedy healer pew pew mode, I just run at 100/50/25/25 and I recall my aux to be around 50-60 and my heals still work reasonably well for myself.
A few additional side comments to the OP, if you do pick 2 of either EPtS or EPtW, I'd run a bind to always trigger them when needed. I'd tie them to the space bar like I did the balance shields. So that way you'd always be triggering either EPtW before pewpew, or EPtS before balancing shields. And given the cooldowns, 2 copies of a given EPtX powers generally means it's running almost non-stop. I do that for my heals since I run 2x EPtA; any heal that relies on aux (Aux to SIF, HazEmit, TSS) gets triggered after EPtA to make sure it hits as hard as possible.
And given the above, and that you'll be running duplicates of multiple powers, I can't stress enough how much simpler binds make things. For example, I run 2x Hazard Emitters, 2x EPtA, and 2x ET III. And each of those only requires 1 key apiece. When I activate my engineering team button, if executes the first available of the 2 copies not on cooldown. So it turns 6 buttons into 3, which is more manageable.
Go ahead and think that, but my ET1 pops faster before ET3 is finished in its cooldown. This has bailed me out of trouble in PvP quite a bit.
That's actually the global cooldown versus the recharge of the 1st power you're seeing, not ET I being faster than ET III on the recharge. Two ET IIIs with 9 points in them would have the same effect. Each ET power has a single recharge of 30s, but a shared global cooldown of 15s. If you hit one "Team" ability, that one comes back after 30s, however you can use another "Team" ability after 15s. Regardless of whether it's I, II, or III.
As of Season 1.2, these are the abilities of Engineering Team: (Source)
Engineering Team
Category: 5
Duration: 5
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Crew
Note: Engineering stat bonus doesnt stack. The best buff is applied.
Note: Engineering Team could be considered the reserve hull heal. It is larger in magnitude than Auxiliary Power to SIF, but does not provide hull damage resistance. It is also useful as a reserve to prevent triggering the Team system cooldown
The number of skill points your Bridge officer has in a space skill effects the recharge time. For Ground skills, it affects the magnitude of the ability
"Equipment does not make the Pilot, the Pilot makes the Equipment"
Replace Boff Power for equipment in the above quote and the result is still the same.
As a hint for the direction you should go in, start with imagining there were no Boff powers, consoles or any other modifiers, just you, your ship and your weapons. What you need to succeed in that theoretical realm is the same as the full game.
I run and Noble Assault Cruiser. My ship is equipped with Purple Mk X Plasma Weapons. A dual and two beam arrays with a Quantum torp in my forward array. I have three plasma and a plasma torp in the rear.
For shields I am using the purple MK X Corvarent Cap 3 that gives cruisers 8400 shield strength.
Consoles.
I am running two Mk XI blue +18 Kinetic and +18 all energy weapons resistance . One +90 EPS power regulator and the Mk XI blue +35% shield capacity.
I am running 2 Mk X green +15 deflector to help transfer shield strength 2
I am running 2 Mk XI green +24 plasma weapons and one MK XI green +24 Torp Weapons.
My current BOF powers
Tac Ens: High Yield 1,
Tac Lieutenant: Beam Overload 1, High Yield 2
Eng Commander: Emg Power to Shields1, Eng Team 2, Emer Power to Shields 3 and Aceton Field 3
Eng Lieut Commander: Emg Power to Weapons 1, Eng Team 2, and Reverse Shield Polarity 2
Sci Lieutenant: Sci Team 1 and Transfer Shield Strength 2.
My Powers
Evasive Maneuvers 3, Rotate Shield Frequency 3, Miracle Worker 3, Brace for Impact 3, EPS power transfer 3, Nadion Inversion 3,
I won't get into your weapons or anything else.. You say you are not surviving and I will help you to understand how your build is flawed.
Issue 1 -
Eng Team 2 Eng Team 2 Sci Team 1.... These all share a cooldown and you have one 2 many.
Issue 2 -
Resists.... you have nothing providing Hull resistance (Other then you Eng Fleet skill which you didn't list)
Issue 3-
Same issue as 1... you have 3 Emergency power to Skills... you WILL not be able to use all 3 due to cool downs.
I hope that makes some sense.... Here is a skill build I would suggest you try.
Eng Commander: Emg Power to Engines 1, Aux to Sif 1, Emer Power to Shields 3 and Eject Warp 3
Eng Lieut Commander: Eng Team 1, Aux to Battary 1 , and Reverse Shield Polarity 2
Sci Lieutenant: Hazard 1 and Transfer Shield Strength 2.
If you have a officer with Aux to Sif 3 or can afford to buy one also consider this on your commander
Emergency to Engines 1, Emergency to Shield 2, Eject plasma 1, Aux to sif 3
So here is the reasoning for you.
2 Emergency to Powers NO overlap. Switching to one Engine boast gives you away to move yourself out of a bad situation... or at least turn a facing.
Aceton Field is easily countered by Hazard Emitters carried by 95% of players right now. Eject Plasma is a great way to get someone off your back... you can also use it with Emergency power to engines and/or evasive to coat and imobilize a target.
Eng Team 1 is a fine spike heal that dosn't eat better slots. Aux to Sif will give you a constant small heal... more importent it will greatly reduce ALL incomming damage due to the almost constant resist.
Aux to Battary.... I would have done something diffrent here buy you seem sold on the RSP 1 being weak... so Here is the use for aux to battary... WHEN you need your hazard emitters, first use a AUX battary to juice your aux power now use your hazard, and hit aux to sif as well. (Aux power will boast both resists very high)... now before you aux drops use AUx to battary. You will end up with almost 50 power to Weapons Shild and Engines.... with the 15 second of crazy resist running and the power... KILL something. lol
(now I have given you the secret Battary Doubling trick.)
EDIT - I also added Attack Pattern Delta over high yield 2... this is a judgement call, you may want the extra burst... but if you really are worried about living... it is one more resist power.
Anyway hope the suggestions help. Have fun in STO... practice practice piloting matters more then any skills.
That's actually the global cooldown versus the recharge of the 1st power you're seeing, not ET I being faster than ET III on the recharge. Two ET IIIs with 9 points in them would have the same effect. Each ET power has a single recharge of 30s, but a shared global cooldown of 15s. If you hit one "Team" ability, that one comes back after 30s, however you can use another "Team" ability after 15s. Regardless of whether it's I, II, or III.
As of Season 1.2, these are the abilities of Engineering Team: (Source)
It's still far better to have ET3 in one LT Cmdr slot and the other being EPtS3 than having 2 ET2s or 3s. And you can reserve the LT slots with more effective Emergency Powers and RSP.
Aceton Field is easily countered by Hazard Emitters carried by 95% of players right now. Eject Plasma is a great way to get someone off your back... you can also use it with Emergency power to engines and/or evasive to coat and imobilize a target.
Warp Plasma is also canceled out by Hazzard Emitters.
It's still far better to have ET3 in one LT Cmdr slot and the other being EPtS3 than having 2 ET2s or 3s. And you can reserve the LT slots with more effective Emergency Powers and RSP.
Warp Plasma is also canceled out by Hazzard Emitters.
This is true I guess I should say... the plasma stays behind and can get more then one ship.. .aceton long cool down hits removed NOTHING. Plasma at least you can evasive and hit a couple people... and there still Stopped for a short time even if they counter.
This is true I guess I should say... the plasma stays behind and can get more then one ship.. .aceton long cool down hits removed NOTHING. Plasma at least you can evasive and hit a couple people... and there still Stopped for a short time even if they counter.
Not only that, if another player or NPC uses Warp Plasma and you connect, the DoT's effect increases drastically, almost like a Undine Plasma Torpedo DoT.
Though I'm happy Aceton's effect is better than it originally was, but instead of a useless DoT, it needs to be like a weapon version of Feedback pulse where it damages the player every time it shoots.
I dont know what exactly is going on in this thread and I'm about to sleep so I wont find out either, but here's my latest ability loadout on a star cruiser.
High Yield 1
Attack Pattern Delta 1
Emergency Power to Shields 1
RSP 1
Engineering Team 3
Aux to SIF 3
Emergency Power to Shields 1
RSP 1
Engineering Team 3
Transfer Shield Strength 1
Hazard Emitters 1
Polarize Hull 2
Meant for an engineer. Excellent healing platform. Use RSF + EPTS and/or TSS to avoid having to waste hull heals on yourself, keep them for your team. Kinda lackluster DPS output, but it's a teamwork setup. If you want more damage, change into APB instead of APD and use one EPTW2 in place of a RSP.
Comments
Consoles, you appear to be okay.
Tac BO: Beam Overload 2 is good, but you could exchange that LT slot for Target Shield Subsystems, which could lead to a deadly combo with a High Yield Plasma Torp.
Sci BO: Sounds good to have to counter Sci Debuffs and TSS for shield resist boosts with your second EptS.
Engineering BO: I'd replace RSP2 with Engineering Team 3 and replace one of the Eng Team 2 with RSP1.
You could also switch out EptW1 with ET1 (ET1's cooldown is faster than ET3, which can help out in pinches). And replace the second ET2 with EptW2.
Commander: ET1 + RSP1 + EptS3 + Aceton 3
Lt Cmdr: EPtS1 + EptW2 (or another RSP) + ET3
DEM + Bleedthrough
SNB
B:TSS/Tyken/yaddayadda
Et1 faster cd then ET3?.. lol
Rsp is the same at any version.
It helps.
do you use balance shields?
And I notice 5 different (7 including RSF and MW) shield heals, and 2 (3 including MW) hull heals (neither of which provides resists)..
Id swap the TSS2 for HE2 tbh
Also, keep spamming (make a hotkey!) rebalance shields.
Also, try to get your hands on power to the the structural integrity field, (SIF), ideally SIF3, but that's expensive as heck so you may have to make do with SIF2. It's quite possibly the best hull heal in the game.
Don't discount speed, you get a defencive bonus the faster you travel (caps at 65%) so try to squeeze that in if/when you can.
High yield 2 is a horrible, horrible power. Choose either Beam overload 2, or an Attack Pattern to boost your DPS. I think Delta works very well with a cruiser: Grants you extra defence and more damage against anything attacking you. Otherwise, Beta is a good choice. But beam overload2 will also work - play around with what you like best.
This is how high yield works:
Base Quantum Torp: 4.5k
high yield 1: 5k x 2 = 10k (+120%)
high yield 2: 3.8k x 3 = 11.4k (+155%) (+14% vs 1 - IF all 3 hit)
Notice how the base damage DROPS for high yield 2.
Aceton Field is, imho, lacking. Even Vent Warp Plasma is better when you have an escort sniffing your derri
BO Powers:
Engi Com: EPtW 1 or EPtS 1, RSP 1, Engineering Team III, Aux to SIF III
Engi Lt Com: EPtW or EPtS 1 (copy the power from the other Engi), Aux to Dampeners or Aux to Battery (haven't tried either though), Engineering Team III
Sci Lt: Hazard Emitters I and TSS 2
Tac Lt: Beam Overload I, Attack Pattern Beta I
Tac Ensign: T:HY 1
Engineering explanation: You want 2x ET III (put 9 in technician to unlock) for the hull healing. Aux to SIF III is your staple heal, with hull resist buffing. The Ensign powers is more a "pick your poison" on the EPtX side. You can use EPtW to keep your weapons from dropping much lower than 100 on a broadside, or EPtS for shield tanking. Both have their merits.
RSP I is there just to buy you time for a heal, and is a buffer power. It's not a "keep me alive" power because the RSP glow is pretty much a "SNB me" cry to opposing science, and if your hull is low you'll die from bleedthrough anyways.
The only variable power is the LtCom slot. Me, I run Extend Shield I for support. If I wasn't either Aux to Damp for anti-CC, maybe Aux to Battery for boosts, or some other power to up your damage.
Science Explanation: TSS 2 is your shield heal and resist power that helps you, and can also let you support an ally in need. It's your shield tanking power. Generally, you should be popping RSP, then EPtS, then TSS in sequence to help harden and regen your shields. As for the Ensign power, I'd have 2 science BOs. One with HE1 for your primary power, which gives a heal over time and more importantly a hull resist. But I'd have a backup BO with Science Team in case the SNB is flying around too much.
Tactical Explanation:: BO1 and T:HY 1 are there for boosting your weapons, and APB to increase the damage they deal. Pretty basic.
Weapons: I'm partial to the 6 beams/2 torps loadout. your call if you want to mix dual beams on the front. I do 2 dual banks, and either 2 arrays or 1 torp and an array in the front, and then 3 arrays and a torp in the rear. As for types, pick your poison. I prefer the phaser proc and quantums for the recharge/damage ratio. Sometimes I drop a tricobalt in the back though.
Ship Gear: Covariant shields with high cap bonus, deflectors that boost [HS] for hazard emitters. Then Efficient Enginers if you have them for the +5s, if not hard to say which is best given your skills and engine settings.
Consoles: For science, all Halon consoles to bump Hazard Emitters. For Engineering, 1 EPS console, 2 SIF consoles for Engineering Team, and either a 3rd SIF or a console to boost your desired power level (aux or shields or weapons). For tactical, all beam boosting consoles.
As for power levels, I'd suggest 100/50/25/25 and then dump skill points into Efficiency for Engines and Aux, and Performance for Weapons and Shields. You'll get in the 70s on shields that way, and your 25 settings will be above 50 most likely.
Tactics wise, you're a pew pew ship and your heals are primarily meant for you to tank incoming damage while you shoot stuff. My first suggestion would be to move the balance shields power to the last slot in your tray (the 0 key) and then use this bind, which will balance your shields every time you fire a phaser:
/bind space "GenSendMessage HUD_Root FirePhasers $$ +TrayExecByTray 0 9"
Self- heal triaging is kind of self evident, but a few tips would be to save RSP for the "oh TRIBBLE" situations, and/or when heals are on cooldown. It'll most likely only be up for a few seconds unless the opposing team has no SNB available to use on you. RSP is just a delaying tactic to give you time to harden your shields, regen your hull, add resists, etc. ET III is there for the spike damage, and to give you time to pop SIF or HE. It's also there to heal up when not the focus of the enemy attacks. HE 1 and SIF have resist bonuses, so thats why they're useful beyond just the heal.
Also, since all of those heals are self or ally target able, you can also help our your teammates as a backup healer in case say the primary healer is going down, or the primary healer's heals are on cooldown. Your healer will appreciate the assists.
here is a simple keybind that someone shared with me. It helped alot until I made my own KB.
/bind space "+TrayExecByTray 0 0 $$ +TrayExecByTray 0 1 $$ +TrayExecByTray 0 2 $$ +TrayExecByTray 0 3 $$ +TrayExecByTray 0 4 $$ GenSendMessage HUD_Root FireAll $$ +Power_Exec Distribute_Shields "
Everytime you use the spacebar, this KB will activate the abilites that you have put in slots 1-5 of Tray one ( I suggest your attack buffs like CRF,etc), plus Fire all weapons, plus Disribute all shields. You can tweak it to your own needs as you see fit.
I have even heard that some players will use two EPtS1's in a Keybind to spam those shield heals as the go into combat. You could try that as well.
Every time I have used RSP 1 either be it lag or a time delay I have died. It doesn't charge my shields at all and thats when I'm in pve, pvp is the same. When i use RVP1 my hull is at 80% so I'm not throwing my buff to late.
I don't use engineering team 1. What are you getting at?
Hey, thank you for the info.
Good build.. I swear to EP2S 3 in the LtC slot though.. 40% resist, great heal and long duration.. TSS is also a good shieldheal, but I use EP2S3 as my primary.. Mainly because TSS is auxbased.
True, the only downside would be what you can drop in the Ensign slot after to replace one of the rank I EPtX powers. A 3rd EPtX isn't really usable since the cooldowns would mean it's never really usable, and a 3rd Engineering team would hit the same issue. That's one of the downsides of the Engineering tree; a lack of good ensign level powers.
As for aux based, dropping points into Aux Efficiency and Performance coupled with efficient engines should get you past 50, so that should be pretty decent to work with. When I run my star cruiser in greedy healer pew pew mode, I just run at 100/50/25/25 and I recall my aux to be around 50-60 and my heals still work reasonably well for myself.
A few additional side comments to the OP, if you do pick 2 of either EPtS or EPtW, I'd run a bind to always trigger them when needed. I'd tie them to the space bar like I did the balance shields. So that way you'd always be triggering either EPtW before pewpew, or EPtS before balancing shields. And given the cooldowns, 2 copies of a given EPtX powers generally means it's running almost non-stop. I do that for my heals since I run 2x EPtA; any heal that relies on aux (Aux to SIF, HazEmit, TSS) gets triggered after EPtA to make sure it hits as hard as possible.
And given the above, and that you'll be running duplicates of multiple powers, I can't stress enough how much simpler binds make things. For example, I run 2x Hazard Emitters, 2x EPtA, and 2x ET III. And each of those only requires 1 key apiece. When I activate my engineering team button, if executes the first available of the 2 copies not on cooldown. So it turns 6 buttons into 3, which is more manageable.
I have a section on bindkeys in Faithborn's healing guide here:
http://forums.startrekonline.com/showpost.php?p=2719268&postcount=5
And another bind thread here that I've posted updated versions of my cruiser binds in, and others have given good bind suggestions:
http://forums.startrekonline.com/showthread.php?t=160698
Go ahead and think that, but my ET1 pops faster before ET3 is finished in its cooldown. This has bailed me out of trouble in PvP quite a bit.
Would that not give a faster cooldown period in a rank 1 power over a rank 3?
That's actually the global cooldown versus the recharge of the 1st power you're seeing, not ET I being faster than ET III on the recharge. Two ET IIIs with 9 points in them would have the same effect. Each ET power has a single recharge of 30s, but a shared global cooldown of 15s. If you hit one "Team" ability, that one comes back after 30s, however you can use another "Team" ability after 15s. Regardless of whether it's I, II, or III.
As of Season 1.2, these are the abilities of Engineering Team: (Source)
More info's in the Season 1.2 Patch Notes .
Oh well, nvm then.
Replace Boff Power for equipment in the above quote and the result is still the same.
As a hint for the direction you should go in, start with imagining there were no Boff powers, consoles or any other modifiers, just you, your ship and your weapons. What you need to succeed in that theoretical realm is the same as the full game.
Yours in tactical framework Plasma,
Star*Dagger
I won't get into your weapons or anything else.. You say you are not surviving and I will help you to understand how your build is flawed.
Issue 1 -
Eng Team 2 Eng Team 2 Sci Team 1.... These all share a cooldown and you have one 2 many.
Issue 2 -
Resists.... you have nothing providing Hull resistance (Other then you Eng Fleet skill which you didn't list)
Issue 3-
Same issue as 1... you have 3 Emergency power to Skills... you WILL not be able to use all 3 due to cool downs.
I hope that makes some sense.... Here is a skill build I would suggest you try.
Tac Ens: High Yield 1,
Tac Lieutenant: Beam Overload 1, Attack Pattern Delta
Eng Commander: Emg Power to Engines 1, Aux to Sif 1, Emer Power to Shields 3 and Eject Warp 3
Eng Lieut Commander: Eng Team 1, Aux to Battary 1 , and Reverse Shield Polarity 2
Sci Lieutenant: Hazard 1 and Transfer Shield Strength 2.
If you have a officer with Aux to Sif 3 or can afford to buy one also consider this on your commander
Emergency to Engines 1, Emergency to Shield 2, Eject plasma 1, Aux to sif 3
So here is the reasoning for you.
2 Emergency to Powers NO overlap. Switching to one Engine boast gives you away to move yourself out of a bad situation... or at least turn a facing.
Aceton Field is easily countered by Hazard Emitters carried by 95% of players right now. Eject Plasma is a great way to get someone off your back... you can also use it with Emergency power to engines and/or evasive to coat and imobilize a target.
Eng Team 1 is a fine spike heal that dosn't eat better slots. Aux to Sif will give you a constant small heal... more importent it will greatly reduce ALL incomming damage due to the almost constant resist.
Aux to Battary.... I would have done something diffrent here buy you seem sold on the RSP 1 being weak... so Here is the use for aux to battary... WHEN you need your hazard emitters, first use a AUX battary to juice your aux power now use your hazard, and hit aux to sif as well. (Aux power will boast both resists very high)... now before you aux drops use AUx to battary. You will end up with almost 50 power to Weapons Shild and Engines.... with the 15 second of crazy resist running and the power... KILL something. lol
(now I have given you the secret Battary Doubling trick.)
EDIT - I also added Attack Pattern Delta over high yield 2... this is a judgement call, you may want the extra burst... but if you really are worried about living... it is one more resist power.
Anyway hope the suggestions help. Have fun in STO... practice practice piloting matters more then any skills.
It's still far better to have ET3 in one LT Cmdr slot and the other being EPtS3 than having 2 ET2s or 3s. And you can reserve the LT slots with more effective Emergency Powers and RSP.
Warp Plasma is also canceled out by Hazzard Emitters.
This is true I guess I should say... the plasma stays behind and can get more then one ship.. .aceton long cool down hits removed NOTHING. Plasma at least you can evasive and hit a couple people... and there still Stopped for a short time even if they counter.
Not only that, if another player or NPC uses Warp Plasma and you connect, the DoT's effect increases drastically, almost like a Undine Plasma Torpedo DoT.
Though I'm happy Aceton's effect is better than it originally was, but instead of a useless DoT, it needs to be like a weapon version of Feedback pulse where it damages the player every time it shoots.
High Yield 1
Attack Pattern Delta 1
Emergency Power to Shields 1
RSP 1
Engineering Team 3
Aux to SIF 3
Emergency Power to Shields 1
RSP 1
Engineering Team 3
Transfer Shield Strength 1
Hazard Emitters 1
Polarize Hull 2
Meant for an engineer. Excellent healing platform. Use RSF + EPTS and/or TSS to avoid having to waste hull heals on yourself, keep them for your team. Kinda lackluster DPS output, but it's a teamwork setup. If you want more damage, change into APB instead of APD and use one EPTW2 in place of a RSP.
Might post my equipments later.