Given you're a Science Captain, it'd definitely be worth investigating EPtS 1 / Aux2Battery 1 with 3 purple DOffs for Aux2Battery, since it would allow you to get close to Tactical power uptime in a manner similar Tactical Intiative. Of course, it does drain your Aux power, so, be wary of that.
That said, what're planning for weapons and your other BOff powers?
Damned it! Thats what I forgot to change on my Som last night. My DOffs!!!
I'm sure you rocked it anyway... fun little ship right.
Loving mine... Klinks have a usable raptor... its crazy. Its not perfect... and needs a 5th tac console to really be = to the fed version... but I'll take it.
yay for somraw love! even the non fleet retrofit is better then a qin. its kind of like a kdf defiant that turns slightly less and is less durable, but gives that up for the innate cloak. i hear the fleet version has a .9+ shield mod, so that makes it at least better then federation non fleet escorts.
I'm sure you rocked it anyway... fun little ship right.
Loving mine... Klinks have a usable raptor... its crazy. Its not perfect... and needs a 5th tac console to really be = to the fed version... but I'll take it.
Against TSI and SP in the Arean? No No No.
Second worst PvP showing of my career with just over 52k in damage and 200k in healing.
I love the FL Somraw, I just did not use it well in that match.
I'm sure you rocked it anyway... fun little ship right.
Loving mine... Klinks have a usable raptor... its crazy. Its not perfect... and needs a 5th tac console to really be = to the fed version... but I'll take it.
I actually prefer the Qin in theory. It has more SPs (even when the Raw has more consoles) and more eng consoles. It also has more HPs.
Of course I prefer the Fleet Vorcha in reality to both anyway which is why I bought it first
Another option is 2 EPTx + 2 Damge control doffs... you can keep both copies up most of the time that way.
Hmm... for some reason I always thought there was a shared cooldown between the different EPTx abilities. Does this mean I could run EPtE and EPtS without any common cooldown between them?
Given you're a Science Captain, it'd definitely be worth investigating EPtS 1 / Aux2Battery 1 with 3 purple DOffs for Aux2Battery, since it would allow you to get close to Tactical power uptime in a manner similar Tactical Intiative. Of course, it does drain your Aux power, so, be wary of that.
That said, what're planning for weapons and your other BOff powers?
Hmm... for some reason I always thought there was a shared cooldown between the different EPTx abilities. Does this mean I could run EPtE and EPtS without any common cooldown between them?
How EPT___ + EPT___ +EPT___ +EPT____ works is by uptime.
EPTS 30sec uptime and 45 second cool-down. 2nd copy of EPTS is placed on 30sec cool down while placing other EPT___ on 15sec Cool down.
So in 15sec mark, you can activate EPTS___ for 30 seconds. In 15 sec you activate EPTS 2nd copy and you keep this process going with a single key bind. Through in re-distrubute shields and you don't have to think about a lot of that uptime. It is simply there. :cool:
^^^ EDIT... I should not drink on my day off and post. WTH was I trying to say again. LOL
How EPT___ + EPT___ +EPT___ +EPT____ works is by uptime.
EPTS 30sec uptime and 45 second cool-down. 2nd copy of EPTS is placed on 30sec cool down while placing other EPT___ on 15sec Cool down.
So in 15sec mark, you can activate EPTS___ for 30 seconds. In 15 sec you activate EPTS 2nd copy and you keep this process going with a single key bind. Through in re-distrubute shields and you don't have to think about a lot of that uptime. It is simply there. :cool:
So... I should use EPtS1 and EPtS2 since damage control engineers can reduce the shared cooldown to 15 seconds, and the individual cooldown to 30 seconds?
So... I should use EPtS1 and EPtS2 since damage control engineers can reduce the shared cooldown to 15 seconds, and the individual cooldown to 30 seconds?
So... I should use EPtS1 and EPtS2 since damage control engineers can reduce the shared cooldown to 15 seconds, and the individual cooldown to 30 seconds?
No the doffs can not do anything about the global cool down... this is how it works....
EPTx (shield / Weapons / Engine / Aux) 15 second shard global... this means if you have ETPW and EPTS... and activate one the other gets a 15 second cool down applied to it.
For EPTx skills of the same system there is a 30 second global... so this means if you activate EPTS and you have a second copy the second copy gets a 30 second global.
This means the doffs do nothing for you at all if you have 2 copies of the same system EPTx...
If you don't run doffs and want EPTS up 100% of the time... then run 2 copies.
If you want a high chance to have ETPS up 100% of the time with only one copy... you run 2 of the Doffs and 1 copy of another EPTx power.... when you activate one the other gets a 15 second shared and the one you activated goes on 45 second cool down... unless one of your 2 doffs procs (35% chance x 2)... then the shard one stays at 15 and the one you activated gets reduced to 30 seconds. (meaning you can keep it up 100% as it lasts 30 seconds)... if it does not proc... in 15 seconds you activate the other EPTx skill you have... and again you have a (35% chance x 2) to proc the reduction... this time however if it procs it will still take that extra 15 seconds of the first skill you activated.... (making it pop back up when the skill ends anyway making for 100% up time)
This means you basicly have 2 chances to proc the reduction and keep both skills up ALL the time... or put another way you have a 35% x 2 x 2 chance to always keep you skills rolling every 15 seconds... meaning both your systems are boosted all the time. Its a great way to keep a higher level EPTS running, or to just get some free bonus power by having 2 level 1s (2 different power systems) always boosted.
I guess this means I'm no longer using 3 shield distribution officers with brace for impact. Should I still keep one of them, or should I try a different doff?
yay for somraw love! even the non fleet retrofit is better then a qin. its kind of like a kdf defiant that turns slightly less and is less durable, but gives that up for the innate cloak. i hear the fleet version has a .9+ shield mod, so that makes it at least better then federation non fleet escorts.
Just got the Somraw retro recently too thanks to you pointing out its stats are better then whats listed, having a blast with it, thanks. Just like a Fed patrol escort that cloaks. Has no problem with survivabilty compared to when I am playing a Fed escort. Think I will get the Fleet version soon.
Back on topic I run my raptor and other ships with 2 copies of EPTS and find I die a lot if I'm not running that. There is nothing I love to see more then a ship with only a Lt Eng station using an engineer ability that isn't EPTS like RSP, then I know once it goes down they are easy kill since they don't have EPTS up constantly.
I would only use other EPTx abilities in addition to EPTS and not in place of EPTS.
This means you basicly have 2 chances to proc the reduction and keep both skills up ALL the time... or put another way you have a 35% x 2 x 2 chance to always keep you skills rolling every 15 seconds... meaning both your systems are boosted all the time. Its a great way to keep a higher level EPTS running, or to just get some free bonus power by having 2 level 1s (2 different power systems) always boosted.
Good idea. I've been messing around on tribble with doffs and it seems to be a lot more reliable than just running one copy of an EPTX power.
The only thing that bothers me is that it seems that when you're running two different EPTX powers they no longer sync like they used to.
I mean, there's a slight drift in the timer.
Like Hilbert's idea for fitting an EPTX power in between 2 EPTS powers, no longer works like before. There's a slight drift in the cooldown, whereas before you could fit it in perfectly and not have to wait an extra 2 seconds or so to hit your EPTS power.
This is with or without doffs. I don't know what changed in the last weeks or so.
I think the UI lag is about the worst it has ever been... I have noticed that as well... sometimes a 2-3 sec delay... I am pretty sure its the UI lag... it is half way to unplayable at times. It seems every patch it gets worse and worse.
Remember that with two diffent EPtX powers and using doffs, the chance of you having both up the whole time (not counting the initial 15s and the delays between activations) is much higher than if you only run EPtS with doffs.
For that to be still up, you'd need the doffs to proc every time. On the other hand, if you chain an EPtA with an EPtS for example, you only need the proc once in two activations. And that is damn reliable.
And btw., your example with EPtE 1 and EPtS 2 starting with the latter with the Damage control engineer doffs would be:
Note: I omitted the 1 or so second needed for activation. Hope this "representation" makes it clear.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
In my fleet patrol sciscort, would I do better with 2x EPtS or with just 1 EPtS and something else?
I'd go 2x EPtS.
An incidental advantage of running 2x EPtS lies in having a purple Warp Core Engineer doff with the ability to give you a 20% chance of getting a +25 power levels boon (for each and every subsystem) on use of any 'emergency power' (like EPtS). 20% may not seem like much, but when running 2x EPtS continuously you'll find yourself pleasantly surprised with a whole lot of extra power, a lot of the time.
It is even possible to run 2x EPtS on ships with limited engineering slots, like the fleet defiant, but it will naturally go at the expensive of something useful, like Engineering Team II. It may be, though, that just having Miracle worker III + Hazard emitters II suffices. Especially since you're also (presumably) running 2x Tact Team continuously, and Tact Team shares cooldown with Engineering Team (so the latter may not be always directly available to begin with).
using damage control doffs will only ever be reliable if you have 1 copy of 2 different EPtX skills, keep that in mind. 1 copy of EPtS1 and 3 purple doffs will not be reliable. thats only as reliable as the new cannons and beam doffs are. 1 EPtS1 and 1 EPtW1 with 3 green will be more reliable. i use 3 blue and they never let me down with 1 EPtS and 1 EPtW.
using damage control doffs will only ever be reliable if you have 1 copy of 2 different EPtX skills, keep that in mind. 1 copy of EPtS1 and 3 purple doffs will not be reliable. thats only as reliable as the new cannons and beam doffs are. 1 EPtS1 and 1 EPtW1 with 3 green will be more reliable. i use 3 blue and they never let me down with 1 EPtS and 1 EPtW.
Yep I run 2 purples.... its super reliable.
Funny thing about the doffs....
2 Purples
3 Greens
Both are a 57.7% chance to proc each throw....
The key is 2 different systems as you say so you can hit it again in 15 seconds and get a second chance to reduce the cool down of the first eptx. When you factor that in its a 82% chance to reduce the cool downs on your skills.
You should upgrade to some Purps and save yourself one slot... the math is = ... you just have to spend some EC and the dmg contrl are semi inexpensive. (compared to some of the other options anyway)
For the sake of survivability, how does using 2 damage control officers with 2 EPtX abilities compare to using 3 shield distribution officers with brace for impact?
Funny thing about the doffs....
2 Purples
3 Greens
Both are a 57.7% chance to proc each throw....
The key is 2 different systems as you say so you can hit it again in 15 seconds and get a second chance to reduce the cool down of the first eptx. When you factor that in its a 82% chance to reduce the cool downs on your skills.
You should upgrade to some Purps and save yourself one slot... the math is = ... you just have to spend some EC and the dmg control are semi inexpensive. (compared to some of the other options anyway)
ive been slowly amassing millions for just such a thing, being able to have that 3rd distro doff seems to make all the difference in getting that 15 seconds of invincibility, vs just a good heal
You should upgrade to some Purps and save yourself one slot... the math is = ... you just have to spend some EC and the dmg contrl are semi inexpensive. (compared to some of the other options anyway)
There's one Purple Damage control eng. (Emergency eng.) you can replicate for 1 million EC (reward for completing level 4 in engineering CXP category). And I believe there might be another one in Ferra's (and Staas') for free when completing the same lvl 4 in eng. CXP.
For the sake of survivability, how does using 2 damage control officers with 2 EPtX abilities compare to using 3 shield distribution officers with brace for impact?
Sorta depends if you want an instant heal a la RSP or rather a full time damage resistance (with power boosts). An EPtS 2 adds a non negligeable 24% damage resistance (at least on my eng toon).
That's where a cruiser with a full set of 4 EPtX abilities has its merits.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
There's one Purple Damage control eng. (Emergency eng.) you can replicate for 1 million EC (reward for completing level 4 in engineering CXP category). And I believe there might be another one in Ferra's (and Staas') for free when completing the same lvl 4 in eng. CXP.
this is what i was gonna check first, i knew the replicatable doffs were damage control, and if theres a free purp one from the doff store guy then thats perfect.
eng is so easy to level up, most assignments give 400+ experience for some reason. i should just powerlevel it to max then if i can net 2 free doffs that i need from it.
Sorta depends if you want an instant heal a la RSP or rather a full time damage resistance (with power boosts). An EPtS 2 adds a non negligeable 24% damage resistance (at least on my eng toon).
That's where a cruiser with a full set of 4 EPtX abilities has its merits.
whats great about damage control doffs is that they allow you to only use your otherwise worthless eng ens stations to give you 2 full up time powered up subsystems. or they allow you to have full up time with 1 low and 1 high level without your build being to greedy, full EPtS3 up time with just 1 of your LTC stations used. thats what i do on my kdf, that KHG shield needs EPtS3 backing it up imo
this is what i was gonna check first, i knew the replicatable doffs were damage control, and if theres a free purp one from the doff store guy then thats perfect.
eng is so easy to level up, most assignments give 400+ experience for some reason. i should just powerlevel it to max then if i can net 2 free doffs that i need from it.
I repeat that I'm not sure if there's a free one, however, the photonic one most certainly is a Damage control engineer.
whats great about damage control doffs is that they allow you to only use your otherwise worthless eng ens stations to give you 2 full up time powered up subsystems. or they allow you to have full up time with 1 low and 1 high level without your build being to greedy, full EPtS3 up time with just 1 of your LTC stations used. thats what i do on my kdf, that KHG shield needs EPtS3 backing it up imo
I know, but that's where Ensign eng. Boff slots are incredibly annoying. If you choose 2 EPtX abilities supported by Doffs, either you end up with a completely useless Ens. (only Eng. team can enter there) or you're forced to use both those EPtX at level 1. And if you choose the full 4 EPtX, it will eat up most of your slots.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
So... I should use EPtS1 and EPtS2 since damage control engineers can reduce the shared cooldown to 15 seconds, and the individual cooldown to 30 seconds?
Can someone tell me, please, what happens if you try and run 3x EPtX skills? Do damage control engineers further shorten the cooldown between activations?
Comments
That said, what're planning for weapons and your other BOff powers?
Damned it! Thats what I forgot to change on my Som last night. My DOffs!!!
R.I.P
I'm sure you rocked it anyway... fun little ship right.
Loving mine... Klinks have a usable raptor... its crazy. Its not perfect... and needs a 5th tac console to really be = to the fed version... but I'll take it.
Against TSI and SP in the Arean? No No No.
Second worst PvP showing of my career with just over 52k in damage and 200k in healing.
I love the FL Somraw, I just did not use it well in that match.
R.I.P
I actually prefer the Qin in theory. It has more SPs (even when the Raw has more consoles) and more eng consoles. It also has more HPs.
Of course I prefer the Fleet Vorcha in reality to both anyway which is why I bought it first
Hmm... for some reason I always thought there was a shared cooldown between the different EPTx abilities. Does this mean I could run EPtE and EPtS without any common cooldown between them?
My current build is:
Polaron weapons: 3xDHC, 3xTurret, 1xDBB [Acc]x3.
Tac BO1: TT1, APD1, BO3, CRF3
Tac BO2: TT1, APD1, CSV2
Eng BO: EPtS 1, Aux2Damp
Sci BO1: TTS1, HE2
Sci BO2 (Universal Slot): TB1
Doffs = 3 Shield Distribution Officers, a Sensors Officer, and a Tractor Beam Officer.
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<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
How EPT___ + EPT___ +EPT___ +EPT____ works is by uptime.
EPTS 30sec uptime and 45 second cool-down. 2nd copy of EPTS is placed on 30sec cool down while placing other EPT___ on 15sec Cool down.
So in 15sec mark, you can activate EPTS___ for 30 seconds. In 15 sec you activate EPTS 2nd copy and you keep this process going with a single key bind. Through in re-distrubute shields and you don't have to think about a lot of that uptime. It is simply there. :cool:
^^^ EDIT... I should not drink on my day off and post. WTH was I trying to say again. LOL
The Fleet Qin is a nice upgrade from the Qin in stats, but I tried the Somraw instead in hopes it would turn better for the differences in SP and HP.
If the Qin did not turn so poorly the Fleet Qin would have been my first purchase.
R.I.P
So... I should use EPtS1 and EPtS2 since damage control engineers can reduce the shared cooldown to 15 seconds, and the individual cooldown to 30 seconds?
0:00 - Activate EPtS2.
0:15 - Activate EPtS1.
0:30 - Activate EPtS2.
0:45 - Activate EPtS1.
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No, it does not work like that for escorts. It works like this:
0:00 Activate EPTS1
0:31.5 Activate EPTS1
0:63 EPTS1
That is with a sinlge Damage Control Engineer PROC working as it will bring the cool down from 45sec to 31.5 sec.
Cruisers it is:
0:00 EPTS
0:15 EPTA
0:30 EPTS
0:45 EPTA
0:60 is = 0:00
No the doffs can not do anything about the global cool down... this is how it works....
EPTx (shield / Weapons / Engine / Aux) 15 second shard global... this means if you have ETPW and EPTS... and activate one the other gets a 15 second cool down applied to it.
For EPTx skills of the same system there is a 30 second global... so this means if you activate EPTS and you have a second copy the second copy gets a 30 second global.
This means the doffs do nothing for you at all if you have 2 copies of the same system EPTx...
If you don't run doffs and want EPTS up 100% of the time... then run 2 copies.
If you want a high chance to have ETPS up 100% of the time with only one copy... you run 2 of the Doffs and 1 copy of another EPTx power.... when you activate one the other gets a 15 second shared and the one you activated goes on 45 second cool down... unless one of your 2 doffs procs (35% chance x 2)... then the shard one stays at 15 and the one you activated gets reduced to 30 seconds. (meaning you can keep it up 100% as it lasts 30 seconds)... if it does not proc... in 15 seconds you activate the other EPTx skill you have... and again you have a (35% chance x 2) to proc the reduction... this time however if it procs it will still take that extra 15 seconds of the first skill you activated.... (making it pop back up when the skill ends anyway making for 100% up time)
This means you basicly have 2 chances to proc the reduction and keep both skills up ALL the time... or put another way you have a 35% x 2 x 2 chance to always keep you skills rolling every 15 seconds... meaning both your systems are boosted all the time. Its a great way to keep a higher level EPTS running, or to just get some free bonus power by having 2 level 1s (2 different power systems) always boosted.
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
Just got the Somraw retro recently too thanks to you pointing out its stats are better then whats listed, having a blast with it, thanks. Just like a Fed patrol escort that cloaks. Has no problem with survivabilty compared to when I am playing a Fed escort. Think I will get the Fleet version soon.
Back on topic I run my raptor and other ships with 2 copies of EPTS and find I die a lot if I'm not running that. There is nothing I love to see more then a ship with only a Lt Eng station using an engineer ability that isn't EPTS like RSP, then I know once it goes down they are easy kill since they don't have EPTS up constantly.
I would only use other EPTx abilities in addition to EPTS and not in place of EPTS.
Good idea. I've been messing around on tribble with doffs and it seems to be a lot more reliable than just running one copy of an EPTX power.
The only thing that bothers me is that it seems that when you're running two different EPTX powers they no longer sync like they used to.
I mean, there's a slight drift in the timer.
Like Hilbert's idea for fitting an EPTX power in between 2 EPTS powers, no longer works like before. There's a slight drift in the cooldown, whereas before you could fit it in perfectly and not have to wait an extra 2 seconds or so to hit your EPTS power.
This is with or without doffs. I don't know what changed in the last weeks or so.
I guess they broke something?
I think the UI lag is about the worst it has ever been... I have noticed that as well... sometimes a 2-3 sec delay... I am pretty sure its the UI lag... it is half way to unplayable at times. It seems every patch it gets worse and worse.
No, I just keep a pocket Eng/Oddy healbot in my back pocket. Well, usually. Dude's been busy playing other games as of late. >.>
For that to be still up, you'd need the doffs to proc every time. On the other hand, if you chain an EPtA with an EPtS for example, you only need the proc once in two activations. And that is damn reliable.
And btw., your example with EPtE 1 and EPtS 2 starting with the latter with the Damage control engineer doffs would be:
0s...EPtS 2
15s...EPtS 2 (running)...EPtE 1
30s...EPtS 2 (ending)...EPtE 1 (running)...EPtS 2 (again, already off CD thanks to doffs)
45s...
...EPtE 1 (ending)...EPtS 2 (running)...EPtE 1 (again)
60s...
...
...EPtS 2 (ending)...EPtE 1 (running)...EPtS 2 (again)
And so on and on...
Note: I omitted the 1 or so second needed for activation. Hope this "representation" makes it clear.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
I'd go 2x EPtS.
An incidental advantage of running 2x EPtS lies in having a purple Warp Core Engineer doff with the ability to give you a 20% chance of getting a +25 power levels boon (for each and every subsystem) on use of any 'emergency power' (like EPtS). 20% may not seem like much, but when running 2x EPtS continuously you'll find yourself pleasantly surprised with a whole lot of extra power, a lot of the time.
It is even possible to run 2x EPtS on ships with limited engineering slots, like the fleet defiant, but it will naturally go at the expensive of something useful, like Engineering Team II. It may be, though, that just having Miracle worker III + Hazard emitters II suffices. Especially since you're also (presumably) running 2x Tact Team continuously, and Tact Team shares cooldown with Engineering Team (so the latter may not be always directly available to begin with).
Yep I run 2 purples.... its super reliable.
Funny thing about the doffs....
2 Purples
3 Greens
Both are a 57.7% chance to proc each throw....
The key is 2 different systems as you say so you can hit it again in 15 seconds and get a second chance to reduce the cool down of the first eptx. When you factor that in its a 82% chance to reduce the cool downs on your skills.
You should upgrade to some Purps and save yourself one slot... the math is = ... you just have to spend some EC and the dmg contrl are semi inexpensive. (compared to some of the other options anyway)
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
ive been slowly amassing millions for just such a thing, being able to have that 3rd distro doff seems to make all the difference in getting that 15 seconds of invincibility, vs just a good heal
Sorta depends if you want an instant heal a la RSP or rather a full time damage resistance (with power boosts). An EPtS 2 adds a non negligeable 24% damage resistance (at least on my eng toon).
That's where a cruiser with a full set of 4 EPtX abilities has its merits.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
this is what i was gonna check first, i knew the replicatable doffs were damage control, and if theres a free purp one from the doff store guy then thats perfect.
eng is so easy to level up, most assignments give 400+ experience for some reason. i should just powerlevel it to max then if i can net 2 free doffs that i need from it.
whats great about damage control doffs is that they allow you to only use your otherwise worthless eng ens stations to give you 2 full up time powered up subsystems. or they allow you to have full up time with 1 low and 1 high level without your build being to greedy, full EPtS3 up time with just 1 of your LTC stations used. thats what i do on my kdf, that KHG shield needs EPtS3 backing it up imo
I know, but that's where Ensign eng. Boff slots are incredibly annoying. If you choose 2 EPtX abilities supported by Doffs, either you end up with a completely useless Ens. (only Eng. team can enter there) or you're forced to use both those EPtX at level 1. And if you choose the full 4 EPtX, it will eat up most of your slots.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
Can someone tell me, please, what happens if you try and run 3x EPtX skills? Do damage control engineers further shorten the cooldown between activations?
Thanks.